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Voyager Tactics v0.415
Voyager Tactics v0.415
T H E T E A M
CREATED, DESIGNED & EDITED BY
SYTOkun
MARKETING LEAD
Joey
BALANCING
SYTOkun
Joey
Joe/Twinky
The artists, writers and contributors of VNTAS Squad and the Switchback Server.
discord.gg/xvgsE9u7ez
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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
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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”.
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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.
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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.
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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.
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:
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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.
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CHAPTER I
HOW TO PLAY
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Expectations to Set
Here's some guidelines to outline the right mindset when playing Voyager: Tactics.
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Philosophy of Play
Some key ideas and mindsets behind Voyager: Tactics and how to best approach its gameplay.
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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.
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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.
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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
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
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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.
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.
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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.
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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.
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.
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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.
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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
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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.
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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.
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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
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Exploration
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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.
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.
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.
30
Initiative
Whenever your party enters combat, Initiative begins, where you, your allies and enemies take turns
engaging in battle.
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.
32
SAVE
SAVE is an Action die used to mitigate damage against yourself and attacks. Here, damage resolution
is explained.
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.
33
HIT
The following will cover some of the basics of combat and how to use your HIT Dice, along with
additional damage concepts.
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.
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.
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.
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.
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.
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.
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.
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.
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.
48
Money & Resources
Some lore and rules for usage regarding money and other forms of wealth in Voyager: Tactics.
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.
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.
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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.
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.
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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.
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C H A P T E R II
YOUR VOYAGER
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Creating Your Voyager
There are three main sections for creating your Voyager: their Sapient type, their Faction and their
Venture.
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.
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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.
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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
Prehensile Tail
Optional Trait
Common Sapients: Kaibi, Ruaya, Drachéan
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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.
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.
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Aedean Variant Traits
Choose up to two at character creation.
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.
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.
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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).
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.
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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.
MAGOI NAMES
Magoi prefer simple names without many
syllables, typically from words they learned at
the Arborice.
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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.
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.
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.
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".
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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.
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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
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.
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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.
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.
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.
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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.
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.
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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.
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.
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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.
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.
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.
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.
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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.
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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.
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
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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
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.
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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.
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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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.
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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.
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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.
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Kean togethers.
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 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.
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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.
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.
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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.
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.
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111
112
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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)
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Factions
EXDUS
EXPLORERS OF A WORLD REBORN
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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
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AEDEN
GARDEN BENEATH THE WHITE SHADOW
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.
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CARTOGRAPH CHARTER
THE GREAT ROYAL ARCHIVE
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.
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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
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SHARD BANNERS
UNTAMED SKY OF A HUNDRED LORDS
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.
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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.
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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.
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
Voyager Ideas
> Your Voyager is a Kaibi researcher based in
a peaceful abandoned university, working at
a recently restored greenhouse.
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
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
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.
130
SENTINARIUM
CITY OF GOLD & GLADIATORS
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.
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
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.
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.
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.
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.
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
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.
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.
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
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.
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
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.
148
149
Venator
Weapon-shifting Wunderkind
Recommended Faction Primary Action Dice
EXDUS Versatile
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.
151
Weapon Customisation whenever your Weapon is in shielded form,
and you may add 2 SAVE Dice to your
Iconic Weapon Loadout.
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.
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:
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.
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.
154
Tsuki, Armsmaster of Voyage Team
Aquila
155
Armsmaster
Peerless Adaptive Blademaster
Recommended Faction Primary Action Dice
Dust HIT
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.
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.
159
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160
161
Gundrifter
Wandering Mystic Gunslinger
Recommended Faction Primary Action Dice
Sentinarium AIM
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?
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.
164
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165
Assassin
Deadly Stealth Infiltrator
Recommended Faction Primary Action Dice
Dust, Eyries MOVE, HIT
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.
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".
170
Ostius, Field Medic of Voyage Team
Scorpio
Field Medic
Battle-Hardened Healer
Recommended Faction Primary Action Dice
EXDUS SAVE, MOVE
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.
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.
174
175
Armiger
Heroic Standardbearing Knight
Recommended Faction Primary Action Dice
Aeden SAVE
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.
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.
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
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
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.
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.
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.
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
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.
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.
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.
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
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.
195
Ability List Luminous School
Heaven's Key
Keybearer Schools You were born to be as the stars, clear in purpose
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.
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!"
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
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).
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
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.
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.
204
Travel Quota Hostile Advancement
Unique Ability Prevention
2 EXP
Unique Ability
Range: Global (line of sight)
2 EXP
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207
Exsourcer
Freelance Exorcist-Investigator
Recommended Faction Primary Action Dice
Dust CAST, Versatile
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.
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.
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213
Elemancer
Dynamic Elemental Mage
Recommended Faction Primary Action Dice
Any CAST
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.
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 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.
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.
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.
218
219
Invoker
Occult Pacted Summoner
Recommended Faction Primary Action Dice
Any CAST
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.
221
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)
222
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.
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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.
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.
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
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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).
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.
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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
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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 ."
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