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Voyager: Tactics, Version 0.4

T H E T E A M
CREATED, DESIGNED & EDITED BY
SYTOkun

MARKETING LEAD
Joey

BALANCING
SYTOkun
Joey
Joe/Twinky

WITH HELP FROM


Joey, LadyNoir, c4blec, Lyedar, chris.wihu, themacattack54, Beau Villamor, wolf,
DJThunderHearts, SinoBice, SoundlessPlum, Toast, Vchanfan, T-Z Baz, TeeJay,
pepperonpages

The artists, writers and contributors of VNTAS Squad and the Switchback Server.

Join the Voyager Discord server! (we have emotes)

discord.gg/xvgsE9u7ez

Follow @SYTOkun on Twitter for art and stuff

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Contents
INTRODUCTION 006 - 012 III - FACTIONS 111 - 132
The Core Idea 11
Gameplay Selling Points 12 The Known World 111
Maps of the Known World 114
I - HOW TO PLAY 013 - 044 EXDUS 115
Aeden 117
Expectations to Set 14 Cartograph Charter 119
Philosophy of Play 15 Shard Banners 121
Prologue 16 Sol Empire 123
The Liaison 17 Dust 125
Skills & Action Dice 19 The Eyries 127
Skills 20 Skotos 129
Origins 23 Sentinarium 131
Exploration 27
Types of Actions 29
Action Dice & Loadouts 30 IV - VENTURES 133 - 224
Initiative 31
32 Ventures Explained 134
MOVE Die
33 Heir 135
SAVE Die
34 Gamblade 141
HIT Die
35 Jet Corps Trooper 145
AIM Die
36 Venator 149
CAST Die
37 Armsmaster 155
Miscellaneous Actions
38 Gundrifter 161
Miscellaneous Concepts
39 Assassin 165
Techniques
43 Field Medic 171
Conditions
45 Armiger 175
Progression
46 Drakenought 181
Rest & Downtime
48 Wahrsanguis 187
Danger & Death
49 Keybearer 193
Money & Resources
51 Logist 201
Inventory
Exsourcer 207
Elemancer 213
II - YOUR VOYAGER 053 - 110 Invoker 219

Creating Your Voyager 54


Aedean 55 V - GM TOOLS 225
Shardlander 57
Amerusan 61 INSPIRATIONS 229
Magoi 65
Xylolith 69
Kaibi 73
Ruaya 77
Orzlaty 81
Síoraí 85
Drachéan 89
Feithean 93
Viemor 97
Kean 101
Variant Traits 105
Languages 109

5
INTRODUCTION

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From the Old World...
The rumoured supercolony called Eld aestus was named such by one Dr. Connor Whitebrook, who first
studied the organism. While visiting his hometown of Norwich, England, he had already known of the
existence of the town’s famous White Tree. However, a construction project was intending to clear out the area
and determined themselves to remove it. They tried to use fire in an attempt to burn the stubborn plant, after
digging to chop its roots proved futile.

After pouring gasoline all over and around the tree, even in a ditch dug directly under its roots, Whitebrook
was told that the flames entirely consumed the tree. The locals laughed at the construction crews, who
watched in frustration as the tree didn’t appear to budge. However, after about 40 minutes of continual
burning, the flames directly in contact with the tree began to glow white, as the surrounding flames were
slowly extinguished. The tree then continued to burn in this white flame for the next 3 days. This happened
about 2 weeks before Whitebrook’s arrival.

Whitebrook would go to the site of the tree to investigate. A crowd began to gather around him as he made
known his intent to replicate the burning to confirm it himself, a story all his fellow townspeople swear is
true. Sure enough, after creating a localised fire at the base of the tree, after 31 minutes and 44 seconds, the
flame, in Whitebrook’s words, “appeared to climb the surface of the bark in an unnatural manner, like a spark
along gunpowder or the slow writing of chalk, as if the fire was tracing the surface of the bark in an invisible
pattern - turning yellow, then green, then blue, then a brilliant white within a few seconds.”

“As the flame transformed, it flashed with intense heat as it turned blue, almost burning me, before
turning white. Curious, I placed my hand near the flame, only to sense no heat. Placing a roll of paper in the
flame, the fire danced and swam across the roll of paper without burning it. I decided to place my hand into
the flame, in the presence of my family, friends and lifelong acquaintances. I swear to you, the fire felt cool in
my hands.”

“I beckoned to others to try. Fearful at first, they eventually did, starting with the children. They all felt a
flame, cool to the touch, and continued to burn this way for about 2 hours before disappearing. My mother,
who was religious, said this was an ‘act of God’.”

Whitebrook would go on and share his story, calling it a new species which he named Eld aestus, roughly
translating to “ancient flame”.

- Account of Dr. Connor Whitebrook, dated Anno Domini 2036;


from the Archives of Old World Printings, New Cambridge.

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...to the New.
Order and Chaos. The cycles of Life and Death and the transition from the World into the Beyond; Body to
Spirit. With the Emergence of Eld Aestus, these two opposites became One.

From what we could glean from the oldest possible sources, there was a concept deeply familiar to the Old
World: the Tree of Life; Yggdrasil; Ashvattha; Shajarat al-Khold; Aušros medis - all names from different
cultures embodying or evoking the idea of a World Tree - a cosmic pillar, even sometimes interpreted as a
sacred mountain, such as the fabled Olympus, Sinai and Kailash, that connects the cosmic circles and planes of
universe - the crossroads of all worlds above and below, meeting squarely in the world of the Known - what
our ancestors called Earth.

It is in the nature of humanity to Divide - people from people, chaos into order, essence from ideas; but it
is in the nature of the Tree to Unite. Its branches reach into the realm of gods and spirits; its roots reach
down into the darkness where dragons and shadowed waters course and rage. And who is to know what
worlds lie even beyond these that the Tree has reached, and the worlds beyond that?

A thousand years ago, the Tree manifested itself to the World, and in doing so, destroyed it. Death
flourished, and with none to experience it, Time itself died. Chaos reigned and made all equal within its dark
fold. But from the ashes erupted life, from the ruins emerged survivors who would once again redefine what
the World to come would be: Creation. And so, Time flowed once again. Order cleaved into Chaos, and from its
wound created the colours, names and sensations it yearned to experience.

Between the worlds of Perfect Order and Absolute Chaos... that is where we enter the stage.

Magic, a layered and fanciful word simply meant to define... Change. Through Chaos and Order and every
space in between, it flowed like water through the boughs of the Tree, permeating the air and changing the
New World, just as it did for the Old. Magic flowed within the blossom of every flower, the eruption of every
volcano, the tremble of every storm, the breath of every child, the stroke of every brush, the spoken word of
every thought. The Will of creation manifested into form, which we then manifested with every truth we made
reality. It was always there, but with the Emergence of the Tree, humanity finally understood - if but a little -
the reality of its all-encompassing presence. Of how vast our existence truly was.

This is the Apokálupsis - an Old World term meaning "the Uncovering": the laying bare of all things, both
known and unknown - till once again it is hidden, like a seed in the ground, a body awaiting its rebirth -
time and again until the day all things will be revealed, known and experienced. Thus we, the emergent souls
of this New World, animated into action, given the breath of life and driven to reveal, to know, to experience...
are the Beholders of this Apocalypse.

The Known World is before you, and beyond it is every World that has been and will exist. You cannot
grasp it, nor conquer it, nor even understand it - though you may try. But you will Behold it, like a scholar
learns a book, like a lover finds their beloved, like a person knows their name.

This is the Revelation. We Change what we Behold, and we Behold what we Change. To Live is not to search
out for the Revelation, nor is it to hope for the Revelation to show itself; to Live is the spirit and essence of the
Revelation itself.

Go forth, and good luck, my students. I'll see you again - in another form, another name... in a world to
come, where all dreams become reality, and where all realities become dream again.

- Final Lecture by Prof. Hinenni, Relic Academy, dated A.E. 1033

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"The Earth as we know it is no longer; but by
our memory it shall remain."

The Emergence - Eld Aestus each other, not to divide and subjugate, when
Humanity is defined by the stories they tell. we barely even know our own place in relation
Tales and accounts of the great and noble to each other, or our place in the world itself.
that celebrate these heroes, lifetimes after
they are gone. The Commission - EXDUS
This led to the formation of EXDUS: a
That was all nearly lost when a great worldwide expeditionary commission, free
catastrophe called the Emergence destroyed from borders or political allegiance. Named
the Old World. With nothing left but their after an Old World term meaning "a going
memory, the survivors clung to these stories, out", the commission calls for any skilled
in hopes that these would empower them to individual from any walk of life to help map
rejuvenate this New World. the New World: explore new lands, discover
old relics, mediate conflicts between factions
A thousand years ago, Earth was suddenly and brave the unknown beyond.
and violently destroyed a massive
supercolony emerged, uprooting the entire The Journey - Voyager
world with it and piercing the heavens. The You are a Voyager. Whether you are driven by
birth of the World Tree, Eld Aestus, forced a the promise of adventure and treasure, or
new world to emerge from the corpse of the truly believe in EXDUS' conviction of unifying
old. the Known World, you come from one of
many different backgrounds - a mercenary,
Entire mountains and islands were thrown into researcher, or all folks in beteween - being a
the sky, suspended in the Tree’s strange new organisation with lofty ideals, EXDUS will
magic; these were called Shards. The Tree take whoever they can get, and luckily, some
changed the very makeup of the world, of the best around have answered the call.
hyperevolving the local wildlife into new and
mythical forms, and even reshaped humanity You yourself are an up-and-coming name,
itself into new variants, from the animal-like far from an established hero but set on your
Kaibi to the sky-dwelling Síoraí - even path to being one. You and a group of others
creating a new form of intelligent life from its have gathered together as a party and are
own flesh: the Phytosapiens. given assignments and jobs by EXDUS to help
journey outwards into the world of Revenir,
The World Reborn - Revenir and make the unknown known.
Just over a millennium has passed since the
Emergence, and the world is unrecognisable The year is 1053AE - a thousand years After
from what it looked like in the past. The magic Emergence. Your Voyage begins.
of Eld Aestus permeates all of creation,
accelerating its growth at an unimaginable
pace - almost like the World was never
destroyed in the first place. From digging up
old research and the memories of the past,
current day technology is almost at the level
of that of the Old World; more advanced in
some areas and less advanced in others.

But even so, conflicts still brew all across


Revenir. The map is not drawn yet, and many
young empires, upstart rulers and powerful
groups want to be the ones to carve its
borders in stone. But there are those whose
goal is to unite the World and allow these new
forms of humanity to find and connect with

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The Core Idea
This is an ongoing iteration on my custom game system, Voyager: Tactics, which itself is based on my
original world and campaign setting. Any feedback you have for this game is greatly appreciated.

Voyager: Tactics is a tabletop role-playing game (TRPG) that focuses on tactical anime-style action
and creative teamwork. Its gameplay is inspired from tactics and turn-based JRPG titles like Fire
Emblem and Persona, along with tile-based anime style games like Arknights.

How Voyager Began inherently native to the system


- Combat gets more cluttered and
Voyager is a fantasy setting heavily based on overwhelming for you the more spells and
anime aesthetics and character design, features you have; you end up doing more
combining my loves for both. bookkeeping than playing
- It's hard to build unique characters without
Besides being a big personal creative project complex build paths and planning
for me to really immerse myself in, it was also - Not enough anime style aesthetics or
meant to occupy a niche I felt was somewhat character designs that are also tied to a
missing from what I wanted to see in media: a concrete, unified setting (as opposed to a
fully developed modern fantasy world with more "anything goes" setting where mecha,
sci-fi elements that ALSO had a cool anime high schools and goblins all mix together
aesthetic. randomly)

I wanted to create a sort of persistent world Then you've been in the same boat as I have,
that had its own unique lore and identity, and that's partly why I created Voyager:
combined with an art style that was more Tactics.
stylised but consistent with the world, free to
experiment with whatever ideas I found This system is not setting-agnostic, meaning
interesting. it's not a universal system that you can use to
play any setting. It is very much centred
As an RPG player I started like most did, around this specific world and very much
playing 5th Edition, before branching out in influenced by anime-centric aesthetics and
search of different game systems. Working on physics, but you're free to use it for your own
Voyager has also been an constant settings. Part of my design direction for this
experiment in finding out my own tastes in system was making something that could
games and what sort of experience I wanted emulate RWBY-style combat.
to emulate.
This game has tile-based combat and lots of
The way Voyager: Tactics is structured is funny dice; it uses a full set of polyhedral dice.
meant to be a friendly experience for players Due to its underlying design philosophies, this
who are interested in tabletop games, but system may feel too "gamey" for you, though I
familiar with modern video games, its tropes think this alone shouldn't be a barrier to
and mechanics. Many of its concepts, like roleplaying or narrative-centric play.
using Turns and Abilities, should be readily
familar to the average player.

As A Tabletop Game
Chances are, you may be a Player who is
familiar with tabletop games already -
specifically, ones with a medieval fantasy
setting (you know the one). If you have come
across these or similar issues:

- It's hard to implement custom content not

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Gameplay Selling Points
Minimal Numbers Horizontal Progression
Rather than detailed attributes and spending Instead of gaining automatic stat increases
time calculating stat numbers and modifiers, when you level up, you improve by spending
you only need to assign five dice to five Experience Points to learn new abilities and
different stats. These stats will remain the tools to experiment with. You choose exactly
same through the entire game campaign. how you want to build your character.

Skills Are Not Tied to Attributes Tactical Turn-Based Combat


Your character's Skills are not tied to your Inspired from tactics RPG titles, you use a pool
ability in combat. A Player character's combat of actions to strategise your character's
prowess or magical ability is not bound to moves on a grid-based map, and can even
their personality, intelligence or charisma. execute tag-team attacks, like spotting an
enemy your ally swept into the air with their
Anyone From Anywhere greatsword, and shooting them out of the sky.
Your choice of character race, called Sapient,
mainly determines your biological disposition. Player Fantasies
Bonuses relating to your background and Each class, called a Venture, has their own
upbringing and more tied to your choice of distinct playstyle and unique Abilities, which
culture or allegiance, called a Faction; and creates strong gameplay identities and
your main profession at the time you became player fantasies to build on.
a Voyager, called a Venture.
TRPG With Cute Anime Girls
Light Narrative Rules Yes.
Much of the rules focus on combat, whereas
playing your character out of combat is
based on custom Skill descriptions and
specialties.

12
CHAPTER I

HOW TO PLAY

13
Expectations to Set
Here's some guidelines to outline the right mindset when playing Voyager: Tactics.

or find uncomfortable, let the GM know in the


The Player way you're best able to, so that you can best
The Player is the person interacting with the find a way to compromise and run the game
world, using a character called a Voyager. smoothly for everyone.
You are playing as the sci-fi + fantasy
equivalent of an adventurer, exploring an
uncharted post-apocalypse world and The Game Master
getting into adventures. The Game Master is the person who runs the
game for the Players and sets the stage for
The game is meant to emulate the power them to play in it.
fantasy of playing an anime-esque hero
doing flips and using crazy weapons, getting The Game Master is not obligated to be a
mixed up in cool adventures and fighting stuff. master storyteller or a master of lore. I wrote
this game to be one I can easily play, so as a
That doesn't mean you'll be slicing mountains Player primarily and only an aspiring GM, if I
in half or wiping out entire armies, but you are couldn't make a game that I can easily run for
definitely a larger than life figure able slice others, then I have fallen short of making an
apart steel turrets and taking on multiple effective game.
enemies at once.
If you can connect different missions one after
Roleplaying does not mean you need to be a the other; if you can grab a map and move
great actor, or have a detailed backstory. If around monsters, and have those monsters
you want to be a catgirl who slashes things make strategies and attack Players, then you
with a katana because you find it cool, you are already doing your job. Think of your bare
are free to do so, as long as you are having minimal duties as being the "code" of the
fun with the rest of the table. The same goes game. The Players control the Voyagers and
for the Player who wants to play a deep and you control the world in response to their
involved character, as long as the game is fun actions, using the rules as a guide.
for you and for everyone else.
Each adventure the Voyagers play are
Personally, I am a believer that you don't need considered as a separate mission or chapter
a complex character to start a game, of their journey, called a Voyage. The
because your character's most important Voyagers are assumed to be all part of the
moments are here and now, alongside the same team who go on adventures together,
other Player characters. As long as you have a and you can treat each play session as a
solid idea or something cool you want to do, glimpse into their most exciting moments and
then that should be good enough to know journey together.
how to play your Voyager.
Your Players will have a lot of tools to turn
Above all, remember that this is a group things upside down. They can shoot, slash
game, and while you play a protagonist in this and throw your monsters around like ragdolls.
game; the world - and the table - doesn't Let them play in this sandbox you are curating
revolve around you. Allow your allies to shine for them. Your game can be less of a grand
when it's their turn to shine, and try to make literary epic, and more of a fun fantasy
choices that overall benefit the group. simulator - an open world where the joy is
simply found in looking for the next piece of
Respect the GM and the world they created. treasure, fight to get into or civilian to rescue.
They put a lot of work - more than you can
imagine - crafting an entire world for your
group. Appreciate their time, and if there's
something in the game that you disagree with

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Philosophy of Play
Some key ideas and mindsets behind Voyager: Tactics and how to best approach its gameplay.

Idealistic Post-Apocalypse helps build up on the GM's world through their


character's actions.
The world has ended, but a new one blooms.
Life moves on, new nations are formed, and However, if they fail, then it is the GM's turn to
the slate of history is wiped clean save for the narrate what happens as a consequence of
barest of whispers; but these growing pains those actions - in short, how the world reacts
still lead to conflict, and Voyager: Tactics is to them. How does the Player jump across the
about settling these conflicts in the service of chasm after the rope bridge breaks? If they
hopefully creating a better world than the last fail and start falling, and the GM says they only
one left itself in. have one shot to safely recover, what does the
Voyager do? What can the others do to help
The GM is the World their ally?
The GM reacts to the Players' actions. Aside
from pointing them to their main objective, Narrative & Combat
how they approach the problem and solve it Voyager: Tactics follow a distinct transition
depends on them. When faced with a hostile between narrative and combat: Narrative play
group, does the group fight them all head- is more freeform, where turns are not tallied
on? Sneak in and capture their leader? Or and the Voyagers can freely explore the world
negotiate a truce with them? and use their Skills. Short bouts of combat can
also be resolved this way.
Worldbuild Together
While this book covers the main lore of However, once combat begins in earnest,
Voyager's world, it only covers the Known Players and enemies will take Turns attacking
World - what is currently recorded and and defending in a certain order, and will
archived in EXDUS. Everything else lies in the perform their actions on a grid map.
World Beyond, a total mystery to be woven
and discovered by the GM and Players The GM Plays Too
together. During play, the GM will also be controlling
their own custom character called a Liaison -
At the start of the game, while the Players an ally of the party who stays behind at the
create their characters, they will also assist home base while the party goes out on
the GM in populating the World with people adventures, chronicling their exploits and
and cultures: from creating unique clans to helping them at key points.
strange relics, which the GM then scatters
throughout Revenir, waiting for the Voyagers This is to foster a sense of support and
to unexpectedly uncover them. participation between the GM and Players,
and to encourage the act of molding the
Players Narrate Successes; outcomes of the game together.
GM Narrate Failures

While the Voyagers are the main vehicle of


the narrative interacting with the world,
Players need to keep in mind that their
character is the only entity they control - the
rest of the world is controlled by the GM. They
cannot sway or control the actions of others in
it unless the GM lets it happen.

Whenever the Player succeeds at a task, such


as a Skill check or a successful attack, they
can describe how their Voyager succeeds at
their task. Through their character, the Player

15
Prologue
Before diving into your first Voyage, it's recommended that the table play a Prologue: a short story that
introduces the characters, how they join EXDUS and the eventual formation of their Voyage party. This
is also called Session Zero in other RPGs.

Depending on how long your party has known each other, this Prologue may have taken place
immediately before your first Voyage, indicating that your party was recently formed; or the Prologue
may be a flashback, showing how they met each other a fair time ago, and the first Voyage you play is
the latest in their long career of adventuring together.

Character Creation Will there be political intrigue as your party


becomes entangled with the conflicts of
The Prologue, also called Session Zero in other greater powers trying to carve out their place
RPGs, is normally the place where the table in Revenir? A dungeon-delving pulp
create their characters together, filling out adventure with lost relics and ancient
their character sheets and working out their civilisations? Or a glorified road trip with a
main concepts. bunch of colourful personalities getting into
whatever mess they find themselves in?
Once the characters have been locked in, the
table can move on to beginning the events of While there may be combat involved in the
their Prologue. Prologue - particularly so the table can get
acquainted with basic combat rules - these
combat encounters should be low-stakes.
About the Prologue Perhaps the group met together while
The Prologue is a short episode or applying for EXDUS, and are escorted to a
introductory adventure where the party meets combat aptitude test, where they have to
for the first time and interact with each other. fight combat dummies or trained combat
This allows the Players to understand each instructors to measure and record their
other and their team dynamic in a setting performance as an aspiring Voyager.
where they don’t have to worry about
important events overtaking them.

During this play, the GM may allow the players


to make adjustments and tweaks to their
character's backgrounds, choice of Venture
and other features, after having understood
how the character acts and how to best enjoy
playing them. Don't feel like you need
everything to be set in stone - the point of the
Prologue is to experiment and find what you
like, so that your game experience flows much
better when the narrative begins in earnest.

You can begin working out your party's


dynamic and what endears them to each
other. What are the Voyagers' motivations for
working with each other? Are you motivated
by some grand purpose laid out over years of
backstory, or do you just want to fight stuff
and have a roaring good time with everyone?

This session would also be where everyone


would decide on the tone of the game, and
what content will be explored, along with any
sensitive topics to avoid.

16
The Liaison
Every active Voyage party in EXDUS has their own Liaison. This is a person who acts as the Mission
Control for the party: While the Voyagers are out there braving the World Beyond, their Liaison is their
link back to the Known World - who stays behind at EXDUS Headquarters and helps the party conduct
research, acquire clearance and assist them in dire emergencies.

The role of the Liaison is taken by the Game Master - the person who narrates the events that happen
in the world, the various people that inhabit it, and how that world reacts to the Players. However, here,
the Liaison is also an actual living person in the world that the Players closely interact with.

Playing the Liaison party enough to start. For example: a missing


relic last seen at a certain location; a missing
As the Liaison, the GM plays an active role in person last seen by a certain witness; or a
the story alongside the Players, albeit from a hostile party last seen in a certain area at a
more detached position, far away from the certain time.
action. However, given they are a person and
not an omniscient observer over the world, the Imagine yourself as the Liaison, giving out files
World Beyond is just as much of a mystery to or presenting a hologram to your party
the Liaison as it is to the Voyage party they around a table, showing pictures and
coordinate. associated documents regarding the mission:
names to investigate, symbols of factions to
The Liaison acts as the Voyage party's ever- look out for, and coordinates to key locations.
reliable, trustworthy source of help and
information during their adventures. Through The Liason also presents the stakes of the
the use of long-range, portable mission, the consequences that may arise
communication equipment, the Voyagers are should they fail. This could be a valuable relic
assumed to always be able to contact their forever lost to the labyrinthine black markets
Liaison, except for the most extreme of Dust, possibly to be misused by some
situations. upstart crime lord; an innocent person
remaining hostage to a band of raiders; or the
For this reason, most Liaisons are Phytosapien promise of a once-in-a-lifetime discovery of a
Magoi - sentient plantlike beings born from sunken city, with only the barest hints leading
the World Tree itself - and are able to form to it - the trail gone cold and all hopes of
telepathic links to Voyagers they have finding it lost.
bonded with, able to reach their minds and
hearts through time and space Lastly, the Liaison details the nature of their
immeasurable; though the Game Master is party's deployment - where they are assumed
free to choose whatever Sapient they want for to start their Voyage. They are typically
their Liaison. dropped off via an EXDUS transport, such as
an all-terrain mobile base or an airship. This
During a game of Voyager: Tactics, the Liaison skips any unnecessary travel time, and the
sets the stage for the Voyage party, and from Voyage party is immediately assumed to start
there assists them from afar. These duties at the location they need to proceed on their
include: journey once the Voyage begins.

Voyage Briefings When exploring the World Beyond, the party is


At the start of each new adventure, the Liaison typically deployed at the nearest EXDUS
gathers the Voyage party at EXDUS HQ and forward base, or the nearest allied location
gives them a briefing of their next Voyage: an friendly enough to receive the party. If you're
objective they are meant to pursue and feeling particularly adventurous, you can have
complete. an airship fly over the general area and have
the party perform a skydrop from there. But
Given that this is a matter the Voyagers need from that point, the party is braving uncharted
to go out and solve, the Liaison only knows territory and is completely on their own - their
enough about the Voyage to give the Voyage Liaison being their only reliable anchor to
return to the Known World.

17
Example Briefing Roll a Mission (1d20)
Main Hook A few examples of the different kinds of
"Greetings, team. We've just gotten news from mission your party may take are:
EXDUS that a new discovery has been found:
an Old World monument that reaches into the 1 - Spearheading a first expedition into
sky, which everyone is now calling the Derelict unknown and dangerous lands
of Durj. They sent a few teams into it last week,
but they've gone silent - the tower has 2 - A bounty to hunt a dangerous monster to
become their dungeon. We're part of the neutralise or capture it
second expedition wave, meant to rescue any
first wave survivors and explore the rest of the 3 - Patrols to guard a certain outpost or
Durj, if possible." territory

Clues 4 - Recovering a stolen relic from raiders


"Here are a list of the 3 missing teams, their
members' names and IDs; I will also get in 5 - Infiltrations into a hostile faction to collect
touch with their Liaisons to help gather the information or extract a hostage
info they sent about the Durj before they went
dark. The Durj is located far in a sparse- 6 - Escorting important cargo such as relics
explored region the Old World called the
Emirates." 7 - Mapping out a recently uncovered ruin

Stakes 8 - A bounty hunt for a wanted criminal


"The Durj has been battered by the sands
across centuries, and the last audio 9 - An emergency rescue mission involving
broadcast from the first wave reported evacuation and disaster relief
strange animal-like noises from within its dark
corridors. Reports suggest that it's highly 10 - Escorting and overseeing a diplomatic
unstable, and partial or even complete meeting between two or more factions
collapse is possible. Please exercise great
haste in rescuing the lost teams, and - stars 11 - Studying a recently uncovered relic of
willing - recover what you can while the tower mysterious origin
still stands."
12 - Finding and classifying new species of
Deployment hyperevolved life
"The second wave will send 3 teams:
Capricorn Squad, Team Volans, and ourselves 13 - Investigating a string of rumours and
- each at different elevations of the Durj. Our urban legends to a remote settlement
team will be dropped off at the top of the Durj
and will descend from the spire. I wish you the 14 - Joining a gladiatorial tournament at the
best of luck, and may the stars watch over Sentinarium
you."
15 - Guarding a vulnerable trade route

Upon deployment, the Voyage party 16 - Clearing out hostile forces from an area,
maintains regular contact with their Liaison, such as raiders or monsters
who communicates with and assists them.
17 - Garrisoning an area besieged by hostile
The Game Master thus plays a dualistic role forces
that naturally shifts in and out of game: Slowly
revealing the world in cooperation with the 18 - A research expedition requiring skilled
Voyagers as their narrator, and recording that linguists, archaeologists and scholars
world as their trustworthy Liaison.
19 - Investigating a lead telling of a powerful
The role of the Liaison is meant to impress on artifact that's also being sought by other
the Game Master that they are discovering private groups
the World Beyond at the same rate as their
Players, and the world is slowly painted 20 - Protect and escort an important subject,
around your actions during play itself. such as a noble or informant

18
Skills & Action Dice
Your attributes or stats in Voyager: Tactics uses dice rather than a static number tied to your
character. Instead of representing your Voyager's innate abilities, they more accurately represent their
preferred choices during battle and how well those choices play out.

These are divided into Skills for narrative play, and Action Dice for combat. Both use five increments of
multisided dice: d4, d6, d8, d10 and d12.

Skills Action Dice


During narrative play, the Players and Liaison During combat, the Players will attack, defend
may interact with challenges using their Skills. and perform other activities using Action Dice.

DARE MOVE
DARE is used to determine success for athletic MOVE is a Die used to determine how much
feats during the narrative, such as climbing, the Voyager can move during their turn. It also
jumping and sneaking. This also includes determines their place in the turn order, called
short bouts of action that do not require turn- Initiative.
based combat.

SAVE
TOOL SAVE is a reactive Die used to determine if the
TOOL is used to determine success when Voyager is able to avoid, block or otherwise
using tools or actions requiring mechanical negate a hostile action taken against them or
skill, such as lockpicking, hacking or pitching a an ally.
tent.

HIT
FACE HIT is a combative Die used to determine the
FACE is used to determine success when power the Voyager has in melee combat, and
interacting with other Sapients in a social how much damage those attacks deal.
context to attain a desired outcome - whether
negotiating entry into a restricted area or
intimidating someone. AIM
AIM is a combative Die used to determine
ranged attacks. It can represent physical
LORE ammunition like bullets and arrows, or stores
LORE is used to determine success on tasks of offensive magical power.
involving your experience and knowledge -
whether navigating certain types of familiar
terrain or recalling the cultural norms of a CAST
region. CAST is a Die used for casting various forms of
more complex magic or actions, and
amplifying its power.
SENSE
SENSE is used to determine success when
analysing the world and its inhabitants -
whether it's deciphering carvings, finding
tracks or studying someone's body language.

19
Skills
Skills represent your Voyager's general range of proficiencies and experience, both in practical use
and knowledge, and are mainly used in narrative play.

Using Skill Dice A result of 16-19 is a Success. The door is


unlocked with no issues (success).
During the course of their Voyage, Voyagers
are free to interact with the world and learn A result of 20 and above is a Fortuitous
about what course of action to take next. Success. The door is unlocked and gain an
However, any time they are faced with a added benefit, such as finding valuable
significant Challenge - a locked door, a information in the room (success + positive
stubborn guard or a treachorous fall - they effect).
can choose to roll their Skill.
Note that in most cases, the door can be
The nature of this Skill Challenge is based on unlocked, allowing the narrative to proceed.
what Skill it requires, and the GM asks the However, some degrees of success will cause
relevant Player to roll that Skill in hopes of more positive or negative things to happen.
succeeding it. Depending on the scale of the
Challenge, the Narrator may require multiple Failure
Players or the entire party to roll their Skills - If a Player fails a Skill Challenge by rolling a 5,
such as when trying to cross a dangerous they or another Player may attempt it again if
chasm together. permitted by the GM. On a success, proceed
as normal. But if it fails, the GM determines
Once a Voyager in the party (including the something negative that happens as a result.
Liaison) pass or fail at least 5 Skill Challenges, In this case, the lock is broken irreparably and
the party should take a rest whenever the door is unusable.
possible. This represents one of them
becoming fatigued - mentally, physically or After the second failure, the Skill Challenge
otherwise, and the group needs to rest in cannot be attempted again - its effects
order to regain their strength and take stock irreversible.
of the events thus far.

If a task is relatively trivial, a Voyager is free to Specialties & Origins


invoke their Skill during roleplay without
Specialties are more fluid and catered to your
having to perform a Skill Challenge.
unique Voyager. They are the specific skillsets
you've chosen to invest yourself most into,
Skill Challenges based on their Origin: their unique
background. Say you want to make someone
When faced with a Skill Challenge, you roll a skilled in land travel. You then determine what
twenty-sided die, or 1d20. This is also called a sort of Origin you want to go for, and how their
World Die. The number rolled by the Player Specialties are expressed. Are you a proficient
determines the outcome of their action. For horserider? Great with cars? Do you have a
this example, we'll try unlocking a door: pilot's license, or do you ride flying creatures,
instead?
A result of 1-4 is a Disastrous Failure. The door
is irreparably broken and the sound alerts Once you know the specific craft they are
nearby enemies (failure + negative effect). focused on, you can determine their
Specialties, corresponding to what Skill Dice
A result of 5 is a Failure. The door is not matches the given action.
unlocked (zero outcome).
From here, any Skill Dice you roll that relates to
A result of 6-15 is a Complication. The door cars and other similar land vehicles - such as
opens, but the sound alerts nearby enemies TOOL to hotwire a car or LORE to know about
(success + negative effect). its different parts - are treated as your
Specialties, and benefit from certain bonuses.

20
Using Specialties
Tandem Skills
Any time you have a named Specialty that
relates to one of your Origins, you can roll an An ally can help your Skill rolls with their own
additional Die and add the total with your d20 Specialty if the Players can relate the two
roll. This is called your Skill Die. together. This is called a Tandem Skill.

During character creation, you assign each of They would roll their Skill die alongside yours
your Skill types with a fixed die value, from d4 during a Skill Challenge, describing the
to d12. These represent your range of expertise manner they try to help you. The higher roll is
and your preferred methods when solving then taken.
problems.

For example, your Voyager may be focused


About Origins
on LORE, having a better affinity for theory and Your Voyager is a person in the world of
learning. Conversely, a Voyager focused on Revenir, with their own unique background
DARE would rather take their problems head- and profession prior to joining EXDUS - and in
on and learn things on the way. You would fact may still practice their profession while
assign a higher die value to this Skill. balancing their expeditionary duties.

On the other hand, your Voyager may not be For example, your Voyager is a seafaring
socially adept or prefers to stay in the captain. This means their Specialties cover
background. Thus, you would assign a lower anything from their knowledge of ships, how
die value to FACE. to maneuver a sea vessel, and how to run a
crew of sailors.
Don't think of them as binding attributes - if
you have a low value in FACE, a high roll on Your Origin determines the general spread of
your World Die can still reveal a hidden your Specialties, and how to best apply your
eloquence or moment of gravity - but moreso Skills during Challenges. They are elaborated
a reflection of your Voyager's typical in more detail in Page 23.
responses to situations and which ones they
more reliably lean on.
For Your Table
Depending on how you run your game, you
may also want to discuss the main direction
and genre of the game so that Players can
determine their Origins accordingly and
prevent situations where a Player has a
Specialty they really want to use, but it never
comes up in play.

For example, a game focusing on delving


through ruins and finding treasure would
require Origins and Specialties relating to
archaeological knowledge, appraising items,
detecting traps and knowing dead languages.

However, a game focused on a heists and


crime where everyone plays a criminal or
rogue, such as your Players choosing to
roleplay as mercenaries and contract
criminals, would have Origins and Specialties
relating to driving escape vehicles, disguise,
infiltration and knowledge of thief networks.

If you know what the game will be about, the


Players can assume roles that complement
each other and choose their starting Origins
accordingly.

21
Liaison Skills
The Liaison, like Voyagers, can also perform Skill Challenges that assist the party in specific ways,
using their resources in EXDUS. Given the time needed, once the Liaison accomplishes the Challenge,
the results of the Challenge are only given to the party after they finish a period of rest.

Once the Liaison completes 5 Challenges, they are fatigued and require a rest, and are unable to
perform another Challenge until they rest. It is recommended to rest at the same time as the party so
as to not be indisposed at the party's time of need.

DARE LORE
Emergency Backup Consult Archives
If prompted by the party's actions, the Liaison If prompted by the party's actions, the Liaison
may call on EXDUS support to directly help the may spend time researching a matter,
party. This can take the form of sending a combing through EXDUS records, Relic
supply drop, an emergency evacuation or Libraries and other related databases. The
sending a reconaissance drone. The further number rolled determines how much
into unknown territory the party is, the more information was gleaned that the Liaison is
limited the help the Liaison is capable of able to find and provide - a low number
giving - but regardless, this cannot be used to suggesting that near to no information exists
instantly solve the party's problems or win regarding the topic.
their battles for them.

SENSE
TOOL
Scan Material
Infiltrate Systems If the party finds a material or object that can
If prompted by the party's actions, the Liaison aid in their Voyage, they can use specialised
may use EXDUS equipment to attempt to EXDUS equipment to scan the object, creating
infiltrate or hack equipment like security a digital replica of the object for inspection.
cameras and turrets. This can only be used on This is then sent to the Liaison to inspect for
technology familiar to the Known World. clues.

This activity may deactivate or disable the For example, it could be a bloodstained statue
target entirely, or with a low roll, cause it to go that could be the key to solving a murder,
berserk or alert its allies. where the Liaison can perform tests to identify
the blood's makeup and what sort of Sapient
it belonged to; an Old World relic that the
FACE Liaison can try to identify and trace back to a
certain culture or time period; or an EXDUS ID
Pull Strings
card scanned to check the person's details
If prompted by the party's actions, the Liaison
and current whereabouts.
may use their connections within EXDUS to
help the party, such as calling a nearby
A Phytosapien Magoi Liaison is able to project
faction for assistance, or gaining clearance to
their consciousness outward, able to remotely
access a normally restricted area.
survey alongside their allies in an ethereal
form, unable to touch anything.
The number rolled determines the success of
the deal struck - a zero outcome may be a
As with LORE, a low roll suggests no
simple refusal; a complication may cause the
information can be gleaned from the scan.
faction to accept but at some cost; and a
disaster may tip the faction off about the
party's intentions and tempt them into taking
the prize for themselves.

22
Origins
During character creation, you will choose a basic Origin for your Voyager, representing their life
experience prior to joining EXDUS and determines the range of their Specialties. This is not including
additional Origins and Specialties given from your choice of Faction and Venture.

The following are examples of various Origins you can take, and how you can apply their Specialties
when rolling for Skill Challenges. Note that these are non-exhaustive list of examples, and you are free
to customise your Origin according to your own unique Voyager, consulting with your GM and
discussing your character with the rest of the party.

Brawler Seafarer
You are a hardened fighter who grew up in You are a rugged sailor or captain, whose
the fighting pits of Dust, your bloody knuckles home is the sea. You know how to run a ship
and various titles worn proudly on your soul. from the inside out, its various inner workings,
and how to guide it through the fiercest
LORE - Location of underground fighting pits, storms like a fish through the waves.
unarmed fighting techniques
DARE - Using an improvised weapon, LORE - Naval history, sea trade routes
grappling someone DARE - Boarding ships, prevent from being
SENSE - Sensing a fight is going to break out, thrown overboard during a storm
protecting your face and vitals from impact TOOL - Steering a ship, rope knots
FACE - Intimidating someone SENSE - Determining wind direction and
speed, finding dangerous reefs and rocks
while at sea
Freerunner FACE - Running a sea crew, interacting with
You are an athletic runner who delivers other seafarers
messages between cities, weaving between
alleys and darting across rooftops, never
feeling more free. Scrapper
You are a rough-and-tumble scrapper of
LORE - Knowing shortest routes in a certain Dust, young but filled with an innovative,
city they frequent intrepid spirit, navigating the vast ruins of the
DARE - Running across rooftops, landing from Old World for mechanical parts to sell and use
falls, climbing for your own inventions.
SENSE - Knowing where to turn while running,
finding unexpected routes in an unfamiliar LORE - Different mechanical parts, value of
place junk
DARE - Planting an improvised bomb, sliding
down a mountain of scrap safely
Alcohol Enthusiast TOOL - Juryrigging, improvised invention
You may be a bartender or just a passionate SENSE - Combing a junkyard for workable
patron of the ambrosic arts, knowing materials
everything there is to know about alcohols FACE - Negotiating prices with other
and various premium spirits. scrappers

LORE - Location of the best bars, quality of


vintage wines
DARE - Drinking contests
SENSE - Discerning quality of a drink,
detecting poisons and unusual traces in
alcohol
TOOL - Operating a distillery, brewing
FACE - Interacting with bar patrons,
interpreting a drunk person's words

23
Fortune Teller Alchemist
You are a devout divinator, whose humble You are a withdrawn, introverted scholar,
craft beckons the great and small alike to preferring the wonder and simple truths of
peer into their future, but you are also deadly alchemy to the ambiguous horrors and
with the same cards you draw, spelling luck capricious hearts of people.
and misfortune directly if needed.
LORE - Alchemical elements, different types
When using your SENSE to divinate something, of vials and beakers, boiling and freezing
you may ask the GM for a prediction or sign points of various liquids
for a future event or uncertain circumstance. DARE - Applying healing salves to a wounded
The outcome of the roll may determine the ally, throwing a potion bomb at an enemy
accuracy and extent of the information TOOL - Using alchemy equipment, measuring
gained. proper amounts and ratios of materials
SENSE - Detecting foreign contaminants in
LORE - Cards and their meanings, teaching solutions, telling apart poisons and reagents
how to find signs in the flight patterns of birds FACE - Running a potion shop (if playing a
and the veins of leaves shy character, you may choose to not treat
DARE - Throwing razor-sharp cards, this as a Specialty instead)
disappearing in a cloud of incense smoke
TOOL - Dealing tarot cards, conducting
oracle bone rituals Post-Emergence Idol
SENSE - Divinating someone's rough future Inspired by ancient tales of Old World
(consult the GM for the results) songstresses and dancers who brought joy to
FACE - Drawing in people through your rituals, the entire world, you are a celebrity whose
stirring one's faith songs and performances lift the hearts of
those around you.

Blind Monk LORE - The names of various independent


You are a wandering mystic, whose blindness idol groups, their power structures and
strips you of your earthly senses to better politics, which skeevy talent managers to
attune you to the supernatural. Your oak cane avoid
is your most loyal companion, and your most DARE - Performing a dance routine,
trusted weapon. synchronised choreography
TOOL - Operating sound and light systems,
LORE - Ascetic rituals, locations of dress-making
monasteries sharing your faith SENSE - Discerning good music and
DARE - Cane fighting, combat intuition performances
TOOL - Exorcism rituals involving talisman FACE - Encouraging someone, leveraging
papers, funerary rites your reputation, using your cute charms to
SENSE - Blind sense, enhanced hearing and sway someone
sense of smell
FACE - Appearing unassuming, making foes
underestimate and ignore you Scholar
You are a researcher given to a particular
field of study, hoping to bring progress to a
young world. For this example, they are an
archaeologist.

LORE - Ancient languages and animal


species of Earth, popular theses and papers in
circulation
DARE - Keeping fragile specimens safe
TOOL - Uncovering relics and fossils,
SENSE - Telling apart rocks from fossils,
deciphering ancient glyphs
FACE - Negotiating entry into a dig site,
pushing your groundbreaking research paper

24
Pilot Caretaker
You are an airship pilot, licensed to take to the You are a homely soul given to caring for
skies and transport cargo and passengers. others, such as an innkeeper, nurse, maid or a
hardworking single parent.
LORE - Types of airships and their
specifications, safe air routes in the Known LORE - Recipes and famous chefs,
World neighbourhood gossip, the cast and plot of
DARE - Dogfighting, tight aerial maneuvers your favourite drama
TOOL - Piloting and maintaining an airship DARE - Wrangling unruly children, dispensing
SENSE - Assessing damage to airship, punishment via rattan cane or slipper
noticing inclement weather TOOL - Cooking a large meal, cleaning
FACE - Interacting with other pilots, looking SENSE - Telling someone's emotional state,
for clients noticing irregularities in a room's layout you're
familiar with
FACE - Working with children and elderly,
Freedom Fighter comforting someone, giving encouraging
You grew up under a tyrannical rule and words
rallied your town together to overthrow a
despotic ruler, carrying your firey passion in
your heart on your travels. Feral
You were abandoned or lost as a child and
LORE - History of the ruler you overthrew, were raised by animals or monsters; you
military power structures, urban layouts of a recently discovered civilisation and are now
familiar area finding your way in the wider world.
DARE - Guerrilla tactics, causing riots,
escaping in a crowd LORE - Animal hierarchy, how to find water,
TOOL - Scavenging and repurposing animal calls
weapons and armour, outfitting civilians DARE - Pack tactics, moving on all fours,
SENSE - Judging character stalking prey undetected
FACE - Rallying despondent townspeople, TOOL - Making a nest (may not be
standing up for the downtrodden and outcast comfortable for regular people), mimicking an
animal call
SENSE - Finding and following tracks, sensing
Merchant a stealthed creature
You are a shrewd trader who sells ware far FACE - Communicating your intent with
and wide, to whoever has the coin to peruse animals, how not to provoke a monster
them.

LORE - Local economic trends, shortages in Student


materials in certain areas, where to find a You are currently studying in an academy or
supplier as an apprentice for a certain craft.
DARE - Protecting your wares, holding onto
your items when escaping LORE - Names of other students, teachers
TOOL - Counting large amounts of money, and famous figures of your craft, cliques and
operating calculators and registers, ledgers student houses
SENSE - Discerning genuine wares from DARE - Managing a deadline, arriving
counterfeits, setting prices, somewhere on time
FACE - Buttering up a customer, selling an TOOL - Taking accurate notes, executing your
item, promoting your shop and reputation learned craft
SENSE - Learning a craft quickly
FACE - Entreating a superior, interacting with
students, youths and academia

25
Soldier FACE - Playing dumb, mimicking a voice
You are a warrior who currently or formerly
served a cause, such as the Aedean Armiger
Orders or the Sol Empire, accustomed to a Smith
regimented military life and its various You are skilled in metalworking and crafting
protocols. items of a certain type. For this example, they
are a weaponsmith.
LORE - Types of weapons and their
classifications, military hierarchy and LORE - Types of weapons and their names,
protocol, patrol schedules and shifts various metals and their treatment
DARE - Endurance training, operating techniques
weapons, formation tactics DARE - Working in intense heat, treating
TOOL - Maintaining equipment, shovelling, superheated metal
card games TOOL - Operating a forge and hammer,
SENSE - Tracking movements of large forging or reforging a weapon
marching groups, discerning direction of SENSE - Noticing imperfections in ore,
distant combat or gunshots, scouting out an noticing an imbalanced weapon, tracing a
encampment weapon to a certain smith who created it
FACE - Pulling rank, blending in with another FACE - Presenting a blade to a client,
military group, making friends with other teaching an apprentice
soldiers

Old World Nerd


Raider You are fixated on the curious items of Earth,
You are a former member of a Dust raider from its strange colourful plastic figures to its
clan, who often drive or ride into towns to age-worn picture books. Nothing is
pillage resources. Kicked out from your Clan unimpressive or useless to you; they are all
due to a disagreement of morals or over who beautiful artifacts in your eyes
should be running things.
LORE - Knowing what a random Earth relic is
LORE - Names and emblems of various clans (though you may not know it's actual
and their prominent leaders, trade routes and intended purpose), various terms and names
their vulnerabilities of famous Earth historical figures and fictional
DARE - High-speed chases, staying hidden characters (though you may easily confuse
for an ambush one for the other)
TOOL - Maintenance of improvised vehicles DARE - Stealing or recovering a relic
and weapons, driving all-terrain vehicles TOOL - Maintaining and protecting a relic
SENSE - Searching for valuables, noticing from weathering and the elements
signs of camps, fires and human activity in SENSE - Telling if a relic is genuine or not,
the wilderness looking for relics in a pile of seemingly
FACE - Intimidation, interacting with other random items
raider clans FACE - Haggling for an Earth item, boasting
about the usefulness and cultural significance
of a relic (regardless if true or not, you
Shade certainly believe it)
You are a silent infiltrator, perhaps a thief or
an assassin in service to a powerful family;
you are able to slip in and out of others' notice
and strike at the most opportune times.

LORE - Layout of a building you studied, how


to incapacitate people, thief networks
DARE - Sneaking, clinging to the shadows,
silent movement and actions
TOOL - Unlocking a closed window, door or
chest, concealing weapons, pickpocketing
SENSE - Tracking guard patrols, noticing
minute sounds, looking for hidden rooms and
switches

26
Exploration

Building the Known favourite shopping mall on Earth, a millennium


from now, would be an massive, imposing
World dungeon in Revenir - with hundreds of
crumbling rooms peppered with the strangest
During character creation, the GM builds artifacts.
aspects of the world alongside the players,
based on what places and groups in the Place something under sandstorms and
Known World the GM expect the Players to dunes; below vines and jungles; make them
interact with. crumble and shake; make them the den of
strange cults and the lairs of fearsome
While looking through the Factions list, the GM monsters.
and Players can populate the Known World
with various places, objects and people of Remember that Revenir is Earth's far-flung
interest. The Players would brainstorm future. Take the mundane of today and make
together and come up with names for them, them the wonders of tomorrow.
as well as some general details about them.
These can be the staff of EXDUS, an obscure
Clan in Dust, or a species of hyperevolved
wildlife in the Shardlands.

Exploring the World


Beyond
The GM plays two roles during the game: that
of the Liaison, who assists their party in their
travels, and the narrator of the events the
party encounters.

The Liaison, like the Voyagers, only knows


about the world as much as most others
know. Even with access to EXDUS' broad
resources and libraries, they can only
speculate about what strange wonders lie out
in the World Beyond.

However, as the narrator, the GM is expected


to build the world for the Players to uncover.
Rather than planning out an entire sequence
of events or an entire encyclopedia of the
area, the GM should instead plant vague
clues and place the Players in unfamiliar
situations, and let them interact with and
expand the world from there.

For example, you want to create a ruin for the


Voyagers to explore. Ruins on Revenir are
typically remnants from the Old World, i.e.
Earth. Use your own experiences to turn the
familiar into the strange and wonderful.

Your local gas station can be an abandoned


stronghold populated by raiders. Your

27
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28
Types of Actions
During combat, your actions will be tallied in Turns. There are different actions you can take, some of
which can be done outside your turn and all having differing costs. The following is a guide to reading
the Action system.

Normal Action Reaction

You can take up to 3 Actions per Turn. Some Some abilities can be used outside of your
actions you take will cost only 1 of those Turn, and is usually triggered by an event, like
Actions to execute, while others will cost 2 or an enemy attempting to injure your ally or
even all 3 of your Actions. These are shown by your ally knocking an enemy into the air.
a series of filled diamonds next to the ability's
description. Once triggered, you can perform that ability
even when it's not your current Turn, spending
one or more of your Actions to do so. This is
Variable Action called a Reaction, and is represented by an
exploding diamond.

Free Reaction
Some abilities have no set Action cost. The
more Actions you invest into that ability, the
more powerful it becomes. These are
represented by three blank diamonds.

Free Action
Some Reactions allow you to perform that
ability without consuming your Action. This is
called a Free Reaction, and is denoted by the
icons for Free Action and Reaction together.
Some abilities can be used without spending
one of your Actions, which is called a free
Action. This is represented by a hollow
diamond.

29
Action Dice & Loadouts
About Loadouts
The number of Action Dice of each type that
you can spend is determined by your choice
of Venture, which is the equivalent of your
class or job.

To the left is a Loadout - a distribution of the


types of Actions a certain Venture can take,
and how many. Every Loadout, regardless of
Venture, will have 10 Action Dice.

To better illustrate how different Ventures and


their Loadouts work, we'll look at two different
ones.

Comparing Loadouts
The top Loadout belongs to an Heir, which is a
balanced, jack-of-all-trades Venture able to
- 2 MOVE do a little bit of everything. As such, their
- 2 SAVE Loadout has two of every Action Die spread
- 2 HIT equally.
- 2 AIM
The bottom Loadout belongs to an
- 2 CAST
Armsmaster, which is a Venture that
specialises in damage and fighting enemies
ABOVE: An Heir's Loadout in melee combat. As such, their Loadout
consists of more HIT Dice, totalling 4. They will
also be moving around the battlefield a fair
- 2 MOVE bit, as well as dodging enemy attacks, so they
- 2 SAVE have 2 Action Dice for MOVE and SAVE. Lastly,
- 4 HIT an Armsmaster's playstyle is not concerned
- 1 AIM with ranged attacks or casting magic, so they
only have 1 Action Die of AIM and CAST.
- 1 CAST
Each Venture embodies a different playstyle
and therefore a different role in combat, and
the Player has to utilise their chosen Venture's
strengths to best attain victory. For more info
on Ventures, see Chapter III.

Assigning Action Dice


Values
During character creation, you will choose a
starting Venture and use its Loadout. You will
then assign die values to your desired Action
Dice.

Take a d4, d6, d8, d10 and d12 value and


individually assign each to your desired
ABOVE: An Armsmaster's Loadout Action Die. All Action Die of the same type will
share the same value whenever you roll them.

30
Initiative
Whenever your party enters combat, Initiative begins, where you, your allies and enemies take turns
engaging in battle.

Turns & Rounds over a nearby table, etc. Meanwhile, Player B


whose MOVE Die is a d4 rolls a 1, meaning they
All of an entity's actions and abilities not only will act last, but can only move 1 Tile.
constitute a Turn, and when they finish all their
actions, their Turn is over. Once all acting The GM also rolls for all NPCs and enemies at
entities have taken their Turn, a full Round is the same time from their MOVE Die. Rather
completed and a new Round of combat than individually rolling Initiative for each
starts. enemy, the GM rolls one MOVE die for all
entities that share the that MOVE Die's value
Combat is resolved through the use of each (e.g. all enemies with a MOVE Die of d6 move
respective entity's Actions and Action Dice. at the same time based on the amount
rolled).

Actions In the case of a tie between the highest roll


When combat begins, all Players have a from the Player and GM, the Player goes first.
resource pool they can use to move, attack or Once this opening movement is resolved, the
cast magic, called Actions. All combat Actions first Round of combat starts.
are represented by the five Action Dice.

Each Round, every Player has 3 Actions,


Reserve Actions
meaning when their Turn starts, they can Whenever a Player spends the last Action Die
spend up to 3 of their Loadout's Action Dice to in their Loadout, their Loadout is reset and all
move, attack, cast magic, etc. When you Action Dice are replenished at the start of the
commit to using an Action Die, that Action Die next Round. This applies to all GM-controlled
is removed from the Loadout. entities as well.

This means if your Loadout only has 1 MOVE If a Player has any leftover Action Dice at the
Die, and you spend it on moving, you cannot end of the Round that they don't wish to use,
move again except through other means, they can choose to Reserve it. This lets them
because you've already spent your one MOVE reset their Loadout, and those leftover Action
Die. Dice are converted to Reserve Actions on the
next Round. Reserve Actions are a pool shared
by the entire party, and they expire at the end
Opening Movement of every Round.
Before combat begins, all Players must each
roll to determine their Initiative order and At any time during combat, any Player can
opening movement. This is rolled from their ask for a Reserve Action, with the agreement
MOVE Die, which determines who goes first in of the GM and party. This Reserve Action can
Initiative as well as how many Tiles they can be spent to replenish any one Action Die from
move before combat starts. This check does their Loadout that they already spent, allowing
not consume the MOVE Die from your Loadout. them to use that Action again.

Unless the narrative specifies, the party is This means the party can discuss who can
assumed to start from roughly the same use more Actions to best gain advantages for
position on the map. This starting position is themselves: for example, spending a Reserve
where their opening movement is determined. Action to get the team sniper in a good
position to shoot from, giving the party's
For example: Player A, who has a d10 MOVE warrior additional attacks to finish off a deadly
Die, rolls a 9 and is highest. They not only go enemy, or giving the medic a chance to reach
first, but can move up to 9 Tiles before a wounded ally in time.
combat starts. This can be explained in
various ways: they slip away to find a better Every time a Reserve Action is used, one of the
vantage point; they sprint forward; they vault GM-controlled enemies also gets an
additional Action on their Turn.

31
MOVE
Tiles Traps & Terrain
All distances in combat are measured on a You may occasionally encounter hazards and
square grid with Tiles. During combat, Tiles other interactable elements on the map. This
denote the position of allies and enemies; includes:
there may also be various environmental
hazards and points of interest that can be > Chasms that enemies can be knocked into.
interacted with, such as chasms and traps. Depending on its depth, a Voyager that drops
in will take Airborne damage and may spend
You will typically encounter single-Tile their Turn to climb out.
obstacles across the map, which are 1 Tile
high, wide and long. These include walls, > Difficult terrain which Slows entities moving
boulders, holes and such. These obstacles through them, such as mud, rubble, thick
can typically be interacted with, climbed or shrubbery, water and crags.
moved through.
> Motion-activated traps such as pressure
All regular movement is executed with your plates, sentry turrets and laser traps. These
MOVE Action Dice. can typically be disabled with an in-combat
Skill Challenge or by destroying them.

Movement Rules > Single-Tile obstacles like blocks, trees and


The number rolled from your MOVE Dice barricades. Depending on its toughness, an
determines the amount of Tiles you can move. entity can use their attacks to destroy it.
This is called your Movement. For example, if
you roll a 6, you have 6 Movement and can > Locations on the map that may offer
move up to 6 Tiles, though you are not benefits to an entity that occupies it, like
required spend all your Movement to end your ladders, tunnels to another area of the map,
Turn. manned turrets or short-range teleporter.

You can only move orthogonally, meaning


you cannot normally move diagonally.
However, certain Abilities and options like
Instant Dodge allows you to do so.

If you want to climb an elevated Tile, you


spend 2 Movement for each Tile climbed
instead of 1. If there is an accessible feature
like a ramp or ladder, this penalty doesn't
apply.

You can interweave movement and perform


other Actions like attacking, then continue
moving if you still have Movement. You do not
have to roll MOVE again to resume moving.

32
SAVE
SAVE is an Action die used to mitigate damage against yourself and attacks. Here, damage resolution
is explained.

Damage & Resolve SAVE Die


The Player resolves damage using their When an enemy uses a hostile attack or Ability
character's Resolve, commonly shortened as against you and rolls their Action Die, you can
RS. Resolve acts very much like Hit Points in choose to roll a SAVE Die against it as a
conventional games; in fact, the only real contested roll.
distinction is that Resolve represents one's
ability, morale or will to keep fighting, and not Your SAVE Die represents your Voyager's
necessarily their actual vitality or how many protective gear or innate evasion. When you
injuries they can take. Being a largely roll your SAVE Die, your roll's number must be
idealistic setting, permanent injury and death equal to or exceed the enemy's hostile Action
in Voyager: Tactics is treated with greater Die roll. If this succeeds, you successfully
significance. negate that instance of damage, and your
SAVE Die is returned to your Loadout.
Thus, when fighting hostile foes, reducing their
Resolve to zero can mean any number of However, if your SAVE roll is lower than that
things: Being incapacitated, running away, hostile roll, then that opponent breaches your
surrendering, etc. This allows the GM to be a defenses. Your SAVE Die is consumed, but you
bit more creative with how these outcomes reduce the damage and effects of that action
can play out. by your rolled number.

This also allows Players to exercise nonlethal If you have multiple SAVE Dice, you can
attacks with their characters in case they choose to roll additional Dice to exceed the
want to play a pacifistic Voyager. hostile roll. This means Voyagers with more
SAVE Dice are more consistently able to avoid
Does the party tie up and interrogate them? damage altogether. However, if your SAVE
Do they have to give chase to the escaping Dice are still unable to match the hostile roll
foes? Let them bring back news of their defeat and you have no SAVE Dice left, all of them are
to their superior? Or maybe the party learns consumed and removed from your Loadout.
that these foes were forcefully conscripted
and made to fight by a power-hungry ruler? As such, consider carefully whenever you are
faced with a hostile roll. Sometimes, it may be
Character Creation more advantageous to grit your teeth and
Each Voyager starts with 25 Resolve at take the hit, rather than risk losing all your
character creation. SAVE Dice to a bad roll, only to not have them
for a more impactful situation.

However, if you are faced with a situation


where you absolutely cannot avoid taking a
heavy hit, it may be wise to sacrifice your SAVE
Dice to at least greatly reduce its damage,
where the alternative would be much worse.

This makes damage prevention an active and


variable part of combat, and not a passive,
constant number you can fall back on -
though of course, those who allocate higher
Die values to their SAVE are able to more
effectively do so.

As a GM, it's less of a matter of asking the


Player you're engaging: "Make a SAVE against
this", and more a matter of asking: "Do you
want to SAVE against this?"

33
HIT
The following will cover some of the basics of combat and how to use your HIT Dice, along with
additional damage concepts.

Attacking In Melee Truestrike


Some Techniques or Abilities give your melee
You can roll your HIT Dice to instantly make a attacks, ranged attacks or magic the
melee attack against a target 1 Tile next to Truestrike trait. This means this attack cannot
you. For Voyagers who prefer close-quarters be avoided by any means, even with Instant
combat, this is your primary means of Dodge.
damage. Whenever an entity is faced with an
attack, they can choose to roll their SAVE Dice When SAVE Dice are used to counter this
to guard against it. attack, they will always be consumed by this
attack regardless of the SAVE, but will still
Every HIT Die you spend to attack is counted reduce its damage.
as a separate attack and an instance of
damage. Accuracy
This applies to any Action Die. When you gain
What Can I Use HIT Dice stacks of Accuracy, your Action Die roll will be
treated as having a minimum value equal to
For? your Accuracy number.

Damage The lowest Accuracy you can gain is Accuracy


You roll your HIT Die and inflict damage on a 2. Accuracy 2 means you will always treat the
target occupying one of the 8 Tiles rolled result as a minimum of 2, even if you roll
surrounding you. a 1. Accuracy 4 means you will always treat
your minimum roll as 4, etc.
Repel
When you roll your HIT Die, you can choose to Most benefits that grant Accuracy will set its
deal no damage, but shove the target a maximum limit to half that Action Die's
number of Tiles away based on the number maximum value. This means if you're using a
rolled. d4, its max Accuracy cannot be higher than 2.
If this is not stated, assume that this limit does
not apply.
Other Dice Properties
If your Accuracy exceeds your Action Die's
There are certain bonuses that your HIT Dice
value - e.g. Accuracy 10 for a d4 Action Die -
gain under certain circumstances, though
then it simply means you take its maximum
note that these can apply to your other Action
number, which is 4. This maximum number
Dice as well.
counts as a Critical.
Critical (Crit)
When performing an attack using HIT or AIM
Dice, the Voyager is able to land a Critical
attack, shortened to Crit. Your attack is a
Critical if you roll your HIT Die and it lands on
the highest number.

Honed
Some Techniques or Abilities give your melee
attacks, ranged attacks or magic the Honed
trait. This means all damage and effects are
doubled for that roll.

34
AIM
Whether using bullets, arrows, elemental magic or a familiar, your ranged attacks will use your AIM Die.
Rather than meticulously tracking how much physical ammunition you're carrying, you are always
assumed to have enough of it. However, you are limited by how many AIM Dice you have in your
Loadout.

Your AIM rolls can be used for multiple purposes in combat: enhancing damage, controlling enemies
or even propelling yourself - hence, it is a valuable resource to be considered during combat.

Ranged Attacks Repel


When you successfully hit a target with your
Unlike your melee attacks, which instantly hit, AIM Die, you can choose to repel them
a ranged attack must accurately find its backwards with force. The number of Tiles you
target first before damaging it. force them to move is the distance of your
shot subtracted from your rolled distance. This
When you roll your AIM Die for a ranged means if you rolled a 12 and you hit a target 4
attack, the number rolled determines the Tiles away, you can propel them up to 8 Tiles
attack's effective range and its subsequent away.
damage if it finds its mark. When firing on a
target, draw a straight line between them and This is considered a Displace Condition, and is
the Tile directly in front of you to roughly reduced by the target's ADAMANT. This deals
determine the Tile distance. no damage normally (unless you choose to
inflict it), but can be used to control an
For example, if your target is 4 Tiles away, you enemy's position.
must roll a 4 or higher in order to hit them,
and it deals 4 damage on a confirmed hit. If Propel
your target is 1 Tile next to you, any roll from a 1 Alternatively, you can spend your AIM Die to
to a maximum of 12 is a guaranteed hit and fire a blast that propels yourself in a given
the number determines how much damage direction. This can be used to move yourself
the target must SAVE against. diagonally. You can travel up to the number of
Tiles rolled, but don't need to travel the entire
Think of it less as your weapon suddenly only distance.
able to shoot 1 Tile away at random, and more
an indicator of how accurate your shot was Roll your AIM Die to propel yourself. The
and how critically it breached the target's number of Tiles traveled is the number rolled.
defenses. This self-propulsion is counted as a self-
imposed Displace, and is reduced by your
Even though it was a point-blank shot, 1 ADAMANT.
indicates that it the attack only grazed them
or that they deflected most of its force, while Self-propulsion ignores chasms, difficult
12 was a critical shot that hit a vulnerable gap terrain, short obstacles or any entity that is
in their defenses. Large or smaller. You can use this to repel an
enemy away from you and propel yourself in
What Can I Use AIM Dice the opposite direction at the same time.

For?
Critical
When you spend AIM Dice to make a ranged
If your AIM roll is a Critical for any of these
attack, you can choose two of three
actions, you can choose to have it deal
outcomes for it:
damage, repel the target and propel yourself
all at the same time, if there are any valid
Damage targets.
You can roll your AIM Die to damage an
enemy. Some weapons, called hybrid
weapons, use melee and ranged attacks
simultaneously to overwhelm opponents.

35
CAST
Casting
Upcasting
You can spend your CAST Die to harness the
World Tree's magic to perform different feats When you spend the required CAST Die to cast
and cast spells. These are called Abilities, an Ability, you can choose to invest more Dice
though some of them may require you to into it to increase its power. This is called
spend other Action Dice instead of CAST. Upcasting. Certain Abilities will list its effect
when Upcasted. If it does not list one, then it
When you read an Ability, it will list a cost to cannot normally be Upcasted - still, you may
execute that Ability. You can then spend your consult your GM on how an Ability can be
CAST Die to cast that Ability. More powerful Upcasted in a balanced manner.
Abilities will have a greater cost - an average
Ability will cost 1 CAST Die, while the strongest You can Upcast an Ability by spending any
ones may cost 3 CAST Dice or even 4. number of CAST Die beyond its initial cost. You
then roll your CAST Die, and the number rolled
When you roll your CAST Dice, the Ability will will amplify that Ability's potency according to
typically state what is the effect based on the its Upcast effect.
number rolled.
Upcasting the same Ability counts as the
same Action, so you can spend any number
of Dice without consuming additional Actions.

36
Miscellaneous Actions
The following details other types of Actions you can take during combat.

Instant Reaction Depending on the complexity or impact of the


action, your GM may ask you to spend
You can add an Action Die of any type to additional Action Dice, or have you perform a
another Action Die make it an Instant Skill Challenge to execute it. If you have a
Reaction - meaning you can perform that Specialty in a task that may cost multiple
action to immediately react to something Action Dice, you would need 1 less.
outside of your Turn. For example, you spend 1
HIT Die + 1 Action Die to attack an opponent For example, to hack a security turret, an
before it attacks your ally. untrained person may need to spend 2 Action
Dice to disable it, while a Voyager with a
If any combat technique or ability specifically Specialty in hacking or computers would only
shows it's an Instant Reaction, you follow the need 1. If your Specialty is Trained to its highest
Action Die cost specified by it instead. level (d12), an action requiring 3 Action Dice
would only take 1 from you - albeit complex
tasks may still require you to roll a Skill
Using a Skill Challenge to determine its success.
You can choose to perform a Skill Challenge
during combat, such as to analyse an enemy Scurry
for weaknesses, or to perform a complex stunt You can spend an Action Die to Scurry. This
not normally outlined in the combat rules. gives you an amount of Movement equal to
Your GM works with you to see how possible half your MOVE Die's value.
this is, suggesting alternatives or workarounds
that best fit your intention if possible. Instant Dodge
An Instant Dodge is a neutral Action that all
After that, your GM determines how many Players can use during combat, which costs 1
Action Dice of any type you must spend to Action Die of any type to use.
perform this Skill Challenge, depending on the
complexity of this action. It is an Instant Reaction that you can use any
time, even outside of your Turn, which allows
For example, searching an enemy formation you to move 1 Tile away (even diagonally) and
for a weak point is a SENSE Challenge costing 1 automatically avoid any one instance of
Action Die. Performing an upwards wall run damage that was targeting you. You are
onto the second floor of a building, counted as Invulnerable to that instance of
backflipping off and and burying your blade in damage. However, you will be vulnerable
a flying dragon is a DARE Challenge costing 3 again immediately upon landing.
Action Dice: 1 for the wall run, 1 for the backflip
and 1 for the blade attack. If the Tile you landed on after using an Instant
Dodge has a hazard, such as lava or a mine,
you will take damage from that Tile.
Neutral Actions Additionally, if an Ability covers a wide area
and you are still in its area of effect after using
You can also spend Action Dice of any type to
an Instant Dodge, you will still be hit by that
perform Neutral Actions, which do not fall
Ability.
under any specific category of Action Die.
Players and foes alike are likely to use Instant
Interact Dodges in combat, so consider forcing an
You can spend 1 Action Die to interact with an
enemy to Dodge and potentially waste their
object, entity or the environment in the middle
offensive Action Dice. It is also a useful option
of combat.
for Action Dice you don't use often, or to more
quickly reset your Loadout after using all
Examples include unlocking a door, flipping
Action Dice you wanted to use.
over a table to use as a barricade, swinging
on a chandelier, etc.

37
Miscellaneous
Concepts
Size You can choose to give your Voyager a hybrid
weapon during character creation. When
Some portions of this book will mention Size,
doing so, choose a configuration for your
which occasionally affect spacing and
weapon, and two weapons to combine
positioning during combat. In most cases
together.
though, it is deliberately vague so as to not
overly limit Players from performing cool
actions.
Hybrid Weapon Configurations
A hybrid weapon can be found in multiple
configurations. Some use simple munitions to
Tiny amplify their melee attacks; others can use
The size of a mouse, fairy or small bottle. complex mechanisms to transform between
Occupies 1 Tile. Can freely move and stop in melee and ranged forms.
the same space as an entity or object of
Small Size or bigger.
Synergy
A weapon that combines melee and ranged
Small archetypes, weaving close-range attacks and
The size of a cat, small dog or humanoid child. harrying fire seamlessly. This can be a
Occupies 1 Tile. Can freely move and stop in gunblade, firing with each swing of the blade;
the same space as an entity or object of a rocket axe using jet propulsion to increase
Medium Size or bigger. the heft of your swings, and so on.

Medium Shifter
The size of an average humanoid Sapient, A shifter weapon can transform between
and animals like large dogs. Occupies 1 Tile. multiple different forms during combat,
allowing the wielder to adapt to different
Large situations. It can be a pair of giant scissors
The size of a horse or car. Occupies 2 Tiles. that can merge into a singular giant blade, a
scythe that can also turn into a sniper rifle,
Huge and so on.
The size of a bus or elephant.
Infused
Colossal An infused weapon is one that doubles as
The size of a house. both weapon and magical focus. The wielder
uses it to channel the World Tree's energy and
hone magic, like a staff or a sword made of
Companions flames.
You can choose to have your Voyager bring a
companion on their travels, like a pet, Hybrid Attacks
summon or familiar. During combat, the GM When you attack with your hybrid weapon,
simply rules that any Action your companion you can activate it - for example, firing your
takes is spent from your Action Loadout. gunblade as you slash a target. When you do
so, you can roll your HIT and AIM Die
simultaneously, adding the total damage and
Hybrid Weapons/Combat its effects together. As with normal ranged
attacks, you can cause your hybrid attack to
Hybrid weapons use state of the art repel the target or propel yourself away.
innovation to combine melee and ranged
combat into a single dance of metal and
munitions. This can also be an adept magus-
warrior who uses weapons and magic in swift
tandem.

38
Techniques
The following are progression options to expand your Voyager's signature fighting style, which can be
learned by spending EXP. These provide additional options in battle and a greater level of depth for
Players wishing to dive more into combat complexity and the fantasy of playing their character.

Lunge
Wall Run
1 EXP - Melee
1 EXP - Any
Free Action
When you move and are against a wall, you
You thrust your weapon outward. When using
can now run along its surface. You can take
your HIT Die, you can spend an additional
other actions like attacking while doing this,
Action Die of any type as a free Action to
but if you run out of Movement, you fall back
increase your attack range by 1 Tile, hitting all
down.
enemies in range.

Sprint
Cleave
3 EXP - Any
1 EXP - Melee
If you spend a MOVE Die, you can continue
Free Action moving to build up momentum into a full
You make a wide sweep with your weapon. sprint, which gives you an additional
When using your HIT Die, you can spend an Movement equal to half your MOVE Die's value.
additional Action Die of any type as a free Taking any other actions while moving causes
Action to sweep the 3 Tiles directly in front of you to stop and lose this benefit.
you, hitting all enemies in range.
Combat Weave
Explosive Ammo 2 EXP
2 EXP - Ranged
Free Action
Free Action Whenever you spend a HIT or AIM Die for a
When using your AIM Die, you can spend an regular attack, you can move 1 Tile at no cost.
additional Action Die of any type as a free You are temporarily Invulnerable when
Action to have your ranged attack explode in moving this way.
an area of a 1 Tile Star. This can be rounds
from a grenade launcher, a thrown fireball,
Flurry
etc. Depending on the attack, this can fire
2 EXP
over small obstacles, and therefore does not
require pure line of sight to hit. 1 Action
You thrust or fire your weapon multiple times
You can learn this Technique again to gain in its attack area. Roll any number of HIT Die.
the option to expand this explosion's area into The number rolled is the amount of times you
a 3x3 Box. Doing this will cost 2 additional hit all targets in range, dealing 1 damage each
Action Dice to execute instead of 1, or 1 Action time. All enemies must SAVE against the total
Die of d8 value or higher. number rolled.

Provoke Combo
1 EXP - Any 3 EXP
You can perform a continuous attack chain.
Cost: 1 Action Die
Whenever you roll a HIT or AIM Die, rolling the
You provoke a foe to focus its ire on you. You
same type of Die again continues the Combo,
can spend any amount of Action Die to inflict
until you stop. For each additional Die you
Taunt on a target in your line of sight, based
spend, your attack gains Accuracy +1, and the
on the number rolled. This is considered a
number rolled will always be equal or higher
neutral Action.
than the previous number rolled.

Wall Jump
1 EXP - Any
When you spend any Movement to jump next
to a wall, solid obstacle or entity that is your
Size or larger, you can spend that Movement
to jump off, and can repeat this. You are
counted as Airborne.

39
Seize Recovery Strike
2 EXP 2 EXP
Using a steel wire, gravity magic or some Free Action
other means, you spend 1 HIT or AIM Die pull If an enemy successfully makes a SAVE
an opponent in your range to the Tile directly against your Weapon, you can instantly strike
in front of you. If the opponent is at least one again while their guard is broken. Roll your
Size larger than you, you pull yourself towards attack Die again at no cost. This can be used
it instead. You can pull yourself or the target a against multiple targets in your Turn, but if an
distance based on your roll, at which point the enemy successfully makes a SAVE against this
connection severs. strike, you cannot use it on them again for that
Round.
Launcher
2 EXP Juggle
When you repel an enemy with your attack, 2 EXP
you can choose to launch them Airborne in Reaction
place instead of repelling them away from Cost: 1 HIT or 1 AIM
you. As a Reaction, if an ally launches an enemy
within your attack range Airborne, you can
Driver spend an AIM Action to shoot them and propel
3 EXP - Melee them further into the air.
If you are Airborne, you can spend 1 HIT Action
to perform an attack that causes you to If using HIT, you instead instantly dash to the
immediately plunge to the ground, damaging Airborne enemy, damaging and launching
any enemies in range directly below you. You them further based on the number rolled. This
travel at a rate of 6 Tiles per turn, and for the roll also determines the range you are able to
first 6 Tiles you travel this way, you take no dash to them. After executing this, you land on
damage. the Tile next to where you launched the
enemy.
If done next to an Airborne enemy, you also
attack them, causing them to crash down Debilitate
immediately, landing 1 Tile next to you. All 2 EXP
remaining Airborne stacks are dealt to them You can use your HIT or AIM Die to stop an
as damage, along with the damage rolled opponent in their tracks. When you roll your
from your HIT Die. attack Die, you root the target according to
the number rolled. The target also takes half of
Stinger that rolled number as damage (rounded up).
3 EXP - Melee
Cost: 1 HIT + 1 Action Die, 1 Action You can spend an additional Action Die of any
You dash forward like a spear, thrusting type to Debilitate a target as a Reaction, e.g. if
forward with your weapon, damaging and they try to run away from you.
repelling all enemies in your path.
Speed Reload
Roll your HIT Die, added with an Action Die of 4 EXP - Ranged/Hybrid
any type. The total number rolled determines If the last AIM Die spent from your Loadout rolls
the number of Tiles you travel forward, a Critical, you reload within the same motion
damage and repel enemies. The source of the with a flourish, refunding half your AIM Die
Displacement is the Tile where you stop. back into your Loadout (rounded up).

Riposte Deadeye
3 EXP 4 EXP - Ranged/Hybrid
Reaction Cost: 2 AIM Actions
As a Reaction, if an enemy attacks you and You take time to aim your next shot. Your next
misses, if you successfully SAVE against their attack costs 2 AIM Die instead of 1, but deals
attack, or if they attack a nearby ally Honed damage and gains Truestrike.
(regardless if hit or miss), you can spend 1 HIT
or AIM Action to perform an attack against
them.

40
Weapon Surf Ricochet
1 EXP 3 EXP - Ranged
1 Action Die Cost: 1 Action Die
As a neutral Action, you can spend 1 Action Die When you make a ranged attack that hits an
to ride your weapon. This can be a greatsword enemy or surface, you can spend 1 Action Die
you stand on like a surfboard, a rocket arm to have the attack ricochet off them and hit
you balance on, etc. another enemy or surface within the same
rolled distance, as long as there a straight line
Depending on the weapon, you can use an can be drawn between them. The second
AIM Die this way to propel yourself as well. target takes half damage.
Otherwise, it's mostly for style.
This Technique can be learned multiple times
Armourbane to increase the amount of times you can
4 EXP ricochet your ranged attack, up to a
Free Action maximum of 3 times.
When you attack or use an Ability, you can
spend an additional Action Die of any type to Charged Rounds
make that roll reduce the target's SAVE roll by 3 EXP - Ranged/Hybrid
that amount. Free Action
You charge your next few shots with
Forceful Strike additional power. For every AIM Die you wish
4 EXP to empower, spend the same amount of
Free Action Action Die of any type. All your AIM Dice in that
When you attack or use an Ability, you can roll pool will gain Honed damage and gain stacks
one additional Action Die to have that attack of Stagger.
or Ability ignore the target's ADAMANT by the
rolled amount. This Action Die must be the Izanagi
lowest value Die you have in your Loadout, 3 EXP - Ranged/Hybrid
besides the Dice used for the attack/Ability You infuse your rounds with power, channeled
itself. into your next attack.

Trick Jump You spend all your remaining AIM Die to do


2 EXP this, storing them for your next shot. On your
If you move and you pass the space of an next Turn, when you make your next ranged
entity that is Small, Medium or Large, you can attack, roll all of the AIM Dice that you stored
leapfrog over their heads. Done this way, you at once for this attack and add them together
gain 2 Tiles of free movement, and you are for their damage, repel and propel effects
treated as Airborne until you land. where desired.

This attack also gains Truestrike.


Deflect Projectile
3 EXP
Reaction
As a Reaction, when a ranged projectile would
hit you or an ally in your range, you can
instead spend 1 HIT, AIM or CAST Die to deflect
it back to the source. Your roll must match or
exceed the hostile roll. This only applies to
small projectiles like bullets and arrows.

41
42
Conditions
You or an enemy can be afflicted with any number of debilitating status effects, called Conditions.
These can be crucial in turning the tide of a battle, and can often be followed up by further attacks.

Conditions & Stacks List of Conditions


Rather than painstakingly tracking status Stagger
effects across multiple turns, the GM mainly The target is shaken and needs to waste
needs to note if an enemy has enough precious time to reorient themselves. They
Condition stacks on it to be affected. start their Turn with one less Action than they
normally would - for a regular Sapient, this
Whenever someone uses an Action Die that would mean they can only take two Actions
inflicts a Condition, your Action Die will inflict a on their Turn.
number of stacks based on the number rolled,
such as Displace 6 or Stun 4. All Conditions
Displace
and Condition stacks expire by the start of
A basic Condition that imposes movement on
each new Round.
the target. Can cause the target to hit a wall
or solid obstacle. If a target hits something this
The number of stacks a Condition inflicts is for
way, all remaining Displace stacks are
two purposes: to increase the effectiveness of
converted into 1 damage per stack upon
a Condition, or to overcome an enemy's
impact.
ADAMANT resistance.

Airborne
Adamant A Displaced target can be knocked Airborne,
which can activate certain other Abilities and
Many tougher foes are more resistant to Techniques that synergise with it. The target
Conditions and status effects. You wouldn't be takes damage based on the number of tiles
able to launch a giant mech across the room travelled when they hit solid ground, as with
the same way you would with a regular the Displaced condition.
person. This is conveyed with a simple
ADAMANT stat, and is a static number. By default, all entities that are Airborne in
combat fall to the ground at a rate of 6 Tiles
An entity's ADAMANT value reduces all per turn. This means an enemy that is taken
Condition stacks by that number. So if you very high can be taken out of combat for an
cast an Ability to repel a foe 10 Tiles away, but entire Turn, if not more.
they have an ADAMANT of 6, they are only
pushed 4 Tiles away. If you try to Push them 4
Slow
Tiles away, then they will not be moved at all.
An entity that is Slowed must expend double
The number of stacks must exceeed their
the Movement to move 1 Tile or perform other
ADAMANT value to succeed.
movement actions.

ADAMANT passively reduces all Condition


stacks first, which can then be further reduced
Stun
The target is unable to move or take any
or negated using SAVE Dice. If you impose
actions, and they lose their Turn for that
Stagger 10 against an entity with ADAMANT 3,
Round.
only Stagger 7 goes through, but that entity
may then roll a SAVE Die up to 7 to negate this
effect entirely. Root
The entity’s movespeed becomes 0 and
----- cannot be Displaced or take movement
actions until the end of the round. They can
If an entity is successfully inflicted with a still Attack and use non-movement Abilities
Condition, inflicting the same Condition on and Techniques.
them will have no further effect on them that
Round, with the exception of Displace and
Airborne.

43
Stealth
A Stealthed entity is either concealed or
unseen, such as in darkness. Their first
successful Attack against an unsuspecting
target gains Truestrike, at which point they
must be Stealthed again to regain this benefit.

Disarm
An entity is unable to use HIT or AIM Die or
Techniques using the disarmed weapon.

Fear
The entity with Fear will prefer to move away
from the source of its fear. Any Action Die
used against the source is rolled with a
penalty equal to the Fear stacks. E.g. inflicting
Fear 4 will incur a -4 penalty, meaning a d4
Action Die will be completely ineffective
against the source of the fear.

If an entity has 0 Resolve and is inflicted with


Fear, all their Action Dice except for MOVE can
only roll 0.

Impair
The entity is blinded, deafened or otherwise
has their senses disrupted. All Action Dice they
roll will have its number halved - a roll of 1 will
be treated as a 0.

Taunt
The Taunted entity becomes hostile to the
source and will spend all available Actions to
move to the source and attack (if melee) or to
keep line of sight on the source and attack
them (if ranged). Its attention will be on the
source and does not pay attention to others
even when attacked.

Silence
A Silenced entity cannot use CAST Dice.

Invulnerable
An Invulnerable entity is temporarily immune
to all instances of damage or Conditions. You
are Invulnerable during the first Tile travelled
while using Instant Dodge.

44
Progression
Experience Learn a New Specialty
You can also spend 1 EXP to learn a new
Every time your party completes part of their Specialty during Downtime. During
Voyage, your GM gives you a number of subsequent periods of Downtime, your GM will
Experience Points (EXP). This EXP can be used require you to spend an additional EXP to
to purchase different forms of progression for continue learning it, and again to properly
your Voyager. integrate it as a Skill Specialty, totalling 3 EXP
spent over multiple sessions.
Whenever the party rests as a result of
performing Skill Challenges during narrative For example, you want to learn fishing. At the
play, or after completing a combat encounter, first stage, you would learn it at a novice level,
the party gains 1 EXP. We recommend about 3 trying and failing to catch fish, approaching
EXP per completed Voyage, depending on its various people to learn the craft.
length and the challenges overcome to
complete it - that is, about 1-3 periods of At the second stage, you start to get a sense
activity broken up by rests. of the ropes, knowing what to do and not to
do, and are familiar with the terms, jargon and
After character creation, every time a Player cultural norms associated with the fishing
spends 2 EXP to upgrade anything, they also community.
gain a Level.
At the third stage, you are considered to be a
On top of this, your character has 3 overall proper member of the fishing community, and
tiers of progression called Potentials. Your can now reliably catch fish, and have formed
party will naturally reach a Potential after a circle of reliable friends and contacts within
spending a certain number of EXP, as more that community. You now have the Fishing
powerful abilities and resources are available Specialty, and can use that Specialty while
only after reaching a certain Potential. roleplaying and performing Skill Challenges,
benefiting from the bonuses given from your
Your Voyager reaches Potential I at Level 8 (16 Skill Dice.
EXP spent after character creation); and
Potential II at Level 16 (32 EXP spent after Combat Technique
character creation). You can spend EXP to train your Voyager in a
new combat technique.
Progression Options Character Abilities
The following are the options you can spend You can spend EXP to have your character
your EXP on between Voyages: learn and improve their innate Abilities.

Increase Max Resolve


All Voyagers have 25 Resolve by default. You
may spend 1 EXP to increase your Voyager's
maximum Resolve by +5.

Train Specialties
You can spend 2 EXP to train your character's
Skill Specialty and increase its Training to a
higher die increment.

45
Rest & Downtime
Rest their Voyagers next, and the GM can plan this
Downtime session accordingly. For example, if
Rest is a short period of recovery the party a Player wants their Voyager that learn a cool
takes. During narrative play, the party rests new Technique that lets them launch an
after at least one of the Voyagers has enemy in the air, the GM can plan a small
performed at least 5 Skill Challenges. The training session or minor mission - a
party also rests after every combat sidequest if you may - where these individual
encounter. Voyagers can discover and unlock a small
part of their newfound potential.
Every time they rest, the party gains 1 EXP.
Based on the GM's discretion, they may Some will find this by learning new spells
choose to delay this EXP gain if the Skill through dilligent study, some through martial
Challenges accumulated were minor. Players training and some through boons gained
are discouraged from attempting Skill from their Faction. If the GM chooses, they can
Challenges simply for the sake of triggering even skip Downtime and weave these
more rests and gaining EXP - that's not gonna discoveries into the next Scenario - having the
fly here. Voyagers unlock their potential in real time
when stakes are high, and they find a new
During rest, the Voyagers can interact with way to assist their allies in their time of need.
each other, discussing the state of the
mission, planning their next course of action, This is up to you as GM. However, we
or simply relaxing and spending time on their recommend Downtime sessions as it allows
hobbies. It can be as casual as a campfire the party to wind down after each mission in a
under the moonlight after a long day's low-stakes context: to meet old friends and
journey, or as stress-relieving as finding a reconnect with old contacts, to engage with
safe room after braving a treacherous, trap- their hobbies or to report back to their allied
laden labyrinth filled with enemies. Faction or back at EXDUS to report of their
findings and accomplishments.
It is not mandatory for the party to
immediately set up camp and rest after
combat, or exactly after 5 Skill Challenges are
made. The party is allowed to continue in a
natural way until they find proper shelter, even
if they must perform additional Skill
Challenges to get there.

Experience & Downtime


Every time your party finishes a Voyage, you
gain EXP that you use to learn new skills,
techniques and such.

However, we recommend that instead of


simply buying them and carrying on to the
next mission, that you spend time to play out
HOW the party acquires these new skills. This
period is called Downtime. After completing a
Scenario, the Players consider what to get
next for their Voyager, and individually let the
GM know their intent in anticipation for the
next session.

This is an opportunity for the Players to


discuss with the GM how they want to take

46
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47
Danger & Death
Endangered - Instant Dodges no longer cost Action Dice to
execute, but using an Instant Dodge will still
Once an entity, whether it's your Voyager or a
increase their Risk by +1.
foe, has their Resolve taken to 0, they become
- All their Action Dice will have an Accuracy
Endangered: they remain conscious and
equal to their Risk number.
active, but their life now hangs on a
precarious edge.
In this heightened state of adrenaline, the
Voyager is able to do remarkable things,
Most foes who become Endangered typically
dancing with death itself. However, Risk 10 is
will flee battle or surrender - they know
the maximum threshold for how much they
they've lost and will usually make a hasty
can push their luck.
retreat. Their morale has been completely
broken and they lose the will to fight. When
If the Voyager is damaged until they reach or
this happens, they are removed from the
exceed Risk 10, or if they are damaged while
initiative order and combat.
they are at Risk 10, they are dealt a fatal blow.
Their luck has run out.
While enemies retreat, Players are still able to
interact with the fleeing foes. They could use
their Turn to pursue the slowest one and
capture them for interrogation, attempt to Death & Injury
plant a tracker on a foe running back to their
hidden base, or kill a dangerous creature Depending on your table, your Voyager may
before it can escape and endanger others. either die or take on a serious injury. The
nature of this death or injury is based on the
When the Player becomes Endangered, they enemy and attack that inflicted it.
can still choose to take actions. This means
they can choose to withdraw to treat For example, if the enemy was a swordfighter,
themselves or in some cases, take on further they may have dismembered one of the
dangers to help their allies. Voyager's limbs.

Risk
If the Player chooses to withdraw upon being
Endangered, the GM may allow them to do so,
and that character leaves combat. They are
assumed to find safety nearby, and cannot
re-enter combat.

However, if the Player chooses to stay and


help in spite of their dire condition, then their
character remains in the initiative order.

When the character becomes Endangered,


their Action Loadout is immediately
replenished to full. Whenever this character
spends an Action Die while remaining in
combat, they will gain +1 Risk. If they take
damage, their Risk will also be increased by
the amount of damage taken.

When Endangered, the Voyager is imposed


with these statuses:

48
Money & Resources
Some lore and rules for usage regarding money and other forms of wealth in Voyager: Tactics.

Diny (Dn) Shelling (Sh)


Little is known about the first stories of society Also called Rounds, this is a currency brought
reemerging after the arrival of the World Tree, over by the Amerusan Colonies from the West.
but one story remains: that of the Diny The Colonists often had bullets in abundant
(pronounced dye-nee). supply, and used them as a system of trade,
arranging their order of value by the bullets'
During the first few years of Aeden's birth, Calibre. They were originally Old World
some traders reportedly came across a large munitions that used a substance called Black
cache of Old World treasures, among them Powder, but since the usage of Red Glass
being a large number of ancient dice made of became the preferred primer for Amerusan
copper, plastic and various other materials. firearms, these Black Powder Shellings
became a rare commodity and a subject of
While most people recognised them as collection and preservation.
trinkets for play and leisure, due to the scarce
resources at the time, they were used as a Empty shell casings were also used, and
makeshift currency to represent the bulk of represented a tenth of its bullet’s value. The
trade goods, the value of each piece easily standard value of one Shelling is measured by
discerned by the highest number it conveys. its most common Calibre, the Plinker, which
equals 1 Diny in value. Other increments of
Over time, the tradition stuck, and now the Shelling include the Gauger and Hander.
Aedean government mints these dice as
official coinage out of metals like copper and
silver, called the Diny, which spread to be Pego (Pg)
used all throughout the Known World that
Also called Bricks, Pego is system of currency
other currencies are measured against - the
brought over by the Kaibi, and is particularly
Roll Standard. The numbers on the die faces
loved by the Dust markets and the Kaibi for its
fell to disuse and were replaced by more
bright colours and cute appearance, so
decorative motifs; the shape of the dice as
named for its blocky shape, and the name
well as its minted material being the actual
Pego meticulously inscribed on every block’s
representation of its coinage value.
stud with fine precision, a name which was
assumed to refer to a deity of riches, masonry
and play.

49
Consumables
Perishables or items meant for single-use,
including food, potions and the like. They are
bought with Money, or can be crafted or
traded with Materials.

Materials
Based on a common Kaibi folk tale, use of
Component items used to craft other items,
Bricks became popularised after what the
and are a very useful resource to barter with
Kaibi call the Great Siege of Pegoland, in their
people who find little use for Money, such as
far-off motherland. There, a group of survivors
certain Shard Banners and Raiders. These can
were cornered by a massive band of warlords
be grains, spices, ores, gems and harvested
and raiders, and sought shelter in a place
parts from monsters, such as scales, vials of
called Pegoland, where they found a vibrant
blood or bones.
paradise filled with these dreamlike bricks.
They used these bricks to trade with the
warlords, who also became enraptured by Writs
them, believing Pegoland to be the sacred Representations of wealth given by Factions
realm of an Old World god - turning Pego into or wealthy parties, and provide access to
a popular currency ever since. goods. These can be a deed to a house,
exclusive rights to access restricted resources
The most common Pego type are the 2x3 and and locations, or a written commendation by
2x4 Bricks, and are often used a Faction leader. While some Writs can be
interchangeably with the same value, with bought for Money, such as property deeds,
more unusual shapes having greater value getting Writs mainly represents the Party's
(Pego Piece #26047 is one of particular social standing and reputation, as riches do
cultural significance sought after by many not always translate to prestige.
collectors). One standard Pego is relatively
equal to 1 Diny, and Dust traders are often
divided between which they prefer, treating
them as rival currencies.

Wealth & Spending


In this current game version, to keep
gameplay relatively free of bookkeeping, I've
decided not to add in a detailed list for prices
for objects. However, I'll list the different forms
of wealth that you may encounter in your
Voyages.

There are five types of resources used in


Revenir: Money, Equipment, Consumables,
Materials and Writs - each having different
uses in the world.

Money
This represents the Party's overall wealth. Any
money earned by the Party is not tracked
individually, but is added into the party's
Spending Money, or Hoard, which they can
use to buy any number of resources.

Equipment
These are items that the Party will regularly
use, such as weapons, apparel and magical
trinkets. These require Money to be supplied,
or can be crafted or traded with Materials.

50
Inventory
During your Voyages, you may encounter objects of interest that you take along with you, usually a
relic or object needed for your objective that you bring back to EXDUS HQ for analysis, processing or
archival. For this purpose, a simple Inventory system is used to keep track of this.

Inventory Space Heavy Bulk - 3 Slots


Items of large size and bulk, which many relics
Every Voyager in your party has a basic fall under. E.g. shields, helmets, stone idols.
exploration pack that they use to carry things,
which constitutes your Inventory space. Each
4 Slots+
person's Inventory has 10 slots that can be
Items of a high Bulk that occupy 4 slots or
used to store items you find on your Voyage.
above cannot fit in your pack. These include
heavy stone tablets, computers and treasure
Your Inventory is reset to 0 at the end of every
chests. To carry them, you need a LOQR.
Voyage. This is to minimise bookkeeping, and
your stored items are assumed to be stored
at EXDUS HQ or distributed during Downtime. L.O.Q.R
Every Voyage Team in EXDUS has clearance to
Bulk carry one LOQR (pronounced “Locker”) - short
for LOcalised Quasidimensional Reliquary. It is
Each item has its own Bulk, denoting how
a remote storage device used to facilitate
many Inventory slots they occupy. The larger
long-distance travel by EXDUS operatives and
or heavier the item is, the greater their Bulk
to transport highly fragile and valuable Old
and the more Inventory slots they occupy in
World relics.
your pack. Once your pack is full, you cannot
carry any more items.
The LOQR is a small device that is normally
attached to one’s shoulder via a shoulder
Light Bulk - 1 Slot strap and is activated by a small wave of the
Any item small or light enough to fit in your hand across the shoulder (1 Action). Any item
pocket. E.g. small figurines, vials, amulets. that is held in the caster’s hands is kept in an
astral pocket dimension until it is recovered
A purse of 50 Diny costs 1 slot. with another 1 Action hand gesture.

Regular Bulk - 2 Slots Any items inside the LOQR are weightless. The
Items of regular size and weight. E.g. books, LOQR is bound to its user, so only the user is
bottles. able to access the LOQR’s contents unless
forced open by powerful magic or hacking.

51
The LOQR has 10 Inventory slots like your Mission Items
Voyager pack. However, it can fit any objects
When starting a Voyage, your party can stock
of Bulk 4 and above, storing them safely and
up on certain provisions like healing salves
efficiently for transport. Any weight beyond
and light sources from EXDUS HQ, or along
that disrupts the stability of the pocket
their travels. These would take up space in
dimension, at which point all of its contents
your pack, so be mindful not to fill your pack
are expelled and strewn randomly around the
too much in the case you may need the
user.
space for key items during your mission, like
relics or briefcases containing important
Quartermaster documents.
Since only 1 LOQR is allocated to each Voyage
party, your party would designate one Player
to carry the LOQR, entrusting it and its
contents to their care. This Player is called the
Quartermaster.

52
C H A P T E R II

YOUR VOYAGER

53
Creating Your Voyager
There are three main sections for creating your Voyager: their Sapient type, their Faction and their
Venture.

Your Voyager Sapients owe their origins to the humans of


the Old World: Earth.
You may freely decide how unique your
Voyager looks, from their outfit to their gear.
Your Voyager is either an established figure in Factions
their Faction or someone holding great
Every Voyager will have a different upbringing,
potential who was scouted or chose to join
culture and allegiance prior to joining EXDUS.
EXDUS. As such, they may usually have their
This is exemplified by their Faction, which
own gear that they're comfortable with.
embody the many cultures and organisations
in Revenir, some ancient and some young.
This is based on the philosophy that you
They have their own customs and often
should be able to take any cool anime
hierarchies that Voyagers can choose to
character design you love (non-commercially
participate with in exchange for their good
of course) and be able to play them here
graces and resources.
without much problem, and shouldn't have to
limit yourself by trying to make your character
While your Voyager may not be loyal to their
fit certain equipment or items.
given Faction, it nonetheless is a defining pillar
to who they are now. For some Voyagers,
Starting Checklist joining EXDUS may be an amusing side gig
that promises new sights and a chance at
At character creation, besides the bonuses glory. For others, the promise of exploring and
gained from their choice of Sapient, Faction unifying a divided and untamed world
and Venture, your Voyager starts with: resonates deeply with your Voyager, and
they've now made it their life's calling.
> 25 maximum Resolve
> An Origin along with its relevant Specialties The Voyager's Faction holds influence over
> 3 EXP that they can spend on anything, like Revenir and can even affect the campaign,
Specialties, Techniques or an Ability from such as encountering soldiers from the Sol
their Venture. Empire and a minor Shard Banner fighting
each other, or finding a lone researcher from
the Cartograph Charter camping outside a
Sapients cave.

A Sapient is a broad term referring to any Here, a Voyager's loyalties may be tested: will
humanoid, intelligent species that have they end up assisting their kinsmen, or will
evolved to inhabit the post-Emergence world they see value in the principles of EXDUS and
of Revenir; some common and some rare. find a middle ground to mediate between two
Because more Sapients are being discovered battling groups?
day by day, this term was coined by EXDUS
and kept open-ended on purpose.
Ventures
The most that EXDUS knows is that a majority
of Sapients were once originally Humans Ventures embody the many life callings the
themselves, but the magic of the World Tree Voyager may belong to, usually based on
combined with their highly demanding their choice of Faction. The Factions outlined
environments caused a state of accelerated here are the ones that are 1) known within
evolution across the world; and within just a Revenir, with enough notable members to be
few generations these adaptations began to recorded by EXDUS; and 2) typically friendly or
manifest and reshape their biologies. neutral to EXDUS. There are still many that lie
unknown in the World Beyond, waiting to be
This means that most (though not all) created by the GM and discovered by the
Players.

54
Creating a Sapient
Each Sapient type has their own unique Variant Traits, such as the aquatic Ruaya having the option to
breathe underwater. They can be found under each Sapient's section. You may choose up to two of
these Traits when creating your Voyager.

Before choosing these specific Traits, first decide your Voyager's general traits, such as their size.

Size Size: Medium


Start by choosing your Voyager's Size. By Choice
default, most Sapients are of Medium size, Common Sapients: All except Kean
with the exception of the Kean, who are Small
by default. Your height is anywhere between 5 to 6 feet
tall. The average size of a humanoid Sapient
in Revenir.
Size: Tiny
Choice
Common Sapients: Magoi, Kaibi, Ruaya,
Size: Large
Feithéan, Orzlaty Choice
Common Sapients: Xylolith, Kaibi, Ruaya,
Your Voyager is no more than 8 inches tall. Orzlaty, Drachéan
Tiny entities can move through any Tile
occupied by an obstacle or another entity of Your height is anywhere from 7 to 12 feet tall.
Small size or greater. You must spend double You occupy 2 Tiles of space: a Head Tile for
the Movement to traverse 1 Tile, and require 3 your front side and a Back Tile for your back.
Movement to climb 1 Tile. Your Head Tile is counted as the source for all
your actions when moving, attacking or
If an ally or enemy within 1 Tile of you moves, casting - unless using a tail, in which case you
you can hitch a ride on them and move where use your Back Tile.
they go, landing on a Tile next to them. They
are not Slowed by doing this. You either cannot or find difficulty interacting
with features meant for Medium-sized
Sapients, such as doorways, chairs and
narrow corridors. Your GM may rule you may
Size: Small
have to squeeze through or unable to pass
Choice through an obstacle on a map during
Common Sapients: Kean, Magoi, Kaibi, Ruaya,
combat.
Orzlaty

Your height is anywhere from 2 to 4 feet tall.


Small entities can move through any Tile
occupied by an obstacle or another entity of
Medium size or greater. You must spend
double the Movement to traverse 1 Tile, and
require 3 Movement to climb 1 Tile.

If an ally within 1 Tile of you moves, you can


hitch a ride on them and move where they go,
landing on a Tile next to them. Note that your
ally is considered Slowed by doing this.

You can also use this Size when playing small


humanoids, like children or as a little person.

Large Size Sapient

55
Optional Traits Mixed Parentage
There will be a limit to how many Variant You may freely play as a Voyager of mixed
Traits you can take for your Voyager. However, parentage, having parents from different
you can freely take any of these optional Sapient types.
Variant Traits, as they do not have a huge
mechanical impact on your character, and During character creation, when you choose
are moreso used to help flavour their two of your Sapient's Variant Traits, instead of
interactions with the world or how they fight. choosing both from the same Sapient, you
may instead take one trait from one parent
Bite Sapient and another trait from the second.
Optional Trait
Common Sapients: Kaibi, Ruaya, Orzlaty, Your Voyager may typically exhibit traits from
Drachéan both parents, or may look like a fusion of both,
perhaps leaning towards one more than the
You have sharp teeth or pointed beak with a other. For example, a Human-Síoraí person
powerful bite that you can use for attacking - may look entirely human, save for two pointy
rolling your HIT Die as if attacking with it. ears. A Kean-Ruaya person may be a Small-
sized reptilian humanoid.

Claws/Talons
Optional Trait
Common Sapients: Kaibi, Ruaya, Orzlaty,
Drachéan

You have sharp claws that you can use for


attacking - rolling your HIT Die as if attacking
with it.

Prehensile Tail
Optional Trait
Common Sapients: Kaibi, Ruaya, Drachéan

You have a dextrous tail that you can use for


various tasks, even attacking - rolling your HIT
or AIM Dice as if attacking with it.

56
Original Human
Also called Survivors, Homo sapiens or Proto-Sapients, Original Humans are some of the only people
who survived the Emergence of the World Tree largely unchanged genetically, and are the prototypical
template of sapient organism that would hyperevolve into numerous - though not all - known Sapient
species in the New World.

Aedean often centred around the Fear Of Death: an


innate sense of internal compulsion to leave
"Our ancestors were known for their fear of behind a lasting legacy or memory upon the
death, and in a way we are scarcely different; we world, lest all memory of Earth perish with
fear for our collective fading away." them as a people.

Origin: Pre-Emergence Original Human Most other Sapients are friendly with or
ambivalent to Aedeans, but largely hold
Age: Humans reach maturity at about age 20 respect for their powerful organisations and
and live for up to 120 years. vast influence over resources. A lot of others
would say that Aedeans tend to always be
Prevalence: Common. The most well- stuck in the past, poring over tomes and
documented Sapient in EXDUS records, artifacts, or always in a hurry to accomplish
numbering well in the hundreds of thousands. great things.

Vibe: Vanilla human


AEDEAN NAMES
Aedean names are largely derived from
Playing an Aedean Eglaise, the closest equivalent to Old World
As an Original Human, you are just as much of English. Due to the passage of time, these
an oddity as the other Sapients around you - names may resemble names from the Old
your defining quirk being that your people are World, albeit spelled differently - or names
living remnants of the Old World, called Earth. taken from words we don't typically use as
given names on Earth, such as surnames or
For this reason, Aedean mythology and place names.
religion paint themselves as the "Chosen
Survivors", as their oldest myths recall a small Vesper, Alma, Calder, Dawne, Emileigh, Soren,
group of people being trapped within the Townes, Tenemant, Phileon, Darias, Treu,
boughs of the World Tree during the Caldeneaux, Sterian, Gilhauder, Flo, Frau,
Emergence, and so were sheltered and Senny, Tullwise, Ivernon, Pam, Delacourt,
cushioned from most of the cataclysms that Lyonessa
harrowed the earth.

Due to the safety afforded by the World Tree's


protection, Aedean cities, called Relic Cities,
tend to be the most prosperous within Revenir,
and many Aedeans are only familiar with the
comforts and luxuries of these idyllic places,
some calm and rural and some bustling with
activity - your Voyager seeking the hard life of
adventure being something of an anomaly.
These cities have also spread to the nearby
region called the Vinelands. As such, Aedeans
tend to be well-versed in the arts and
academic ventures, pursuing many interests
in life.

Aedean religion and collective thought is

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Aedean Variant Traits
Choose up to two at character creation.

The Fear of Death


You carry the soul of one who has survived the
cataclysm that destroyed the Earth, and
emerged unchanged, a living relic of an
ephemeral past. The fear of fading away with
no trace of your memory is carved into your
deepest being. In moments of great need, you
are more likely to push yourself beyond what
most even think are capable of.

When your Resolve is reduced to 0 and you


become Endangered, you can accumulate up
to 20 Risk instead of 10.

The Strength to Press Onward


You are motivated by an unusual
determination. When you spend EXP to
increase your Resolve, you gain +6 from each
increase instead of +5.

Magical Anomaly
Your Earth genes makes you oddly resistant to
the World Tree's magic. All your rolls from your
CAST Action Die are halved. Conversely, any
magical action or effect on you also has its
effects halved, whether from an enemy or ally.
This includes elemental magic and magical
healing.

Knife's Edge
You psych yourself up to keep fighting. Once a
combat, if your Resolve gets taken to 0, you
do not become Endangered or accumulate
Risk until you finish taking your Turn for that
Round. You then become Endangered at the
end of the Round.

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Shardlander SHARDLANDER NAMES
Most Shardlander names have a given name,
"An earth carved into a thousand Shards; a sky followed by their surname - taking after their
apportioned to a thousand clans." father or mother - and then followed by their
Banner's name.
Origin: Pre-Emergence Original Human
Hroldr Hroldson Vangyr, Caewyr Elansson
Age: Humans reach maturity at about age 20 Droma, Kainvangr, Yngvir Merasdottir Graive,
and live for up to 120 years. Sorja Freasdottir Sponn, Aife, Bryn, Caradhrun,
Volstanga, Anvar, Stahl, Frakke
Prevalence: Common. While scattered
among the different Shards, the larger
Banners are quite populous, holding tens of
thousands of citizens.

Vibe: Sci-fi Vikings living on floating islands

Playing a Shardlander
Contrasting with the average Aedean,
Shardlanders are a hardy, rustic people. The
Emergence flung landmasses called Shards
into the sky, cutting them off from nearly all
traces of civilisation or knowledge of the lost
Earth.

As such, while they may be Original Humans,


they are largely divorced from the paradigm
of Deathly Fear that most Aedeans have. After
all, such abstract, existential trifles seem
hardly important compared to surviving the
next winter or dragon horde attack. Many
Shardlanders only know the goings-on of their
home Shard - in many cases, it's their entire
world.

A Shardlander would belong to a Shard, which


can be just small enough for a small hamlet
or the size of a small country. Each individual
Shard would also have its own clan, called a
Banner, or may owe fealty to a larger one.

Given that each Shard is its own little floating


world, differences in technology and customs
between Shards can vary wildly. Your
Shardlander may live on a Shard that is well-
connected to other Shards and has interacted
with many other Sapients, or they could have
been incredibly sheltered and never knew a
life outside of herding sheep, farming crops
and killing wyverns that try to destroy either.

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Shardlander Variant
Traits
Choose up to two at character creation.

Shardwalker
Acclimated to the Shardlands in your
formative years, you have ADAMANT 1 from
your natural Shardlander toughness, and take
half damage from all Displace or Airborne
stacks (rounded down).

Monster Slayer Initiate


You have +1 Accuracy when fighting enemies
that are of Large size. This Accuracy increases
to +2 for Huge foes and +3 for Colossal foes.

Fighting Spirit
If you become Endangered, you only
accumulate half the Risk stacks (rounded up)
from taking damage. You still accumulate Risk
normally through spending Action Dice.

Tenacious Spirit
If you become Endangered, hostile Condition
stacks are only half as effective on you
(rounded up). You still accumulate Risk
normally through spending Action Dice or
taking damage.

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Amerusan touches you, unless you are under great
emotional stress or choose to let loose your
A nomadic people of crystal, fire and flesh, inner flame.
hailing from a faraway land of choked ash and
spires of red glass. You always glow while in darkness, but can
spend an Action to briefly suppress your
Origin: Hyperevolved post-Emergence flames. You are also deathly repelled by large
Human bodies of water and prefer dry, hot conditions.

Age: Amerusans reach maturity at about age You can still eat food and drink water, but
20 and live for up to 120 years. eating anything that can be treated as
flammable fuel is equally as nourishing for
Prevalence: Uncommon. All Amerusans are you. The more purely it burns without leaving
those who went on a pilgrimage to the World much ash, the more nourishing and tasty it is
Tree and found their passage into the Known to you. Any residue is expelled as smoke and
World, a large majority passing through the ash from your mouth - it's considered rude to
Vinelands and most making their homes at do so in good company except in controlled
the Sentinarium and its surrounding regions, puffs.
or at Aeden's outermost Relic Cities.
When you are hurt, pieces of your skin break
Vibe: Nomadic fire elementals off in flecks of black glass and sparks of fire.
Do note however that you still have something
resembling human biology and organs
Playing an Amerusan internally, but vastly evolved to adapt to your
Amerusans originate from various colonies of new physiology.
pioneers, arms dealers and mercenaries,
hailing from a land called Amerusa.
Interestingly, a vast majority of Amerusans AMERUSAN NAMES
speak almost perfect Eglaise just like Amerusans have names based on old
Aedeans, suggesting a common Old World monikers from their homeworld of Amerusa,
ancestry. typically derived from ancient names
inscribed on withered billboards or printed on
Tales of Amerusa say that it is a vast random objects.
sunscorched wasteland covered in scarlet
ash and explosive Red Glass, which many They would also typically have their Colony in
Amerusans use in their firearms. This fire- their name; these Colonies are also similarly
choked air caused its early inhabitants to named after strange, brightly coloured words
hyperevolve into beings with crystalline, found in the Amerusan ruins. As such, they
obsidian flesh and hair made of flames - now would normally refer to themselves as
a reflection of the very land they've survived "[Name] of [Colony]".
in.
Alberkirk, Gunkirk, Connor of Bucks, Priscilla,
Amerusans tend to be austere, religious folk. Hollow, Mort of Realstate, Jillian of Camarrow,
They learned to use the Red Glass that covers Dwyre of Cocola, Shaft, Wheeler, Emerett of
their land to use in firearms, becoming Kafsee, Concordean, Michigan, John Smith of
wanderering nomadic Colonies. A great many Wessen, Tyler of Androyt, Didney of Whorl
of these Colonies boarded their caravans in
search of the Fallen Firmament - their name
for the World Tree, which from their homes
looked like a pale flame that covered the
entire horizon.

Hawkbrand's Soul
An Amerusan's body is pyrokinetically
charged - their hair is fire and the flesh a
strange obsidian. These flames are warm but
do not emit enough heat to hurt anyone who

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Amerusan Variant Traits
Choose up to two at character creation.

Heartsflare
When attacking a target in melee, you can
spend an Action Die to cause your inner flame
to flare out and burn a nearby entity. This is a
free Action, and you roll this Action Die for the
additional damage dealt. This also ignites
nearby flammable materials.

Volatile Flame
Whenever you receive damage that you fail to
SAVE against, you instantly explode, dealing
damage to all entities (including allies) in a
3x3 Box around you. This damage is rolled
from your CAST Die (no Loadout cost).

Smokebreather
You can spend an Action Die to expel smoke
from your mouth (likely your lunch from an
hour back), covering 1 Tile in front of you,
which lasts until the end of the Round. Any
entity standing within the smoke is Impaired.

Cinderfeet
Your body was particularly adapted to the
harsh heat of Amerusa. When passing terrain
associated with fire, like magma or burning
Tiles, you do not treat these Tiles as difficult
terrain, and do not take damage from them.

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Phytosapien
Phytosapiens are a unique Sapient born directly from the World Tree itself. They are humanoids with
plantlike biology like leaves for hair and bark for skin. The two variants of Phytosapien here are the
magically attuned Magoi and their guardian brethren, the Xyloliths.

Magoi and nature reserve settled on the World Tree.


There, EXDUS personnel carefully track the
growth of young Phytosapiens and facilitate
The plantlike children of the World Tree, gifted their growth within a controlled, safe
with a transcendent connection with the flow of environment.
time and magic.
Once fully bloomed and emerged from the
Origin: World Tree soil, Magoi will curiously learn everything
about the world around them, and the more
Age: Magoi mature in just a few weeks upon they learn cognitively and embrace their
budding and live for up to 500 years, though strange humanity by connecting with others,
some have been found over a millennium old. the more they start to awaken their ancient
memories and find passage into the
Prevalence: Rare. Only a few hundred named Dreaming: a mythical state said to be the
Magoi are known, and most new ones are collective consciousness of all things.
meticulously raised and recorded in the
Arborice.
The Dreaming
Vibe: Cute and innocent plant people Magoi do not require sleep. When you rest,
discovering their newfound humanity you can choose to enter a state of collective
unconscious between all Magoi called the
Dreaming.
Playing a Magoi
The Magoi have been the subject of most While within the Dreaming, you are able to
mystery and reverence in Aedean mythology, contact other Magoi who are also resting, and
with many Aedeans of ancient times seeing are able to share information with each other
them as otherworldly prophets or messengers through short conversations or mental
of the gods. Nowadays, they share a more images. You are also able to telepathically
equitable status with other Sapients, but are reach non-Magoi whom you have a bond
nonetheless a subject of much with.
romanticisation in Aedean art and literature.
Additionally, you may randomly gain visions,
Some Magoi serve as mediators between namely of the past world, which was called
Aedean society and the World Tree, Earth. These visions are flashes of memory
interpreting their visions as signs from Eld from the departed souls of the Old World.
Aestus. These often use their visions to seek
out and beknight Heirs to wield the World Your GM may require you to roll your SENSE
Tree's power in the form of Origin Weapons. Skill Challenge, and the outcome of the roll
would determine the clarity of the vision and
Other Magoi work with EXDUS on a more the amount of information gained from it,
secular level, using their visions to help the which may aid you on your adventures or
commission unravel the secrets of the simply add more interesting stories to collect.
unknown world before them, and to glimpse
into the lives of its bygone people. Others still
pursue a more individual journey, looking Sundreamer
inward and using their visions to plumb the You become sluggish and lethargic when
depths of the world's memories in order to separated from sunlight for too long. If you
understand their own place in Revenir. spend more than 1 day separated from
sunlight, such as underground or travelling in
If you are a fairly young Magoi, chances are Skotos, your mind becomes dulled, becoming
you were born in Arborice: a research facility sleepy and unfocused.

69
For each period of time until your party rests
that passes without sunlight, any Action Dice
you roll can only reach a maximum value of
d10. The next time you rest, your Action Dice
have a maximum value of d8, and so on, until
a maximum of d4.

After 4 periods of rest or if you lose


consciousness, you enter a hibernative state
until you reach sunlight again, and cannot
take any actions.

MAGOI NAMES
Magoi prefer simple names without many
syllables, typically from words they learned at
the Arborice.

Niwa, Philo, Leaf, Meyri, Lumen, Io, Ninety-four,


Sprout, Sunny, Yomo

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Magoi Variant Traits
Choose up to two at character creation.

Circadian Rhythm
Phytosapiens are also sensitive to sunlight
and water. When underground or somewhere
barren, you are able to sense the direction of
a source of either sunlight, moonlight or water
within a horizon's distance.

Weltengeist
You always know the direction of the World
Tree. You also can innately pinpoint the
location of any World Tree fragment or high
concentration of magic within a vast
distance. The range is roughly 1-3 days'
distance on foot.

Hide on Bush
You can spend 1 Action Die to make yourself
Stealthed when standing on or near thick
vegetation, like trees or bushes.

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Xylolith sleepy and unfocused.

For each period of time until your party rests


Imposing guardians born from the World Tree's that passes without sunlight, any Action Dice
bark, said to be its protectors. They are often you roll can only reach a maximum value of
found in the company of Magoi, having an innate d10. The next time you rest, your Action Dice
protective instinct towards their more fragile
have a maximum value of d8, and so on, until
a maximum of d4.
siblings.

After 4 periods of rest or if you lose


Origin: World Tree
consciousness, you enter a hibernative state
until you reach sunlight again, and cannot
Age: Xyloliths mature in just a few weeks upon
take any actions.
budding and live for up to 500 years, though
some have been found over a millennium old.
When underground or somewhere barren, you
are able to sense the direction of a source of
Prevalence: Rare. It's believed that for every
either sunlight, moonlight or water within a
Magoi that is born, a Xylolith likewise appears
horizon's distance.
fully formed from the World Tree's bark.

Vibe: Gentle giant tree/golem people XYLOLITH NAMES


Like Magoi, Xyloliths are likely to hail from
Arborice and take their names from random
Playing a Xylolith words or names they learn there. In many
Xyloliths tend to be stoic and reserved. They cases, they don't even bother with names,
often give the impression of silent bodyguards relying on their Magoi half to give them some
or unsleeping sentinels, and have commonly form of moniker, if only for the sake of
been seen as such in Aedean mythology convenience.
since ancient times - their stonelike bark skin
and towering appearance evoking the Eade, Tronk, Kif, Yurathikboei, Arncha, Bela,
immortal, austere presence of a statue. Crush, Voron, Igrid

Xyloliths often find themselves in the


company of Magoi. Some offer their services
to Magoi communities or individuals, even
pledging their lives to protect them as loyal
guardians, while others are more
independent, interacting with Magoi often but
seeing them as equals no different from other
Sapients, but nonetheless have a steadfast
connection to the World Tree.

Treeguard's Soul
As a Xylolith, you have naturally tough bark
and a robust stature. Being a Phytosapien,
you do not require sleep, owing to your origins
as the ever-vigilant protectors of the World
Tree and its progeny. However, you are not
able to see into the Dreaming like your Magoi
siblings.

Circadian Rhythm
You become sluggish and lethargic when
separated from sunlight for too long. If you
spend more than 1 day separated from
sunlight, such as underground or travelling in
Skotos, your mind becomes dulled, becoming

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Xylolith Variant Traits
Choose up to two at character creation.

Bark Armour
Your Voyager has thick bark that shields them.
You have 2 ADAMANT.

You can choose to gain additional ADAMANT


this way. For every ADAMANT you add past 2,
your Movement gains a -1 penalty when
rolling your MOVE Die. If your penalty exceeds
your MOVE roll, you can only have 1 Movement.

Deep Roots
You can plant yourself in the ground and
create firm roots to lock yourself in place as 1
Action. When doing this, you are considered
Rooted and cannot move or be Displaced
except through teleportation.

This costs 1 Action Die and can be done as an


Action or Reaction for the same cost, after
which you can unroot yourself at any time, or
automatically at the end of the Round.

I Am Tree
You can spend 1 Action Die to make yourself
Stealthed when standing next to a large tree
(large enough to be a physical obstacle on
the map) or parts of the World Tree.

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Feralis
Feralis is an antiquated term used by Aedeans to refer to humanoids with animal traits found
throughout Revenir. The term is deceptive as many sub-variants of Feralis vastly differ in
hyperevolutionary origins and was used by early Aedeans without much regard to their diverse
cultures, but has now been reclaimed - largely by the Kaibi - to collectively refer to themselves and
non-Kaibi animal-like Sapients, calling them "our big family".

Kaibi Ruaya and mercenary groups from the


Sentinarium coming from the outer edges of
the Known World.
An incredibly diverse variant of hyperevolved
human that have grown traits from other Their entire species being born as a result of
mammalian animals to better adapt to their adaptation to hardship, Kaibi are no strangers
harsh surroundings.
to struggle, and often take life's challenges in
stride. They tend to have a "live and let live"
Origin: Hyperevolved post-Emergence mindset, and their shorter lifespans compared
Human to other Sapients lends themselves towards a
life pursuing simple joys free from
Age: Most Kaibi have quite short lives, attachments or burdens.
maturing at about 10-15 years of age and
living up to 60 years. Because of this, Kaibi are some of the likeliest
people to pursue adventure. For them, no job
Prevalence: Common. The second-most is too unappealing, gross or dangerous, and
well-documented Sapient in EXDUS records, you'd be able to find Kaibi in any field of work
though they have many unknown and new out in Revenir, even in unexpected places like
subspecies and clans beyond the Known the Shardlands.
World.

Vibe: Designated anime animal people KAIBI NAMES


Kaibi share many of their names from their
local Kannata and surrounding Aedean
Playing a Kaibi cultures, being very closely intermingled with
Kaibi comprise one of the larger population of them, often mixing them with slang or
Sapients in Revenir, and can be found in strange, cool-sounding words they learned
numerous habitats, from the deserts and ruins from artifacts and structures in the Old World.
of Dust to the verdant Vinelands of Aeden.
They tend to have a naturally friendly Sura, Wisney, Evay, Toshi, Potato, Knives,
disposition, and are well-received in Aeden Konagi, Mimi, Dreamy, Listya, Anaki, Googal,
due to a very early shared history with the Barbiegirl, Ferrees, Oroe, Phanta, Shi-nie,
earliest Relic Cities, their ancestors forming Nottbutter, Baby Q, Uwoo, Telivari, Nonen,
bonds and alliances with these young Nibiru, Kalcha, X, Konnobun-Goomi,
settlements. Banhammy, Supacat, Nysoo, Avenger,
Metroline, Dee-Andee, Numenore, Marillion,
Most Kaibi, save for the more solitary types, Astaravista, Peggy Sixteen
tend to be very social and are able to
naturally mingle and coexist with other Kaibi,
despite the vast differences between them.

This sense of unified identity led to the


creation of the Alliance Clans, which was an
originally Kaibi confederation created to
represent and unify the hundreds of Kaibi
families and organisations across the Known
World, but now has grown to include almost
any group operating within their territories
regardless of Kaibi ancestry, including the

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Kaibi Variant Traits Ramming Charge
You have powerful horns, antlers or just a very
Choose up to two at character creation. tough cranium. When you use your HIT Die to
repel a target, you can also choose to move
Heightened Sense yourself as you Displace the target as a free
You have heightened perception from your Action, landing on the Tile next to them when
animal features, which can be an enhanced they stop.
eyesight, hearing or sense of smell. You and
your GM would choose which makes the most
sense for the type of mammal your Kaibi Carnivore
embodies. You can then use this Specialty as Due to your biology, you can eat raw meat
your SENSE Skill during narrative play, such as without problems. You can also crush bones
sharp eyes to find distant targets or and consume the marrow for sustenance.
enhanced sense of smell to track someone's
scent.
Herbivore
Due to your biology, you can eat raw
Roar vegetation without problems. You can also
You can spend an Action Die to perform a consume normally poisonous and irritating
fearsome growl or roar, inflicting Fear on all plants and shrug off its effects.
entities within 3 Tiles of you.

Righting Reflex
Sprint You only take halved fall damage if you are
You can use a burst of stamina to run ahead, Airborne more than 5 Tiles above the ground.
but become tired afterwards. Once a Turn Additionally, you can SAVE against this fall
when you spend your MOVE Die, you can damage once you land. You still take normal
choose to double the number rolled. Displace damage from being thrown against
Afterwards, you become tired and cannot solid walls and objects.
spend any more MOVE Dice to move until the
start of the next Round.
Centaur Body
You may have the lower body of an animal.
Pounce Depending on the animal’s size (anything that
Your Voyager has strong jumping legs like is the size of a horse or larger), then your Size
that of a cougar or gazelle. When you use is Large.
your MOVE Die, you can spend an additional
Action Die as a free Action to make that If you are a Large centaur, you can carry one
movement into a jump, becoming Airborne Medium size entity on your back (occupying
and flying over obstacles, chasms and Large your Back Tile), or two Small entities
or smaller entities. (occupying your Head and Back Tile), and
they follow your Movement during your Turn. It
costs 1 Action Die for them to climb on your
Thick Hide back, but dismounting has no cost.
Once a Round, when you roll your SAVE Die
against a physical attack, you can reroll it Allies can also perform attacks and Cast while
once if the outcome was not to your liking, carried by you. Any hostile actions that hit
taking the higher result. Tiles you occupy also hit allies occupying
those Tiles.

Musk When you are not carrying anyone and


You can spend 1 Action Die to secrete a unimpeded, you gain a bonus to your
pungent musk for 1 Round. Any entity within 1 Movement whenever you roll your MOVE Die
Tile of you is Impaired while they remain near equal to half its maximum value, but only if
you. you use your full rolled Movement beforehand.
This benefit does not apply if you are carrying
someone at your full carrying capacity.

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Ruaya RUAYA NAMES
Many Ruaya names are derived from Azka,
A variant of human with reptilian, amphibian one of their languages, which itself is a
and piscine traits that have adapted to living centuries-old conglomeration of different
along rivers and underwater. Southeast Asian languages, which is the
region most Ruaya have originated from
Origin: Hyperevolved post-Emergence along their sea routes and rivers.
Human
Esh-wai, Tilka, Surun, Hesh, Ezta, Ular, Kolel,
Age: Ruaya can be quite long-lived, maturing Matan, Renang, Sawa, Banya, Jalan, Soldek,
at about 12-18 years and living up to 240 Tathi, Mamar, Cichak, Salrash, Kopek, Soseli,
years. Barat, Duri, Ishbak, Sisik

Prevalence: Common. Ruaya populations


number in the thousands, but they are easily
found settled along rivers and lakes, and they
allude to greater numbers and settlements in
the waters below and far beyond.

Vibe: Lizard people, fish people and


amphibian people

Playing a Ruaya
The Ruaya have a storied history and are
some of the most well-travelled peoples in
Revenir, making their homes in and around
the great rivers and lakes, both charted and
undiscovered.

Due to this, most Ruaya tend to have very


uncomplicated personalities. They let their
troubles wash over them like water over their
scales, and don't often concern themselves
with petty squabbles or disputes.

The Ruaya have a great influence over any


territory near water, from fishing towns to port
cities. Their unmatched fighting skill in water
and knowledge of currents make them
perfect sailors and seaborne navigators. The
more self-driven Ruaya may offer their
services as mercenaries or even pirates, and
often the only conflicts they willingly join are
those for control over trade routes and straits
on behalf of trade companies and petty lords.

Though even amongst Ruaya, whose history


largely involves fresh water bodies, an
individual or group well-versed in oceanic
travel is rare. These rare Oceanborn are well-
respected by the common Ruaya for their
great knowledge of the greater waters that
even they know little of.

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Ruaya Variant Traits Swimmer
You have gills and a hydrodynamic body. You
Choose up to two at character creation. can move freely at normal speed in water and
can breathe underwater. Additionally, you can
Hard Scutes spend 1 Action Die to immediately submerge
Your Voyager has a shell like a tortoise or and Stealth yourself when standing on a
turtle. You have 2 ADAMANT. water Tile.

You can choose to gain additional ADAMANT


this way. For every ADAMANT you add past 2, True Carnivore
your Movement gains a -1 penalty when Due to your biology, you do not need to eat
rolling your MOVE Die. If your penalty exceeds often, only needing to eat a large meal about
your MOVE roll, you can only have 1 Movement. once a week. You can also eat raw meat
without problems.

Setae
Your Voyager has sticky pads on their Mucus
extremities like a gecko. They can climb walls You can choose 1 Action Die to secrete sticky
and sheer surfaces. Your hands are occupied mucus as a regular Action or Reaction, and
when doing this. are covered in it until the end of the Round.
Any entity that touches you becomes Slowed
until they spend at least 2 Actions to remove
Strong Tendons it. Any attempts to physically restrain or
Your Voyager has strong jumping legs like grapple you fail during this duration.
that of a frog. When you use your MOVE Die,
you can spend an additional Action Die as a
free Action to make that movement into a Sticky Tongue
jump, becoming Airborne and flying over You have a long tongue that can be used to
obstacles, chasms and Large or smaller catch things. It can grab any entity or object
entities. that is your Size or smaller. You can spend 1
AIM Die to roll it and Displace the target,
moving them towards you. If used on
Venom something larger than you or is Rooted, you
Once a Round, you can make a melee or pull yourself to it instead.
ranged attack using your HIT or AIM Die by
injecting, spitting or spraying venom. Choose
one effect for your venom: Centaur Body
You may have the lower body of an animal.
Corrosive Depending on the animal’s size (anything that
The target takes additional damage equal to is the size of a horse or larger), then your Size
your damage dealt when you roll your HIT or is Large.
AIM Die.
If you are a Large centaur, you can carry one
Neurotoxin Medium size entity on your back (occupying
The target's senses are assaulted, Impairing your Back Tile), or two Small entities
them. (occupying your Head and Back Tile), and
they follow your Movement during your Turn. It
Frenzy costs 1 Action Die for them to climb on your
The target temporarily goes berserk and is back, but dismounting has no cost.
Taunted by any and all entities nearest to it.
They can also perform attacks and Cast while
carried by you. Any hostile actions that hit
Chameleon Tiles you occupy also hit allies occupying
You can spend 1 Action Die to blend into the those Tiles.
surrounding environment, becoming
Stealthed as long as you remain stationary.

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Orzlaty ORZLATY NAMES
Orzlaty names are typically derived from their
ancestral language Chmara, which closely
A race of avian feathered folk who travelled far resembles the Old World family of languages
and wide across the sky, seeking a home to call known as Slavic, i.e. Russian, Serbo-Croatian
their own. and Polish.

Origin: Hyperevolved post-Emergence Stozy, Krylo, Anika, Anarocze, Tolyanskiy,


Human Marek, Lujik, Zaliszo, Mirokry, Zaczysa, Natja,
Olan, Czelek
Age: Most Orzlaty live for quite long, maturing
at about 10-15 years of age and living up to
120 years.

Prevalence: Common. Orzlaty can be found in


nearly every region and profession within the
Known World since their arrival around 150
years ago, but their overall population is
relative low, in the thousands. This may soon
change as the rate of large migrations of
Orzlaty into the Known World have increased.

Vibe: Stoic birdfolk

Playing an Orzlaty
The Orzlaty come from far beyond the Known
World. They are highly valued as Voyagers not
only for their natural ability to fly, but also
because of their vast history of having
explored the World Beyond.

Be that as it may, Orzlaty have historically


been nomadic, taking their homes with them
into flight. It's only within the safety of the
Known World that many Orzlaty families
caught wind of this safe haven and made it
their new homes, with hundreds coming into
the New World with each year. One of the
common sights in current day Aeden is
looking up at the World Tree and seeing
humble yet wondrous traditional Orzlaty
houses, and even entire neighbourhoods built
along its marble-white surface.

Orzlaty tend to be quite traditional and family


oriented, having large family networks. While
they do have a writing system, they have a
very strong oral tradition as well, carrying the
tales and lives of their ancestors upon their
wings. They tend to have stoic, adaptable
personalities, taking life in stride and always
being able to adjust to new lifestyles and
customs incredibly quickly.

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Orzlaty Variant Traits Provoking Plumage
As a single Action, you can spend 1 Action Die
Choose up to two at character creation.
to flare your feathers, provoking a target to
attack you.
Light Skeleton
Due to an Orzlaty's semihollow skeleton, you
You know the Provoke Technique, and use
are able to navigate the skies without much
your feathers when executing this Technique
harm.
to Taunt an enemy.

If lifted Airborne for more than 1 Tile and you


are not weighed down, instead of falling to the
ground, you slowly float back towards it at a
rate of 3 Tiles per Turn and are unharmed
when you land. You are able to take actions
like Attacking or Casting this way.

However, because of your light bones, you


take twice as much damage from Displace
stacks.

Vestigial Wings
Cannot be taken with other traits giving
Wings. You have vestigial wings you can flap
to partially mitigate fall damage. You do not
take fall damage unless you are Airborne 4 or
above.

Functional Wings
Cannot be taken with other traits giving
Wings, and requires Light Skeleton. You have
fully functioning wings you can use to fly.
When rolling your MOVE Dice, you can spend
an additional Action Die of any type to fly
instead when taking your Movement, ignoring
chasms, obstacles and other entities, and are
considered Airborne.

Bright Plumage
You have bright feathers that can be used to
distract. As a single Action or Reaction, you
can spend 1 Action Die to flash your feathers
at an enemy. Roll this Die against them. If they
fail to SAVE against it, whatever action they
take next or were intending to take is only
halved in effectiveness.

Your use of your feathers also counts as a


basic Specialty when using your FACE Skill to
impress or entice others.

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Síoraí
SÍORAÍ NAMES
Síoraí names are typically derived from their
A variant of human adapted to living in the
home language Avarrach, which bears
highest elevations in the sky, with light,
resemblance to several Old World Celtic
semihollow bones and long, feathered ears.
languages, namely Welsh and Irish.

Origin: Hyperevolved post-Emergence Velynn, Fflur, Ilwaith, Cimhair, Jaen, Hwyfen,


Human Gwen, Eyvan, Alanna, Eogirn, Niachta, Lellandi,
Dearg, Aedh, Arthnael, Brionna, Corraidhen,
Age: Síoraí mature at the same age as Morgant, Tyndear, Druasta
humans, around 20 years of age, but live
longer, up to 150-180 years old.

Prevalence: Uncommon. Though it is known


that the Síoraí have a sprawling monarchy
numbering in the thousands, they are all
located in the nigh-unreachable Eyries, and
the only representatives known are those who
have chosen to descend from their skybound
fortresses and interact with the rest of
Sapientkind.

Vibe: Sky elves, basically

Playing a Síoraí
Nearly all Síoraí live or come from the Eyries: a
lonely collection of Shards found in the
highest levels of the atmosphere. The Síoraí
are some of the only people capable of
surviving at such heights where the air is thin
and treacherous winds can fling any person
off for miles.

The government of the Eyries is the


Stormqueen's Court, where the noble houses
swear fealty to the titular Stormqueen: an
enigmatic but incredibly powerful Síoraí and
possibly the greatest sorceress in Revenir.

Typically, the only Síoraí who would descend


to the world beneath are either the Storm
Children - children handpicked to serve the
Queen as her legatees - or political fugitives
seeking to escape the Court's ever watchful
eye and its secret police.

This is further compounded by the fact that


the Síoraí's bodies are not made to live in the
lower world. Having grown avian features to
survive at great heights, their skeletons are
very fragile and susceptible to damage,
making the rough-and-tumble life of a
Voyager quite unappealing for most Síoraí.
You must have a really good reason for it,
then!

89
90
Síoraí Variant Traits
Choose up to two at character creation.

Light Skeleton
Due to a Síoraí's semihollow skeleton, you are
able to navigate the high Shards of the Eyries
without much harm.

If lifted Airborne for more than 1 Tile and you


are not weighed down, instead of falling to the
ground, you slowly float back towards it at a
rate of 3 Tiles per Turn and are unharmed
when you land. You are able to take actions
like Attacking or Casting this way.

However, because of your light bones, you


take twice as much damage from Displace
stacks.

Stormblood
You have a heightened sensitivity to air
currents. Using the sensitive feathers on your
ears, you can sense the direction of any wind
or air current near you, no matter how subtle.

Your skin is also sensitive to changes in air


pressure and humidity, and can also sense
the arrival of rain, storms and unusual
weather even from afar off or several days
prior.

Magical Attunement
You have an unusual attunement with magic.
You can replace any one Action Die in your
Venture's Loadout with a CAST Die.

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Drachéan
Blood Drachéan
An enigmatic people descended from the original
seven Drachéan siblings, hatched from seven eggs
scattered from the fallen Dragon Star comet.

Origin: Descendants of the seven original


Drachéans

Age: Drachéans mature faster than humans,


around 10 years of age, but have lifespans
that vary depending on lineage. Given the
recency of Drachéans in history, there is no
conclusive data about their lifespan as most
are still alive today (except for Fire Drachéans,
who love to find new ways to die)

Prevalence: Common. While the entire


Drachéan population is only a few hundred,
their recent emergence as a Sapient, fast
spread through all the known regions and
ease of approachability makes them a very
well-documented people.

Vibe: Dragonfolk and sexy horned people

Playing a Drachéan
Drachéans are a young Sapient, only
emerging a little over 80 years ago when the
Dragon Star fell to Revenir. The original seven
Drachéans, hatched from seven eggs
scattered to the world from the Dragon Star's
detritus, mated with other Sapients, creating
every single Drachéan alive today. They've
quickly grown to populate every major culture
Fire Drachéan centre in Revenir due to their varied types,
remarkable adaptability and the other
Sapients' fascination with them.

Earth Drachéans tend to be either solitary or


highly social and non-confrontational. Steel
Drachéans are known for their hunger for
authority and commonly occupy positions of
power across the Known World. Fire
Drachéans are often found in the Shardlands
fighting monsters or other Sapients to fuel
their unending desire to prove their strength.

Because of their origins, all Drachéans save


for the original Seven have a mixed heritage
with other Sapients, but typically more
strongly exhibit Drachéan traits upon maturity.

93
Dragonstar's Soul DRACHÉAN NAMES
You are born under one of the seven dragon Drachéans name themselves based on the
lineages, originating from the eggs hatched cultures they choose to make their homes in.
from the fallen Dragon Star:
Duadrach, Tylvean, Estre, Gyllvean, Sirdh,
Earth Dragon of Life Ymbra, Vanagant, Ellavere, Cuidere, Dravona,
Earth Drachéans typically pursue peace, Vernach, Brunvair, Taevall, Druin
longevity and coexistence with nature. Your
horns are shaped like short stubs or spiraled
knobs on the top of your head.

Steel Dragon of Ambition


Steel Drachéans typically pursue positions of
social power, prestige and influence. Your
horns are adamantine tusks on the sides of
your head.

Fire Dragon of Power


Fire Drachéans typically pursue battle, self-
improvement and a good death to a worthy
challenge or adversary. Your horns are long
and vertical, growing from your forehead.

Water Dragon of Knowledge


Water Drachéans typically pursue wisdom
and knowledge, and value seclusion and
privacy. Your horns are blunt, resembling
short antlers.

Sky Dragon of Order


Sky Drachéans typically pursue positions of
order, management and administration. Your
golden horns are long and curved, forming a
shape like a crescent moon or halo.

Blood Dragon of Vengeance


Blood Drachéans are wildcards who pursue
vigilante justice and follow "an eye for an eye"
style ethics. Your obsidian or amber horns are
pointed and sharp, located on the sides of
your head.
Steel Drachéan
Shadow Dragon of Contracts
Shadow Drachéans are mysterious wanderers
who love making contracts and believe in true
equivalent exchange. Your black horns are
sharp and curve around your ears.

94
Drachéan Variant Blood Price
Blood Drachéan
Traits Whenever you lose a SAVE Die from a hostile
Choose up to two at character creation. action, your attacker is inflicted with the same
amount of damage they inflicted on you,
All Drachéans except for the original Seven which they cannot SAVE against.
have mixed parentage with other Sapients,
though typically their Drachéan genetics
manifest more predominantly. You may freely Umbral Scales
choose a Variant Trait from any other Sapient
Shadow Drachéan
after choosing your Drachéan trait.
You are always Stealthed while in total night
or darkness.
Hardened Scales
Earth Drachéan
Your Voyager has hardened scales and
scutes on their body. You have 2 ADAMANT.

You can choose to gain additional ADAMANT


this way. For every ADAMANT you add past 2,
your Movement gains a -1 penalty when
rolling your MOVE Die. If your penalty exceeds
your MOVE roll, you can only have 1 Movement.

Draconic Charisma
Steel Drachéan
Your FACE Skill Die has an accuracy of 3,
denoting your unusual charisma and Shadow Drachéan
magnetic aura.

Fearless Flame
Fire Drachéan
You have 10 additional Resolve.

Draconic Mind
Water Drachéan
Your LORE Skill Die has an accuracy of 3,
denoting your unusual intelligence and
capacity to learn.

Skylord
Sky Drachéan
Whenever you are Airborne, you can spend a
MOVE Die to fly in a given direction and
landing safely if it is within 6 Tiles' height.

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Shadow Drachéan Blood Drachéans Water Drachéan

96
Feithéan FEITHÉAN NAMES
A Feithéan's real name would be in their
original language, Feithid, which has sounds
An insectoid variant of human, having emerged that are physiologically impossible for most
from mysterious underground cities years ago. humanoids to replicate. As such, when
interacting with non-Feithéan cultures, they
Origin: Hyperevolved post-Emergence simply go by a simple nickname that they
Human fancy, or a distant approximation of their true
name.
Age: Feithéans age differently from most
Sapients, maturing from as early as 3 years Gair, Spin, Biddle, Tom, Sylvea, Firefly, Eshrun,
and living up to 40-50 years. Viola, Illion, Seri, Celvean, Nymph, Tophy, Laice

Prevalence: Rare. Almost no information


about the Hidden Cities exists beyond
accounts from the few dozen Feithéans that
reach the surface, further exacerbated by
their unique biology making communication
more difficult.

Vibe: Mysterious insect people

Playing a Feithéan
Feithéans are former humans with largely
insectoid traits - a hyperevolved adaptation
after fleeing underground during the
Emergence. This led them to create vast
underground kingdoms connected by
labyrinthine tunnels, called the Hidden Cities.

If you were raised in the Hidden Cities, having


grown underground all your life, you tend to
shrink away from broad daylight, preferring
the shade and darkness. However, in
darkness, you become unnaturally drawn to
isolated sources of light, and often can't find
yourself pulling away from approaching them.

Many Feithéans are so far evolved that they


can no longer emulate human speech,
communicating instead with chirps and trills.
The Hidden Cities have a vast history, with
much of it lost to time as cities can be lost to
the collapsing earth and consuming dark as
often as they rise up. Sacred carvings and
stories of noble warriors and lithe, masked
knights, engraved in ephemeral, fading
pheromone trails are some of the only tales to
survive and live to be told by other Feithéans.

Your Feithéan may have been a survivor of


these collapsed cities who has fled to the
surface, or you may be one of the new
generations of Unhidden who have chosen to
leave the darkness and see the world above.

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Feithéan Variant Traits inflicting Root on them.

Choose up to two at character creation. You must stay within 1 Tile of the target to
maintain this, and if you take any Movement,
Exoskeleton you must drag the target with you unless you
Instead of wearing armour, you have natural let go. This can only be done with an entity
armour called an exoskeleton which acts as that is your Size or smaller, and your
your defense. During Downtime, you undergo Movement is halved.
a process called Molting in order to better
adapt your body.
Venom
Molting has remarkable regenerative powers. Once a Round, you can make a melee or
While Molting, you are able to heal grievous ranged attack using your HIT or AIM Die by
wounds, such as regenerating a lost limb. injecting, spitting or spraying venom. Choose
Larger injuries take a longer period to one effect for your venom:
regenerate across multiple periods of
Downtime. Corrosive
The target takes additional damage equal to
your damage dealt when you roll your HIT or
Swarmchild AIM Die.
You are able to sense and read the traces of
pheromones left by other Feithéans and local Neurotoxin
subterranean life that offer clues about their The target's senses are assaulted, Impairing
location. These pheromone trails are encoded them.
with simple information about the current
location, its relation to other locations based Frenzy
on the direction of the trail, cryptic words and The target temporarily goes berserk and is
messages about its history, as well as Taunted by any and all entities nearest to it.
surrounding local landmarks and life.

While your Feithéan would be able to naturally Scorpion Tail


perceive the general trail itself and where it You have a long tail you can use to fight. This
leads, deciphering detailed information from tail can be used to perform attacks using your
it requires succeeding a high enough SENSE HIT Dice, and can be used to execute
Skill Challenge. Techniques. This automatically gains the
Venom trait at no extra cost, but can only be
used in melee.
Multiple Limbs
You have multiple limbs that you use for
attacking - rolling your HIT or AIM Dice as if Vestigial Wings
attacking with them. These count as separate Cannot be taken with other traits giving
instances of damage. Having a different Wings. You have vestigial wings you can flap
weapon in each limb counts as separate to partially mitigate fall damage. You do not
attacks from them. take fall damage unless you are Airborne 4 or
above.

Mantis Limbs/Pincers
You have the arms of a mantis or scorpion, Insectoid Wings
which you can use to attack and restrain foes. Cannot be taken with other traits giving
You cannot perform dextrous tasks that Wings. You have fully functioning wings you
require hands unless you take Multiple Limbs. can use to fly. When rolling your MOVE Dice,
you can spend an additional Action Die of any
You can use your specialised limbs to perform type to fly instead when taking your
melee attacks using your HIT Die, which can Movement, ignoring chasms, obstacles and
be used to execute Techniques. By rolling your other entities, and are considered Airborne.
HIT Die, you can also choose to deal no
damage, but grab onto the target instead,

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100
Viemor Immortality
All Viemor are souls suspended in thanatotic
stasis, meaning they are functionally
A noble people whose unliving souls are bound to immortal. You do not need to sleep, eat or
the vast land of Skotos, the Valley of Shadow. breathe.

Origin: Thanatotic pre-Emergence Human Every Viemor is also bound to a Memento,


which is an object your soul is tied to while
Age: Immortal. Your apparent age is that you were once alive. Your Memento can take
when you originally died. the form of any personal item. It can be as
small as a necklace or book, or as large as a
Prevalence: Rare. Skotos is a dangerous and chair, vehicle or even an entire house.
hostile uncharted land. However, the few
Viemor that venture outside Skotos speak of If you take fatal damage after acccumulating
vast underground citadels and armies of Risk 10 from being Endangered, the physical
spectral riders. shell of your body loses its form and your soul
returns to your Memento, wherever it is
Vibe: Zombies, skeletons and ghosts located. While reforming within your Memento,
you are conscious and your voice emanates
from it. It then takes 1 day for your body to
Playing a Viemor reform itself.
The Viemor, also known as the Unliving, are
citizens of the subterranean region of Skotos: If your Memento is destroyed within Skotos,
a strange rift that appears to trap the souls of your soul is bound to Skotos forever and you
all within it. This rift mysteriously opened can never leave its borders again, on pain of
during the Emergence and swallowed up an oblivion. If your Memento is taken outside of
entire nation of people, suspending them in a Skotos itself and destroyed, your soul has no
permanent state between life and death. tether left and is lost forever to an unknown
fate.
As such, the oldest Viemor in Revenir are
humans who were alive prior to the
Emergence, and their knowledge of the World Deathless Soul
Before is highly sought after by researchers Your character belongs to one of two Viemor
and archivists. variants:

Since then, any soul who dies within the Cadavre


shadowed valleys of Skotos are reborn as Your body resembles that of a skeleton or
Viemor. If a non-Viemor Sepient happens to zombie. You can freely detach any of your
die in Skotos, they are also reborn as a body parts for uses like throwing them or
Viemor. increasing your reach by 1 Tile, but must
spend 1 Action Die to manually reassemble
The oldest Viemor maintain an aristocratic yourself.
society, dressing up in lavish, gothic clothing
and living within dark mansions.
Spectre
However, the younger Viemor - those whose
Your body is ghostly and ephemeral. You can
bodies fell into Skotos and became bound to
float over, pass through and hide in solid
it, are usually survivalists and hardened
terrain by spending 1 Action Die, using the
warriors who constantly battle with the
number rolled for your Movement. If you are
bloodthirsty Tannin. As such, these are also
still inside terrain by your next turn and do not
typically members of the Khaosjagd.
spend another Action Die to maintain your
ethereal form, you take damage equal to
what you rolled and are expelled.

101
VIEMOR NAMES
Viemor mainly derive their names from either
Sangrais, the language of the tenebrean
nobility, or Nachtsprache, the speech of the
hardy Khaosjagd warrior folk.

Victorien, Silve, Longinaure, Gerhardt,


Wulfsmund, Rosenwind, Analette, Vespacia,
Eichel, Sombresoleil

102
Viemor Variant Traits Semicorporeal
Choose up to two at character creation. Spectre
You can float over, pass through and hide in
solid terrain by spending 1 Action Die, using
Detachable Body
the number rolled for your Movement. If you
Cadavre
are still inside terrain by your next turn and do
You can detach any of your body parts as a
not spend another Action Die to maintain your
free Action, but must spend 1 Action Die to
ethereal form, you take damage equal to
manually reassemble yourself.
what you rolled and are expelled.

This can be used for tasks like throwing your


body parts to certain areas, increasing your
weapon's reach by 1 Tile, detaching your head
Possession
to peer over walls, etc. Spectre
You attempt to possess an entity within 1 Tile
of you. Roll your CAST Die as 1 Action, while
your target makes a SAVE to resist it. This roll is
Fall Apart
reduced by the target's ADAMANT.
Cadavre
As a Reaction, when a hostile physical action
If you fail, nothing happens. If you succeed,
would damage you, you can instead collapse
you enter their body and control them briefly,
into a pile of bones or body parts upon
until the end of the Round. You forego any
impact, which negates its damage and
Actions on your Turn, and instead use the
effects. However, you must spend 3 Actions to
target's Actions when their Turn begins.
reassemble yourself afterwards.
Otherwise, the target is Stunned.

If a hostile action was sufficiently impactful,


such as a large explosion, your body parts
may be blown to different places on the map,
up to 3 different parts and up to 3 Tiles away.
You cannot reassemble yourself alone, but
any allies who pass by the Tile that body part
is on automatically picks it up as a free Action,
but must spend 1 Action Die to reassemble
you together.

If these allies are all within 1 Tile of each other,


this entire process only costs 1 Action from
only one of these allies.

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105
Kean togethers.

Kean of mixed heritages are common, with


A strange but whimsical Sapient, easily their parental traits obvious in their biology: A
identifiable by their large pointy ears and short Kean with Síoraí heritage may have their
stature. telltale feathered ears, while one with Kaibi
heritage may have fur and tails.
Origin: Unknown

Age: Unknown Craftblood's Soul


You belong to one of two known Kean
Prevalence: Uncommon. Kean are quite well- variants:
documented due to their friendliness and
prevalence in numerous fields, but their Majikean
actual homelands are unseen by outsiders, Also called Magikin, they are known for their
and their first recorded appearance was less affinity for magic, and are sensitive to
than two centuries ago. It is estimated that fluctuations of magical flow that may
their entire population numbers in the low randomly affect their bodies. Many Kean can
hundreds. learn to control this to perform random
magical feats like teleporting. They tend to
Vibe: Designated short race encompassing have more bluish or pale skintones.
gnomes, halflings and goblins

Wylkean
Playing a Kean Also called Wilekin, they are known for being
The origins of the first Kean are unknown, more world-wise, preferring the sureness of
though it is agreed to be likely non-human in technology and systems. Where a Majikean
origin. This is a curious rarity as most Sapients may be more carefree and casual, a Wylkean
aside from Phytosapiens were formerly may prefer strict order and hierarchy, or
human in some form. This leads many to conversely, would be daring and prone to
suggest that they share a common origin with tempting fate, having a strange affinity to
Phytosapiens, or spontaneously birthed causal energies around them.. They tend to
themselves from the surplus of magical have more greenish or earthy skintones.
energy from the World Tree.

Kean, also sometimes called Kynlings, are KEAN NAMES


naturally talented in whatever path they Most Kean have names derived from Ayar-
pursue in life, be it magic, science and kena, a phonetic magical language. Their
sometimes even combat. They have a natural name construction is their given name
thirst for adventure and a healthy mirth for followed by a quality or trait they have. These
life. Their personalities range from are typically in Ayar-kena, but they also adopt
lackadaisical and mischievous, to serious and this naming scheme when using languages
composed. like Eglaise.

Kean are not born, but made. Every new Kean Aeya-Duarna, Madi-Valour, Saki-Neru, Lin-
individual must be specially handcrafted by Loros, Phenrare-Bis, Yuormo-Gadal
the community, using techniques that only
they know. This may explain their innate
propensity for magic and their sense of
artistic wit and community.

Kean can be found in any region of Revenir.


While some are adventurous loners, most do
eventually find their way back to their home
communities for festivals, weddings and get-

106
Kean Variant Traits
Choose up to two at character creation.

Miraculous Luck
Majikean
Whenever the party uses a CAST Die to cast
magic, you can spend an Action Die as an
Instant Reaction to amplify its value. Add that
Action Die roll to that CAST Die's total effects.

Wild Warp
Majikean
Every time an ally or enemy uses a CAST Die,
you can attune to the surge of magic and
blink in a slipstream of magic, reappearing on
any location within 3 Tiles of your initial
position. If you used the CAST Die yourself, you
blink up to 5 Tiles instead. You are
Invulnerable when teleporting this way.

At Potential I, this teleportation distance is


increased to 4 Tiles from an ally's CAST Die or
6 from your own. At Potential II, this becomes 6
and 8 Tiles of distance, respectively.

Prodigious Luck
Wylkean
If an ally rolls their Action Die and the
outcome was not to their liking, you can
spend an Action Die of your own as an Instant
Reaction to reroll it. Your ally must then take
the second result.

Fatewarper
Wylkean
If you or an ally roll a Critical on any of their
Action Dice, you attune to the strands of fate
and become animated with power from
within. Your next Action Die rolled has its result
doubled. If this happens before or after your
Turn, you can spend additional Action Dice to
make an Instant Reaction to gain from this
benefit.

This can happen multiple times in a Round,


provided a Critical was rolled first.

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Languages
There are many languages spoken in the New World, some common and some rare. Your Voyager's
main languages are determined when choosing your starting Faction.

Learning Languages an Old World language called English. All


Voyagers know how to write, speak and
Besides the languages that the Voyager understand Eglaise by default.
already knows, they can also choose to learn
new ones. In order to fully learn a language, For more experienced roleplayers, you may
the Voyager must spend 3 EXP - 1 EXP across wish to follow a Voyager who understands
three different Levels - to fully master it. Eglaise, but may not speak it.

Mastery over a language has three forms: > AMERUSAN RIDER SPEECH
Understanding, Writing and Speaking. The first A rustic dialect spoken by the riders and
EXP is spent Understanding the language. The frontiersmen of the Amerusan Colonies.
second and third EXP spent are spent either Speaking their dialect will more easily gain
learning to Write or Speak the language. their trust, and entry through their territories.
Greet them with firm "Howdey"!
A Voyager may choose to fully master the
language or only know enough for practical
purposes - such as knowing enough to hear Melaidic
and speak Behru to get better deals at the
bazaars in Dust, but not its written form. A poetic language found in Vinelands, and is
often used in art and literature. It evolved as a
During character creation, you may choose to mixture of Old World Romance languages,
spend your starting EXP to learn one new namely Italian. It is the local language used
language of choice or dialects for a language by the citizens of the Sentinarium.
you already know - integrating them into your
character's background.
Shardlandic Common
Dialects The language spoken by most Shardlanders,
Some Languages span over vast regions that originating from the Icelandic languages of
have various dalects and creoles that share the Old World. Shardlandic Common is
the same origin, but will take time to fully spoken by Shard Banners who have a history
understand and communicate using them. An of cultural exchange with other nearby Shards
astute linguist or dedicated traveler is able to or even with Aeden. The further you go out, the
piece the words together and adapt to the more the language differs and evolves - more
dialects more easily than learning an entirely isolated Shards you find may speak a dialect
new language. of Shardlandic so vastly different from
Common that they are hard to understand.
If you know the parent language the dialect
belongs to, you only need to spend 1 EXP after When Worldbuilding Shard Banners for your
interacting with that dialect's speakers to Voyage, the Players may decide whether their
learn it. Otherwise, treat it as if learning a new custom Shard Banners speak Common or a
language. different dialect. If using the latter, here are
some examples to guide their creation:
The following are a list of languages in the
Known World, with any relevant Dialects listed > CRAG SPEECH
beneath it. Note that many strange, new A rough dialect spoken by the Craglanders
languages await in the World Beyond which who have no home, travelling from Shard to
your Voyager can decipher and learn, should Shard raiding and trading.
they wish to.
> ICEFALLERS
A dialect spoken by the northern peoples of
Eglaise the Icefall Shards, who can be found riding
The common lingua franca of the Known mammoths, trading pelts, ice and preserved
World originating from Aeden, derived from meats.

109
Kannata and differentiating the minute differences in
its sounds.
The language spoken by most Kaibi,
originating from a faraway land they call Sangrais & Nachtsprache
Yongryun. It is an evolved version of Old World
Two distinct languages spoken within Skotos,
Japanese.
one by its immortal Viemor nobility and the
other by its wandering armies called the
> KURIN-JI Khaosjagd, respectively. Sangrais has roots in
A strange pidgin between Kannata and Old World French while Nachtsprache is
Eglaise using slang from both in combination derived from Old World German. They must be
with Old World phrases. Popular among the learned separately.
Kaibi youth and Feralis street gangs! If you
end up in trouble with them, just say
"Sorrymasen". Machine Speech
A language used by many Old World
Azka machines to communicate with each other in
the form of beeps, whistles and whirs. A
The common tongue spoken by the Ruaya person can understand Machine Speech, but
living in the rivers, jungles and swamps of cannot speak it without special equipment.
Dust. Due to the Ruaya's vast migratory Learning to convey Machine Speech requires
patterns along seas and rivers, their language a sound synthesising tool that replicates their
has elements from Old World cultures as far precise mechanical tones.
as the remnants of Southeast Asia, all the way
to the Pacific islands.
El-Aestra
Chmara A celestial language understood and spoken
by intelligent magical creatures like
The common language of the avian Orzlaty. Phytosapiens, powerful elementals and
Their language has elements from different dragons. El-Aestra is said to be a written and
Old World Slavic languages, such as Polish spoken form of the World Tree’s will. Many
and Russian. Origin Weapons and Heaven’s Keys are
inscribed with El-Aestra words and phrases.
Avarrach El-Aestra cannot be understood inherently by
This language may require more EXP to learn any Sapient except for Phytosapien Magoi - it
cannot be chosen as a starting language by
The proudly-guarded language of the Síoraí. non-Magoi, only learnt. Even then, mastery of
Based on EXDUS linguistic studies, assisted by El-Aestra cannot come through pure
generous Síoraí dignitaries and diplomats, academic study, but a certain non-seeking
Avarrach seems to have found its origins in an communion with the world. It cannot be
Old World tongue called Welsh. If you speak spoken by mortal means - the only way
Avarrach in front of any Síoraí and you're not Phytosapiens communicate using El-Aestra is
one of themm, be prepared to turn a lot of through the Dreaming.
heads, or even attract a visit from one of the
Stormqueen's secret police... If a Voyager expresses interest in learning El-
Aestra, they may learn it by seeking the
counsel and company of Phytosapiens and
Feithid powerful magical beings. To learn this
language is a vast investment of Experience
This language may require more EXP to learn that will take years to even scratch its surface.

The secret language of the Feithéan people. It


can only be spoken naturally by Feithéans, Ayar-Kena
requiring specialised insectoid biology to
replicate its clicks and chitters. However, a Apparently a lower form of El-Aestra, far
non-Feithéan can speak it to some vaguely diluted as to be spoken as a fairly
coherent degree, but must spend a significant conventional language, mainly spoken by
amount of time adapting their voices to even lesser elemental and magical beings like
replicate its sounds, as well as recognising fairies, as well as the Kean.

110
111
112
113
The Known World
The Known World is the only fully-mapped and the famous martial cities of the
region in history so far. It is the goal of EXDUS Sentinarium.
to venture out of the Known World and find its
place in the wider universe, and see the true Dust
extent that the world has changed in the wake A vast, largely unexplored and ungoverned
of the Emergence of Eld Aestus. region beyond Aeden that heads out into the
wider uncharted lands of Revenir, dotted by
diverse locales such as jungles, swamps,
Eld Aestus deserts and wastelands covered with ruins of
The World Tree, Eld Aestus, is officially the Old World.
classified as a "metaphysical supercolony". It
is an anomaly in every sense of the word; in The Kaibi made their way through Dust and
spite of its name, it barely qualifies as a tree - met the first Aedeans centuries ago, forming
its bark is pure white, and appears to an early friendship.
resemble marble, granite or perlite in texture.
It is completely fireproof and appears to be
completely indestructible unless worked
Above Ground
through very specific rituals. On occasion, it Shardlands
sheds parts of its "bark", and these are Pieces of Earth that were uprooted and
sometimes used as materials for magical suspended in the sky through the World Tree's
study and refinement; notably used by strange magic, and the home of the
Armiger Orders as magically infused pieces of Shardlanders.
armour and weapons.
The Eyries
Eld Aestus is so massive that most Sapient A mysterious land in the sky - a group of
cultures that found their way into Aeden did Shards so high above the atmosphere that
so by following the World Tree, describing it as the air is thin and the world below seems to
a massive white wall or flame that spans the disappear entirely. It is the home of the Síoraí,
horizon and fades into the sky. who appear to be the only people able to
survive and live there.
The World Tree, Eld Aestus, appears to span all
of Revenir, from east to west and top to
bottom - its trunk reaches into the sky, to such Below Ground
a point where it's no longer visible from a
certain distance; while its roots reach deep far Skotos
below Revenir's crust. Besides mapping the A vast world underground where the World
World Beyond, one of EXDUS' goals is to Tree's roots twist and form vast pillars. Also
journey around the World Tree's called the Valley of Shadows, it has a strange
circumference and see how far it truly spans. aura that suspends the energies of life and
death itself, seemingly sapped of colour and
life, save for the immortal Viemor who either
Ground Level roam its dark lands or rest in their cthonic
castles.
Aeden
The most well-documented region of the Skotos is also populated by Tannin -
Known World and the location of EXDUS fearsome leviathans of the deep with black
Headquarters. Aedean settlements are called scales and glowing cores, irresistibly drawn
Relic Cities. with primal hunger to any soul that bleeds or
breathes within the realm of Skotos.
Vinelands
Considered a part of Aeden, though with their
own distinct culture that evolved at a
separate point north of Aeden, before joining
up via sea trade long ago. Most well known for
their verdant vineyards (hence the name)

114
Factions
EXDUS
EXPLORERS OF A WORLD REBORN

Background Voyager Ideas


Formerly called the EXpeditionary Directive > Your Voyager is a professor from a Relic City
Towards Uniting Society (but people didn't university studying Old World languages and
take it seriously, so now they just call it EXDUS) artifacts. Their dream is to journey beyond the
and established only 20 years ago, EXDUS is at Known World and create the first fully realised
its core, an expeditionary commission based map of the New World.
in Aeden, funded and backed by several
academic, mercantile, military and logistics > Your Voyager is a new recruit of EXDUS,
organisations in the Known World with a originally a fishing boat captain with a
vested interest in its growth. yearning for adventure and the feeling of wind
in their face.
Having several active forward bases
scattered throughout the Known World and > Your Voyager is the newly-assigned pilot of
armed with the latest technology reverse- an airship, ferrying other EXDUS members and
engineered from Old World tech and imbued transporting cargo, and have encountered
with the World Tree’s magic, the goals of many stories in their airborne travels.
EXDUS are centred around exploring the world
of Revenir and unifying its numerous Faction Scenario Ideas
scattered peoples in the wake of the > Your Voyager is tasked with delving into a
Emergence. recently-discovered Old World military
complex rumoured to have intact samples
Every member of EXDUS who participates in and research documents into DNA research.
forward expeditions and response teams are However, the complex is occupied by Dust
called Voyagers, which is the character you Raiders using it as a base of operations,
play. Voyagers are scouted and recruited oblivious to the knowledge they’re sitting on.
from all across the Known World from all
walks of life. > Your Voyager is tasked with infiltrating a
high-profile auction on Dust. A valuable Old
While it is assumed by default that your World artifact is at risk of being sold to the
Voyager is a member of EXDUS by default, highest bidder, one of them being a notorious
how involved they are in its main body crime boss. To complicate matters, one of the
operations is up to you - whether they are Eyries’ spies is rumoured to be present, and
simply temporarily contracted, or if they are undoubtedly will not hesitate to crash the
part of its permanent on-call staff. auction and kill everyone present in order to
seize the artifact for the Stormqueen. Deter
EXDUS' permanent staff are usually made up this spy at all costs; and destroy the artifact if
of Phytosapien consultants, Kaibi pilots, you absolutely must.
Human soldiers from the Armiger Orders, and
others. As a member of EXDUS, the cutting > The Bestiodus are planning a siege on a
edge of technology and research is at your helpless Shard House whose scout travelled 3
Voyager's disposal. days without food to warn EXDUS of their
intentions. Your Voyage party are to infiltrate
a Bestiodus garrison, two days’ journey away
from the Shard, where they are outfitting their
war beasts with armour.

115
Worldbuilding the GM controls - they may cross paths with
your party from time to time, make camp with
Have each Player at the table help create and you for a fun night of stories and
name one or two of the following: marshmallows by the fire, and may even
come in as the cavalry during a desparate
1. EXDUS Staff moment.
Populate EXDUS with a regular staff that your
Voyage party can interact with between
missions. They could be a pilot that helps Disposition
escort you to rendezvous points, a friendly > EXDUS is generally well-respected across
liaison of a different team - who in contrast most of the Known World, and most regions
see your party as rivals, or a mechanic that and groups around will view it in a friendly or
helps maintain and upgrade your weapons. at least an amicable manner, unless the
faction is outright hostile or criminal in nature.
2. Tech
Create some interesting gadgets or > EXDUS typically offers relief aid to places in
technology, which can be used to flavour the need, such as smaller Shards that are
world, and perhaps even introduced and understocked for winter or frontier Relic Cities
balanced by the GM for the party to use in a that are just starting to grow their roots. Given
future scenario, like an all-terrain buggy that their goals of unifying the New World, they
can climb sheer cliff faces, a portable railgun always seek to prevent and mediate conflict
that requires carrying around a heavy battery whenever possible, though there will often
pack, or a navigator's gauntlet that displays a come points where it's inevitable.
holographic map of nearby Relic Cities.

Faction Boons
> Most EXDUS facilities are readily open to your
Voyage party, such as weapon maintenance,
CHARACTER CREATION
training programs and air escorts, but
Take if your Voyager mainly identifies with
seniority within the organisation will grant
EXDUS over any other Faction option.
more reliable support, even to the point of
sending backup Voyagers to assist in
moments of need. Most new Voyagers can Freeborn
also call on an EXDUS transport to take an Faction Specialty
incapacitated ally back for medical care,
though it may take them a while to arrive You are familiar with the history of EXDUS, the
based on how deep your party is in uncharted layout of its HQ and its operations, along with its
territory. general relations and standings with any given
Faction or group within the Known World.
> Your Voyage party is able to take refuge in
any of EXDUS' forward bases, if one is nearby. You know Eglaise and up to two other
These are outposts that provide food, shelter languages of choice.
and suitable protection from the elements
and most conventional hostile forces. Additionally, two of your Origin's Specialties are
Trained 1 (d4), or one of your Origin's Specialties
> Sometimes, your Voyage party may is Trained 2 (d6).
encounter a different party during their
travels. These would be friendly NPCs whom

116
AEDEN
GARDEN BENEATH THE WHITE SHADOW

Background Voyager Ideas


Aeden occupies a large region now identified > Your Voyager is an Heir, a soul blessed by
from the Old World as part of a larger the World Tree itself to carry an Origin
foregone realm called Europe. Named after Weapon, a magical weapon formed from the
an ancient mythological Garden at the forge of their spirit.
creation of the World, Aeden is a wide
confederation of numerous city-states and > Your Voyager is an Armiger Knight, wielding
townships populated largely by native an energy-core longsword into battle.
Original Humans.
> Your Voyager is a member of the Jet Corps,
These various settlements are called Relic soldiers trained in the use of firearms and
Cities: typically rustic and homely towns highly mobile jetpacks who defend the
unified by a common humanity and culture, scattered Relic Cities.
each governed by a Mayor or Governor. Its
common language - which later would Faction Scenario Ideas
become the lingua franca of the Known World > A new Relic City was recently built 2 years
- is Eglaise, a language derived from Old ago after the discovery of a valuable artifact
World English. there, and its people are thriving in idyllic
peace. However, news of a violently
Aeden is a culture painted by its love for marauding band of Dust Raiders has put
knowledge, heraldry and ritual. Its people them at unease, and your Voyage party has
venerate the World Tree as its great protector been sent to defend the town and investigate
- their earliest myths speaking of how Eld this Raider gang.
Aestus enveloped the first Aedeans during the
destruction of the World Before, so that the > A high-ranking Aeden official was found
memory of the First Humankind would never assassinated in his own home, with a dagger
be lost. by his bedside bearing the insignia of the Sol
Empire. Your Voyage party are to go directly
Aeden has a long history of knighthood, with to Sol Empire's capital Shard and investigate
many of its Armiger Orders, warriors who the matter.
helped guard and secure trade between the
Relic Cities, adapting to modern technology > Your Voyager's sister, whom they grew up
and equipment while still maintaining their with and enlisted together into the Armiger
code of honour and iconic heraldic symbols. Order of Florentia their entire life, has
Typically, each individual Relic City has their disappeared. Their superiors claim that she
own local Armiger Order that presides over its was last seen killing two of her squadmates
defenses and protection. and betraying the others to the Eyries' secret
police.
In recent times, the Orders have evolved to
adopt a more standardised system of training
and tactics for all new Knights. This eventually
led to the formation of the Jet Corps in
collaboration with EXDUS: a specialised
branch of the Armigers who are fitted with
modern jetpack technology and Attrition
Rifles, trained in modern tactics and threat
response strategies from the outset.

117
Worldbuilding > While there are many Armiger Orders
throughout Aeden, they are largely friendly
If your setting is expected to be set in or
with each other as long their jurisdictions and
involve Aeden, have each Player at the table
areas of expertise don't overlap too much.
help create and name one or two of the
Most of them are unified through a shared
following:
pride in their Aedean heritage.

1. Relic Cities
Define each Relic City with a certain
identifying trade or attraction. They may be
known for their beers, or for a popular family
bookstore. It may or may not have a museum
built there, but would most likely have a
school and branch of the Cartograph Charter
there.

CHARACTER CREATION
2. Armiger Orders
Define a Knightly Order with a heraldic symbol
and tenet. This symbol could be a lion holding Relicborn
a rose, or a many-headed crane. Their prime Faction Origin
tenet may be focused on patrolling trade
routes, fighting monsters of the night or You are well-studied on the Known World, and
escorting pilgrimages to the World Tree. any Skill roll that requires knowledge about the
location or cultures of other Relic Cities or the
location of known World Tree fragments are
Faction Boons treated as a Specialty.

> Many Relic Cities look favourably on EXDUS


and Voyagers as heroes, and will likely offer
Renaissance Child
your party discounted or free room and board Specialty - TOOL or LORE
- doubly so if your Voyager is part of an
Armiger Order. Your access to the Relic Cities and their relative
safety often leads to a comfortable life to freely
> Gaining the friendship of Armiger Orders pursue many hobbies.
and Jet Corps is very useful as they handle
many logistics and defense operations across You have a Specialty related to a leisurely
Aeden, and are willing to escort your Voyage hobby, such as a musical instrument, art
party and even provide you assistance for medium or obscure subject you are very
certain missions. knowledgable in.

You know Eglaise and one other language of


Disposition choice.

> While most Relic Cities are friendly to


Voyagers as a whole, given the varied
backgrounds of different Voyagers, some
Cities are skeptical towards Voyagers known
for a criminal or morally dubious past, and
may also be inhospitable if they had a history
of rowdy Voyagers crashing their bars and
inns.

118
CARTOGRAPH CHARTER
THE GREAT ROYAL ARCHIVE

Background Voyager Ideas


The Cartograph Charter originated in the Relic > Your Voyager is a professor from a Relic City
Cities as a secular organisation that wished to university studying Old World languages and
document all known Old World knowledge, artifacts. Your dream is to journey beyond the
and to safely preserve its many artifacts. With Known World and create a lexicon of all its
their head office based in the Relic City of New known languages.
Cambridge, the Charter was established a
few hundred years ago by Agnes and Reuel > Your Voyager is a retired mapmaker who
Cho under the blessings of Aeden's monarch used to chart many Relic Cities on your past
(back when Aeden still had something travels. On a whim, you decided to sell
resembling monarchy), and currently led by everything and spend your golden years
their descendant, Jessique Cho. seeking one last great adventure.

The Charter's early life started with mapping > Your Voyager is a broke university student
the nearby Relic Cities, building schools and from an obscure Relic City, hoping to go on an
providing a standard curriculum to them, they adventure to write a career-launching thesis
eventually branched into many fields of on dragon flight patterns that would make
studies, helping to uncover much of the Old even your skeptic professor blush!
World technology that runs the Known World
today. Faction Scenario Ideas
> A band of relic thieves has been breaking
Eventually, they started preserving artifacts into and stealing artifacts from museums
and other items of note from the Old World, throughout Aeden. You and your Voyage
making a point to build museums and party have been asked to investigate these
conservatories on or near the sites where the break-ins, with the first clue being their calling
relics are found, lest they remove these card: a note saying "We Steal From Thieves".
important items from their cultural context,
driving tourism to help the local populaces of > A mysterious artifact in one of the museums
these fledgling towns thrive. has activated via a loud alarm, causing the
entire building to be closed to the public.
The Charter became the premier organisation Called to investigate the matter, your Voyage
in the fields of archaeology, taxonomy and party notices that the artifact displays
artifact preservation - a world of academics coordinates to 4 other locations: one pointing
that has built a long legacy on accessible to a similar (though half-intact) relic in
education and ethical preservation. They've another museum, and the locations of the
established universities, schools, supply shops other three out in the unknown, with another
and museums all throughout the Relic Cities separate display on the relic showing... a
of Aeden. countdown, three days from now.

The Charter would later assist in the founding > A great international exhibition showcasing
of EXDUS and was its first and most the advancements of the Known World is
passionate supporter during its founding. The being held in a month. Your Voyage party
Charter itself has a large presence in EXDUS, decides to join the expo after one of your
specialising in providing Voyagers with all the Voyager's friends, a sheltered academic,
information they need to tackle the World came to your for aid to procure a rare,
Beyond: maps, research samples, theoretical ingredient for a groundbreaking
archaeological records and universal access invention of his.
to the many Relic Libraries.

119
Worldbuilding > Typically tries to foster a relationship of trust
with any locale populace when searching for
If your setting is expected to involve the
artifacts. As a principle, most staff will try their
Cartograph Charter, have each Player at the
best to act in a manner that is in the best
table help create and name one or two of the
interests of the greater culture the artifact
following:
was preserved in.

1. Relics
Have the Players each suggest a unique
artifact from the Old World, whether CHARACTER CREATION
impressive or humorous: a piece of a past war
memorial, a perfectly preserved handmade Schoolborn
wooden puzzle, or an unopened can of a rare Faction Origin
flavour of potato crisps. The GM can then
distribute them in different museums across You are familiar with the locations and
the Relic Cities, with perhaps some of them operations of the Cartograph Charter's many
even being their main tourist attraction. holdings, from its schools and supply shops, to
its museums and their most well-known
2. Charter Staff exhibits.
Create some representatives of the Charter
who may assist your Voyage party whenever You know Eglaise and up to 3 other languages
you need to conduct research or gain access of choice.
to something. This could be a kindly museum
curator, a sleep-deprived dean of a university Appraise Artifact
or a librarian who always sings to herself. Specialty - SENSE

You are invested in the study and appraisal of


Faction Boons Old World artifacts, able to roughly discern its
> The Charter typically grants all EXDUS age and make educated guesses about its
members access to their facilities and purpose and origin.
materials, but will be far more cooperative
and willing to go the extra mile the more you Do note that your appraisal is based purely on
prove yourself as a mainstay of the the New World's conception of the Old World -
organisation, and not just an adventure- not the Player's understanding of Earth - and so
crazed new recruit. would be greatly painted by the popular
thought of the academic community at the
> The Charter will reward and regard you time, a thousand years removed from any
greatly if you find valuable artifacts for them, firsthand accounts. Your GM will help inform this
or help them map dangerous key areas of the thought process.
World Beyond.
For example, you may assume that bobblehead
figures are ceremonial idols, random
Disposition appliances are priestly adornments, and treat
80% of Old World buildings as having some sort
> Well-regarded in nearly all of the Relic Cities
of purely religious purpose.
and is a close, trusted partner of EXDUS. You
can find someone almost anywhere who's at
Discuss with your GM if your Voyager is one who
least partially related to the Charter, from
challenges this popular conception, replacing
teachers in schools to museum staff,
this Specialty with something more suitable for
cartographers and field navigators.
them.

120
SHARD BANNERS
UNTAMED SKY OF A HUNDRED LORDS

Background Voyager Ideas


Your Voyager is a member of one of the Shard > Your Voyager is a Skardkriger House Thalor,
Banners, where monsters’ heads are either also known as a Beastreaver, wielding a
mounted on their wall or fitted to be their next massive blade made of spines from a
helmet. dragon’s back.

The skies above Revenir are peppered with > Your Voyager is an armored warrior,
Shards: floating landmasses both large and banished from their Banner alongside their
small. The Humans who populated them - direwolf companion for the crime of trying to
back when the Earth was whole - somehow protect that direwolf's family from the lord's
survived in the hundreds during the hunting party.
Emergence, and have been stuck on the
Shards ever since, forming their own isolated > Your Voyager is the last surviving child of the
societies over the past millennium. lord of the remote House Graive, which was
destroyed when a larger Shard unnaturally
Because of limited access to resources and strayed from its path and landed directly on
lack of communication with outsiders, most its home Shard.
Banners tend to be insular and
technologically behind other regions. Faction Scenario Ideas
However, it's common for a Shard to have > The Sol Empire is threatening to forcibly
remnants of Old World technology littered on subjugate your Voyager's home Shard. As one
or buried within the land, which were of their most skilled warriors, you choose to
discovered, harnessed and often venerated stay loyal to your Banner and enact a
as secret gifts from the gods, called Secrets. campaign to liberate the neighbouring
These can be as simple as basic plumbing, or Shards from House Sol and unite them to
as complex as military equipment that they push back and fight.
reverse-engineered, which would determine
that Banner's technology level. > Storm clouds loom on the horizon. A great
dragon migration is moving, and your
Each Shard is ruled by a Banner, which may Voyager's Shard is in the path of their bestial
answer to another, stronger Banner, or may path. Worse still, the migration threatens to
be part of a confederation or alliance. The raise a terrible Stormherald Elder Dragon from
manifold relationships and politics going on its slumber, which will spell certain doom for
between the Houses is like an asteroid field, your Voyager's home. The Voyage party must
constantly shifting and occasionally crashing overtake the migration and somehow and
into each other, causing ripples throughout stop them from waking it.
the other Shards.
> Your Voyager's father is dying of frostbite. As
Nearly every Shard Banner is proud and his daughter and last remaining heir, she
fiercely territorial over their home - after all, must journey from her Shard, hundreds of
it’s the only home they have. They proudly miles from home, and seek for either the Sol
display their crests, mottos and creeds on Empire or EXDUS to send food and supplies
their heraldry and their raiment. Nearly all before winter, eventually encountering the
Shards also have a strong martial culture and rest of the Voyage party.
sense of community, as all of them must work
together to fiercely defend their homes from
rival Banners and monstrous wildlife alike.

121
Worldbuilding their own Shard's technology, they will likely
treat any different technology, and by
If your setting is expected to be set in or extension EXDUS, with a sense of novelty and
involve the Shardlands, have each Player at wonder.
the table help create and name one or two of
the following: > Typically either hate, fear or love the Sol
Empire, depending if they share the Empire's
1. Shard Banners same views of unification and expansion, or if
Define a few of the hundreds of Banners that they value their own Banner's pride, identity
populate the Shardlands, determining their and autonomy.
general size and their technology level or
what they're known for. It could be a tiny
Shard whose town hall is a half-fallen Old
World lighthouse, a small Shard who use
repurposed pre-Emergence military
exoskeletons to fight dragons, or a large
Shard whose constant rainfall leads to it
CHARACTER CREATION
having many beautiful waterfalls.
Shardborn
2. Hyperevolved Wildlife Faction Origin
Let the Players come up with a quick and fun
flora or fauna idea that may be encountered You know how to navigate Shards well, and any
while they explore the Shardlands, such as a tasks that need you to navigate them, discern
giant porcupine whose quills are harvested their terrain or estimate their elevation.
for spears, a tiny dragon that camouflages as
local flowers, or a red berry that explodes You know Eglaise and Shardlandic Common.
when touched.

Beast Steward
Faction Boons Specialty - TOOL
> Friendly Shards may allow you temporary
Any Shardlander worth their salt knows how to
food and lodging. Some may do so before or
handle wild game, from treating meats to
after you do favours for them.
tanning leather. You can also harvest bone, hide
and other materials from a slain beast or
> If a Banner truly trusts you as one of their
monster. These can be harvested for materials
own, they may allow you to freely take and
to use for sale and crafting.
use some of their sacred technology.

If your Shardlander has a more pastoral


Disposition upbringing, then they would know how to
handle livestock, from shearing sheep to milking
> How each Banner treats outsiders varies cows. You would also likely know how to best cut
wildly. Those less isolated will typically meat and checking animals for injury or
welcome visitors, but smaller Shards may not sickness.
be hospitable for as they are very careful with
their resources. Isolationist Shards may or
may nor be aggressive, but will almost surely
treat your party as a weird and alien sight.

> Because they are only really familiar with

122
SOL EMPIRE
BLAZING UNIFIER OF THE SHARDLANDS
Background Voyager Ideas
The powerful, burgeoning Sol Empire is one of > Your Voyager is a Drakenought, an elite
the most powerful Banners in the Shardlands, soldier of Sol outfitted with the fiery scales of
commanding the power and resources of wyvern armour, sent to cull the fiercest
dozens of Shards large and small. Allied with monsters and dragons.
Aeden and EXDUS (for now), they intend to
spread their influence to all the Shardlands > Your Voyager is an Iron Judicator, tasked
and unite all its disparate lords under one with smoking out rebel and barbarian forces,
Banner. and quelling them, equipped to even take on
members of the barbaric Bestiodus.
Bearing the banner of the twin-headed
Phoenix, the Empire is young but spirited, and > Your Voyager is a member of the Phoenix
is currently undergoing the peak of its first Watch, sent to guard the Sol Empire's capital
industrial revolution. Strange and fearsome Shard or garrison its territories through
machines of war are constructed daily in their intense martial training and perfect strategy.
factories, with cannons of bolt and fire that
can fell the fiercest dragons and Shards alike. Faction Scenario Ideas
> The Sol Empire is expanding further upwards,
At its head are the Twin Imperators, a young preparing for conflict with the Eyries. In the
and ambitious brother and sister pair who dead of night, your Voyager's brother-in-arms
currently share the throne. The twins, having is captured by the Síoraí. They tell your party
witnessed the rampant division, isolationism to either turn back or watch him die. Forced to
and backwardness of so many Banners, stay your hand, you now journey in search of
believe that a unified Shardlands is what their him.
people need for the promise of a better future
in the long run, even if it means they will face > A family of red drakes have been terrorising
fierce opposition from those not prepared for one of the Sol Empire's territories, and your
change. Diplomacy is key, but where that Voyager has been tasked with culling their
fails… dragon fire is a reliable last resort. numbers. However, your commanding officer
orders you to find a nearby Khaosjagd
While growing at a fast rate, the Empire still Willbreaker, in the hopes of controlling the
uses relatively outdated technology drakes for the Sol army. You must convince
compared to EXDUS. Their armed forces rely the Willbreaker to join their party while also
largely on incendiary weapons and defending the Shard from drake attacks.
combustion engines that use Vehementium: a
powerful but highly reactive crystal propellant. > The plans for SIGUR, one of the Empire’s
They hope to more closely match EXDUS so as secret weapons projects, have been stolen by
to reliably prevent their likely intervention into a Shardland rebel who seeks refuge in the
Imperial affairs in the foreseeable future. Relic Cities. Your Voyager must apprehend
him without revealing the details of the plans
As a member of the Empire, your Voyager's to Aeden - and even your Voyage party,
purpose for joining EXDUS may hardly be which is a source of conflict that constantly
simple. You may be well aware of the shaky nags at your loyalties.
relationship the Empire has with EXDUS, and
are using their genial relations with other
Shards to gather intelligence while you still
can. Conversely, you may be an Imperial
citizen who's started to doubt the Empire's
expansionist ways and are looking to EXDUS
as a way out.

123
Worldbuilding > Has some relations with EXDUS and Aeden,
usually trading resources and artifacts in
If your setting is expected to be set in or
exchange for EXDUS' technology, but this
involve the Sol Empire, have each Player at the
relationship is tenuous at best the more
table help create and name one or two of the
EXDUS learns about the Empire's aggressive
following:
expansion.

1. Lords or Military > Typically dislike the unpredictable wildlife of


Populate the Empire with some of the people the Shardlands, especially all types of
who occupy its vast list of nobles or its war dragons, and will seek to either cull them in
cabinet. It could be a short-tempered general great numbers or subjugate them to use in
whose home Shard is constantly prey to the war effort.
Shardlander rebels, a calculating strategist
who experiments on the creation of war
dragons, or a cowardly lord whose allegiance
to the Empire hangs by a thin thread and will
bow to anyone who can give him a bigger
CHARACTER CREATION
reason to be scared.
Shardborn
2. Vassal Shards Faction Origin
The Empire has dozens of loyal vassal
Banners. Have the table define some of them, You know how to navigate Shards well, and any
and the main benefit/resource they provide to tasks that need you to navigate them, discern
the Empire. Are they a moderately sized Shard their terrain or estimate their elevation.
with a wealth of Vehementium ore deposits? A
valuable trade port connecting the capital to You know Eglaise and Shardlandic Common.
other further Shards? Or a heavily fortified and
garrisoned site for one of their classified Next, choose between Military History or
projects? Industrial Machinist:

Military History
Faction Boons Specialty - LORE
> Your accomplished deeds may impress the
You are well-acquainted with Imperial military
Twin Imperators, who may ask your party to
protocol and etiquette, able to tell between its
present themselves for a tour of the Imperial
different ranks and divisions, and know how to
grounds.
best address your superiors and peers alike.
> Doing favours for the Empire may grant you
free travel between their vassal Shards and Industrial Machinist
limited access to their resources, such as Specialty - TOOL
Vehementium.
You are well-acquainted with Imperial war
machines, such as fixing and maintaining small
Disposition mechanisms like gears and engines, or
manning turrets and cannons.
> A divisive force in the Shardland; most other
Banners either are fiercely loyal to them, hate
them or fear them. The only Shards neutral to
them are the ones so isolated they don't know
of their existence... yet.

124
DUST
GATE TO THE WORLD BEYOND

Background > Your Voyager is an adventuring Scrapper


Your Voyager is a member of one of the surviving in the ruins of a metropolis, stripping
numerous Alliance Clans dotting the ancient machines that don’t work anymore
landscape of Dust, either working by and using the ones that do to fight off and
themselves, or allied with the Relic Cities or deter Old World Raiders.
other, stronger Clans.
Faction Scenario Ideas
The Alliance Clans mainly populate the region > Your Voyager's Clan is based in the ruins of
of Dust: a large area filled with Old World ruins, a city that is not only home to a bustling trade
and covers a wide array of locales from centre, but a constant target of Raider
deserts to swamps and badlands. It's an attacks. Your Voyager hears of a massive
untamed, wild land that the local Kaibi have attack on the city is coming within the month,
skillfully adapted to. and has to find the components to restore an
old artillery system that will be the only thing
Over the years, these Clans, big and small, capable of stopping the attack.
formal and informal, grew so numerous that a
need arose to keep track of everyone - > A new island has been discovered off the
leading to the formation of the Alliance coast housing a massive flooded
around 50 years ago, which is headed by a underground complex. Your Voyager's party
loose gathering of the leaders from the most and two other Clans need to work with EXDUS
prominent, eldest Clans. to conduct the largest-scale underwater
expedition ever attempted.
Whether they're trading fragments of an
inscribed sigil stone with EXDUS, mining for oil > Your Voyager's uncle and lifelong mentor
to fuel their settlement’s new vehicles, or has been captured by a ruthless Raider boss
delving into the jungle ruins for the promise of for a debt he owes. To win his freedom, the
treasure, the Alliance Clans live day to day crime boss offers your Voyager a strange
greeting adventure at every turn - the Old quest: to delve into the jungle ruins of an Old
World is their playground. World amusement park and gather for him a
trove of unusual bobblehead figures with
The Clans are made up of various people: animal heads.
engineers, treasure hunters, dungeon delvers,
streetsmart explorers and ragtag adventurers.
They may be a small group of friends, large
organised family dynasties with numerous
adoptees and vassals, or unsavoury crime
rings. They may not be EXDUS, but they know
the Old World - it’s their home.

Voyager Ideas
> Your Voyager is a Kaibi researcher based in
a peaceful abandoned university, working at
a recently restored greenhouse.

> Your Voyager is a local celebrity, a singer


who dances in bright dresses with a group,
who joins EXDUS to spread their music to
others.

125
Worldbuilding
Disposition
If your setting is expected to be set in or
involve Dust, have each Player at the table > Dust is a melting pot of different cultures
help create and name one or two of the and so would be quite welcoming to anyone,
following: but don't expect to find consistent order or a
head government there.
1. Clans
Define one of the many Clans of the Alliance,
their main trait and general disposition. They
could be a small Clan of hobbyist treasure
hunters, a large Clan with a strict family
structure, or a famous crime family whose
front is a reputable noodle stall franchise. CHARACTER CREATION

2. Contacts Dustborn
Create a Dust citizen who may help, Faction Origin
doublecross or otherwise intrigue your party,
which a Voyager may or may not know as a You know how to navigate the lands of Dust,
personal contact. This character would which regions to avoid which of the Clans are
normally be a Kaibi, Ruaya or Ozlaty. It could friendly with who.
be a smuggler who deals in dubious artifacts,
a wandering merchant who always crosses You know Eglaise and another language of
paths with the party to sell them overpriced choice.
stuff, or a rival treasure hunter who's
constantly on your party's tail. Next, choose between Sweet Talk or Slip Away.

Sweet Talk
Faction Boons Specialty - FACE
> The Alliance Clans are filled with groups of
all sorts, all with interesting relationships and Growing up in the ever-shifting social
rivalries with each other. Earning the esteem landscape of Dust, you are able to negotiate
of one may raise the ire of another, so be with merchants, traders and other denizens of
careful with your dealings in Dust, and keep Dust, whether you are haggling for more
your hand a secret from others. reasonable prices or seeking passage into a
Clan's territory.
> Many of the more powerful Clans - typically
family dynasties or crime syndicates - will Slip Away
offer you classified information or access to Specialty - DARE
certain places if you prove useful to them.
Many powerful Clans own exclusive rights to When things go south, you are sure to head
access certain locations in Dust, such as ruins north posthaste.
or resource-rich locales - not that it's stopped
rival Clans or raiders. Use this Specialty when slipping away
undetected or making a loud retreat when any
> The trade routes and bazaars of Dust are sort of neutral or positive social interaction
always booming with activity, and it's becomes hostile.
commonplace to buy and sell strange
artifacts and curios there - whether acquired
legally or not.

126
THE EYRIES
REALM OF THE STORM

Background Voyager Ideas


Your Voyager is a citizen of the Eyries and a > Your Voyager is a Drachéan War Minister,
subject of the Stormqueen, ruling from the skilled in both diplomacy and closely-
skies to claim the New World. The Stormqueen guarded magical secrets.
has never been seen except by the most
select of Her children - Her Court operating > Your Voyager is a Síoraí Gryphon Skyrider,
instead through Her War Ministers, secret riding their flying steed into battle.
police and spies all throughout Revenir.
> Your Voyager is a member of the
The Stormqueen is the undisputed and Stormqueen’s secret police, spreading Her
supreme monarch of the Eyries and a large influence to the rest of the world below Her
majority of the Síoraí people. Her Court rules through whisper and blade.
with an iron fist and the steadfast belief in the
supremacy of the Síoraí people as the Faction Scenario Ideas
inheritors of the greater incarnations of > The Stormqueen's Court has sensed an
knowledge. To Her, she is a mother raising a ancient power lying deep underground in the
child, young and uncertain, but with amazing Feithéan Hidden Cities, a relic of the ancients
talents and untold potential. that She greatly desires, currently used by the
Feithéan to plot the movement of the World
Your Voyager serves the Stormqueen likely Tree's roots, which power their subterranean
because they believe in those same tenets, city. Your Voyager must negotiate for its
serving as part of Her Court, her royal guard, relinquishment while maintaining good
one of her many avian-riding warriors, or even relations with our Feithéan subjects.
as part of Her secret police.
> Two sisters from the edges of the Eyries have
The Eyries are a realm of intrigue and been born under a blessed star and are to be
subterfuge. Sometimes direct military adopted by the Queen as her Stormchildren.
expansion happens, but the most effective Your Voyager must gain their trust and bring
use of power is to use the enemy’s own petty them to the Celestial Chain for training before
earthly feuds against each other. others seize them.

One known trait of the Eyries' citizens is that > The Stormqueen's Court has commissioned
they appreciate beauty - specifically the your Voyager to oversee the acquisition and
austere, timeless beauty of the Old World and restoration of a newly-discovered Shard
its monuments. It is said that many buildings cathedral, which your Voyager finds is on a
in the Eyries are ancient cathedrals and stone collision course with another Shard. Should
buildings that miraculously remained upright you fail to divert its course safely or at least
during the Emergence. The people or the recover some of its holy artifacts, the
Eyries place great spiritual significance to consequences will be dire.
these buildings and their contents - treating
them as the few remnants worthy of standing
eternal in the wake of the great raising of the
world.

127
Worldbuilding Faction Boons
In a typical setting, most non-Síoraí Voyagers > Gaining the esteem of the Eyries, especially
would know very little if at all about the Eyries for a non-Síoraí is very difficult, though not
and their society. As such, if your setting is impossible. A trusted enough ally of the Storm
expected to be set in or involve the Eyries, Court may enlist the services of their nobles,
have each Player at the table help create and though keep in mind that these services are
name one or two of the following: rarely if ever rendered without some
underlying motive.
1. Rumour
The Storm Court operates on the trade of
secrets and information. Occasionally, their Disposition
highly trained assassins and secret police > Most citizens of the Eyrie are largely
descend from the Eyries and to the world distrusting of outsiders. Some are also
below in order to seize powerful relics or haughty, treating themselves as above
apprehend runaways and dissidents of their everyone else in every sense of the word. Their
rule. Have the Players create a rumour - a relations with EXDUS and other factions are
clue about an artifact, the name of a fugitive largely transactional in nature, usually forged
Síoraí or a secret magical manuscript - that out of necessity. Your Voyager themselves
the GM would believe would rouse the Storm would likely need a good reason to be
Court's attention. cavorting around as a Voyager - perhaps a
sense of wanderlust, or a lasting bond you
2. Storm Court Member made with someone outside of the Eyries.
The only Síoraí who are allowed, or really
express any desire to leave the Eyries are
those with enough station to do so, to the
point where if a Síoraí is walking around in CHARACTER CREATION
Aeden, they are likely a big-shot there on
official business. Have the Players create and Skyborn
name some of these nobles. Note that since Faction Origin
these are public figures, this does not include
assassins or members of the secret police. If Being a citizen of the Eyries, you are intimately
they are, their clandestine identity is known familiar with the various territories within the
only to the GM. Eyries, largely out of reach from all other
Sapients. You know their names, rough locations
These nobles typically include: Storm Children, and customs.
noble children adopted from poorer families
to serve as the Stormqueen's scions; War You know Eglaise and Avarrach, the closely-
Ministers, strategists and military lords with a guarded language of the Síoraí, rarely if ever
strong command over powerful magic; and spoken or written in the presence of outsiders.
Skyriders, soldiers who fly gryphons and other
avian creatures who often patrol and guard
Discern Intrigue
the Eyries, but who may occasionally be sent
Specialty - SENSE
outside the Eyries on escort or reconaissance
missions.
Having grown up in the Eyries, a politically
charged society where subtle deceptions lie
below the surface, a harmless hand signal can
execute deadly plots and every intent is a
focused dagger, you've learned to spot such
machinations in people with enough study.

128
SKOTOS
VALLEY OF SHADOW

Background Voyager Ideas


Within the shadowed depths of Skotos, you > Your Voyager is a Wahrsanguis, a rare non-
will find either: eternally youthful nobles Viemor who uses their living blood to cast
having dinner parties in dark castles, using magic and fend off the Tannin that hunger for
pomp and lavish decadence as simply a them, divining the locations of other living
means to pass the time; or bands of undying creatures and leading the Tannin away from
Viemor warriors who have learned to survive them so that they may find safe passage out
in the darkness and use it for their own of Skotos.
purposes, the Khaosjagd. The roar of great
obsidian beasts constantly echo like the wind > Your Voyager is a young initiate of the Hunt,
in their ears, and the march of both foot and determined to prove their strength by
claw shake the ground they walk. defeating their master in combat and killing
them, awaiting the day their master revives to
The Khaosjagd are a roving army that learned succeed them in turn.
to hunt and dominate the shadowed
creatures of Skotos called Tannin - > Your Voyager is one of the immortal nobles
supernatural beasts constantly born from the of Skotos, used to living in beautiful gothic
primordial oceans of Chaos around the World edifices and finding romance in this dreary,
Tree's roots, riding these creatures into battle. colourless underworld. The nobility of Skotos
The Tannin are wild creatures who are are quite welcoming; they view every Viemor
irresistibly attracted to the energy of blood as an immortal simply putting on a mask and
and lifeforce, and will quickly pursue and kill playing a role. Some choose the eternal chase
any soul unforunate enough to fall into Skotos, and warrior's charade of the Khaosjagd, while
thereby creating more Viemor. the more refined choose to live sumptuously
and celebrate their eternal lives with dignity
While surfacers who hear and tell bedtime and grace.
tales to children think of them as vile, ghostly
riders who would rise from Skotos to wage war Faction Scenario Ideas
and pillage, the Khaosjagd are actually a > Your Voyager has prepared their whole life
morally ambivalent group at best. There is no to defeat and kill their master in order to learn
want or need in Skotos: no need for food or a secret he has kept from them since they
money. were reborn as a Viemor. However, on the day
of their Rite, their master was somehow found
While the nobles of Skotos live in their outside of Skotos - along with his Memento -
darkened castles, eternally engaged in courtly and dragged away by the Sol Empire, to be
games and dances, the Khaosjagd find executed in three days. Frustrated, you
pleasure in the hunt instead, riding the vast journey out to find him, stumbling into the rest
wastes of the Valley of Shadow in search of of the Voyage party.
new prey. They are not interested in hunting
feeble prey like hapless travelers and upstart > Your Voyager was a researcher of EXDUS,
adventurers who find their way in Skotos, and compelled to delve into the darkness of
will in fact assist them in escape provided this Skotos to uncover its limitless troves of secrets
guest gives a good enough reason to garner - believing it holds the key to greater mastery
their respect. of knowledge and magic. And find it you did -
but not before the abyss in turn, pulled you in.
Failing that, their living scent will always draw
the Tannin, which always signals a new Hunt. > Your Voyager is a bright-eyed noble who
Might as well let the living run and cower in decided to journey outside Skotos in search of
fear - it makes the Tannin more erratic and colour and excitement, followed closely by
fierce for the glorious taking. your loyal ghostly butler.

129
Worldbuilding Disposition
If your setting is expected to be set in or > Outside of individual actions, the factions in
involve Skotos, have each Player at the table Skotos are largely unconcerned with the
help create and name one or two of the affairs of the living. There is no scarcity for
following: them to fear, and the fear of death has long
lost its power. However, this also makes them
1. Threshold unusually hospitable in spite of their initially
Being a vast underground world, Skotos is frightening appearances or strange customs.
typically hidden from the surface world, Anyone who asks them for help usually will
unless you know where to look. Have the find it, as long as it isn't too incovenient or
Players describe one of these entryways into contrary to their principles. Even the dead
Skotos: a jungle cave, an abandoned mine have standards, you know.
network or a giant sinkhole that famously
opened and ate an entire Relic City whole.
Depending on the entryway, the GM
determines whether such an entrance would
be publicly known or hidden to others. If the
latter, the Player simply gives the description
CHARACTER CREATION
but only the GM knows its location.
Choose between Timeless Noble or Eternal
Hunter.
2. Unliving Traveler
On occasion, many Viemor travel outside of
Immortal Noble
Skotos, some for adventure, some for some
Faction Origin
greater purpose beyond the monotony of
You are familiar with the eccentric nobility of
their immortal lives, and others to satisfy
Skotos, whose various rules and etiquette can
some eccentric curiosity. Have the Players
change on a whim. You know about their
name and describe some of these travelers
favourite pasttimes and a good number of their
from below. They could be a wandering
names, being good associates with them.
headless merchant, a skeletal bookkeeper, or
a famous zombie performer known for
You know Eglaise, Sangrais and one other
iconically wearing a single, bejeweled glove.
language of choice.

Faction Boons Eternal Hunter


Faction Origin
> Gaining the favour of a Skotos noble of
As a member of the Khaosjagd, or simply a
Khaosjagd hunter may earn you enough
wandering soul in Skotos, you are familiar with
esteem that they are willing to lend their
the treacherous topography of Skotos, the
services or manpower. However, being
territories of its various lords and hotspots of
Viemor, they will almost never put themselves
Tannin activity, vaguely knowing which places
in a situation where they would endanger
to steer clear of and safely navigate the
their Memento. Sharing information about a
darkness.
Memento is a great secret each Viemor holds,
only shared with the closest of lovers, friends
You know Eglaise, Nachtsprache and one other
or allies.
language of choice.

130
SENTINARIUM
CITY OF GOLD & GLADIATORS

Background These Houses and their members usually


The Sentinarium is a chain of three city-states swear by a certain technique or fighting style
known for two things: 1) its beautiful, scenic started by its founder.
canals; 2) its weekly battle royales.
Voyager Ideas
The Sentinarium is a line of battle-forged > Your Voyager is a warrior-poet who reports
arena cities populated by people from all over the great deeds of the Iron Fetes and records
Revenir, where the Warrior-King Marquel once them for broadcast, selling your records to
sought to ensure that each generation of the enthusiasts far and wide.
New World would be strong enough to secure
the next. Located in the an arcadian paradise > Your Voyager is an aspiring weaponmaster
called the Vinelands, the three cities and their whose entire diet consists of studying
connecting land bridges, along with an treatises and manuals day and night, in
apportioned area of ruins and forests, hopes of becoming the next Iron Fete
comprise a massive enclosed arena. Its champion.
martial citizenry play a weekly gladiatorial
game of survival where they constantly track > Your Voyager is the sibling of the current
and battle each other day and night, honing Marquel, whose unforgivable decadence and
their bodies and minds to the peak of mortal rigging of the Fetes has driven you to leave
limits. the cities and train to defeat him in the next
Feast of Tributes.
The Sentinarium is ruled by a Marquel, named
after its original founder, who helps run and Faction Scenario Ideas
manage its weekly tournaments. This regular > This week's great Iron Fete promises to be
tournament, called the Iron Fete, is celebrated one of the best as your idol, a famed warrior,
as a festival for the human body and spirit, is slated to return after a long pilgrimage.
where each night a winner is crowned and However, the day your party arrives at
made the head of a lavish banquet. Every Sentinarium, news arrives that the hero has
three years, an even greater battle called the gone missing!
Feast of Tributes (named after Warrior-King
Marquel's favourite Old World manuscript) is > A strange waterborne disease has swept
held, where the Marquel must battle to prove over the Sentinarium, causing all of its
their worthiness to hold office. toughest warriors to fall ill! Coincidentally, a
band of Dust Raiders have been spotted for
The citizens of the Sentinarium have a diverse the past few days, patrolling the outskirts of
culture of combat, treating it as an artform the city...
with many styles and movements. Many
would eventually leave the arena cities to > You've been called to the Sentinarium, your
prove their mettle against actual foes, old hometown. The Quartered Doge, a highly
becoming mercenaries or soldiers for hire. respected figure and sage who joined four
They are able-bodied warriors and survivors Feast of Tributes and lost a limb in each one,
with trained adamantine discipline and a mysteriously summoned you in a private
thirst for challenge. letter.

Gladiatorial Houses
Your Voyager may belong to one of the
Gladiator Houses. In the Sentinarium, its many
noble houses are descended from great
warriors or teachers who revolutionised the
art of combat, some being past Marquels.

131
Worldbuilding spokesperson to spread the word of their
superior martial techniques.
If your setting is expected to be set in or
involve the Sentinarium, have each Player at
the table help create and name one or two of Disposition
the following: > The citizens of the Sentinarium and the
Vinelands are largely welcoming - if you can
1. Gladiatorial Houses fight, you are as good as home. The walled
Create a House to populate the Sentinarium, cities of the Sentinarium houses a proud and
specifying their main martial identity and a strong people made up of Sapients all over
quirk about their founder. It could be a House the Known World. While many of them are the
focused on dueling whose founder famously most peerless warriors in the Known World,
died for refusing to duel their lover; a House many are also given to a sense of
whose still-living founder and followers are complacency, believing only a fool would ever
obsessed with overly long blades; or a House try to pick a fight with three nigh-unassailable
everyone hates, whose entire schtick is not cities populated almost entirely by warriors
about using weapons, but using misdirection, and killers.
cheap tricks and insane patience to run away
and wait indoors until they're the last
remaining competitors of the Iron Fete.
CHARACTER CREATION
2. Champion
Create a famous figure in Sentinarium,
Steelborn
whether still living or deceased. They could be
Faction Origin
the head of a Gladiatorial house, a famous
master blacksmith, or a previous winner of the
You are well-versed in the history of the
Iron Fete or even the Feast of Tributes.
Sentinarium, its Marquels and Houses, along
with its three cities and the surrounding region
Faction Boons of the Vinelands. You also know the timings,
history and figures associated with the Iron
> The martial citizenry of the Sentinarium are Fetes and the triennal Feast of Tributes.
always looking for opportunities to improve
and test their martial skill. With enough You know Eglaise and Melaidic, the language of
compensation, they would be willing to work the Vinelands.
as mercenaries for nearly any cause - some
are crazy enough to do it for free, but they'll kill Martial Eye
you if you don't deliver them a good enough
Specialty - SENSE
challenge to undertake.
You are able to scrutinise a person's fighting
> Weapons and armour of every make and
style if it originated or was used prevalently in
type flow like water in the Sentinarium. A
the Sentinarium, and are able to identify its
warrior, grateful that you saved his life, may
strengths, shortcomings and historical
offer you his prized blade as thanks. A
significance, along with its associated
blacksmith, impressed by your feats, may
Gladiatorial House and founder.
offer to craft you a masterwork of great
beauty and deadly form. An experience
If the Skill roll was not sufficiently high, the GM
veteran of a Gladiatorial house may train your
will only reveal the fighting style's House and
Voyager in a new combat Technique after
founder.
seeing your potential, or simply to make you a

132
CHAPTER IV

VENTURES

133
Ventures Explained Roles
Ventures are your main source of Abilities. The Ventures in this list will be grouped
They represent the different life paths a according to certain Roles - a common
person in the world of Revenir may take: a theme or purpose they have in a party during
bounty hunter from Dust, a studied Aedean combat. This is only for labelling purposes and
mage or a warrior of the Shardlands. For your has no mechanical impact on the Ventures'
Voyager, this is their main profession or life's themselves or how you wish to play your
work at the time they joined EXDUS. Voyager.

When you create your character, the Venture Valiant (VL)


they start in typically determines their origin, Valiants cover a wide range of Ventures, but
such as their Specialties, their Faction and are typically versatile fighters able to change
their approach to combat. For starting Players, their strategy to best support their allies
we recommend matching your Venture to its through mobility, damage or magic.
relevant Faction, if applicable.
Striker (ST)
For more experienced Players, you are freely The Striker is a frontline fighter whose priority
able to pursue other Ventures that match is dispatching enemies as efficiently as
your character's personality, life decisions or possible, and will usually have more HIT or AIM
just your desired playstyle for them. You can Dice than other Ventures.
freely learn any Abilities from other Ventures,
as long as you have the EXP to spend on them
and fulfill any of their unique criteria.
Vanguard (VG)
The Vanguard is a defensive Role that
typically has more SAVE Dice than other
However, you should discuss this path with
Ventures, and often get right into the fight as
your GM, so that they can plan a way to
mass crowd control against foes, or to heal
believably have you pursue these differing
allies.
professions and philosophies from a different
culture or region, playing out this
development in a Scenario or Downtime Watcher (WA)
session. The Watcher is typically the mage class,
having more CAST Dice than others, though
they may not necessarily be magic users.
Ability Types They usually have a wide range of impactful
abilities that can affect large parts of the map
in creative ways.
Venture Origin
When you choose a starting Venture, you gain
a secondary Origin and Specialty set
representing their professional experience
prior to joining EXDUS.

Unique Mechanic
A special trait with significant narrative and
gameplay identity that defines the Venture's
place in the world which makes it unique from
all others.

Unique Ability
An innate trait or expertise the Venture can
learn and utilise in combat.

Potentials
These are Abilities that can be learned only
when the Voyager reaches a certain Potential.
They cannot be learned before reaching a
certain Level.

134
Vesper, Heir of Voyage Team Aquila

135
Heir
Chosen of the World Tree
Recommended Faction Primary Action Dice
Aeden Versatile

Common Sapient Venture Origin


Any Origin Weapon

Lore Starting Specialty


You are an Heir, a chosen soul from among Origin Weapon
the people of Revenir, wielding a powerful Heirs come from all Sapients and
weapon created from your soul bestowed to backgrounds, called by a Phytosapien to the
you by the World Tree. Kathedra: a sacred temple carved from the
World Tree, with tall white boughs and winding
Playstyle branches along its walls.
The Heir is a highly versatile fighter who can
specialise into almost any playstyle that best You wield a living weapon that appears to
facilitates the team, from a high-damaging breathe and resonate with the power of the
melee warrior, to a precise ranged attacker. World Tree. It was either formed
They can freely switch between multiple spontaneously from your soul in a ritual called
magical weapons on the fly and conjure the Claritas Immersio, or perhaps reforged
copies of them to attack enemies, even after the loss of its past wielder, making you
controlling their weapon with their mind. its inheritor.

Play as an Heir if you like: Sometimes, your weapon guides you towards
> Being a versatile jack-of-all-trades in fulfilling this greater purpose, usually through
combat a strange feeling of familiarity or a sense of
> Having a magical weapon that changes nostalgia, as you resonate with memories
forms within your hand that are familiar, yet not entirely your own.
> Commanding an arsenal of floating spectral
weapons that can fly and attack LORE - The Kathedra & Claritas Immersio
independently ritual
DARE - Remotely controlling your Origin
Strengths Weapon
Long distance spells and teamwide buffs SENSE - Meditating upon your Origin Weapon
TOOL - Flourishing weapon, using a sidearm
(pistol and/or dagger)
Weaknesses
FACE - Commanding respect as an Heir,
Requires heavy EXP investment to bring out
heroic presence
full potential

136
Loadout
2 MOVE / 2 SAVE / 2 HIT / 2 AIM / 2 CAST

Game Plan
The Heir is a jack of all trades that is able to
adapt to any situation. They wield a magical
Origin Weapon that can moe attack
independently, able to strike from safe
distances. Controlling this Weapon uses
Action Dice of any type, freeing up your
priority Dice for use.

Assigning Die Values


Place your highest value Action Dice based on
your desired playstyle for your Heir. Place your
d12 on your MOVE if you want them to traverse
the map easily, or HIT if you want to make
them a proficient melee fighter.

Starting Ability - Heir


Return
Origin Weapon Origin Weapon
Unique Mechanic Cost: 1 Action Die
Range: Global
You receive a unique, blessed weapon or tool
given to you from the World Tree, along with a "Answer my summons as your wielder."
Vision from the Weapon that alludes to its
past or true purpose. The Weapon is If separated from your Origin Weapon for
indestructible, magical in nature and almost whatever reason, you can call it to Return to
living, improving and growing as you do, your hand. Your Origin Weapon will fly and
guiding you on your path. It is also the source take the shortest route possible to you, with a
of your power. flying movespeed of 12 Tiles per turn. If
blocked by an inanimate barrier or solid
You are able to use the SENSE Skill to peer into obstacle, it will attempt to go around or break
your Origin Weapon to find out more about its through it. Any enemy in its path takes
purpose, though it may not always answer or damage from its flight equal to 1 HIT (no cost).
give a straight answer.

After assuming its first form, an Origin


Weapon can transform and change its form
to suit its wielder. Your Origin Weapon can
alternate between two different forms. These
can be one melee and one ranged form, or
both of either.

Additionally, you learn Return.

137
Ability List Weapon Warp
Unique Ability
Soul Wielder 2 EXP
Cost: 1 Action Die
Unique Ability
3 EXP
"Answer my summons, my Wielder."
Cost: 1 CAST Action
Range: Global (line of sight) Whenever you are separated from your Origin
Weapon, you can spend an Action Die to
"A sword of many facets encircles me." immediately warp to its location.

You let go of your Origin Weapon and use the


link between you to control it remotely, striking
at your command. It can fly and attack
Arbiter
enemies independently of you, following you Unique Ability
as you move unless directed to a different 2 EXP
location.The Weapon can travel to anywhere Cost: 1 CAST Action
on the map that you can see, ignoring difficult Area: Cn. 1 Tile Cross
terrain and can fly around obstacles.
When separated from your Origin Weapon,
After spending your CAST Die to remotely you can spend 1 CAST to have it burst with
wield it, you can spend any Action Die to have magical energy, dealing damage equal to
your Weapon move and attack in a single your roll to all enemies in the area. The
motion, rolling that Action Die for the distance Weapon remains intact, and you can control
travelled and damage. You can also execute it as normal afterwards.
Techniques with it by spending the
appopriate Action Dice.

Soul Wielder lasts indefinitely for the duration Revolution of the


of combat until you dismiss it, at which point it Chosen
automatically Returns to you (no CAST cost).
Unique Ability
3 EXP
Getting Stunned or Silenced will stop Soul
Wielder and your Weapon will fall to the Cost: 2 CAST, 1 Action
ground, at which point you must spend 1 CAST Range: Cn. 1 Tile Cross
to have it Return.
"Echo your soul and hear something new in the
familiar."

Zephyr You create four spectral copies of your Origin


Potential I Weapon, causing them to float on the four
3 EXP Tiles around you and spin around you. The
An animating wind grants a supernatural copies can each take on separate forms and
momentum behind you and your weapon. For last until the end of combat.
every 1 Movement that you spend during your
Turn, your next Attack gains Accuracy +1. You can spend 1 HIT or AIM to order one of the
spectral copies to perform an attack, which
destroys the copy afterwards. If a hostile
Variform Weapon attack or Ability would hit you, you can spend 1
SAVE, which destroys the spectral weapon
Potential I instead, and you take no damage (this is
1 EXP treated as a Shield effect).
You can have your Origin Weapon learn
another weapon's form, after which it can
alter itself into a different weapon's form at
will. This Ability can be learned multiple times.

138
Vision Given Form The Shape of Destiny
Unique Ability Unique Ability
2 EXP 3 EXP
Cost: 1 Action Die When you spend an Action Die to activate
If you use your Origin Weapon to perform an Weapon Warp, you dash in a bolt of semi-
attack, you can spend 1 Action Die (free corporeal light, damaging all enemies
Action) to quickly transform it and attack with between you and your Weapon. Roll that
an alternate form immediately. Roll that Action Die for the damage dealt.
Action Die for the damage dealt.

Anamnesis
Starclimber Potential II
Potential I 4 EXP
2 EXP Cost: 2 CAST, 1 Action
Cost: 1 MOVE or 1 CAST
When holding your Origin Weapon, you can R E T U R N.
spend 1 MOVE or CAST Die to have it fly,
carrying you with it and ignoring terrain and Your Origin Weapon briefly shifts into an
obstacles. awakened form, both physical and astral, able
to even pierce the soul of all it touches.

If you embed your Origin Weapon in anyone


Roaring Whisper this way, including yourself, the target takes
Unique Ability an astral form, becoming Invulnerable but
3 EXP unable to move or take any actions until your
If you roll a Critical with an attack using your Weapon is removed from them. It is
Origin Weapon, it bursts with magic, impossible to remove by anyone except
damaging the target again. Roll that yourself. An unwilling target may attempt to
weapon's Action Die again for the damage, at SAVE against this.
no cost.
While in their astral form, the target's soul is
Alternatively, you can choose to absorb this transported to the Dreaming, the collective
magical burst instead, regaining 1 spent CAST consciousness of all existence. They will not
Die. return to the physical world unchanged.

Cage of Burdens
Potential I
4 EXP
Requires Soul Wielder
If you have multiple spectral copies of your
Origin Weapon active, you can independently
move them anywhere. These copies act as if
controlled by Soul Wielder, and you spend 1
Action Die to move them all at once.

You are able to activate Weapon Warp and


Arbiter using these copies, if you know those
Abilities. Doing so will consume the copy.

139
Jennevieve, Heir of Voyage Team Scorpio

140
Isshou, Gamblade of Voyage Team Scorpio

141
Gamblade
Daredevil Arena Fighter
Recommended Faction Primary Action Dice
Sentinarium Versatile

Common Sapient Venture Origin


Any Weapondancing

Lore Starting Specialty


You are a citizen of the Sentinarium: the Weapondancing
famous City of Mercenaries, where the entire Trained in the Sentinarium, the Gamblade is
city is a colossal enclosed arena and its the perfect balance between an effective
citizens battle each other for prestige. Known fighter and a people-pleasing performer.
among them is the Gamblade: a weapon
specialist and gladiatorial fighter whose flair They treat their battles as a performance - to
for showmanship is only matched by their be enjoyed by an adoring crowd and for their
peerless technical skill for switching weapons own pursuit of martial perfection. Your
on the fly. performance is akin to the Danse Macabre -
the grim reaper dancing along with souls
Playstyle doomed to die as it escorts them to the grave.
The Gamblade strives for lethal style above
all. They are a versatile fighter, able to evade, LORE - Different types of weapons and their
attack and outwit enemies on the fly. The techniques
more you switch between styles, the greater DARE - Weapon performances, fighting
your flow state and therefore your power. multiple enemies
SENSE - Estimating risks
Play as a Gamblade if you like: TOOL - Maintaining weapons
> Playing a walking arsenal with multiple FACE - Stirring or impressing a crowd, warrior
signature weapons persona
> Stringing combos together in novel ways for
major style points
> Overwhelming foes in a dance of steel and
death

Strengths
High damage potential if you stylishly
alternate between Action Dice in creative
ways

Weaknesses
Very dice-intensive due to being able to
spend Action Dice outside of their normal
Turn. Their wide Action Die spread might leave
them with lacking options for consistent
damage.

142
Loadout
2 MOVE / 2 SAVE / 2 HIT / 2 AIM / 2 CAST

Game Plan
A Gamblade has multiple Abilities that help
then gain bonuses from alternating between
Action Dice. String melee attacks, dodging,
ranged attacks, magic and movement
together and see how much chaos you're
capable of raising in battle.

A Gamblade will burn through their Action


Loadout faster than other Ventures, so take
care not to be left without an escape plan.

Assigning Die Values


While a Gamblade is a versatile fighter, they're
still a damage dealer - your HIT and AIM Dice
should take priority. Due to their lack of pure
magic, CAST is not a huge priority.

Starting Ability - Gamblade


Gamblade's Rhythm
Unique Mechanic

Whenever you take Actions, you build up


stacks of Rhythm. There are five ranks of
Rhythm, each represented by a letter and die
value. Your Rhythm starts at D rank, which is a
d4. C rank is a d6; B rank is d8; A rank is d10
and the highest, S rank, is a d12.

Whenever you take a different Action on your


Turn using an Action Die, such as using HIT
after MOVE, or using AIM after HIT, your Rhythm
is increased by one rank. Whenever you
perform an Action during your Turn, you can
roll an additional die based on your Rhythm
rank and add the result to your Action Die's
roll. This is a free Action.

You can roll your Rhythm die multiple times in


a Turn, but only for every unique Action you
take - meaning if you HIT twice in a row, you
can only roll your Rhythm die once for that
sequence. Your Rhythm automatically resets
back to 0 at the end of each Round.

143
Ability List Inhuman Reactions
Unique Ability
Signature Arsenal 3 EXP
If you successfully execute an Instant
Unique Ability Reaction that is done outside of your Turn, you
2 EXP gain 2 ranks of Rhythm from it instead of 1.
During the campaign, the GM may give you
access to new gear and weapons, perhaps in
the form of loot from powerful enemies. You
can spend 2 EXP to familiarise yourself with it SSS Rhythm
and implement it into your martial repertoire. Potential I
You can learn this Ability again every time you 4 EXP
want to implement another weapon into your Your Rhythm gains two additional ranks: SS
Signature Arsenal. and SSS. At Rank SS and above, your Rhythm
die grants your attacks Truestrike when used.
When you switch and attack using different At Rank SSS, they are also Honed.
signature weapons, you increase your Rhythm
by one rank, even if it's the same type of
Action. You would declare to the GM that you
are switching weapons when doing this. Martial Momentum
Unique Ability
3 EXP
Death's Razor Cost: 1 CAST Action
You harness your inner resolve to continue
Unique Ability your dance of steel. By spending 1 CAST, you
3 EXP can return up to 3 spent Action Dice into your
For every rank of Rhythm you gain, you also Loadout (except for CAST Dice). These Action
gain 1 Accuracy. This Accuracy gain is Dice must all be different types from each
temporarily doubled when damaging at least other.
two enemies.

Deadly Momentum
Unique Ability
3 EXP
Free Action
You can choose to push yourself in order to
maintain your Rhythm. During your Turn, you
can choose to gain up to two additional
Actions from your Loadout, and are able to
take up to 5 Actions on your Turn. Choose
which available Action Dice to take from your
Loadout. Your next Turn will have a reduced
number of Actions equal to the amount you
took.

If you empty your Loadout by doing this, your


Loadout only resets at the start of your next
Turn instead of the Round.

Totentanz
Unique Ability
3 EXP
When you reduce an enemy's Resolve to 0,
you gain one Rhythm.

144
Mizuno, Jet Corps Trooper of the
Order of Vigilant Flame
Jet Corps Trooper
Mobile Aerial Gunner
Recommended Faction Primary Action Dice
Aeden MOVE, AIM

Common Sapient Venture Origin


Any Jet Corps

Lore Venture Origin


You are a member of the illustrious Jet Corps, Jet Corps
an aerial military task force charged with The Paladite crystal is a magically refined
defending the skies over the Relic Cities and core of glasslike mineral that glows a sky blue.
other allies of Aeden. Armed with a Paladite It appears to store energy over time, and
jetpack and an Attrition rifle, the Jet Corps are when struck with sufficient force, it releases all
known for being the quickest responders to the stored energy at once.
any danger, able to reach the furthest Shards
in record time. This post-Emergence mineral has formed the
bases for not only modern firearms in Revenir,
Playstyle but for all propulsion and flight systems as
A Jet Corps Trooper's main strength is their well. It kickstarted a new scientific revolution
insane mobility, able to use their jetpack to which eventually made the Jet Corps
reach higher elevations or fly across great possible.
distances without obstruction. They are able
to freely fire their rifle in flight, letting them You enlisted in the Jet Corps to learn aerial
harry enemies unopposed. combat and threat response inside and out.
Crossing the sky, gyroscopic rifle in hand, you
Play as a Jet Corps Trooper if you have learned to make the jetpack and cloth
like: wings on your back as much an extension
> Playing futuristic first-person shooters yourself as you can.
> Being able to fly and traverse the battlefield
with ease LORE - Tactical training, jetpack construction
> Friggin' jetpacks! DARE - Flying through tight spaces and turns,
tactical maneuvering
SENSE - Threat assessment, estimating
Strengths
distances
Peerless mobility and ranged harassment
TOOL - Maintaining a jetpack, rifle
maintenance and use
Weaknesses FACE - Tactical coordination, interacting with
Relatively vulnerable if left grounded Armigers

146
Loadout
4 MOVE / 3 AIM / 1 SAVE / 1 HIT / 1 CAST

Game Plan
Control the skies and map by taking key
positions where you can attack unopposed.
You are also able to arrive at key locations
and objectives before anyone else.
Circumvent dangerous hazards and enemies
and rain bullets on them from above.

Assigning Die Values


For covering large areas of the map, give your
MOVE a high value. However, if you want to
play as more of a skirmishing gunner, place
more priority on AIM and keep your MOVE as a
d6 or d8 - allowing you to stick to groups of
enemies more effectively while flying circles
around them.

Starting Ability - Jet Corps Trooper


Paladite Jetpack As long as your Glider Cape is equipped,
whenever you are Airborne, you fall at a rate
Unique Mechanic of 3 Tiles a Turn, taking no damage when you
As a Jet Corps Trooper, you are given land.
clearance to equip a specialised Jetpack. This
jetpack uses a magical mineral called Additionally, you learn Flight Burst:
Paladite, the same mineral used as the firing
mechanism for modern EXDUS firearms.
Flight Burst
The Paladite stores energy before it is
Cost: 1 MOVE Action
released by striking it with an internal
hammer mechanism, releasing a jet of blue
"Skies are clear. Activate glass!"
flamelike energy. This is used in your jetpack
to provide limited flight in short bursts, and is
You activate your jetpack, which uses a
the core foundation of your combat style.
glasslike crystal imbued with magic called
Months of training are required to acclimate
Paladite to generate thrust.
to the G-forces from flying and to fire while in
rapid aerial movement.
Roll your MOVE Die and fly up to the number of
Tiles rolled, ignoring chasms, short obstacles
Glider Cape and any Large or smaller entities. You are
Attached as part of the Jetpack is a Glider
Airborne, and can AIM while doing this. Flight
Cape, a cape made of a linen specially
Burst can be activated once a Turn.
engineered by EXDUS. The Cape is activated
by a small electrical current that causes it to
UPCAST: Add another MOVE Die to the
stiffen and extend into wings. Jet Corps
distance travelled.
soldiers use their Capes to glide across long
distances, supplemented by bursts of flight, to
pursue foes and travel from Shard to Shard
when traveling on foot with no other transport.

147
Ability List Overwatch
Unique Ability
HE Grenade 3 EXP
Reaction
Unique Ability
Cost: 1 AIM
2 EXP
If an enemy that is within 3 Tiles of you leaves
Cost: 1 CAST Action or passes your space, you can make an
Area: 3x3 Box ranged attack against them. If the AIM Roll
exceeds the enemy's SAVE, they stop
"Grenade inbound! Look out below!" immediately, and their remaining Movement
is wasted. If not, they are Slowed instead.
You throw an explosive grenade, damaging all
enemies in the area. The range and damage
is rolled from your CAST, and the same
amount rolled inflicts Stagger. Stable Sights
Unique Ability
2 EXP
Air Strike Your AIM Die gains Accuracy 2 when you fire
your ranged weapon during Flight Burst.
Unique Ability
3 EXP This Ability can be learned multiple times,
Cost: 2 AIM Actions increasing Accuracy by +1 each time, up to a
Range: Global maximum of half your AIM Die's value.
Area: 1x6 Line

"Enemy position marked! Light 'em up!" Rescue Flight


You call upon an autonomous drone to Unique Ability
conduct a fly-by of the area. High calibre 3 EXP
bullets rain across a 1x6 line, damaging all When you activate Flight Burst and there is an
enemies inside. Roll 2 AIM Dice to determine ally 1 Tile next to you, you may carry them
the damage. All Dice rolled have Accuracy 3. along with you on your flight, and when you
land they also land in a Tile next to you. Your
travel distance is halved doing this.

Smoke/Flash Grenade
Unique Ability Evasive Maneuvers
2 EXP
Cost: 1 CAST Action
Unique Ability
You can choose to throw a smoke or flash 1 EXP
grenade instead of your HE Grenade, which When you use an Instant Dodge, you can
deals no damage. activate your jetpack and propel yourself
using your MOVE Die, traveling the distance
The smoke grenade only detonates at the rolled. You cannot Instant Dodge this way
start of the Turn after yours. It creates a using other Action Dice besides MOVE.
smokescreen that lasts until the end of the
Round. All enemies that are inside the
smokescreen are Impaired by blindness. They Carpet Bomb
can leave its area to end its effect, but the
Potential I
smokescreen will block line of sight where it
4 EXP
persists.
An upgraded version of Air Strike that costs 3
AIM. You have clearance to call EXDUS to
The flash grenade instantly detonates, and all
conduct a bombing run of the area. This can
enemies caught in its area are Impaired by
only be done if you have an open sky above
blindness. It lacks the persistent map control
you.
of the smoke grenade, but is more immediate.

This Ability now covers an area of a 3x6 Box. All


the AIM Dice rolled for it are also Honed.

148
149
Venator
Weapon-shifting Wunderkind
Recommended Faction Primary Action Dice
EXDUS Versatile

Common Sapient Venture Origin


Any Venator Academy

Lore Play as a Venator if you like:


Where the Heirs are viewed as highly versatile > Wielding your own fully customised weapon
wielders of magical Aestean weapons, into battle
Venators are the aspiring mechanical > Weaving elemental ammunition with
equivalent. Wielding state-of-the-art different effects into your attacks
equipment and transforming weapons, the > A Venture that lets you customise your own
Venator Program was first established around Action Loadout
the same time EXDUS was formed. With the
promise of exploring the wider world, Strengths
specialised fighters were needed who would One of the most customisable Ventures in the
take the best the Known World could offer to game, allowing you to interweave all your
bravely face the World Beyond. mechanical choices right into your Venator's
backstory. Their weapon customisations give
Most Venators are youths who join the them an early power boost in the early levels
Program under a specialised Academy on of the game.
EXDUS grounds. While they undergo the same
training in combat - utilising specially crafted
Weaknesses
elemental ammunition that even the least
Will be totally ineffective without their Weapon
magically gifted students can use well - it's no
until they awaken their Hunter's Visage, and
surprise that the highly passionate students
even then its use is fairly limited without
would go above and beyond, working
proper investment.
alongside EXDUS technicians to plan and craft
their own custom weapons, able to shift forms
with the press of a trigger or the flick of the Venture Origin
wrist. Venator Academy
You are a student or graduate of the Venator
Combine this with strange echoes of the Old Program, based in Scatterlight Academy,
World resonating with these young aspirants which closely works with EXDUS, sending out
and granting them great powers seemingly Venator students to gain experience. If you're
from the Dreaming itself, and it looks like the a fresh student, much of your knowledge
Venators are one of the most exciting up- outside of weapon training is purely
and-coming group to look out for in the World theoretical, needing field experience to
Beyond. temper it.

Playstyle LORE - Known World geography, combat


Versatility is in the Venator's DNA, literally. You training, sparring
spend character creation to customise your DARE - Teamwork dynamics and tagteam
Venator's weapon according to your unique attacks, improvised use of your weapon
tastes - finetuning your Action Loadout as you SENSE - Basic wilderness survival
do - as well as a selection of elemental TOOL - Advanced weapon maintenance and
ammunition to outfit yourself with. Create a construction
hard-hitting battleaxe + shotgun to decimate FACE - Interacting with Venator students and
foes up close, or a pair of dual sword guns to faculty, working with EXDUS staff, spreading
slice and rain fire with swift agility. your reputation as a Venator

150
Loadout
1 MOVE/ 1 SAVE / 1 HIT / 1 AIM / 1 CAST

Game Plan
Each Venator's approach to combat is
different, but generally they want to get right
into the fight, performing death-defying
acrobatics with their weapon, and can
debilitate foes using their elemental gunfire.

Assigning Die Values


Choose your highest Action Die based on
what you expect to specialise in during
combat: if agile movement, prioritise MOVE; if
using your hybrid weapon to deal damage,
prioritise HIT and AIM, and so on.

Starting Ability - Venator


Iconic Weapon Fire
Fire spreads, dealing half damage to all
Unique Mechanic enemies within 1 Tile of the target.

A Venator takes pride is creating a unique


weapon that perfectly expresses their
Ice
Target is covered with ice, and is inflicted with
individuality as a fighter.
Slow until the end of the Round. If successfully
Slowed, additional shots will deal Stun instead.
Your Loadout only starts with 5 Action Dice,
but you gain access to a list of Weapon
Customisations to create your Iconic Weapon Wind
at character creation. How you customise this Target is repelled. Add half your CAST Die's
weapon determines the remaining 5 Action max value to the Displacement stacks.
Dice you place into your Loadout.
Earth
Elemental Ammo Creates a 1x1 rock barrier if fired at an
Your Iconic weapon is also manufactured to unoccupied Tile. If fired at a target, it encases
use specialised elemental ammunition that them in stone and Roots them.
deals additional effects when fired.
Lightning
When creating your Venator, choose two of Target is struck with electricity and Staggered.
these ammo types. You are always assumed If successfully Staggered, additional shots will
to have enough of them for your Iconic deal Stun instead.
Weapon.
Gravity
You can spend 1 Action Die of any type to load Creates a gravitational rift that pulls a target
your Iconic Weapon with one of the following towards you according to the number rolled. If
ammo types, which grants your HIT or AIM the shot doesn't reach, it explodes and any
Dice its effects until your Loadout resets. foe within 2 Tiles of it are Displaced towards its
centre. Can be harmlessly fired on allies to
Rather than ammo, you can also flavour this is pull them towards you.
a weapon-wielding magic user who wields
the elements. Hardlight
Creates a 1x1 hardlight Shield on a Tile. Blocks
or absorbs any one instance of damage
impacting that Tile, then is destroyed. Can be
fired harmlessly on an ally to grant them this
Shield.

151
Weapon Customisation whenever your Weapon is in shielded form,
and you may add 2 SAVE Dice to your
Iconic Weapon Loadout.

You attended a Venator academy and forged


your own weapon there. Some treat them as Step 3: Ranged Form
perfect mechanical extensions of themselves,
while many name them and even treat them
Anti-Materiel Frame
as their child of sorts.
Your Weapon has a powerful ranged
component. When you use your AIM Die, you
Choose one option from each step to forge
always deal that Die's maximum range and
your Iconic Weapon's traits. Take the given
damage, i.e. a d10 AIM Die with this Weapon
Action Dice given from this trait and add them
will always deal 10 damage minimum. You
to your Loadout.
instead roll the Action Die for any additional
range and damage dealt on top of that. A
Step 1: Main Configuration maximum roll is then treated as a Crit. You
Choose your Iconic Weapon's primary form.
may add 1 AIM Die to your Loadout.

Infused Rapid Fire


Its primary form can be used as a magical
Your Weapon is suited for short-ranged
focus to channel elemental ammo and
harrying fire. When you roll your AIM Die, its
energy. This could be a rapier with a magical
range and damage is halved, but it deals
cartridge. Add 1 CAST Die to your Loadout.
damage three times. You may add 1-2 AIM
Dice to your Loadout.
Synergy
Its primary form can be used to perform a
Bombardier
melee and ranged attack at the same time.
You learn the Explosive Ammo Technique, and
For example, a giant hammer that uses
cannot make ranged attacks with this
grenade cartridges to execute powerful
Weapon without using this Technique. When
strikes. When performing an attack this way,
you roll a Critical on a first level explosive shot
roll both your HIT and AIM Die at the same
(1 Tile Star), it automatically becomes a 2nd
time, rolling both die for the damage and
level explosion instead (3x3 Box). You may
effects dealt, including propelling yourself and
add 1 AIM Die to your Loadout.
repelling an enemy if desired.

Lance Shot
Shifter Your Weapon is suited for precise, piercing
The Weapon is able to transform between two
fire. It always has a range and damage equal
or more forms - typically a melee form and a
to half your AIM Die's max value, and pierces
ranged form. One of its primary forms can be
all enemies behind the first target for half its
a Synergy or Infused type.
damage (rounded up). You may add 1 AIM Die
or 1 MOVE Die to your Loadout.

Step 2: Melee Form Spreadshot


Your Weapon is deadly to all targets up close.
Large Weapon When you roll your AIM Die, the number rolled
You learn both the Lunge and Cleave is halved for its range, but doubled for its
Techniques. You may add 1-2 additional HIT damage. Any enemies within 1 Tile of the
Dice to your Loadout, and 1 SAVE Die. target take half that damage. You may add 1-
2 AIM Die to your Loadout.
Agile
Your Weapon's primary form permanently has Magical Focus
Accuracy 2, and you learn the Recovery Strike Your Weapon is precisely crafted to channel
Technique. You may add 1-2 additional HIT magic. Your weapon gains Accuracy 3 when
Dice to your Loadout, and 1 MOVE Die. using elemental ammo, and you learn the
Improvised Element Ability at no cost. You
Shield may add 1 AIM Die or 1 CAST Die to your
Your Weapon has a shield, either as a Loadout.
separate piece or as part of its
transformation. You gain 2 ADAMANT

152
Step 4: Final Tally When you choose this feature, you may
discuss with your GM who this legend is. Your
Tally the total number of extra Action Dice Venator may not know the person's name,
gained from your Weapon's forms. The total and will have to slowly uncover more details
number of Action Dice gained cannot exceed about this legend, their name and famous
5. If there are any unassigned Action Dice deeds across the events of multiple Voyages.
remaining, assign the remaining Dice to your
MOVE or SAVE. When you first awaken to your Visage, you
gain a small amount of power associated
with that legend, which your GM balances.

Ability List Your Venator can then invoke their Visage and
draw from its power. Here are some examples
below:

Improvised Element The Girl In The Rose Hood


Once per combat, the Venator can spend 1
Unique Ability
Action Die to have their body disintegrate into
1 EXP
a cloud of rose petals. While in this form, they
Cost: 1 CAST Action
cannot attack or cast magic, but can use their
Area: 1 Tile Star MOVE Actions to freely move in any direction,
You can take one of your elemental ignoring all obstacles and entities except for
ammunition and throw it as an improvised solid walls. At any time, they can then
explosive. Roll your CAST Die for the distance reassemble themselves at no cost.
thrown and damage dealt in a 1 Tile Star area,
dealing that element's effect to the first target
The White Snow Princess
hit.
The Venator can control magical glyphs that
resonate with elemental power. Whenever
they use elemental ammo, they can spend 1
Chain Form CAST Action to have it take the form of a
Unique Ability Glyph that has that element's properties. This
Glyph can be conjured up to a distance rolled
2 EXP
from their CAST, and will last in place until the
Free Action
end of the Round.
One of your Weapon's forms allows you to
remotely swing it using a link or chain,
extending its range. When done this way, your The Thundering Hammer God
HIT or AIM Die gains 2 additional Tiles of range. Once a combat, whenever the Venator takes
This can be done once a Turn. damage, they can choose to store all
damage taken that Round. This damage is
converted into special Dice that last until the
end of their next Round, equal in value to their
Hunter's Visage CAST Die. Their next attack is empowered, and
Unique Ability all those special Dice are added to its
3 EXP damage and effects.
As a Venator, you are not only taught the
weaponsmithing arts at your Academy, but The Trickster Monkey King
also educated about the ancient tales of the The Venator can spend 1 CAST Action to
Old World - tales that no doubt inspired you to create an astral clone of themselves. By
take up the mantle of a Venator in the first rolling that CAST Die, they can have that clone
place. move and attack within the same action,
rolling the CAST Die for the distance travelled
Sometimes, the World Tree's strange and damage dealt. They can create multiple
ontological power reaches through time and clones this way, but each clone immediately
space, and your soul becomes intertwined disappears after taking one instance of
with the legend of someone from the past, damage or at the end of the Round.
whose name you may not recognise,
awakening you to your Visage.

153
Ammunition Training Visage Evolution
Unique Ability Potential I
4 EXP You unlock more of your Visage's potential,
You train yourself to learn using another type learning more about the legend behind its
of elemental ammunition, adding it to your power and granting it stronger effects.
equipment and fighting style. This can be
learned multiple times. You do not learn this Ability. Instead, your GM
decides an appopriate time during a Voyage
that you would awaken it. It can happen at
any time after you reach Potential I, but does
Switch Frame not have to be immediately, but would
Unique Ability happen before you reach Potential II. This
3 EXP special awakening would be usually happen
You declare whenever you switch your Iconic at a time of great need or sacrifice in your
Weapon's forms to perform attacks, each time Voyage, pushing you to your limits. You learn
you switch forms to perform a new attack the true name of your patron legend.
immediately after the first, that next attack
has Accuracy 4. If you switch forms a third After this initial awakening, it lies dormant
time, that attack gains Truestrike. again, and you may spend your Downtime to
train it to the point you can consistently use it.
Your GM decides how much EXP you would
invest into this, and whether it should be
Tag Team Strike trained across the span of multiple Voyages.
Unique Ability
4 EXP
Whenever you use a Reaction to follow up on
an ally's attack, your Weapon has Accuracy 4.
Visage Actualisation
If another ally Reacts to your attack and you Potential II
React to that second ally, your Weapon also As with Visage Evolution, your GM determines
gains Truestrike. when you would awaken your Visage again.

Your Visage awakens a second and final time,


growing into its full potential. You learn the
Landing Strategy nature of your legend and its resonance with
Unique Ability you. You no longer walk as a mirror of its echo
3 EXP on the New World, but in many ways become
Reaction that legend itself, reborn into the second
Cost: 1 AIM Action world under a new name and body - yours.
If you become Displaced by a hostile action,
you can spend 1 AIM Die as your Reaction to
fire and propel yourself up to the distance
rolled, recovering control of your body and
landing.

Air Reload
Unique Ability
3 EXP
If your last AIM Die was spent but you still have
Actions remaining, you can spend an Action
Die to perform a quick reload as a single
Action. For every Die you spend, you regain
that many AIM Dice into your Loadout.

This can also be done in mid-air, e.g. if you


spend your last AIM Die to propel yourself
Airborne.

154
Tsuki, Armsmaster of Voyage Team
Aquila

155
Armsmaster
Peerless Adaptive Blademaster
Recommended Faction Primary Action Dice
Dust HIT

Common Sapient Venture Origin


Kaibi Martial Combat

Lore Play as an Armsmaster if you like:


A type of warrior class originating with the > Finishing off waves of enemies with flashy
Kaibi. Historically, the wandering Yongryun attacks
clans of the Kaibi nobles faced many dangers > Playing the DPS in games
during their troubles - political enemies that > Playing a cool samurai-esque warrior
needed putting down and heirs to protect.
This led to the creation of a warrior class that Strengths
served those noble families, owing them their Amazing damage and skill expression
whole lives. potential

However, since their arrival in Dust, many of


Weaknesses
these family clans were humbled from their
Requires a large EXP investment in Abilities
experiences in the hard wilderness - those
and Techniques to really shine; lacks
married to tradition often died with it. The
meaningful ranged attack options
warrior class began teaching their martial
skills to others - gaining much popularity in
the Sentinarium - and freely joined whichever Venture Origin
cause they most believed in, leading to the Martial Combat
Armsmaster we know today. You are well-versed in the art of melee
weapons. Much of your learning is spent
Armsmasters in Dust typically are the poring through martial treatises and
enforcers of their Clans or mercenaries, and a challenging fellow fighters to friendly duels
large majority of them tend to prefer the and sparring matches.
elegance (and sheer coolness) of wielding a
type of curved Yongryun sword called a LORE - Weapon and martial treatises,
Katanattha. different types of weapons
DARE - Duels (formal and impromptu),
Playstyle sparring matches
An Armsmaster is a self-sufficient damage SENSE - Discerning killing intent, finding weak
dealer who has many tools to dispatch points in armour
swathes of presumptuous foes and keep TOOL - Maintaining weapons and armour,
themselves safe. Their main focus is on disarming an opponent
learning martial Techniques and bringing out FACE - Psyching out an opponent,
their full potential. challenging to a duel

The Armsmaster has many tools specifically


for Taunting enemies, provoking them into
fighting so that they can prove themselves in
combat, thereby diverting attention from their
allies. They have Abilities to help their Instant
Dodges to better evade and punish their
would-be pursuers.

156
Loadout
4 HIT / 2 MOVE / 2 SAVE / 1 AIM / 1 CAST

Game Plan
Use your MOVE Dice to get into position and
utilise your HIT Dice to dispatch of nearby
enemies as efficiently as possible.

This will most certainly draw the attention of


enemies towards you, so be sure to use your
SAVE Dice to avoid their most dangerous
attacks.

Assigning Die Values


Your highest value dice should be on your HIT
Dice to maximise your damage output. Your
next highest value may be assigned to SAVE
to help you survive better. If you have an
emergency ranged option (like a sidearm),
assigning a fair value to AIM may be useful.

Starting Ability - Armsmaster


Battler's Stance HIT Die - Sharpened
All your attacks gain Accuracy 3.
Unique Mechanic

During combat, you adapt to each situation MOVE Die - Evasive


using a specialised combat stance, which Every time you perform an Instant Dodge and
empowers your combat ability. there is an enemy in range, you can make an
attack against them. The damage dealt is
You can spend an Action Die to assume a rolled from the Action Die you spent to
Stance (free Action). The type of Action Die perform the Instant Dodge.
you spend determines the type of Stance you
take, which can only be done during your SAVE Die - Guarded
Turn. You then gain the benefits of this Stance If you successfully SAVE against an enemy
until you change your Stance again, or until attack, you can make a free attack against
the end of the Round. You can only gain the them if they are in range.
effects of one Stance at a time.
AIM Die - Piercing
All your melee attacks can automatically
repel enemies. The distance is equal to half
the damage dealt.

CAST Die - Focused


All your attacks ignore the target's ADAMANT
equal to half the damage you deal.

157
Ability List Dual Cutter
Unique Ability
Shockwave Strikes 3 EXP
Unique Ability If you roll a Crit on your HIT Die, you can
2 EXP perform a second attack for free. Roll your HIT
Cost: 1 CAST, Free Action Die for its damage, which does not count
When you use an attack or Technique, you towards your Loadout.
can spend 1 CAST to have that strike send out
a shockwave of steel, inflicting damage and
Stagger to any enemies up to 3 Tiles behind Subjugation of Steel
the original target. Roll your CAST Die for the
Unique Ability
damage dealt.
5 EXP
Your Piercing Stance can now repel enemies
at a distance equal to your full damage roll.
Concussion of Steel
Unique Ability
2 EXP Reckless Blade
Technique - Driver
Unique Ability
Driver also gains Stun +1 for every Airborne
3 EXP
stack the enemy accumulates before
When using Guarded Stance and you perform
crashing down.
your free attack after a successful SAVE, you
can choose to instead roll any number of
those SAVE Dice and add them to the damage
Deflect Artillery dealt. If this reduces the target's Resolve to 0,
Potential I those SAVE Die are returned to your Loadout.
4 EXP
Technique - Deflect Projectile
By spending an additional Action Die of the Barrage Blade
same type (free Action), your Deflect Projectile Unique Ability
Technique can be used to deflect large
4 EXP
projectiles, such as bombs, cannonballs and
Technique - Flurry
even magic (don't think about it too hard).
When you execute Flurry, it deals 2 damage
per hit instead of 1.

Steelstreak
Potential I Iai Strike
5 EXP
Unique Ability
When you reduce an enemy's Resolve to 0,
3 EXP
you regain 1 HIT Die and can use it as an extra
You can spend any number of Action Dice
Action. You can chain this Ability multiple
from your Loadout to sheathe your blade,
times if you use your next Action to spend a
charging a powerful slash. Every 2 Dice spent
HIT Die against another enemy - otherwise,
charging this attack costs 1 Action. When you
you can only do this once a Round.
unsheathe, roll all of them and add them to
the total damage dealt. This attack has
Truestrike.
Sharpened Acumen
Unique Ability
3 EXP
When using your Sharpened Stance, you now
increase your Accuracy to 4. You can learn
this Ability multiple times to increase its
Accuracy by +1.

158
Iai Art: Swallow's Iron Phantom
Flight Unique Ability
2 EXP
Unique Ability
Cost: 1 Action Die
3 EXP
At any time your after-image acts, even when
When using your Iai Strike, you can also dash
it misses, you can spend an Action Die of any
forward with Movement up to half the total
type to instantly teleport to the after-image's
damage rolled. You travel in a straight line,
position, and immediately attack an enemy in
and any enemies in your travel path are
range. The damage dealt is rolled from that
struck with half that damage. These
Action Die.
sebsequent targets are not affected by
Truestrike.

After-Image Reactive Evasion


Unique Ability Unique Ability
3 EXP
3 EXP
Free Reaction
Cost: 1 CAST
If you perform an Instant Dodge outside of
You attack so fast as to appear to be in
your Turn or successfully SAVE against an
multiple places at once. Whenever you
enemy action, you can choose to
successfully hit with an attack, you can
immediately assume the Evasive Stance or
choose to spend 1 CAST as a free Action to
Guarded stance as an free Reaction, giving
create an Invulnerable after-image that
your Dodge its free attack benefit.
makes that attack in your place.

This after-image then moves, performs


Techniques and takes Actions in your stead, Perfected Mirror's
as if you were the one taking those Actions.
This after-image has any benefits from your
Edge
Stance and any movement related bonuses, Potential II
such as from the Combat Weave technique. 6 EXP
Your after-image disappears if it misses an Free Action
attack or an enemy successfully makes a When your after-image successfully attacks,
SAVE against it. you may also perform a free attack at the
same time towards an enemy in your range,
At the end of your Turn or if you choose to dealing the same amount of damage.
dismiss it early, your after-image returns to
your original location when you started your
Turn.
Resonant Image
Unique Ability
2 EXP
Adaptive Stance Free Action
Unique Ability If your after-image disappears early from
4 EXP missing an attack or if an enemy successfully
If you reduce an enemy's Resolve to 0 while rolls a SAVE against it, you can spend your
assuming a Stance, you can choose to switch SAVE Die to maintain its form and presence.
to a different Stance at no cost.

159
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160
161
Gundrifter
Wandering Mystic Gunslinger
Recommended Faction Primary Action Dice
Sentinarium AIM

Common Sapient Venture Origin


Amerusan Firearms

Lore Venture Origin


You are a wandering warrior from the far-off Firearms
land of Amerusa: a legendary bygone land As a Gundrifter, you live and die by the bullet.
covered in red glass. You travel the world Your particular choice of firearms are
alongside arms dealer caravans and fellow powered by Red Glass, a mineral found in
Gundrifters, faithfully adhering to the Way of abundance in Amerusa.
the Bullet.
While less refined and stable than Paladite,
Playstyle which is used in most modern EXDUS firearms,
The Gundrifter loves guns, to the detriment of there is a primal power and raw volatility to
literally everything else. They fight with their Red Glass that many Gundrifters swear by.
guns, they travel with their guns, sleep with
their guns, treat their guns as a living soul... If It reminds you that the gun holds power over
there is a problem you can't solve with your life and death, and you are merely its
gun, then perhaps your faith is lacking, in custodian - always beholden to its favour,
need of trial by gunfire. judging if your character is true, whether you
wield its strength for justice or not.
Play as a Gundrifter if you like:
> Playing a fantasy cowboy LORE - History and classification of firearms
> Doing trickshots and cool stunts with old- and bullet calibres, wilderness survival
timey firearms DARE - Gun fights and duels, target shooting
> Guns. SENSE - Calculating trajectory, aiming across
long distances
Strengths TOOL - Firearm maintenance and smithing,
High damage, able to solve many enemy- handling Red Glass
related problems by utilising their ranged FACE - Passing from place to place as a
attacks. stranger

Weaknesses
Useless at everything else; they are a
specialist in every sense of the word.

162
Loadout
6 AIM / 1 MOVE / 1 SAVE / 1 HIT / 1 CAST

Game Plan
Shoot everything that looks at you funny. If
you find yourself immobile, use your bullets to
propel yourself. If you're getting attacked a lot,
just shoot them back harder. Magic? What's
magic but that of the smoking barrel?

Assigning Die Values


While it is recommended to place your
highest value Die on AIM, you may also want
to consider a lower Die value to more easily
activate some of the Gundrifter's abilities,
such as some that grant special benefits by
rolling the highest number on your AIM die.'

Place one of your higher dice values on SAVE,


as you have very few options for preventing
damage to yourself.

Starting Ability - Gundrifter


Way of the Bullet Divine Bullet
Unique Mechanic Free Action
Once a Turn, when you fire your gun, you can
"The sun sets on the end of my barrel." choose to spend 1 Action Die of any type to
chant a short prayer - for your heart to guide
The Gundrifters are wandering gunslinger your bullet true and for your foe to find a
warriors. Known for their legendary mastery peaceful departure. You then roll your SENSE
over Red Glass firearms, they were an Specialty Die for Firearms.
important pillar of the Amerusan Colonies,
defending the innocent from bandits and The number rolled from your SENSE is added
other lawless folk. They have no set teaching, to your next AIM Die roll's Accuracy. This can
but typically are apprenticed by a senior exceed your AIM Die's maximum value.
Gundrifter, and are versed in the Way of the
Bullet: a set of tenets and moral code that all This means if you have an AIM Die of d10 and
Gundrifters follow. your SENSE roll adds 10 to your AIM roll, that
AIM Die gains 10 additional range and
Followers of the Way of the Bullet believe that damage than it would normally would be
their weapons are supernaturally empowered capable of.
and will reflect their own moral character - if
they serve justice and defend the innocent,
their shots will always fly true, and will even
find their mark where it would normally be
impossible. But if they betray these tenets,
they themselves will be no better than the
gun-toting criminals they hunt, doomed to
have their flames extinguished and to die
without dignity.

163
Ability List Absolute Grit
Potential I
Steel Portent 3 EXP
You have additional ADAMANT based on the
Unique Ability number of unused AIM Dice in your Loadout.
3 EXP
Once you use your AIM Die to shoot, if you
follow up with another AIM Action in the same
Turn, that next shot gains Accuracy 2, and Omen to Outwit Death
increases by 1, as long as you follow up with Potential I
another AIM attack. The maximum Accuracy 3 EXP
is equal to half your AIM Die's value. Reaction
Cost: 1 AIM Action
Range: Global
The Ace's Step
Unique Ability "Today, we say no to the calamity that so readily
4 EXP took our home."
Free Action
If you roll a Crit on your AIM Die, you can When a hostile attack or Ability is made
choose to move up to 2 Tiles in any direction against you, roll your AIM Dice against it, as if
(including diagonally) and shoot again, rolling you were rolling a SAVE. If successful, you fully
your AIM Die at no cost. As long as you keep dodge out of its range and immediately make
rolling Crits on your AIM Die, you can repeat an Instant Attack and shoot the source from
this Ability. any distance, even if you can't sense them or
their location. Roll all the AIM Dice for the final
damage.

Gambler's Knife UPCAST: Add another AIM Die against the


Unique Ability hostile action.
3 EXP
Cost: 1 HIT Action
If you have a melee weapon, you throw it at God Bless the Lead
an enemy, rolling it as if it was an AIM Die. This
attack deals Honed damage. If you reduce Unique Ability
the target's Resolve to 0, you immediately 3 EXP
regain the HIT Die you spent. Free Action
If a target dodges or SAVES against your
Instant Attack, you can spend 1 SAVE Die to
call upon your gun's blessing. The bullet
Truthseeker ricochets off a nearby surface and hits the
Unique Ability target with Truestrike.
3 EXP
Cost: 2 AIM, 1 Action
If an enemy is out of line of sight but you are Anathema Round
aware of their presence, you can fire a bullet
that seems to impossibly find its mark. This Unique Ability
can be done by ricocheting the bullet off 2 EXP
various surfaces, or by willing the bullet to Cost: 1 CAST + 1 AIM, 2 Actions
curve and fly around corners and through You load a special bullet into your gun. It
tight openings. might be engraved with the receiver's name
or special runes, or perhaps hermetically
Roll 2 AIM to execute this, rolling both Dice for sealed with materials, such as mixing
the damage dealt. This shot has Truestrike. powdered bone into the gunpowder.

This bullet is fired as a ranged attack, and is


rolled from your CAST and AIM added
together. The target is also inflicted with Stun.

164
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165
Assassin
Deadly Stealth Infiltrator
Recommended Faction Primary Action Dice
Dust, Eyries MOVE, HIT

Common Sapient Venture Origin


Any Assassin Training

Lore Venture Origin


For as long as power structures began to take Assassin Training
root in the reborn world, so have its rulers Assassins are not merely thieves or contract
sought to enforce it through shadow and killers, but living weapons. This lifestyle has
blade. been impressed on you since childhood,
thrown into a world of intrigue and death.
You may be part of the Eyries' Storm Court as Through whatever circumstances it may be,
a member of its secret police, or a trained you've dipped your toes into the life of a
shinobi warrior in service to one of Dust's Voyager. Will you be able to recover - or
family dynasties. Both train young people, rather, discover - your humanity through this
typically orphans or members of vassal clans brief escape?
and realms, forming them into mortal
weapons to execute the will of the reign they LORE - History of your parent clan or rule,
answer to. assassin techniques and arts, along with the
names and details of your fellow assassins
Playstyle DARE - Infiltration, stealth, impersonation,
The Assassin specialises in single-target sneak attacks
elimination. Use a combination of stealth and SENSE - Listening for noise, searching for
mobility to find the perfect position, before entry and exit points
executing foes one after another. TOOL - Unlocking doors and windows, knife
throwing and handling, concealing weapons
Play as an Assassin if you like: FACE - Interacting with other assassins,
> Playing as a ninja or assassin in games assassin code words, blending in as a civilian
> Sneaking around unnoticed behind enemy
lines
> Deleting enemies with a single well-placed
strike

Strengths
Highly consistent single-target damage and
elimination, with a decent selection of survival
options for yourself.

Weaknesses
May end up vulnerable if caught far away
from allies without good options, and may
sometimes end up too far away from them to
benefit from buffs or other forms of help.

166
Loadout
3 MOVE / 3 HIT / 2 SAVE / 1 AIM / 1 CAST

Game Plan
An Assassin's primary job in combat is to
isolate single targets and take them down.
Their generous MOVE Dice allows them to get
into key positions quicker, while their HIT Dice
allows them to either take down single
enemies with ease, or deal a sizeable dent to
a boss or elite enemy.

Assigning Die Values


Prioritise HIT and MOVE to best navigate the
map and eliminate foes. Have a decent value
for SAVE, as you will likely be caught alone
behind enemy lines, far away from your other
allies.

Starting Ability - Assassin


Assassin's Strike
Unique Mechanic
An assassin is trained in dispatching single
foes as efficiently as possible, before slipping
away unnoticed. A single powerful strike is
crucial to succeeding in such a task. This can
be done to assassinate key targets, or silently
incapacitate any guards and potential
witnesses within a single blow.

When you perform a melee attack on your


target, you can Upcast as many HIT Dice as
you want into the attack, rolling your HIT Dice
for the damage dealt. All the HIT Dice will have
an Accuracy equal to the highest one rolled.

If this attack reduces the target's Resolve to 0,


these HIT Dice are refunded into your Loadout.

167
Ability List Scale Fortif ications
Unique Ability
Distant Takedown 3 EXP
Cost: 1 Action Die
Unique Ability
Free Action
2 EXP
You use equipment like grappling hooks and
Free Action
climbing spikes, you infiltrate hostile defenses.
Cost: 1 AIM Die Once a Round, when using your MOVE Die to
When performing your Assassin's Strike, you move, you can spend an Action Die move
can spend 1 AIM Die to make it a ranged along any ground-based elevations without
attack instead. Roll this AIM Die to determine expending extra Movement.
its range, and use your HIT Dice to determine
its damage dealt.

If this misses, only your AIM Die is spent, and Escape Art
you lose the effects of Stealth if you had any. Unique Ability
3 EXP
Reaction
Vile Shade Cost: 1 CAST Action
Trigger: You are surrounded by more than two
Unique Ability
enemies, or an enemy targets you outside of
3 EXP
Stealth.
Free Action
Cost: 1 Action Die You make a quick escape attempt through
If you were Stealthed and you successfully whatever means is nearby. Roll your CAST Die.
execute Assassin's Strike, you can spend 1 You throw down a smoke bomb or magically
Action Die to maintain the Stealthed condition create a cloak of darkness around yourself,
on yourself. creating a 3x3 Box area that Impairs all
enemies within, lasting until the end of the
Round.
Slip Into Shadow
You then become Stealthed and gain
Unique Ability
Movement equal to the number rolled.
4 EXP
Before combat starts, you always become
Stealthed when taking your opening
movement, describing how you do so. Substitution Art
Unique Ability
3 EXP
Conditioned Body Reaction
Unique Ability Cost: 1 CAST Action
If an enemy attacks you, you can spend a
2 EXP
CAST Die as a Reaction to avoid that attack
Assassins are trained to override their own
entirely, switching places with an object within
sense of pain and emotion, allowing them to
your line of sight. You then occupy the Tile
push beyond normal limits.
that object was on.
You spend time training this in Downtime,
either at your original base or by yourself. At
the end of this training, you permanently gain Suppress Presence
1 ADAMANT. This can be learned multiple
Unique Ability
times, once every Voyage.
1 EXP
When you take a MOVE Action, you can halve
the Movement gained from your MOVE Die roll
to gain the Stealthed condition.

168
Hidden Observer Distract
Unique Ability Unique Ability
2 EXP
1 EXP
Cost: 1 Action Die
Cost: 1 Action Die
While you are Stealthed and there are
You perform an animal call, toss a coin or
enemies or other features near you, you can
perform some other action to draw an
spend an Action Die to perform a SENSE Skill
enemy's attention towards a specific spot.
Challenge to observe them for abnormalities,
That enemy must not be actively engaged in
snippets of conversation, weaknesses, or any
combat.
other pertinent information. The further away
the observed targets are, the less information
Roll your Action Die and describe this
can be gleaned from them unless the
distraction. Choose a location within a Tile
Assassin rolls a Fortuitous Success.
distance of you equal to your roll. The target
makes a SAVE against your roll (no Loadout
cost). If they SAVE, they ignore the distraction
Messy Execution or did not perceive it. If their SAVE fails, their
Unique Ability attention is drawn to that Tile, and they make
a Reaction to spend their MOVE Dice to
3 EXP
occupy that Tile and search it. If they have no
Free Action
MOVE Dice in their Loadout, they use a
If your target dodges or succeeds a SAVE
different Action Die instead.
against your Assassin's Strike and they are still
1 Tile near you, you can quickly strike them
with a weaker attack as a free Action. Its
damage is equal to your highest HIT Die used The Job Must Be Done
in your Assassin's Strike. Unique Ability
1 EXP
Alternatively, you can spend an AIM Die as a
1 SAVE Action
Reaction to shoot them from range instead.
An assassin knows their own body inside and
out, able to redirect strikes to miss their vitals,
and pop dislocated joint back into place. As
Impersonate an Action, you can spend 1 SAVE Die and
Unique Ability restore your Resolve by the number rolled.
3 EXP
UPCAST: Roll another SAVE Die for Resolve
Cost: 2 Action Dice
If you defeat an enemy and were Stealthed, restored.
you can immediately drag them aside and
attempt to impersonate them, either through
transformation magic or by taking their Swift Disengage
clothes and dressing as them.
Unique Ability
1 EXP
When you impersonate an enemy, other
enemies will not be hostile to you unless you Free Reaction
take a hostile action against them. If that When you fail a SAVE against a hostile action
enemy is currently engaged in combat and and take damage, you can spend 1 MOVE Die
targetting an ally, you are considered as a free Reaction to jump away and create
Stealthed to that enemy. distance between you and the opponent,
rolling the distance covered.

Pinpoint Weakness
Unique Ability
2 EXP
If you successfully observe a target and learn
a weakness of theirs using Hidden Observer,
your first attack against them is Honed.

169
Finish The Job
Unique Ability
3 EXP
Reaction
An assassin is a tool to accomplish the will of
others, their lives as much as a weapon as
their blades. When caught in the jaws of
death, only one thing remains in mind: "Bite
back as hard as you possibly can".

Once a combat, if you become Endangered


and are within 1 Tile of the opponent that
reduced your Resolve to 0, you can spend any
number of your remaining Action Dice as a
Reaction to perform a final attack against
them. Every Action Dice spent increases your
Risk by that amount.

Roll all these Action Dice for the damage,


which benefits from Assassin's Strike. If the
Accuracy bonus exceeds those Action Dice's
values, they roll their max value.

170
Ostius, Field Medic of Voyage Team
Scorpio
Field Medic
Battle-Hardened Healer
Recommended Faction Primary Action Dice
EXDUS SAVE, MOVE

Common Sapient Venture Origin


Any Medicine

Lore Venture Origin


You are a trained medical specialist of EXDUS. Medicine
Whether through magic or medicine, you Your Voyager is trained in the study and
have dedicated yourself to the care and application of modern medicine. You likely
safety of others, keeping them alive through studied at a formal medical academy to earn
combat and hardships. your certification, alongside your combat
training.
Playstyle
The Field Medic is a mobile skirmisher, able to LORE - Medical training, anatomy of different
move with ease through the battlefield, Sapients
coming to the rescue of allies while firing DARE - Emergency first aid, rescue
upon hostile enemies. operations
SENSE - Estimating the seriousness of
Play as a Field Medic if you like: wounds
> Playing a military medic TOOL - First aid, on-site surgery
> Playing a badass, war-worn support FACE - Calming patients, seeking entry into
character conflicts to aid wounded
> Being a healer, but...

Strengths
Great skirmisher who can always add a little
bit of consistent damage and healing to any
situation

Weaknesses
Few offensive options when not healing or
near hurt allies

172
Loadout
3 SAVE / 3 MOVE / 2 AIM / 1 HIT / 1 CAST

Game Plan
The Field Medic's objective is to be able to
move around the battlefield and assist
wounded allies on a moment's notice. Using
your firearm, you lay down suppressive fire to
strongly discourage foes from hurting them
again.

Assigning Die Values


Assign your highest values to SAVE to best
heal your allies. Being fairly versatile, you can
build your Medic as you wish - whether
prioritising their MOVE to make them more
mobile, AIM to make them a reliable damage
dealer as well, or even HIT for when you want
to whip out your multi-tool survival axe to
punish some wrongdoers.

Starting Ability - Field Medic


Combat Medic
Unique Mechanic

You are dedicated to the treatment and


rescue of others, no matter the cost.

When you see an ally who loses at least 1 SAVE


Die to hostile damage or becomes
Endangered within your line of sight, you can
immediately spend 1 MOVE Die to move
towards that ally as a Reaction. This
movement can provoke Reactions from
hostile entities.

173
Ability List
Resuscitate Guardian Angel
Unique Ability Unique Ability
1 EXP 2 EXP
Cost: 1 SAVE Action If an ally would take damage that would
reduce their SAVE Die, you can use your
Range: 1 Tile
Combat Medic trait to attempt to reach them
Whenever an ally has damaged Resolve, you
and take the hit in their stead, placing yourself
can move next to them and administer
between that ally and the attacker, occupying
emergency first aid. Roll 1 SAVE Die and restore
that ally's space if needed.
that ally's Resolve by the rolled amount.

Done this way, when you take this hit instead


and choose to SAVE against it, your ally's
Call To Action original SAVE roll is added to this as well.
Unique Ability
3 EXP
You are driven to rescue, steeling your mind Intense Rescue
against distractions. For every ally on the field
below half Resolve, you gain 2 ADAMANT
Measures
against all hostile Conditions inflicted on you. Unique Ability
For every ally over half Resolve, you gain 1 3 EXP
Accuracy instead. Range: 1 Tile
Cost: 1 Action
If you are next to an ally who is inflicted with a
Avenging Paramedic Condition, you may roll any number of SAVE
Die to cleanse them of it as a Reaction.
Unique Ability Describe how you do so - slapping some
2 EXP sense into them when they're Stunned,
Free Reaction catching them when they're Staggered, etc. If
Whenever you use your Combat Medic trait to an ally is Displaced and flies towards your
move to an ally, you can spend 1 AIM Die as a path, you can also use this to catch them and
Reaction to fire at an enemy. This attack has stop their momentum.
Truestrike.
Your SAVE roll must be higher than the
maximum value of the Action Die the hostile
Neutralise Threat source used to inflict the Condition on your
ally.
Unique Ability
2 EXP
Reaction
Whenever an enemy makes a hostile action of Rescue Drone
any kind against you or an ally, regardless if Unique Ability
they hit or miss, you can spend 1 AIM Die as a 4 EXP
Reaction to fire at them. If this enemy Cost: 1 CAST Action
successfully damages an ally, this Reaction You spend 1 CAST Die to deploy a medical
attack gains Accuracy 3. drone that can be remotely commanded to
monitor the battlefield, lasting until destroyed.
You can learn this Ability multiple times to The drone has 10 Resolve, and has 10 free
increase this Reaction's Accuracy by +2 this Movement per Turn.
way, up to half your AIM Die's maximum value.
Once a Turn, you can roll a SAVE Die and have
the drone heal an ally within 1 Tile of it.

You can spend an Action Die of any type to


have the drone self-destruct, damaging all
enemies in a 3x3 area, rolling that Action Die
for the damage dealt.

174
175
Armiger
Heroic Standardbearing Knight
Recommended Faction Primary Action Dice
Aeden SAVE

Common Sapient Venture Origin


Aedean Armiger Order

Lore Venture Origin


Throughout all of Aeden, the Armigers enforce Armiger Order
order and peace. Established since the You are a citizen of Aeden who has been
earliest days of Aeden's history, these heraldic accepted into one of its many Armiger Orders.
knights and warriors, devoted to the heroic Decide which Order you came from: its name,
ideal, stepped up to guard early settlements emblem and heraldry, as well as what they
from the elements, hostile creatures and specialise in: matters like monster-culling,
opportunists. Over time, these knights formed escorting trade caravans or garrisoning
Orders, each sharing jurisdiction over different towns.
Relic Cities and areas throughout the Known
World. With the formation of EXDUS and the Jet
Corps, the training of Armigers in recent times
Playstyle have been more standardised and updated
The Armiger hones in on the fantasy of a to modern technology and tactics. Now,
heroic warrior that rallies their allies into battle Armigers commonly fight with unique hybrid
using auras that grant them buffs. As such, weapons and using hologram-projecting
your Armiger can take varied appearances - gauntlets to track their surroundings and the
a heavily armoured knight with a tower shield location of their allies.
and mace, a warrior using a giant magic
sword, or a swift fencer from a noble family. LORE - Your Order: its names, heraldry,
unique customs and their jurisdiction, and
Play as an Armiger if you like: that of other Orders that are nearby or well-
> Playing as a heroic knight, paladin or fighter known. Location of Relic Cities, trade routes
> Rallying your party using powerful area of and known threats in and nearby your
effect buffs centred on yourself jurisdiction.
> Getting your party right into the fight and DARE - Protecting civilians, fighting in
finding strength in numbers formation, tactical callouts
SENSE - Using your nav gauntlet to locate
Strengths your allies, reading Relic City maps and city
Boasts some of the strongest, most consistent layouts, discerning the customs and callouts
teamwide buffs in the game. of a different Order.
TOOL - Maintaining armour and weapons,
documenting your Order's deeds and
Weaknesses
activities
Limited range, as only allies within a close
FACE - Interacting with other Armigers,
enough distance of you can benefit from your
gaining the trust of Relic Cities and their
abilities.
citizens

176
Loadout
3 SAVE / 2 MOVE / 2 HIT / 2 CAST/ 1 AIM

Game Plan
An Exsourcer can utilise Talismans to buff
allies and debuff foes. You are also able to
create different Action Dice on the fly to get
just that extra HIT or AIM in to defeat a foe, or
MOVE to get out of the way of a hostile area.

Assigning Die Values


Prioritise your SAVE Die to maximise your
defense and your CAST for the power of your
teamwide buffs. If you wish to be an effective
frontline combatant or want to play more of a
heroic fighter than an armoured knight, invest
more into HIT instead.

Starting Ability - Armiger


Armiger's Presence Battle Presence
Cost: 1 CAST Action
Unique Mechanic
Range: Cn. 2 Tile Star
The spirit of battle empowers you and your
"Great deeds are not accomplished alone!"
allies, rallying them bravely onward.

You can spend 1 CAST Die to activate your Any HIT or AIM Die that your allies roll from
Presence, which is a 2 Tile Star area around within your Battle Presence gains Accuracy 1.
you, and lasts until the end of the Round. Your
Presence affects your allies, but not yourself, You can also spend an additional Action to
and you can only have one Presence active at increase this Accuracy bonus by +1, up to +3
a time. Some Presence Abilities will have a Accuracy.
cost from a different Action Dice than your
CAST.

If multiple Armigers are on the field, the


effects of the same Presence type do not
stack, but their areas can overlap, covering a
larger area.

You start by learning Battle Presence.

177
Ability List Stalwart Presence
Unique Ability
Guts 3 EXP
Cost: 1 CAST Action
Unique Ability
You can activate a Presence that steels the
2 EXP fortitude of others. While in your Presence, all
Cost: 1 SAVE Action allies have +1 ADAMANT.
You steel yourself with the will to endure. Until
the end of the Round, if you would take You can spend an additional Action to
damage that reduces your Resolve to 0, you increase this ADAMANT bonus by +1, up to +3
regain 1 Resolve instead and do not become ADAMANT.
Endangered.

Mark of the Endurer


Knightsblade
Unique Ability
Unique Ability 2 EXP
2 EXP Free Reaction
Reaction Cost: 1 SAVE Die
Cost: 1 HIT Action Once a Round, you can choose a hostile
If there is an enemy within 1 Tile of you that is Condition inflicted on you and negate its
attacking or using an Ability on an ally, you effects as a free Reaction. This does not affect
can spend 1 HIT Die as a Reaction to either its damage.
attack or repel them. If this exceeds their SAVE,
that attack or Ability is also interrupted.

Mark of the
Challenger's Approach Encourager
Unique Ability Unique Ability
3 EXP 2 EXP
Cost: 2 Action Dice Mark of the Endurer can be used to negate a
You can choose an enemy to challenge, hostile Condition's effects on an ally within 1
inviting them to do so. If this enemy engages Tile of you instead. This cannot be done if you
in combat with you, all its attacks and Abilities are also inflicted by that hostile Condition.
against you gains Truestrike, while attacks
and Abilities against them gains Truestrike.
Resolute Presence
This effect begins when the enemy makes a
Unique Ability
melee attack against you, and you must be
3 EXP
within 2 Tiles of them to maintain this effect,
lasting until the end of the Round. This ends if Cost: 1 CAST + 1 SAVE, 1 Action
you are out of range, or if you are under the You can activate a Presence that boosts the
effects of Endangered, Stun or Fear. morale of others and lifts their hearts. Roll your
SAVE Die. All allies in your Presence have their
If your target refuses your Challenge, you can Resolve restored by the rolled amount. At the
use Provoke to force them to fight you, if you start of every subsequent Turn after yours, this
have this Technique learned. If done this way, continues to restore Resolve by half that
you may roll the two Action Dice spent on amount, for 2 Turns.
Challenger's Approach to Provoke the target.
You can spend additional CAST and SAVE
Action Dice as a second or third Action to
increase this restorative effect, rolling all these
SAVE Dice together.

178
Self-Encouragement Fearful Presence
Potential I Unique Ability
4 EXP 3 EXP
When you activate your Presence, you also Cost: 1 CAST Die, 2 Actions
gain its benefits. You can activate a Presence that demoralises
your foes. Roll your CAST Die. Your allies'
attacks stack Fear on enemies while in your
Rallying Presence Presence, equal to the number rolled.

Unique Ability
4 EXP
Cost: 1 MOVE Action
Battlef ield's Anchor
You can activate a Presence that drives your Unique Ability
allies forward. Roll your MOVE Die. If an ally 3 EXP
start their Turn within your Presence, they first For every Round that passes while you remain
MOVE Die spent gains a bonus to Movement on the same Tile and are not affected by
equal to the number rolled. Displacement or Airborne effects, you gain 3
ADAMANT. This resets if you move, become
You can also spend this Action for your Endangered or are inflicted with Fear or Stun.
opening movement before combat begins.
Done this way, your allies will still roll their
MOVE Die to determine their place in Initiative,
but they will all move in unison alongside you
Keep the Weapons
within your Presence's area when you take Down
your opening movement. Your first Turn will Unique Ability
then start with only two Actions. 3 EXP
Reaction
Cost: 1 Action Die
Protective Presence If an ally becomes Endangered and an enemy
Potential I takes a hostile action against them, you can
4 EXP React to stop them or appeal to their better
nature, causing them to hesitate and waste
Cost: 2 SAVE Actions
that action. Roll an Action Die of any type
You can activate a Presence that protects
against the hostile action.
your allies from harm. Roll a SAVE Die. While in
your Presence, all allies gain a bonus to their
If the ally is in your Presence and this Reaction
SAVE rolls equal to the number rolled.
fails, you can instead rush between your ally
and the enemy, moving yourself the distance
needed and having the hostile action happen
Focus Fire to you instead of your ally.
Unique Ability
4 EXP
If you initiate a damaging attack or Technique Keep the Wounded
against a target, any allied Reactions against
that target benefit from your Presence even if
Safe
they're not in it. This only applies to Presence Unique Ability
effects that apply to that particular Reaction. 3 EXP
You boost your conviction, knowing there are
If the Reacting ally is in your Presence, your vulnerable lives you must fight for. For every
Presence's effects are doubled on that action ally that becomes Endangered, leaves and
instead. remains out of combat, you gain 3 ADAMANT
until combat ends.

179
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180
Jedaine, Drakenought of Voyage Team Aquila
Drakenought
Jet-propelled Artillery Fortress
Recommended Faction Primary Action Dice
Sol Empire SAVE, AIM

Common Sapient Venture Origin


Shardlander Dragon Hunter

Lore Venture Origin


The Sol Empire has numerous military Dragon Hunter
divisions to secure its growing influence; The Drakenoughts were formed by the Sol
among them are its monster-slaying division, Empire to efficiently cull the rampant
the Drakenoughts. Dressed in red regalia dangerous wildlife that harry the Shardlands.
adorned with dragon parts and armed with a Chief among these pests are dragons, prone
powerful Wyrmsplitter artillery lance, they are to razing entire swathes of land and starving
fitted like a walking flame engine in order to many Shard villages from their repeated raids
face bestial foes much larger than on livestock.
themselves, fitted with a powerful incendiary
core that lets them rocket upwards and Fortunately, the Empire has fitted you to deal
ground mighty drakes and bring them low. with these loathsome creatures. If you're
equipped to deal with the most dangerous
Playstyle prey, then certainly any other lesser creature
The Drakenought is a powerful frontline becomes child's play by comparison, as well.
fighter specialising against large foes. They
create zones of denial to prevent others from LORE - Types of dragons, their physiology
passing and can propel themselves and their and weaknesses
attacks using their rocket-propelled armour. DARE - Climbing and mounting wild dragons,
rocket jumping
Play as a Drakenought if you like: SENSE - Tracking dragons by their footprints,
> Playing an industrial dieselpunk shed scales, flame-marked territory, etc.
dragonslaying knight TOOL - Maintaining Igneous Armour and
> Defying massive foes with flaming rocket Wyrmsplitter cannon, carving and harvesting
lances dragon parts
> Charging into battle with rocket engines on FACE - Asserting dominance over beasts,
your back military discipline, intimidating posture

Strengths
Superior zone control and durability, amazing
against larger foes and bosses.

Weaknesses
Very slow-moving and cumbersome unless
you activate your rocket engines to move.

182
Loadout
3 SAVE / 3 AIM / 2 HIT / 1 MOVE / 1 CAST

Game Plan
While your movement is limited, the
Drakenought can keep enemies locked using
their harpoon, and creates walls of fire that
prevent enemy advances. Use your Igneous
Armor to charge forward and break enemy
formations.

Assigning Die Values


Prioritise SAVE if you want to make your
Drakenought as resistant to damage as
possible, or AIM to maximise their incendiary
damage.

Starting Ability - Drakenought


Igneous Armour
Unique Mechanic

You can activate your Igneous Armour to


empower your attacks or movement. As a free
Action, by spending an Action Die of any type
to activate it, smoke-spewing thrusters ignite
on your back or legs, driving your body
forward. Add this Action Die roll into any MOVE,
HIT or AIM Die you roll to move or attack.

When you use this to move, you activate your


back rockets to charge forward. You add the
Action Die rolled to your MOVE roll, and if you
collide with an enemy, you roll both dice to
inflict damage and Displace on them.

Every time you activate your Armour this way,


it gains 1 Heat, which persists until the end of
combat. Once you accumulate 4 Heat, your
Armour overheats and you must wait a full
Round without activating it before you can
use it again.

183
Ability List Wyvern Jump
Unique Ability
Blast Harpoon 2 EXP
When you activate your Armour to increase
Unique Ability your movement, you can now use it to
1 EXP perform a rocket-propelled jump that covers
Cost: 1 AIM the same distance on the ground or vertically,
flying into the air. This jump can cross over
"Your right to the sky must be earned." chasms, short obstacles and entities.

You fire a harpoon from your lance at an You are considered Airborne, and are immune
entity, inflicting damage and Root stacks, to fall damage up to 12 Tiles. When you land,
immobilising it as long as the link is any entity in a 3x3 Box of your landing spot
connected. takes half damage and Displace stacks from
your combined roll. The entity directly under
Every Round you maintain this link, the target you takes full damage and is inflicted with
can roll their SAVE Dice to escape it. Their roll Stun instead.
must exceed your AIM Die's maximum value.

You can choose to detonate this harpoon,


which deals the initial damage again and
Impaling Flame
severs the link. Unique Ability
3 EXP
UPCAST: Add your AIM Dice to the damage If a target is within melee range, you can
and Root. perform Blast Harpoon or Whiteflame
Godcarver using a combination of your HIT
and AIM Dice.

Dread tooth Wall


Unique Ability Vengeful Teeth
2 EXP
Cost: 1 CAST + 1 AIM, 2 Actions
Unique Ability
3 EXP
Area: Cn. 5 Tile Line
Free Action
If an enemy manages to pass through a Tile
"Perimeter set. None may pass and live."
where Dreadtooth Wall is placed, that spike
explodes. Roll your CAST + AIM for the damage
You spend lay down a wall of spikes that spew
dealt (no Loadout cost). That Tile then
fire in a line. They last until the start of your
becomes regular terrain.
next Turn.

Medium or smaller entities cannot walk


through it, and anything that attempts to pass Embedded Greaves
will take damage equal to both your CAST
Unique Ability
and AIM Dice roll combined.
4 EXP
Cost: 1 Action Die
You modify your greaves with a special
mechanism that embeds pegs into the
ground. To activate this, you must spend an
Action Die of any type. You become Rooted
and immune to Displacement. This lasts until
the end of the Round, or until you deactivate
them at no cost.

You can also activate your greaves as a


Reaction. To do this, you must spend an
Action Die that is at least of d8 value.

184
Overflame Devious Leash
Potential I Unique Ability
3 EXP
3 EXP
Cost: Variable
Free Action
When you have an enemy tethered with your
Your Armour's maximum Heat is increased to
Blast Harpoon, you can spend up to 3 Action
5.
Dice to drag them with the chain and slam
them against the ground.
You can risk your safety to tax your Rocket
Armour. Once a Round, you can spend any
If your roll exceeds the target's SAVE and
number of Action Dice to Upcast your use of
ADAMANT, you slam them against any solid
Armour to empower your next Action in a
surface within 6 Tiles of you. Roll those Action
single burst. If this accumulates 5 Heat, your
Dice for the damage dealt, which also inflicts
Armour immediately overheats.
Stun.
If doing this causes your Armour to
accumulate more than 5 Heat, the remainder
Dice you rolled are also dealt to you as Improved Furnaces
damage. You cannot SAVE against this. Unique Ability
3 EXP
Every time your Loadout resets, your Armour
Whiteflame Godcarver reduces its Heat by 1.
Potential I
3 EXP
Cost: 2 AIM Actions Bestial Engine
Potential II
"How does it feel to burn in a flame more 3 EXP
terrifying than your own?" Your Armour's maximum Heat is increased to
6.
You stay in place and charge a powerful blast
of white flame with your rocket lance, While your Armour has maximum Heat, it
spending 2 AIM Dice to charge it. For every activates Drakenought Mode, wreathed in
Action after this, you can spend another 2 scorching flames and red-hot metal, which
Action Dice of any type to charge it further. Its causes all your HIT and AIM Dice to gain
effective distance is based on your highest Truestrike.
AIM roll. Your lance fires after you finish
charging. Roll the Dice for the total damage,
gaining Truestrike.

For every additional Action spent after the first


to charge this, you gain 2 ADAMANT and this
Ability gains Accuracy +2 for all AIM Dice.

185
Aeya-Duarna, Majikean Drakenought

186
Rivaan, Wahrsanguis of Voyage Team Scorpio

187
Wahrsanguis
Blood Magic Healer
Recommended Faction Primary Action Dice
Skotos SAVE, CAST

Common Sapient Venture Origin


Non-Viemor Blood Magic

Lore Venture Origin


You are a practitioner of blood magic from Blood Magic
Skotos - a living being who has learned to The core of the Wahrsanguis' gift is their sixth
survive in the land of the dead by sense for the flow of life in creatures, sensing it
manipulating your own life force. Whether as through walls and across horizons. It is akin to
a member of the Khaosjagd, or seeking a spiritual experience, a ritual that appears
acceptance or employment within the Known carnal and off-putting to the casual observer,
World, you can use your talents to heal others but to the Wahrsanguis, it is as sacred and
or fuel your magic from the life-force of your true as any sacrament.
foes. You even take hits head-on and
manipulate your life force, using your own The history of the Wahrsanguis is traced back
pain and wounds to make yourself and your to the first people to fall into Skotos. Rather
allies stronger. than dying and becoming Viemor, they
learned to safeguard their lives by
Playstyle manipulating their blood, concealing their
The Wahrsanguis is a martyr for their allies, presence from the carnivorous Tannin that
using their wounds to heal allies and damage dwell in Skotos, and guiding others who have
foes alike. They can manipulate life force in fallen into Skotos like them towards salvation.
strange and unsettling ways, and can even
speak with the souls of the dead outside of Eventually, their gifts were acknowledged by
combat. the Khaosjagd, who confer respect to them as
soothsayers and guides, as well as cunning
Play as a Wahrsanguis if you like: survivalists.
> Playing a blood mage
> Being a tank-healer hybrid who constantly LORE - History of blood magic, types of blood
teeters between life and death rituals
> Turning your foes inside out DARE - Forming blood weapons and
familiars, conducting blood rituals
Strengths SENSE - Sensing and tracking others via life
Amazing healing and tanking potential, which force
can even be converted to damage with TOOL - Conducting blood rituals, blood
certain Abilities. healing, blood concealment
FACE - Interacting with Khaosjagd members,
intimidating those who are disgusted by your
Weaknesses sacred duty
High risk and reward. Healing yourself and
allies can be inconsistent and risky because it
relies on your party receiving damage first.

188
Loadout
3 SAVE / 3 CAST / 2 MOVE / 1 HIT / 1 AIM

Game Plan
The Wahrsanguis barely attacks on their own,
instead focusing on healing allies with their
SAVE Die and using CAST Dice to convert
damage into healing, and vice versa. Having 2
MOVE gives them a little more leeway to help
position themselves near allies.

Assigning Die Values


Your SAVE and CAST Dice take highest priority,
as they will determine the potency of your
blood magic. Keep MOVE also relatively high
to ensure you can reach allies.

Starting Ability - Wahrsanguis


Bloodsense its exact position on the map as a brief flicker
of red in your mind's eye. You can tell how far
Unique Mechanic it is and its precise location, but not what it is,
Using your basic control over blood, you are its Size, surroundings or its state of movement.
able to conceal your living presence from
Tannin. Additionally, you learn Absorb Wounds:

A Wahrsanguis is able to sense and track


living creatures by sensing their lifeforce. You
Absorb Wounds
can use your SENSE Skill to track someone or
Reaction
something by the signature of their blood. The
GM can give you vague information about Cost: 1 SAVE Action
how recently the entity was present and the Range: 1 Tile
direction its signature leads to. Depending on
how hard they are to find, you may require "Put aside your disgust if you want to live."
several Skill checks to find them.
When you see an ally take damage and you
By using SENSE, you can also sense the are next to them, you can perform an Instant
presence of any living creatures or newly Reaction and roll from your SAVE Die against
deceased corpses within line of sight, but not that damage. Your Ally can roll their SAVE too.
nonliving entities like machines, elementals or
spirits. You can sense their number, along with If the total SAVE roll is equal or more than the
a vague knowledge of their positions, but no damage number, you successfully negate the
specific details about them. The presence of wound on your ally and heal your Resolve by
multiple entities close together may be the amount rolled from your SAVE. If the SAVE
confused for a singular large presence. is lower, your ally is spared but the full
damage is transferred to you instead.
Bloodsense In Combat
During combat, you are always able to sense UPCAST: Add another SAVE Die against the
or smell the drawing of blood or the passing instance of damage.
of life. If a living entity is injured, you can sense

189
Ability List Soul Husks
Unique Ability
Initiate of Undying 2 EXP
Cost: 1 CAST Action
Unique Ability
Every time an entity dies, it leaves behind an
1 EXP umbral husk where it perished, which remains
Free Action until you leave combat. At any time, you can
Cost: 1 CAST spend 1 CAST Die to choose a Husk within 4
Tiles of you and absorb it into yourself, healing
"Little by little, I become you." you for the amount rolled.

When you make a melee or ranged attack, Your GM may choose to multiply the amount
you may also roll a CAST Die to make that healed at no cost if the entity is of a larger size
attack vampirically heal you by the amount or quite powerful.
rolled.

Lost Whispers
Chaos Vitae Unique Ability
Unique Ability 2 EXP
2 EXP Cost: 1 CAST Action
Once a Turn during combat, you can drain Every time an entity dies, it leaves behind an
any amount of your Resolve and convert it umbral husk where it perished, which remains
into 1 Action Die of your choice, which lasts until you leave combat. At any time, you can
until the end of your Turn. The amount of spend 1 CAST Die to choose a Husk within 4
Resolve drained is equal to that Action Die's Tiles of you and absorb it into yourself, scrying
maximum value. into its final memories.

Your GM can choose to show you a


Eff igy of Unlife combination of a series of flashing images, a
smell, taste or echoing sound, a whispered
Unique Ability phrase or a sense of location of a place the
3 EXP entity was familiar with.
Cost: 1 CAST Action

"A false life's hatred is terrible to behold."


Chain of Unlife
You create an Effigy of bone and viscera on Unique Ability
an unoccupied space near you, up to a 2 EXP
distance equal to your CAST roll, lasting until it Your Effigy of Unlife gains Accuracy 2 when it
is destroyed. Your maximum Resolve is halved attacks. This can be learned multiple times,
and transferred to the Effigy; any damage it up to a maximum of half your CAST Die's
takes is dealt to you as well, and any damage value.
it causes heals you for the same. Tannin-type
enemies are naturally drawn to it and will be
instantly Taunted by it as long as it remains
on the field.
Volatile Viscera
Unique Ability
After spending your CAST Die to summon the 2 EXP
Effigy, you can control it. You can use 1 CAST When you spend your CAST Die to summon
Die to have it move and attack a single target your Effigy of Unlife, it creates an explosion of
in a single motion, using the same roll for its blood magic where it spawns in a 3x3 area,
distance travelled and damage. damaging all enemies by the amount you
rolled. You can heal from this damage.
You can dismiss the Effigy at no cost, and it
collapses into a pile of bones and blood.

190
Conceal Blood Stygian Transaction
Unique Ability Unique Ability
1 EXP 2 EXP
Outside of combat, you can use your blood When you become Endangered, Absorb
manipulation to conceal the presence of Wounds gains Accuracy equal to half your
another living person from being detected by SAVE Die's maximum value.
Tannin while you're with them in Skotos, and
as long as you're conscious. You can learn this
Ability multiple times to improve your power
to conceal multiple allies.
Bind the Blood
Unique Ability
During combat, you must spend 1 Action Die 3 EXP
every Turn to maintain this concealment on Cost: 1 CAST Action
all living allies on the field. Failing to do this will You can spend 1 CAST to immediately
reveal their presence to the Tannin. Trespass an Endangered entity within 6 Tiles
of you. They cannot SAVE against this.

Trespass If there is another Endangered entity within


the same range, you can CAST again to jump
Unique Ability into that entity's body, and can repeat this
3 EXP action as long as you have CAST Dice.
Cost: 2 CAST Actions
Anytime you damage an enemy that is within
6 Tiles of you, you can spend 2 CAST to
overpower them. The target must match or
Bloodseer
exceed your rolled amount with their SAVE Potential I
Dice. If they succeed, nothing happens and 4 EXP
you are refunded 1 CAST Die. Your Bloodsense becomes stronger. When
using Bloodsense to detect surrounding
If you succeed, you turn into a crimson entities, you are now able to accurately
shadowy wraith and enter the target's body. discern their Sizes and their accurate number
You can see everything within the entity's line if grouped together. You can also tell their
of sight while Trespassing their body. You are general emotional state by sensing their
able to remain in their body until the start of bloodflow and heartrate: whether they are
your next Turn, and the target is Stunned while awake, sleeping, unconscious, stressed, etc.
you are inside. Any damage dealt to the
target is dealt to both its own Resolve and You can also sense the presence of spirits and
yours. Viemor if they were formerly living creatures.

At the start of your next Turn, you eject When interacting with another living entity,
yourself from the target onto the nearest Tile, you can perform a SENSE Skill check to sense
and they regain control of their body. their state of mind. The higher the result, the
more accurately you are able to discern
details about them, such as their state of
mind, if they are lying, stressed or fearful, and
Beast of Burden and whether they have benign or malicious intent.
Blood You can also sense the presence of poisons
Unique Ability and diseases, whether on their person or in
their body.
1 EXP
Free Action
Whenever you spend CAST Dice to move your
Effigy of Unlife and you are next to it, you can
choose to ride on it, landing on a Tile next to it
once it stops moving.

191
Sacred Armour Bloodscrier
Unique Ability
Potential II
3 EXP
4 EXP
Cost: 1 CAST Action
Your Bloodsense is heightened further. When
You can spend 1 CAST to call your Effigy of
using SENSE out of combat to sense the
Unlife to you. It crosses any distance
presence of living creatures, you are able to
immediately and wraps itself around you as a
sense their movements and vague
protective shell.
surroundings. You can sense accurate details
about them: if they are running or airborne; if
Any remaining Resolve it has is absorbed into
they are holding a specific object and how
your own, and all your attacks while wearing it
heavily armoured they are, as you judge the
gain its benefits. The Effigy then breaks down
weight of these objects upon their skin.
after your Turn ends.
If you are familiar with these before, you also
know their exact species or Sapient type.
Imparted Death
If you are tracking an entity using Bloodsense,
Unique Ability
you are constantly aware of their distance
3 EXP
and movement. This can also be used the
Reaction
same way to track ethereal spirits or departed
If an enemy deals damage that would reduce
souls. However, this presence can only last in
your Resolve to 0 and Endanger you, you can
your mind as long as you are conscious.
roll any number of SAVE or CAST Dice against
that damage as a single Action. If your rolled
amount is equal or exceeds that damage,
that damage is instead dealt back to the
attacker, and they gain the same number as
Fear stacks.

Strange Simulacrum
Unique Ability
4 EXP
Your Effigy of Unlife can execute Techniques.

192
Aestelle, Keybearer of Voyage Team
Aquila

193
Keybearer
Noble Skyborn Warrior
Recommended Faction Primary Action Dice
Eyries AIM, CAST

Common Sapient Venture Origin


Síoraí Storm Court

Lore Venture Origin


You are a privileged chosen among the Storm Court
people of the Eyries, handpicked from one of You were raised in the Storm Court, a hidden
the Stormqueen’s loyal citizenry to be palace high in the sky and shrouded within
adopted as one of Her many children, blessed dark clouds, constantly thundering with
to enter Her palace and be bestowed with a primordial magic.
Heaven's Key, the greatest tool Her Eminence
can bestow you. Compared to Heirs, Raised in the name of the godlike
Keybearers place greater focus on magical Stormqueen, you grew up in a life of courtly
ability rather than martial prowess. However, intrigue and etiquette, studying weapon skills
underestimating a Keybearer’s skill in single and magic with your fellow Stormchildren - all
combat is equally foolish. living within the same palace, all vying for the
approval of a Mother who is only ever known
Playstyle through her hundreds of officials, and heard
Wielding a masterwork of magic weaponry within the peal of thunder all around you.
called a Heaven's Key, a Keybearer is a
ranged archer-mage hybrid who assists allies LORE - Storm Court etiquette, court intrigue
by utilising long-ranged magic and area DARE - Riding aerial beasts
denial using magical mines and potent SENSE - Discerning deception and two-faced
Conditions, stifling all opposition with wide- meanings, identifying secret police
range storms, starlight shields or firing TOOL - Elemental archery, double-bladed
miniature black holes. glaives
FACE - Interacting with nobles, negotiating
Play as a Keybearer if you like: with the Eyries
> Playing as a ranged archer or spellcaster
> Utilising powerful elemental attacks of
lightning, starlight and void.
> Playing as a noble from a culture of elf-
adjacent sky people.

Strengths
Long distance spells and teamwide buffs

Weaknesses
Requires heavy EXP investment to bring out
full potential

194
Loadout
3 AIM / 3 CAST / 2 MOVE / 1 SAVE / 1 HIT

Game Plan
While the Keybearer may not be able to move
very far, they will not need to. Using their
superior range and balanced mastery of
ranged attacks and magic, they are fully
capable of dishing out spells and supporting
allies from a safe position.

However, due to your limited movement,


damage prevention and melee power, make
sure to keep yourself well out of reach.

Assigning Die Values


Your highest value Action Dice should be AIM
and CAST to maximise your ranged and
magic potential. Do not neglect your MOVE if
you want to be able to reposition comfortably.

Starting Ability - Keybearer


Heaven's Key Infuse Rune
Instant Ability
Unique Mechanic
You are given your Heaven's Key from the Cost: 1 CAST Action
Stormqueen, whom upon adopting you into Range: 6 Tiles
the Storm Court determines your calling from Area: 3x3 Box
childhood.
"Such an underhanded trap... but I suppose it suits
Dimensional Sheath the Court's methods just as well..."
You can freely dismiss your Heaven's Key into
the arcane Aether, causing it to disappear in a You magically inscribe a magical rune on a
wisp of energy, and freely materialise it back Tile, which acts as a trap that detonates once
instantly in your hand. Any time your Key an enemy enters its area.
leaves your hand, is disarmed or is thrown
away from you, you can dismiss your Key and The rune covers a 3x3 area, and its properties
materialise it into your hand the same way are based on your Key's type.
from any distance.

You can also spend 1 Action Die to have your


Key materialise at an unoccupied Tile within 5
Tiles of you.

You start your training with your Heaven's Key


by learning the Ability called Infuse Rune:

195
Ability List Luminous School
Heaven's Key
Keybearer Schools You were born to be as the stars, clear in purpose

Your upbringing as a Stormchild causes your and manifold in your talents.


Key's magical core to resonate with one of the
three different Schools: Tempestuous, This School is normally the calling of
Luminous and Ecliptic, which turns it into a Stormchildren who exhibit bright and/or
Storm Key, Star Key or Eclipse Key, energetic personalities, always eager to
respectively. Choose one when you create please the Stormqueen, and quick learners
your Keybearer, which allows you to learn who grasp many talents easily, including the
Abilities of that School. intricacies of court etiquette and various
noble hobbies such as skyriding and
performing ceremonial dances and duels for
the Court.
Tempestuous School
Heaven's Key They tend to be a favourite among handlers
You were born to be as a storm, as strong as due to their natural charisma and eagerness
thunder and as potent as lightning. to learn, though the other Stormchildren are
quite well aware that not all of this of this
This School is normally characterised by enthusiasm is born out of genuine passion...
Stormchildren with sharp wits, a quick tongue
and sometimes biting personality - though Your Infuse Rune becomes Shield Rune.
the Court usually makes sure that
misbehaviour gets weeded out... Shield Rune
Star Key
Nevertheless, Tempestuous Stormchildren Innate
also tend to be quite independent and self- Cost: 1 CAST Action
driven, sometimes to the vexation of the
Court's handlers. These children are, as the A prismatic glasslike sheen appears on your skin,
handlers would call them - "lightning straying
shielding you from harm.
from the thunder".
You rune creates a Shield around any allies
Your Infuse Rune becomes Explosive Rune.
within its area, including yourself, which lasts
until the end of the Round. The Shield absorbs
Explosive Rune any one single instance of damage, after
Storm Key which it is destroyed.
Innate
Cost: 1 CAST Action If used as a delayed mine (activating on the
Turn after yours), when an enemy walks over
"Step lightly if you choose to approach." it, it instead explodes in a burst of light,
Impairing them until the end of the Round.
You remotely inscribe a magical rune on any
unoccupied surface, which only becomes
active on the start of the Turn after yours.
While you spend your CAST Die to create it,
you do not roll it until it is detonated.

They last until the end of combat, or if more


than 4 are on the map, at which point you
must choose which Runes to dismiss. The first
enemy to pass the Rune's range causes it to
explode, dealing damage and inflicting them
with an equal number of Stun stacks.

Damage and Stun can be accumulated


multiple times at once if overlapped by
multiple rune explosions.

196
Ecliptic School Oracular Gate
Heaven's Key Unique Ability
You were born to be as the eclipse, subtle and 3 EXP
cunning in all your ways. You learn a powerful magical ritual that takes
time to cast, but confers powerful boons to
An arcane School born from studies into void your allies.
magic, Stormchildren who exhibit talent for
this School tend to be hyperfocused workers, Oracular Gate
practical and composed in their thinking. They Casted Ability
tend to also make excellent War Ministers due Cost: 3 CAST Actions
to their realistic outlooks and quiet Range: Cn. 2 Tile Star
intelligence.
"All things must be bowed low."
Ecliptic Stormchildren, perhaps as an
accepted status quo of their school, tend to
You hold your Key and channel a powerful
be private and secretive individuals, with the
ritual that places you in a Casting state until
ocassional Child given to stealth and
the next Round begins, unable to take any
mischief, stealing from the handlers or playing
other actions. The ritual has two effects: one
tricks on them.
that is active while you are in the act of
Casting, and the second activates if you
Your Infuse Rune becomes Gravity Rune.
successfully Cast it, activating at the
beginning of the next Round.
Gravity Rune
Eclipse Key Allies do not receive any harmful effects while
Innate within the ritual area. Once successfully
Cost: 1 CAST Action casted, you can resume your Turn as normal.

"Keep that presumptuous approach of yours in The effects of your Oracular Gate is based on
check." your School.

You create a gravitational well at a chosen


Tile that activates instantly. All enemies in its Eye of the Storm
range are Rooted until the end of the Round. Oracular Gate - Storm Key
Roll your CAST Die to determine its potency. Strike Area: 3x3 Box

At the end of the Round, the gravity well "Dark clouds and lightning signal Her presence.
implodes, dealing damage equal to half your From within the clouds, none escape Her gaze --
CAST Die's maximum value. the Stormqueen judges you!"

Casting: A thick cloud of turbulent wind and


fog surrounds you, which makes the area
difficult terrain. Enemies within are Slowed.

On Success: You call forth a bolt of lightning to


strike any location on the map. Roll all 3 CAST
Dice, dealing damage and inflicting Stun.

197
Divining Star Threading Needle
Oracular Gate - Star Key
Unique Ability
3 EXP
"The outcome is clear!"
Cost: 2 AIM, 1 Action
Casting: Bright stars and pinpoints of enjoined
light surround you. All hostile instances of "Draw and release. Draw your last breath, and
Honed or Truestrike are nullified while in this release yourself from this mortal coil."
area.
Your next Instant Attack costs 2 AIM, but gains
On Success: You and up to 3 allies within your Truestrike and pierces all foes in a straight line
ritual gain an enchantment of scrying from the first one hit.
starlight. The next Attack or damaging Ability
made by you and each of your allies is UPCAST: Extends the line past your normal
empowered - roll your CAST Die from this attack range by the number rolled.
Ability (1 per ally) and add it to your allies'
damage. This attack is Honed and has
Truestrike.
Sunpiercer
Unique Ability
Ecliptic Pass 2 EXP
Oracular Gate - Eclipse Key Cost: 1 AIM Action

"Fade... and appear."


You aim high, causing your next arrow to fall
at an opportune time.
Casting: Dark shadows coalesce as all the
light surrounding you becomes distorted and Use 1 AIM Die to fire towards a chosen Tile in
warped. While inside, you and all allies are range. This attack is Honed, but the shot only
Stealthed, while any enemy within is Impaired lands on the start of the Turn after yours.
as if in total darkness.
UPCAST: The arrow gains Airborne stacks
On Success: You and all allies within the area based on the roll, which converts to
are teleported to any area on the map you additional damage upon hitting an enemy.
can see that can fit your group up to 6 Tiles
away.
Tempered Key
Potential I
Astral Blink 2 EXP
Unique Ability You gain an added benefit from your chosen
1 EXP School.
Reaction
Cost: 1 CAST Action Tempestuous School
All hostile Displacement stacks are halved
"Get off me." against you.

Trigger: An enemy attacks or uses a hostile Luminous School


Ability against you, and either hits or misses. You gain 1 Shield at the start of every Round.

You immediately teleport yourself to a chosen Ecliptic School


unoccupied Tile. The maximum distance you You are Stealthed whenever you are not
teleport is rolled from your CAST Die. moving. If you move, you become Stealthed
again at the end of your Turn. You also can
see perfectly in darkness.

198
Trial by Lightning Noble Ul timatum
Unique Ability - Storm Key Unique Ability
3 EXP 3 EXP
Cost: 1 AIM + 1 CAST, 1 Action
"Who gave you permission to obscure a divine
"Only the worthy may pass and be absolved." weapon from its bearer?"

You can fire multiple arrows that act as If Dimensional Sheath was used to materialise
lightning rods, shocking all foes caught your Key away from you, and any enemies are
between them. standing directly between you and it, any
atack against them gains Truestrike.
When using an AIM Die, you can spend 1 CAST
Die to fire a special shot that embeds it onto a
solid surface or into an entity, creating a
pylon. These pylons last until the end of your
Allwedd of Augury
Turn. Unique Ability
2 EXP
Once your Turn ends, lightning arcs in a Before Casting an Oracular Gate, you can
straight line between all of these arrows, have the ritual area and its persistent effect
piercing all enemies in between. Roll both AIM be centred on your Key instead, which you
and CAST for the damage, which also inflicts can materialise elsewhere using Dimensional
Stun. Sheath. You are still counted as the one
Casting the ritual, and will be in the Casting
Additionally, this lightning instantly state as normal.
supercharges and detonates any active
Explosive Runes in its path.
Preternatural Coil
Unique Ability
Starburst Barrier 3 EXP
Unique Ability - Star Key Free Action
3 EXP You absorb surrounding magical energy to
Any enemy that attacks you or an ally you've will yourself to keep fighting. Once a Voyage, if
Shielded is Impaired through blindness as your Resolve is taken to 0, you can choose to
starlight explodes in their face, which lasts spend any number of your CAST Dice to
until the end of the Round. instantly restore your Resolve by the rolled
amount instead of becoming Endangered.

Visitant Cloak
Unique Ability - Eclipse Key Machiavellian Caster
3 EXP Main Branch
Whenever you use Astral Blink, you are instead 3 EXP
covered in ecliptic shadow. After teleporting, Once a Round, when an ally receives damage
you become Stealthed. from a magical Ability, you gain 1 CAST Die.
This can be damage from any source,
including yourself if you intentionally target an
ally (make sure the Player is OK with this).

This Die can exceed your Loadout's limit, but


expires at the end of the Round.

199
Harnessed Key Divine Gate
Potential II Potential II
2 EXP 4 EXP
You gain an added benefit from your chosen Your Oracular Gate rituals become even more
School. powerful as you improve your mastery of your
Key as well as your magical power.
Tempestuous School
If a hostile Displacement effect fails to move Skyspear
you, you reflect its effects onto the source Storm Key
instead. The lightning bolt created from your Eye of the
Storm ritual is enhanced in power. It gains
Luminous School Truestrike, and if a target struck does not SAVE
When you begin combat, you and all allies against it, its damage is Honed.
gain 1 Shield that lasts until destroyed.
Living Constellation
Ecliptic School Star Key
Whenever you are Stealthed, you can spend After completing your Divining Star ritual, you
your MOVE Die to instead instantly teleport to and your allies' enhanced attacks each
a given location, and do not lose Stealth this explode with starlight and inflict Impair on the
way. first target hit until the end of the Round.

Darkness Scattered
Chain Lightning Eclipse Key
Unique Ability - Storm Key Ecliptic Pass' teleport is Global, but still
3 EXP requires line of sight.
Cost: 1 CAST Action
After completing your Ecliptic Pass ritual, each
When firing a ranged attack, you can spend 1
individual ally can choose separate teleport
CAST Die to have lightning erupt from the shot
locations. You and all teleported allies are
that hits another target within 2 Tiles. This
also Stealthed until the end of the Round.
happens twice, hitting up to 3 targets. They
take the same damage as that rolled from
your AIM Die.

Nebular Attunement
Unique Ability - Star Key
3 EXP
You reabsorb your own shielding magic as
starlight shimmers across your skin. Once a
Round, whenever a Shield you gave yourself
or an ally is destroyed, you regain 1 CAST Die.

Abyssal Undertow
Unique Ability - Eclipse Key
3 EXP
Whenever you teleport using Visitant Cloak, all
enemies in a 3x3 area around you are
Impaired with blindness until the end of the
Round.

200
Philemon, Freelance Logist

201
Logist
Creative Support Mage
Recommended Faction Primary Action Dice
EXDUS CAST

Common Sapient Venture Origin


Any Logistics

Lore Venture Origin


The Logist is secular magic user who Logistics
specialises in solving logistical problems. A quote from the Old World once said:
Typically used in the management of large- "Amateurs discuss tactics; professionals
scale expeditions, constructions or discuss logistics". That is your job as a
archaeological operations, coordinating professional Logist.
transport lines and maintaining supply chains,
their out-of-the-box skills can also be used in By analysing anything from large cargo to
combat... in the event there are no qualified fragile artifacts, where it's going and the path
combat personnel present. it needs to take, you can come up with the
most efficient way to transport goods and
Playstyle people safely along the paths of least
The Logist is all about using creative non- resistance - whether from nature and the
combative methods to affect the battlefield. elements, or from other, more hostile
They have a wide array of magical abilities influenes.
that allow them to teleport, accelerate and
immobilise people, and can even create LORE - Trade and transport routes,
random objects in a pinch. mathematics
DARE - Coordinating large scale operations,
Play as a Logist if you like: stampede prevention
> Playing a utility mage SENSE - Estimating size and area of large
> Playing with teleportation and swapping objects, managing crowds
targets TOOL - Accurate measurements
> Playing a role whose impact is not FACE - Interacting with leaders of operations,
concerned with damage. negotiating access to records and logs

Strengths
High potential to creatively tackle combat in
novel ways, with plenty of room for skill
expression.

Weaknesses
Has no reliable damage to speak of and quite
vulnerable to attack. Spells may backfire if not
planned properly.

202
Loadout
5 CAST / 2 MOVE / 1 SAVE / 1 HIT / 1 AIM

Game Plan
A Logist thrives in the middle of the fight, even
if violence is not their forte. The can capture
enemy spells from the air and absorb them,
reflect spells back at them and switch places
with them - confusing them to no end and
flipping the battlefield on its head.

Be sure to use your head, because the Logist


has almost no real options for dealing or
preventing damage.

Assigning Die Values


Without question, your CAST Die should be
your best Die. Keep your MOVE high to easily
navigate the battlefield, and a good SAVE Die
to get you out of any sticky situations.

Starting Ability - Logist


Spacial Magic Cross-Transposition
Cost: 1 CAST
Unique Mechanic
Range: Global (line of sight)
Logists are magical generalists, studying
"Oh... that won't do."
magic largely for its practical applications to
assist in the real world, over any lofy ideals
about knowledge or transcendence. You cause an entity or object you see to
magically swap places with another entity or
As such, Logists can normally be found object of equivalent Size. An enemy entity
working closely with blue collar professions: must roll their SAVE Die to resist this.
construction crews, dock workers, miners and
transportation staff. Given their relative rarity, You can spend an Action Die to make this a
a Logist's skills can singlegandedly often lift up Reaction instead, e.g. if an ally would be hit by
the efforts of an entire operation, making an attack.
theirs a highly sought after, well-paid
profession. UPCAST: Add another CAST Die against the
opponent's SAVE.
Logists know how to use spacial magic to
oversee these operations and make sure they
run smoothly. One of these abilities is moving
heavy objects and people instantly. In
combat, this can be used to place hostile
enemies in disadvantageous positions, such
as in the middle of your party; or an ally in an
advantageous one, such as high ground or a
defensible enemy position.

You know the Cross-Transposition Ability:

203
Ability List Teleportation Circle
Unique Ability
Spellcatcher 3 EXP
Cost: 1 CAST Action
Unique Ability
Range: Global (line of sight)
1 EXP
Reaction
You create a circular portal that opens in the
Cost: 1 CAST Action air or on any unocuppied surface, which lasts
Range: 1 Tile until the end of the Round. This portal
automatically opens out the other side of any
"Good lord, that was close!" 1x1 obstacle. Alternatively, you can spend an
additional CAST Die to create a second portal
When a magical or non-weapon attack or when connecting greater distances, linking
Ability is directed towards you or an ally within them together.
1 Tile of you, you can roll your CAST Die to
attempt to catch it from the air before it hits. If Any entity that is Medium or smaller can use
your CAST is equal or exceeds what the their Movement to enter one of the portals,
enemy rolled to cast it, you successfully catch appearing out the other end or out of the
it. If you fail, that spell's damage and effects second portal. You can close one or both of
are reduced by the amount rolled. these portals at any time.

If you successfully catch the spell, it is stored UPCAST: If you spend 1 more CAST Die, the
as 1 Action Die that lasts until the end of the portals can now fit a Large entity.
Round. You can immediately spend it to
refund 1 CAST Die to yourself.

UPCAST: Add another CAST Die against the Reverse Vector


opposing spell's number. Unique Ability
2 EXP
Reaction
Cost: 1 CAST Action
Conjure Resource
"No no no, don't you dare do that...!"
Unique Ability
1 EXP
When you see a hostile moving attack or
Cost: 1 CAST Action Ability towards an ally in your line of sight, you
Range: 1 Tile can reverse its trajectory - e.g. deflecting a
sword swing back to the attacker or a
By spending 1 CAST, you create a random lightning bolt back to its source. Roll your
object on the Tile next to you, which then CAST Die against the roll the attacker made.
disappears at the end of the Round. Refer
below to see what object you conjure: If you successfully do this, the attacker is also
inflicted with the same number of Stagger
Odd number: You create an empty wooden stacks, as they are taken aback by their
crate. It gains "Resolve" equal to the number attack backfiring.
rolled from your CAST Die. It acts as a 1x1
obstacle and can block an amount of UPCAST: Add another CAST Die against the
damage equal to its Resolve.
opposing number.

Even number: You create a ladder. It can be


used to more easily climb taller Tiles, or falls
flat across a chasm to allow crossing it. Its
height in Tiles is rolled from your CAST Die.

204
Travel Quota Hostile Advancement
Unique Ability Prevention
2 EXP
Unique Ability
Range: Global (line of sight)
2 EXP

You can spend any number of CAST Die to


When using Express Route, you can set its
give an ally you can see additional Movement
magical infusement so that it only goes one
based on the number rolled. They can only
way: All allies going along its path are
use this Movement at the start of their own
accelerated as normal, while any hostile
Turn.
entities moving along it are Slowed.

Spacio-Temporal Workplace Accident


Asset Storage Prevention Field
Unique Ability Unique Ability
3 EXP 3 EXP
Cost: 1 CAST Action Cost: 1 CAST Action
Range: Global (Line of Sight)
You cause an object or entity to be
Area: 3x3 Box
transported to a pocket dimension
temporarily, reappearing at the end of the
You create an area that stops the movement
Round.
of all objects inside, including all entities and
projectiles. This is treated as a Rooted
While in the pocket dimension, the entity is
Condition.
removed from the map and cannot affect it or
be affected by others in any way. An unwilling
If the entities and projectiles inside are hostile,
entity must roll to SAVE against this.
you must roll your CAST Die against the
highest hostile roll to mitigate its motion. This
UPCAST: Add another CAST Die against the field disappears at the end of the Round, and
opponent's SAVE. all objects inside resume their motion as
before.

Express Route UPCAST: Add another CAST Die against the


hostile roll.
Unique Ability
2 EXP
Cost: 1 CAST Action
Surplus Ammunition
You infuse the ground with a magical seal Unique Ability
that accelerates movement, which lasts until 3 EXP
the start of your next Turn. Your CAST Die roll
Range: 1 Tile
determines how many Tiles you affect, and
any odd number rolled is rounded up to an
You can spend any number of CAST Die to
even number. All these Tiles must connect to
give an ally next to you the same number as
each other.
AIM Dice. They can only use these Dice on the
start of their Turn. They then roll these Dice
Any entity only spends half the Movement
you gave from their own AIM Die value.
when travelling across these Tiles you
created.
You can also reserve these converted Die, and
your allies will gain them if they move within 1
UPCAST: Add your CAST Die to the number of Tile of you during their Turns. Any leftover Dice
Tiles created. converted this way are lost at the end of the
Round.

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206
207
Exsourcer
Freelance Exorcist-Investigator
Recommended Faction Primary Action Dice
Dust CAST, Versatile

Common Sapient Venture Origin


Kaibi Investigator

Lore Venture Origin


While many folks sensationalise the mystery Investigator
of the World Beyond, you know plenty of Regardless of the extent of your magical
strange things happen in the Known World too training, the core discipline of every practicing
- runaway relics, machines gone berserk, and Exsourcer is maintaining a sharp eye and
the odd incursion of unknown supernatural mind; after all, if you don't solve cases, clients
activity. To deal with these threats, the people won't hire you, and if clients won't hire you, you
of Dust often turn not to EXDUS, but to might as well be a conman.
Exsourcer Agencies - freelancers made up of
investigators, exorcists and specialists of all Exsourcers are called to investigate all sorts of
shapes and sizes. strange cases, usually from clients who are
private or paranoid about word getting out;
You are one such person, either part of a luckily, client confidentiality is your golden
larger Agency or running your own. Your rule.
knowledge of magic and banishing rituals
may be extensive, or you may prefer good LORE - Types of paranormal beings, obscure
old-fashioned detective work and the urban legends and cases of paranormal
sureness of a trusty revolver to your side. activity, known criminals both imprisoned and
free
Playstyle DARE - Chasing and apprehending a
Outside of combat, the Exsourcer is skilled in runaway suspect, unexpected shootouts
combing any crime scene or strange site for SENSE - Investigating for clues, finding
clues, while in combat, they mostly fly by the unusual physical or magical traces, mentally
seat of their pants, relying on their wits and reconstructing a scene
experience - and perhaps a neat magic trick TOOL - Performing an on-site exorcism,
or two you learned on the road - to solve your chemical analysis of evidence
problems. FACE - Gaining the trust of a client and
assuaging their concerns, negotiating a more
Play as an Exsourcer if you like: profitable contract, cozying up to law
> Playing a noir-esque private paranormal enforcement to gain entry into a crime scene
investigator
> Playing a modern exorcist skilled in
talismanic magic
> Playing a smooth-talking underdog just
trying to get by in the world, doing good
deeds for good coin.

Strengths
Great roleplay potential and versatile in
combat

Weaknesses
Many Abilities can backfire if rolled or planned
poorly

208
Loadout
3 CAST / 2 MOVE / 2 SAVE / 2 AIM / 1 HIT

Game Plan
An Exsourcer can utilise Talismans to buff
allies and debuff foes. You are also able to
create different Action Dice on the fly to get
just that extra HIT or AIM in to defeat a foe, or
MOVE to get out of the way of a hostile area.

Assigning Die Values


The Exsourcer is versatile enough that you can
prioritise nearly any of its Dice except for HIT,
but if playing a magic-oriented Exsourcer,
CAST should be your main priority.

Starting Ability - Exsourcer


Irregular Wit
Unique Mechanic

The first rule of any Exsourcer Agency is


"always prepare to improvise".

Once per Action, you can choose to improvise


your next move. You can take your CAST Die
and convert it into an Action Die of any other
type.

209
Ability List Golden Ink
Unique Ability
Blindside 4 EXP
Your Amplifying Talisman's Accuracy bonus is
Unique Ability increased by 1. This can be learned multiple
1 EXP times, up to half your CAST Die's max value.
Cost: 1 CAST Action
Area: 1 Tile
You immediately notice a foe's mistake and
capitalise on it. If an enemy misses a hostile
Immortality Talisman
action within 1 Tile of you (it does not have to Unique Ability
target you), you can perform a disabling strike 3 EXP
on them. Roll your CAST Die to either Disarm or You prepare a special Talisman drawn with
Silence that enemy. ink mixed with... ethically sourced Viemor
biological material. You throw it out as you
would a regular Talisman. An ally that has the
Talisman or passes over it cannot have their
Talismancy Resolve drop below 0 or be Endangered until
Unique Ability the end of the Round.
2 EXP
Cost: 1 CAST Action
Your Exsourcer is skilled in apotropaic magic
to ward off evil and other malignant forces.
Ritual Instrument
You have 3 Talismans that you can use, which Unique Ability
replenish every time your Loadout resets. 3 EXP
Cost: 1 HIT
At any time, you can spend your CAST Die to Range: 1 Tile
throw out a Talisman, choosing one of the You have a sanctified ritual instrument, like a
below effects for it. Your CAST roll decides how dagger, bell, stamp or figure... and hit an
far you can throw it out; if the Talisman enemy with it. If the enemy fails or does not
doesn't reach the target, it stops on the SAVE against this, their soul or consciousness
furthest Tile in range and floats there until the is temporarily exorcised and displaced from
start of the next Round, and can be activated their body, becoming Stunned. They return to
by an ally or enemy that passes over it. normal when the next Round begins.
Otherwise, you can call the Talisman back to
you at no cost.

Warding Talisman
Exorcist's Cleansing
Grants an ally 1 Shield, which negates one Kick
instance of damage. If left floating, any ally Unique Ability
can pass its Tile to gain its benefit. An enemy 2 EXP
that passes it destroys the Talisman and is Cost: 1 CAST Action
struck with blinding light, and is Impaired for When you successfully exorcise a target using
the rest of the Round. your Ritual Instrument, you can spend a CAST
Action to physically interact with the
Amplifying Talisman disembodied spirit and Displace it, spending
If used on an ally, all their Actions during the your CAST Die to push it somewhere. The spirit
Round gain +1 Accuracy. If used on an enemy, has 0 ADAMANT against this, but can still SAVE
any allied Action against it gains +1 Accuracy. against it.
If left floating, any ally or enemy that passes
its Tile takes the relevant effect. After you push the spirit away, it must take the
shortest route back to its body, which is
Funerary Talisman Stunned until it returns. It has 6 Movement
If used on an ally, you roll your CAST Die and every Turn, and can pass through terrain and
restore their Resolve as magical healing. If entities. You can use this same Ability on it
used on an enemy, they are struck with whenever it's within 1 Tile of you.
damage from the roll instead. If left floating,
any ally or enemy that passes its Tile takes UPCAST: Spend an additional CAST Die and
the relevant effect. add to the roll.

210
Study Spirit Clerical Reflexes
Unique Ability Potential I
3 EXP
2 EXP
When you throw out your Talismans as an
Cost: 1 Action Die
Instant Reaction, you only spend 1 CAST Die, as
When you exorcise a target using your Ritual
if casting it normally.
Instrument, you can spend 1 Action Die to
perform a SENSE Skill Challenge to observe the
makeup of its spirit. On a Success or higher,
you learn something relevant about the target Warding Circle
- a memory, a name they know, or a Unique Ability
vulnerability they may have. 3 EXP
You can spend time to draw a circle that
On a Complication or lower, an accidental protects all within it. You spend 1 Action Die to
spiritual overlap occurs and you swap bodies draw a circle around yourself or an ally within
with the target, their soul inhabiting your body 1 Tile of you; 2 Action Dice to draw a 3x3 Box; or
and vice versa. Until the end of the next 3 Action Dice to draw a 2 Tile radius Star.
Round, you would control the target's body as These all count towards your Action count for
if it were your own, and your target yours. your Turn.
Depending on your Exsourcer, the GM may
allow you to use Abilities or Techniques the After you draw your circle, you can choose to
target knows, if they seem feasible enough for remain inside or outside of it. It then creates a
you to know about and execute. On a dome in the area and lasts until the end of
Disastrous Failure, you are Stunned while your combat, or if yourself or any entity spends 1
target maintains control over your body until Action Die to break the circle.
the end of the next Round.
You learn one of the following effects for your
circle, and can learn this Ability again to learn
Abjurative Aura its other effects:
Potential I
2 EXP Barrier Circle
You gain 1 Accuracy on all your Action Dice for Projectiles and ranged attacks of any kind are
every Talisman you have on your person or instantly nullified upon contact with the circle,
deployed on the map. from either side. Entities can still pass to and
from the circle, and can break it, and any
attacks made within the circle are made as
normal.
Improvised Anathema
Unique Ability Thanatotic Circle
2 EXP Spirits and Viemor cannot pass the circle. If
Cost: 1 Action Die + HIT/AIM, 2 Actions they are inside the circle, they take 10 damage
Using curse magic, bullets loaded with runes every Turn. You can also choose to give this
and anathemic materials, or pouring evil- circle an inverse effect upon drawing it: only
purging oils on your weapon, you spend 1 non-living entities can safely remain inside.
Action Die to do this and strike an enemy
using your HIT or AIM Die. This can be done Amplifying Circle
once a Turn. On a successful hit, the target is Any attack or effect that passes the circle -
struck with Fear. Roll both Dice to determine from either side - gains an Accuracy Bonus
the Fear's potency. equal to your Amplifying Talisman. Entities
can still pass to and from the circle, and can
break it, and any attacks made within the
circle are made as normal.

211
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212
213
Elemancer
Dynamic Elemental Mage
Recommended Faction Primary Action Dice
Any CAST

Common Sapient Venture Origin


Any Elemancy

Lore Strengths
Elemental magic is one of the most common Potent crowd control and damage through
manifestations of the World Tree's magic, and your elemental attacks that covers large
Sapients all over the Known World have been areas, with lots of room for fun
able to tap into its power and harness it for as experimentation.
long as magic itself arrived on Revenir.
Weaknesses
This led to a diverse range of elemental magic Completely reliant on your CAST Die which
users from all backgrounds and cultures, makes you susceptible to Silences. Enemies
each mastering the elements in their own like elementals may be completely immune
ways: some studied them at magical to your learned element, forcing you to find
academies through intense study and different ways to handle them.
experimentation, while many wandering souls
who walk the world learned to manipulate its
Venture Origin
energies from meditation and attunement.
Elemancy
Whether through study, meditation or pure
Playstyle magical talent, you have remarkable mastery
Depending on how you flavour your
and knowledge about your given element.
Elemancer, they could be a magic-weaving
martial artist, a fencer who infuses their
LORE - Elemental magic, the study of
weapon with magic, or a student of magic
elemancy based on your given method (note
who calls forth the elements from an
that many Elemancers learned or acquired
enchanted tome or magic-enhancing staff.
elemancy through other methods)
Use your elements to burn, freeze, shock or
DARE - Elemental spells and protection
otherwise hinder foes within large areas, or
SENSE - Sensing the flow of magical
cover yourself with an armour of flames or
pathways in the aether and through the World
wind to protect yourself. You can even, with
Tree's roots and body
enough time and dedication, learn and
TOOL - Magical gestures and hand signals
master multiple elements.
FACE - Interacting with other Elemancers
(some Elemancers of a different element may
Play as an Elemancer if you like: have a better or worse opinion of you based
> Playing as a classic elemental spellcaster on this), using your element to make your
with the freedom to flavour how you channel presence more intimidating or powerful
that element
> Bending the elements of fire, ice, lightning,
wind and earth to your will
> Throwing out fireballs and shooting jets of
wind or forks of lightning from your hands

214
Loadout
4 CAST / 2 MOVE / 2 SAVE / 1 AIM / 1 HIT

Game Plan
An Elemancer is highly versatile, able to use
their CAST Dice in place of their ranged and
melee attacks when using their learned
elements. They can create dangerous areas
of magic and section off parts of the map
with walls of fire, ice, and others.

Assigning Die Values


CAST should be your highest Die. You don't
need to focus on your HIT or AIM Die, unless
you plan on implementing them into your
elemental attacks, or if you need attacks to
fall back on after spending all your CAST Dice.

Starting Ability - Arcanist


Primed Element Fire
Enemies are ignited, taking damage equal to
Unique Mechanic half your CAST Die's max at the start of every
Turn for 2 Turns unless they spend 2 Actions
You've trained yourself to master an element. (same cost if done as a Reaction) to put the
Choose a single element from the following: flames out.
Fire, Ice, Wind, Lightning, Earth. This is your
Primed Element. You learn Elemental Missile,
which follows your Primed Element.
Ice
Area is covered with ice, and enemies within
are inflicted with Slow until the end of the
Elemental Missile Round. If successfully Slowed, they are
Cost: CAST Die, variable Stunned instead.
Range: From roll
Wind
"Guys, watch out...!" Target is repelled away from centre. Add half
your CAST Die's max value to the
You fire an elemental bolt towards a target, Displacement stacks.
rolling your CAST Die for its range and
damage dealt, which also has an additional
Earth
effect based on the element. You can spend
Throws a boulder that Displaces targets away
additional CAST Dice to increase its power,
and Staggers them.
which will increase its Action cost. Roll all the
CAST Dice spent for the total damage and
effects dealt. Lightning
Entities are struck with electricity and
1 Action: Hits a single target Staggered. If successfully Staggered, entities
2 Actions: Hits in a 1 Tile Cross area are Stunned instead.
3 Actions: Hits in a 3x3 Box area

UPCAST: Add another CAST Die against the


opponent's SAVE.

215
Type of Elemancer Critical Attunement
Choose how to present your Elemancer when Unique Ability
you create them. 3 EXP
You absorb surplus elemental energy from
Elemental Focus your spells. For every CAST Die that you roll for
An academically focused mage who learns elemental magic that is a Critical, you absorb
magic through study. Not entirely used to its power and regain 1 CAST Die.
combat, you try to best help your allies
regardless.

Your casting focus is typically a scepter, tome


Trailblazer
or amulet - something clearly not strictly Unique Ability
made for fighting. 3 EXP
Free Action
Elemental Weapon Cost: 1 CAST Die
A mage trained in both magic and combat, Whenever you spend your MOVE Die, you can
weaving their magic and weapon strikes also spend 1 CAST Die to create an elemental
together. trail at your feet.

Your casting focus is typically a weapon, like Any Tile you pass leaves behind an elemental
an elementally-charged staff-sword, whip or trail, which makes it difficult terrain that slows
mace. all entities that pass those Tiles and deals 1
damage when they pass it, and for every
Elemental Arts subsequent Turn they stand on it. This trail
A mage martial artist whose elemental magic remains until the end of the Round.
is an extension of their own body, using
stances, gestures and hand-to-hand Fire ignite and is hot to step on; ice is packed
techniques to project magic outward. snow or slippery ice; wind is a trail of slicing air
that you leave in your wake; lightning
Your casting focus is typically drawn from electrically charges the ground below; earth
within as part of your training, magical runes creates sharp and jagged rocks.
tattooed on your limbs, or magically-infused
gauntlets and greaves.
Elemental Fallout
Unique Ability
Ability List 3 EXP
Your Elemental Missile creates a catalysed
Elemental Strikes area upon impact. That area becomes
difficult terrain and deals 1 Damage to
Unique Ability anything standing on the area per Turn,
2 EXP lasting until the end of the Round.
Your HIT Dice automatically gain the effects of
your Primed Element and Elemental Missile,
and you can spend your CAST Dice to perform
melee attacks. Elemental Resistance
Unique Ability
4 EXP
Magical Movement You only take halved damage from any
hostile actions using your Primed Element; e.g.
Unique Ability if your Primed Element is Fire, you take halved
1 EXP damage from dragon's fire, flamethrowers, a
You can spend 1 CAST Die to propel yourself jet engine going off in front of you, etc. Earth
using your learned element, gaining protects you against falling rocks and being
Movement equal to the roll. Displaced or falling towards solid ground.

216
Pillar of Magic Redirect Energy
Unique Ability Unique Ability
3 EXP 1 EXP
Cost: 1 CAST Action Reaction
You can spend 1 CAST Die to create an Cost: 1 Cast Action
elemental pillar using your Primed element, As a Reaction, you can spend 1 CAST Action to
which persists until the end of the Round. redirect an incoming element that you can
control. Roll your CAST Die against the hostile
Fire element's roll. On a success, you redirect it to
Creates a plume of flame. An entity standing any location or target in range, the distance
within it takes damage equal to half your based on your CAST roll. Otherwise, your roll
CAST Die's max value at the start of each Turn. reduces its damage and effects.

Ice UPCAST: Add another CAST Die to the exceed


Creates a freezing pillar of ice. Any entity the hostile roll.
caught within is Rooted. If they manage to
SAVE against it, the cold causes them to be
Slowed for the rest of their Turn. Nova
Unique Ability
Wind
Target is thrown Airborne at a height rolled 1 EXP
from your CAST Die. As long as the pillar Cost: 1 CAST Action
persists, they remain Airborne while inside. You can spend 1 CAST Die to have your
learned element burst from yourself, which
has the effects of Elemental Missile centred on
Earth
you. This can also be cast as a Reaction at no
Creates a spire of rock. Displaces any entity
additional cost, based on the number of
on it upwards a number of Tiles based on the
Actions you spend.
number rolled.

Lightning
A lightning bolt strikes and continues to surge Elemental Wall
in the area. An entity standing within it takes Unique Ability
damage equal to half your CAST Die's max 3 EXP
value at the start of each Turn. Cost: 1 CAST Action
You can spend 1 CAST Die to create a wall of
your Primed Element. The number rolled is the
Launch Element number of Tiles affected by this element.
Choose which Tiles on the map to create your
Unique Ability
elemental wall; these Tiles must all be
3 EXP
touching each other. They last until the end of
Cost: 1 CAST Action the Round and deal damage to to any
Whenever there is a persistent instance of enemies in its path equal to half your CAST
your Primed Element on the map, such as Die's max value per Turn.
your Pillar of Magic, rock walls or a burning
Tile, you can spend 1 CAST to propel a 1x1
section of it forward. You use it to separate the
element from a larger whole, e.g. pushing Elemental Armour
away a section of a wall. Unique Ability
2 EXP
You would roll that CAST Die as if it were a Cost: 1 CAST Action
ranged attack to propel this standing element You create a layer of armour around yourself
(e.g. you roll 10 from 6 Tiles away, so the based on your learned element. It negates the
element moves 4 Tiles), moving it forward. If it first instance of damage that hits it, and when
collides with an entity, it deals damage equal it breaks, it deals that element's damage to all
to the CAST roll. enemies within 1 Tile of you, equal to your
CAST Die's roll.

217
Imbue Element Elemental Vitality
Unique Ability Potential II
6 EXP
2 EXP
Requires Elemental Immunity
Cost: 1 CAST Action
When you would take damage from a hostile
You imbue your Primed Element on an ally's
action that uses your Primed Element, you can
weapon that you can see. For that ally's Turn,
choose to either have it restore your Resolve,
their next attack gains the effects of your
or reflect it back to its source.
Elemental Strikes. Roll your CAST Die for its
inflicted effects on your ally's target.

UPCAST: Spend additional CAST Die to imbue


additional allied attacks within the same
Action.

Elemental Immunity
Potential I
5 EXP
Requires Elemental Resistance
You take no damage from any hostile action
that uses your Primed Element.

Universal Energism
Unique Ability
4 EXP
You may learn a secondary element to
master. This can be learned multiple times,
and whenever you perform an elemental
Ability, you can have it use your secondary
element instead. If the Ability only specifies
your Primed Element, its effectiveness is
halved if using your secondary element,
unless you learn that element again on a
different Voyage.

Charged Element
Unique Ability
4 EXP
Free Action
Cost: 1 HIT or 1 AIM Die
You can charge your elemental magic with
power. If it's a melee Ability, you charge it with
a HIT Die, such as Elemental Strikes and Nova;
and an AIM Die for a ranged Ability, like
Elemental Missile and Elemental Wall.

When you do this, you roll that Action Die. All


the CAST Dice for that Ability you cast gains
Accuracy equal to the number rolled.

218
219
Invoker
Occult Pacted Summoner
Recommended Faction Primary Action Dice
Any CAST

Common Sapient Venture Origin


Any Exemplar

Lore Strengths
The Emergence of Eld Aestus not only Hugely effective area of effect damage, able
reshaped our own world; it connected it to to remove swathes of enemies at once using
others, too. Reaching into different planes of their Exemplar's mythical powers.
existence through its branches and roots, this
made connection with them possible. Weaknesses
Results can be random and are highly reliant
Your Voyager is one who's made one such on enemies sticking together, thus may
contract, called an Invoker. While it's require work from yourself and allies to group
debatable whether these beings, called them together and set them up for the big
Exemplars, actually exist in a different plane or damage.
are simply physical manifestations drawn
from the Dreaming, they appear to have
Venture Origin
minds and personalities of their own,
choosing souls to tie themselves to according
Exemplar
You have a bond with a strange being called
to their own standards of worthiness.
an Exemplar, whom you can call upon for
help. They can temporarily manifest as their
(NOTE: Lore-wise this Venture only includes a
full selves, or partially by peeking out from
summoner whose companion is an
under your hat or behind your coat, should
extradimensional being. Future Ventures will
you take a more clandestine approach.
include specialising as a beastmaster or
robot user)
LORE - Any knowledge or customs your
Exemplar may know based on their culture or
Playstyle experience, which may be useful but is largely
Your Invoker is a person touched by an echo
painted by their own far-removed worldviews
from Earth's lost mythology, though your
combined with how they were perceived on
Voyager may not know this - assuming they
Earth
could be the soul of a dead person, a god, a
DARE - Temporarily manifesting your
familiar spirit or any other source.
Exemplar to carry you, attack for you or
protect you from harm
Anyone can be an Invoker, and there is no
SENSE - Sensing other Invokers and what
specific pattern or criteria for an Invoker to be
Exemplars they may use (this also applies to
contracted to an Exemplar. Some were
Venators). Having your Exemplar use special
steeped into occultic study and found a
senses they may have (such as a Wolfman
contract through intensive study and
having a heightened sense of smell)
searching, and others are perfectly pedestrian
TOOL - Using tools your Exemplar may know,
folks who were randomly chosen.
having extra limbs grow from your clothes or
body to assist you with tasks
Play as an Invoker if you like: FACE - Intimidating or swaying others by
> Playing as a summoner in games manifesting your Exemplar, the result and
> Having an occult contract with an method depending on whether they are
otherworldly entity. imposing, disgusting, beautiful, etc.
> Having a companion taken from your
favourite piece of pop culture or mythology

220
Loadout
4 CAST / 2 MOVE / 2 SAVE / 1 AIM / 1 HIT

Game Plan
An Elemancer is highly versatile, able to use
their CAST Dice in place of their ranged and
melee attacks when using their learned
elements. They can create dangerous areas
of magic and section off parts of the map
with walls of fire, ice, and others.

Assigning Die Values


Your Exemplar is your bread and butter, which
you control using your CAST Dice, so that
should be your main priority. Everything else is
secondary, according to how you want to
portray your Invoker.

Starting Ability - Invoker


Exemplar Invoke Violence
Cost: 1 CAST Action
Unique Mechanic
Range: From roll
You control an image of the Old World called
an Exemplar. It is Invulnerable, and is a living "Come forth! Exemplar!"
image of an idealised concept from the
Dreaming. You can use your CAST Actions to have your
Exemplar perform a melee or ranged attack,
Your Exemplar acts through your Gateway, an rolling your CAST Die as if it was a HIT or AIM
object that you can summon it from, like a Die. Roll your CAST Die for its damage and
tome, an article of clothing, or even parts of effects dealt. Propelling yourself may be your
your body. You lose control of your Exemplar if Exemplar reaching out and grabbing
separated from your Gateway. something, carrying you along with it, or
launching you off the ground with its massive
Your Exemplar will appear near you as an arms or tendrils.
apparition or appear from your Gate,
reaching out from it to attack. It may manifest
as a ghostly form, or only parts of its body
may be visible As such, you may treat your
Exemplar as always attacking from your Tile
unless stated otherwise.

Whenever you learn Techniques, your


Exemplar is able to execute them as well.

Additionally, you learn Invoke Violence.

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Echoed Mythos Gateway (roll 1d10)
Exemplar 1 - Book or scroll
Your Exemplar is an echo from Earth's history 2 - Coat or cape
or mythology, whose reputation and renown 3 - Hat or mask
in past humanity's consciousness coalesced 4 - Bag, backpack or briefcase
within the Dreaming and manifest in reality. 5 - Pot, basket or container
This could be an ancient conqueror, a 6 - Your body
lightning-bearing god of storms, an angelic or 7 - Household object, i.e. fork or towel
demonic guardian, or anything else from 8 - Idol, doll or figure
Earth's culture. You may use the guide below 9 - Technology, i.e. a phonelike device
to roll a Pacted One from scratch, or to give 10 - Card
yourself ideas. 11 - Accessory, i.e. ring or bracelet
12 - Tool, i.e. a weapon
You determine your Exemplar's personality
and disposition at character creation, and
can command it in combat. However,
typically your GM will be the person who
Ability List
controls your Exemplar's behaviour, such as
when speaking or choosing to interact with
you during narrative play. Invoke Protection
Unique Ability
1 EXP
Roll Your Exemplar Free Reaction
Character Creation Cost: 1 CAST Die
You can roll your Exemplar's origin and When you have to make a SAVE against a
characteristics here to help narrow down hostile action, you can spend 1 CAST Die to
ideas for your Invoker. have your Exemplar appear and partially
protect you from it. Roll your CAST Die and
add the number to your SAVE.
Origin (roll 1d12)
1 - Historical Figure (e.g. Alexander the Great)
2 - Mythological Figure (e.g. Achilles, Susanoo)
3 - Mythological Monster (e.g. Cerberus,
Fenrir) Soul Charge
4 - Angel (e.g. Archangel Michael) Unique Ability
5 - Demon (e.g. Beelzebub)
2 EXP
6 - Eldritch Being (e.g. Nyarlathotep)
Cost: 1 CAST Action
7 - Cryptid (e.g. Chupacabra, Mothman)
This can be done once per Loadout reset. Your
8 - Extraterrestrial (e.g. Grey Alien)
Exemplar charges your next attack with
9 - Fictional/Horror monster (e.g. Wolfman)
power. Roll your CAST Die. Your next use of
10 - Fictional/Literary Character (e.g. Sherlock
Invoke Violence or other offensive Ability using
Holmes)
your Exemplar is Honed, and gains a bonus
11 - Fairy Tale (e.g. Santa Claus)
equal to your CAST roll.
12 - Modern Fiction (e.g. SCP Foundation)

Disposition (roll 1d12) Mythic Projection


1 - Friendly/Casual/Heroic Unique Ability
2 - Parental/Mentorly/Protective 3 EXP
3 - Begrudging/Competitive When you invoke your Exemplar and have it
4 - Reluctant/Deferent/Shy move forward when performing Abilities or
5 - Boisterous/Battle-hungry attacking, you can command it to remain in
6 - Neutral/Apathetic/Silent place. All your Invoker Abilities that use your
7 - Argumentative/Hot-Cold Exemplar use its current position as its source.
8 - Sarcastic/Witty Your Exemplar disappears and returns to you
9 - Whimsical/Childish if you move further than 4 Tiles from it.
10 - Condescending/Patronising
11 - Tired/Unmotivated
12 - Intelligent/Wise/Sagely

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Samsakarma Mythic Guardian
Unique Ability Unique Ability
2 EXP 2 EXP
Cost: 2 CAST Actions Reaction
Your Exemplar abjures you or a chosen ally Cost: 1 CAST Action
with protective power, which lasts until If separated from your Exemplar and an
triggered. The next physical or magical hostile enemy tries to approach or attack you, you
effect that hits the targeted ally has its effects can React to have your Exemplar attack them.
reflected back onto the source.
Roll your CAST Die for a melee or ranged
attack. Your Exemplar can also move up to
Dumo the distance rolled and attack the enemy with
the same amount of damage. If this exceeds
Unique Ability the opponent's SAVE, their intended action or
3 EXP Movement is interrupted.
Cost: 2 CAST Actions
Range: 2 Tiles
Your Exemplar performs a death ritual on a
chosen enemy in range. Roll 2 CAST Dice. If
Fearful Image
your roll exceeds the enemy's current Resolve, Unique Ability
they are immediately defeated. 3 EXP
Cost: 2 CAST Actions
Range: 2 Tiles
Mahadumo Area: 2 Tile Star
Your Exemplar strikes fear into nearby
Potential I enemies. Roll your CAST Dice and inflict Fear
3 EXP on all enemies in the area.
Cost: 3 CAST Actions
Range: 2 Tiles
For 3 CAST Actions, Mahadumo affects all foes
within a 2 Tile Star area. Roll all 3 Dice for the
Provocative Image
Resolve threshold. Unique Ability
3 EXP
Cost: 2 CAST Actions
Vorpal Strike Range: 2 Tiles
Area: 2 Tile Star
Unique Ability
Your Exemplar provokes enemies to attack it.
4 EXP
Roll your CAST Dice and inflict Taunt on all
Cost: 2 CAST Actions enemies in the area, which will draw them to
Range: 2 Tiles wherever your Exemplar is located.
Area: 2 Tile Star
Your Exemplar attacks all enemies within a
given area. Roll your CAST Dice for the
damage dealt.
Servant and Master
Unique Ability
1 EXP
Invoke Exploit Reaction
Cost: 1 HIT or AIM Action
Unique Ability When your Exemplar attacks a foe, you can
3 EXP immediately follow up with a melee or ranged
Your Invoke Violence is Honed against attack, which gains Truestrike.
enemies afflicted with a Condition.

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224
MINI-CHAPTER

GM TOOLS

225
Enemy Design Enemy Stats
The following is a quick example of enemy Enemy stats in Voyager: Tactics are designed
design and statblocks that you as a GM can to be as minimal as possible, so that you as a
use for your Voyages, to be fully expanded in GM have minimal bookkeeping to do and
the full release version. have the freedom to add more quantities and
varieties of enemies into a combat encounter.
Some general approaches when designing
enemies: Each enemy will have its own Action Loadout
with its allocated Die values, along with the
following stats:
Not Just Damage > their Resolve
Think of ways to affect Players other than just > their ADAMANT, if any
pure damage. Use Conditions against them, > Notes on what Actions or Abilities they may
create temporary barriers that split them take or prefer during combat, plus Conditions
apart or even steal their items. they may inflict

That's it.
Give Enemies Roles
When combat starts, Players will use their
Vary the types of enemies on the map who
MOVE Die to determine their place in Initiatice
will occupy different roles. Examples:
and their opening movement against the
enemies. You only need to roll for Initiative
> Frontline fighters who will engage the party.
order, keeping all enemies stationary until the
> Backline artillery who will shoot from afar.
first Round starts.
> Supports who will heal or buff the frontline.
> Skirmishers with high MOVE who will move
All enemies that share the same MOVE Die
in, attack and run away.
value, regardless of type, will share that same
> Debuffers who focus on inflicting Conditions
spot in Initiative based on what you rolled. You
on the party.
move them all at the same time in unison,
> Elites who are Large size tanks that demand
granting them all the same Movement based
the party's attention away from other enemies
on the MOVE roll.

Challenge, Not Kill


Endangered Enemies
Once an enemy reaches 0 Resolve, they will
When designing a combat encounter, think of
remain on the map until the next Round starts.
it less as throwing monsters at the party to
Only when their Turn starts, you may have
overwhelm them (though you can certainly
them spend their Actions to run away,
do so), and more like you're presenting them
surrender, etc. This also gives Players time to
with a puzzle. Make each encounter place
chase and restrain these enemies if needed.
them into a situation that they need to solve
as a team. Some examples:
In most cases, it's fair to assume that once an
enemy is Endangered, the Players no longer
> There is a large chasm and a wall of spikes
need to focus on that enemy and turn their
separating the party and a fortified group of
attentions towards the ones that are still
gunners shooting them from afar.
fighting, and should (most of the time) not
have to worry about an enemy once their
> The boss is sitting on an elevated hill at least
Resolve is taken to 0.
8 Tiles off the ground, while waves of his
Minions pour out to block your path.
If you don't want to arbitrate actions for
certain Endangered enemies, you can just
> The eldritch boss in the middle of the map is
have them fall unconscious or perish instead,
unkillable unless you aim for the four cultist
and are considered to be removed from
healers, each at a corner of the map.
combat immediately.
> A swarm of death worms will continuously
burrow underground and attack from below.
How do you stay off the ground while finding a
way to debilitate them in the brief moment
they surface?

226
Minions
Minions are meant to fulfill the gameplay role
of cannon fodder that rush towards the
Players in hordes, pitiful alone but M - d6 H - d4
overwhelming in large numbers.

Their stats are barebones and damage


potential is low, so GMs can use lots of them
to add a sense of scale to any fight.

Action Loadout: 1 MOVE / 1 HIT


Resolve: 5
Size: Small
ADAMANT: 0

Actions
> Attempts to attack Player
> Will immediately run away or surrender
when defeated
> Resolve of all Minions become 0 if their boss
is defeated

M - d10
Standard Hostile H/A- d8
S - d6
Sapient C - d4
General stats you can use for any hostile
Sapient. Their Loadout will have 6 Dice: 2
MOVE, 2 for their main attacking Die, and one
of everything else.

In this example, one Loadout has 2 HIT for a


standard melee Sapient, such as a bandit or
Raider. A ranged Sapient (whether using
firearms, bows or magic) would have 2 AIM
instead.

Action Loadout:
2 MOVE / 2 HIT or AIM / 1 SAVE / 1 CAST
Resolve: 15-20
Size: Medium
ADAMANT: 0

Actions
> Hits or shoots nearest Player
> May pretend to surrender at low Resolve,
only to escape or attack upon their Turn start
> May be demoralised or willing to negotiate if
they are loyal to each other and the Players
defeat enough of them

227
Elemental
Elemental creatures are immune to certain M - d12
types of magic or damage, making them a C - d10
useful challenge if you observe your Players
using certain elements (like an Elemancer).

They come in four size classes, and all have


different unique melee Actions based on their
element. These effects can be Upcasted if the
entity chooses to, and Condition stacks can Above: Pixie Loadout
be accumulated from multiple elementals
targeting the same person.
M - d12
Tiny (Pixie) C - d8
Action Loadout: S - d6
2 MOVE / 1 CAST A - d4
Resolve: 3 H - d4
ADAMANT: 0
Above: Trickster Loadout

Small (Trickster)
Action Loadout: C - d12
2 MOVE / 1 SAVE/ 1 HIT / 1 AIM / 1 CAST M - d10
Resolve: 10 A - d8
ADAMANT: 0 S - d6
H - d4

Medium (Fighter)
Action Loadout:
2 MOVE / 2 CAST / 1 SAVE / 1 HIT / 1 AIM
Resolve: 35
ADAMANT: 2

Large (Guardian)
A lumbering elemental giant.

Action Loadout:
3 SAVE / 3 HIT / 2 MOVE / 2 CAST Above: Fighter Loadout
Resolve: 60
ADAMANT: 5
H - d12
Cast Actions S - d10
Fire: Will attempt to Impair (blind) all Players C - d8
within 1 Tile. Melee and ranged attacks deal M - d6
half damage to Players 1 Tile near target. A - d4
Ice: Will attempt to Slow Player. If Slowed, will
stack Stun (freeze).
Lightning: Will attempt to Stagger Player. If
Staggered, will stack Stun (electrocute).
Wind: Will attempt to Displace Player or knock
Airborne. Accuracy 5.
Earth: Will attempt to Root Player. Attacks on
Rooted Player gain Truestrike.

Above: Guardian Loadout

228
Inspirations
Anato Finnstark
World Piotr Jablonski
Omer Tunc
- RWBY Akitsu Taira
- Land of the Lustrous Masahiro Tsukuba
- Destiny Ryota-H
- Alchemy Stars Taiki99
- Arknights Toridamono
- How to Train Your Dragon Yoneyama Mai
- Horizon: Zero Dawn 7ZEL
- Shardbound IERotAK
- Guild Wars 2 Shirow Miwa
- Final Fantasy XIV _Chuzenji_
- NieR: Automata Kuroblood
- Anthem telsonknife/knifedragon
- Hollow Knight 68mo
- Recettear ORiHiRA_
szmyu
SIXMOREVODKA
Games hizani_ya
- Arknights
- Fire Emblem
- Etrian Odyssey
- Hades
- Persona 3 & 4
- Devil May Cry
- Monster Hunter
- Genshin Impact
- League of Legends
- Legends of Runeterra
- Ruined King
- Dungeons & Dragons
- Degenesis
- Pathfinder
- Fabula Ultima
- Lancer RPG
- Advance Wars / War Groove
- Ryuutama
- ICON RPG
- Fate/Grand Order
- City of Mist
- Potionomics

Artists
masaki_hirooka
v8turbocharger
ZhaoP
Arcticcave
YUJIFantasia
Erhong1111
No33no/Susumu Maeya
masaki_hirooka
LIN+
ovopack/Ryota Murayama

229
Congrats, you made it to the end.

Checklist for future features below. I may not implement them, specifically because I'd
like to keep this system as streamlined as possible:

- Inventory system (either a tile-based one like Resident Evil, or a simplified slot-based
one like Fabula Ultima or Break!! RPG)

- Weapons that have special abilities and tile ranges (again, not implementing at the
moment for streamline reasons)

Thank you for reading and participating! Feel f ree to head down to our
D i s c o r d s e r v e r t o c h a t w i t h f e l l o w Vo y a g e r s a n d L i a i s o n s , o r l e a v e y o u r
t h o u g h t s t o h e l p u s i m p r o v e Vo y a g e r : T a c t i c s t o g r e a t e r h e i g h t s !

d i s c o r d . g g /x v g s E 9 u 7 e z

" A n e w s t a r w a t c h e s o v e r y o u ."

230

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