Professional Documents
Culture Documents
Valor The Heroic Roleplay System
Valor The Heroic Roleplay System
The full text of Valor is available for use under a Creative Commons Attribution-ShareAlike 4.0
International license, available at http://creativecommons.org/licenses/by-sa/4.0/.
Licenses will also be available for those who wish to make derivative works without the ShareAlike
provision. For more information on licensing Valor, please visit http://valorousgames.com.
You have express permission to print as many copies of the character sheets as you like.
The adventures and characters in this product are purely fictional. Any similarity to actual people,
organizations, places, or events is purely coincidental.
Written by
Austin MacKenzie • Alan Gordon
Art
Finni Chang • Zearyu • Milk+Ink • Alex Shriner
Kylee Henke • Missy Pena • Soo Shin
Legal Counsel
William Hahn
How to P lay
Table of ContentsTechniques
Introduction1 Techniques68
Creating a Character 2 Building a Technique 75
Base and Active Attributes 2 Cores79
Combat Statistics 8 Modifiers 82
Valor10 Target Modifiers 82
Levels and Leveling Up 10 Special Attack Modifiers 84
Core Mechanics 10 Alteration Modifiers 85
Combat11 Limits88
Challenge Scenes 17 Ultimate Cores 94
Ultimate Modifiers 95
Ultimate Limits 95
The Season
The Season 22
G ame M aster’s Guide
Game Master’s Guide 97
Skills and Flaws
Non-Player Characters (NPCs) 99
Skills and Flaws 25
NPC Skills and Flaws 99
Flaws35
NPC Technique Limit 100
Weaken Flaws 38
Constructing NPCs 100
Skills39
NPC Types 100
Permanent Skills 39
Combat Scene Difficulty 102
Situational Skills 42
Battlefield Hazards 103
Active Skills 48
Experience and PC Progression 103
Reaction Skills 55
Valor Mechanics in the Game 104
Overdrive Skills 59
Scenes105
Challenge Skills 60
Special Combat Features 106
Companion Skills 61
Resolving Challenge Scenes 107
Boost Skills 65
Working with Meters 108
Creating Skills 66
11
Zone of Control stacks with other effects that While a target is Surprised, they have major
impede movement. penalties to their defensive abilities. It is possible
to Surprise foes during combat by hiding during
combat or otherwise sneaking up on them, but
Turn Order during a Combat Scene that has already begun
you do not gain an additional surprise round.
At the beginning of combat, all active participants
roll a d10 and add their Dexterity score, as well as Attacking
any bonuses from skills if applicable. This roll is the
character’s Initiative Score, and it lasts until the In Combat scenes, characters use special
end of the scene. Techniques they have created to damage or
impede their foes and empower their allies. Most
Once Initiative is rolled, characters are sorted Techniques target any one ally or enemy within
into a turn order with the highest initiative roll your Zone of Control. However, Techniques can
acting first, followed by the next-highest all the be improved with special abilities that give them
way down to the lowest roll, who acts last. After additional range. When attacking at range, there
the final participant in the turn order has acted, all are no penalties imposed for using a ranged
participants who still have at least 1 Health gain 1 attack when obstructed by other characters, but
Valor and the order resets and begins again. This sizable obstacles can provide cover bonuses that
continues until the Scene is resolved. make dodging easier. All Techniques are bound to
a specific Attribute, which determines what they
In the case of an Initiative tie, all participants roll and how it can be built.
involved in the tie re-roll Initiative to determine
who goes first among them. The higher rolls move When attacking, the attacker rolls the Active
first on that Initiative count, but those participants Attribute bound to the Technique they are using.
are still placed in the turn order their initial roll The defender responds by rolling the same Active
determined. Attribute, or by substituting a different Active
Attribute (and suffering a small penalty). If the
After all characters have acted, all characters gain attacker wins, or the roll is a tie, the Technique
1 Valor and the Initiative order resets, allowing all hits. Which Active Attribute is used depends on
characters to act again on their turn. the type of Technique being used. For Damage
Techniques, the Active Attribute corresponding
A character is not required to act immediately on
to the type of damage being inflicted is used-
their turn. If desired, they may choose to delay.
Strength damage attacks roll Muscle, Agility
Delay damage attacks roll Dexterity, Spirit damage
attacks roll Aura, and Mind damage attacks
A character can delay their turn, acting at a
roll Intuition. For other kinds of Cores, the
lower point in the turn order. If a character
elects to delay their turn, the next person Active Attribute to use is specified in the Core
in the turn order acts. After that turn, the description.
delaying character may either take their turn
or delay again. If multiple characters delay, Targeting
once the end of the turn order is reached, the When using a Technique or Skill, you must
character with the lowest Initiative Roll must select a target or targets to effect. In order to
act, followed by the next lowest in ascending
target a character, you must fulfill a number of
order until all actions have been completed.
Your initiative resets to its original place in the requirements. The character must be within range
round following the round you delayed in. of your ability, and your character must be able to
12
13
14
Burst of Speed
As a Free Action during your turn in
combat, gain an extra Move Action.
Environments and Battlefield
Effects
Desperate Action
There are a number of different environments
As a reaction to the end of a character’s
turn, you may take your turn immediately and battlefield effects that can be used in Combat
and then skip your next turn. Scenes.
Determination Cover
After any roll you make, add 5 to the Cover can take the form of buildings, trees, or
roll. You can use this after you know other objects that partially obscure a character.
whether or not the roll succeeded. Cover can apply either if it is between an
attacker and their target, or if a character
Exceed Limitations occupies the same space as something that
During your turn in combat, so long can be used as cover. Utilizing cover requires
as you are not Incapacitated, you can no action. Characters within cover gain +1 to
recover all of your Stamina. This Stamina their defense rolls. Characters with total cover
is lost at the end of the encounter. (inside a building or behind a wall) cannot be
Indomitable targeted without the cover first being destroyed
or by Techniques with modifiers that allow it.
During your turn in combat, end all Generally, the target cannot be seen by cover and
adverse effects currently affecting you. if you have the means to target them you must
This includes the effects from Weaken
still target a square. The attack resolves normally
Techniques, Immobilization, and the Seal Skill.
Furthermore, no effects of this type can affect if the correct square is targeted.
you until the beginning of your next turn
Darkness
Sudden Action Darkness obscures the battlefield, making it
As a Free Action that may be taken at any difficult to see or target an enemy. Whenever
point in any character’s turn, you may you are making an attack roll against a target in
take a Support Action immediately. a dark space, you suffer a -1 penalty to the roll.
Similarly, you suffer a -1 penalty to defense rolls
Teamwork against attackers who are in darkness.
After any roll an ally makes, add 3 to
the roll. You can use this after you know Rough Terrain
whether or not the roll succeeded.
Under normal circumstances, Rough Terrain
Unbreakable takes 2 spaces of movement to leave. This can
During your turn in combat, you can recover be increased at the GM’s discretion to represent
one Increment of Health. This Health is lost fantastic or particularly unwieldy terrain.
at the end of the encounter. It is possible to
die from Health loss in this manner. If you Rough Terrain can be applied to terrain in the air
are Incapacitated, recover enough Health as well, or even to both air and ground.
to set you at one full Health Increment.
15
16
Meters
Meters represent the flow of a Challenge scene.
At the beginning of a scene, a number of meters
are presented, each with a different bearing on
the scene. Depending on the circumstance, a
meter might begin high and require the party
to chip away at it, and in other circumstances it Meter Result
might begin low and require players to increase
it. Ending a Challenge Scene generally involves a Depending on the Meter, bringing it to either
certain central meter or group of meters reaching the maximum or the minimum value may
cause a special effect. For some Meters, once
their maximum or minimum value. Meters are
they have achieved maximum or minimum
dynamic, and have the following properties. value the Meter freezes and cannot be
influenced for the rest of the scene, but
Minimum/Maximum Value continues to provide the bonuses or penalties.
All meters have a minimum value of 1. The For others, the scene ends either negatively
maximum value of a meter is some number or positively for the party, which can have far-
above 1, to a maximum of 10. Depending on reaching effects on the flow of the campaign.
the circumstances, some Meters may give Finally, some Meters will not have an end
bonuses or penalties to rolls against other result, the Meter will continue to rise and fall
meters. The standard bonus for such Meters throughout the course of the scene but never
is +1 per every 2 points in the meter (at 2, lock in or determine the scene’s conclusion.
4, 6, 8, and 10 respectively). Depending,
these bonuses may change to penalties if Participants and Obstacles
the Meter falls below a set level (usually 5).
Each Challenge scene is made up of a number
Starting Value of groups, characters, or set-pieces that can
Meters can begin at just about any value, influence the scene in one way or another. There
and rise or fall depending on the actions of are two different categories, Participants and
the PCs and the NPCs. The most common Obstacles, and each effect the scene in a different
starting value for a Meter is 1, 5, or 10, manner.
which helps define the action it requires.
For example, in a Challenge scene where Participants
the party is attempting to rush through a Participants are taking part in the scene;
room filled with traps, they might begin they are part of the scene’s initiative order
with two Meters, a Meter that begins at 1 and they act every round to influence
representing their progress and a Meter the scene in their favor. PCs are almost
beginning at 10 representing their overall always Participants in a scene; it is their
condition. The party must progress through actions that ultimately shape the events,
18
Empathy
Empathy determines your ability to empathize and
sense the feelings of others, as well as perceive
falsehoods and sincerity. It typically uses Resolve
or Intuition.
19
Mystic Arts
Mystic Arts are the
character’s proficiency
with the arcane
and supernatural,
for things like
magic rituals and
enchantments. It
usually involves
Intuition or Aura
Negotiation
Negotiation generally
Healing encompasses diplomatic negotiations, as well
as bluffing or even intimidation. It generally
Healing involves the character’s ability to tend
requires a Resolve roll or an Intuition roll,
to the wounds of themselves and their comrades.
Intuition applying to more subtle or complex
It usually involves Intuition for knowledge of
situations that require eloquence or complex
the appropriate measures, and can often require
word games, Resolve applying to situations that
Dexterity or even Muscle to properly tend the
require personal magnitude or presence. Penalties
wounds.
or bonuses can be assigned for extenuating
Knowledge circumstances, since deals with obvious benefit
are more likely to cause a positive reaction and
Knowledge represents the summation of your deals that are clearly stupid or dangerous are
character’s knowledge and experience. Knowledge highly unlikely to be accepted. Negotiation
checks are almost always made against a flat cannot be used against other player characters;
difficulty and make use of an Intuition roll, this Challenge Action is specifically intended to
although in some cases a Resolve roll may be influence NPCs within the game.
appropriate if it’s more feel than informed
knowledge. In general, knowledge is handled on a Observation
broad basis for terms of the Proficiency, Asset, and
Observation represents a character’s ability to
Challenge Technique Skills; topics of knowledge
notice unusual details or catch someone sneaking
tend to be based around things like Science,
up on them. Observation normally makes use
Mathematics, Politics, Psychology, and History,
of Intuition, but in some cases Aura is also
and the Skills must be taken individually based on
appropriate. In cases of noticing a small but
a specific topic.
significant detail, a flat difficulty can be assigned.
Leadership For cases such as noticing if someone is using
stealth, Intuition, Aura, or even Resolve might be
Leadership involves directing people to complete applicable.
a specific task or set of tasks. It includes actions
such as commanding troops or leading a team to
victory in a sport. It typically involves Intuition
or Resolve for tactical analysis or inspiration and
bravado.
20
Assist Action
Whenever a character uses a Challenge action,
any character who has not yet acted this round
may assist them in this roll. The characters both
roll for the same action (they may select different
Active Attributes to employ if able, and they may
go about it in different ways to attempt to garner
bonuses). Pick the best result and add +2 to the
result for each additional character assisting in
the action.
21
The Season
22
Season One
Season One is the initial season; encompassing levels 1-5. Character building in Season One is centered
around the basic core of the character’s identity.
Season Two
Season two imbues characters with more strength and competence. They now have access to more
powerful utility skills that grant them a number of useful options they could not access in Season One.
Season Two encompasses levels 6-10.
Season Three
Season Three is when characters have really begun to make their mark on the world. They should have
most of the basic skills and are now gaining access to stronger skills. In Season Three, obstacles that the
characters may have once struggled to overcome are now easily defeated. Flight becomes prevalent, and
the battlefield dynamics can change dramatically. Season three encompasses levels 11-15.
Season Four
Season four is the final season where the most powerful skills become available. Characters are now
amongst the greatest in the world, and they are able to accomplish things others can only dream of.
Season four is the final arc, and Season four characters should be preparing to defeat the last and
mightiest of their foes. Season four encompasses levels 16-20.
23
24
26
27
28
29
30
31
32
33
Retraining Skills
Every time you gain a level, you may choose to drop The GM can ban any Flaws they wish at their
one Skill you possess or reduce its level and gain a discretion. Flaws are intended to have actual impact
full SP refund which can be spent immediately. on the game, and should not be permitted if they
You cannot retrain a Skill that is a prerequisite for will have no bearing, do not fit thematically, or are
any other Skills you possess. being ignored as fodder for bonus SP.
35
37
Weak-Willed
Your Valor is weak and you have difficulty getting
started in battle.
Level Progression: Slow
Value: +4/3 SP
Effect: You start every battle with 1 less Valor.
38
SE
N
Permanent Skills You can see in the dark.
Level Progression: Fixed
Permanent Skills are constantly active, and you Cost: 4 SP
always benefit from them. Effect: You ignore all penalties to rolls caused
ASO
by you or your target being in darkness.
Balanced Fighter 1
SE
N
ASO
Energy Attacker 1
SE
N
You are skilled at utilizing a number of attack
forms and Techniques in battle. You are an aggressive fighter capable of
unleashing powerful energy-based attacks.
Level Progression: Fixed
Cost: 8 SP Level Progression: Slow
Effect: Add +1 to all Active Attributes lower Cost: 6/3 SP
than your highest Active Attribute. Effect: Mind and Spirit Attack increases by 6.
ASO
Break Valor Limit Level Up: Mind and Spirit Attack
4
SE
increases by a further 3.
ASO
There is virtually no limit to the power of your
Expanded Reach 4
SE
N
burning soul.
Level Progression: Fixed You can reach enemies easier, allowing you to
more effectively control the battlefield.
Cost: 6 SP
Effect: Your maximum Valor is increased to 20. Level Progression: Fixed
Special: If your Valor reaches 20, you get Cost: 8 SP
an additional +1 bonus to all rolls. Effect: Your Zone of Control expands
ASO by 1 space in all directions.
Bravado 1
SE
ASO
N
Extra Action 4
SE
N
You are always ready to throw yourself into a
fight. You are able to act more frequently in battle.
Level Progression: Slow Level Progression: Fixed
Cost: 6/4 SP Cost: 12 SP
Effect: +1 Valor at the start of battle. Effect: You may use two Support
Level Up: You start with an additional +1 Valor. Actions every turn.
ASO Special: If you use a Slow Action, it
Discreet Aura 1
SE
39
SE
SE
N
N
Your wounds heal faster than normal. Your body or the armor you wear is especially
tough, allowing you to shrug off powerful blows
Level Progression: Fixed as if they were nothing.
Cost: 4 SP
Level Progression: Slow
Effect: At the end of every scene, you recover
an additional Damage Increment of Health. Cost: 4/2 SP
ASO Effect: Defense increases by 4.
Improved Damage Increment 1
SE
N
Level up: Defense increases by a further 2.
ASO
You inflict greater damage through small Physical Attacker 1
SE
N
advantages.
You are an aggressive fighter capable of striking
Level Progression: Slow powerful blows.
Cost: 5/3 SP
Level Progression: Slow
Effect: Damage Increment is increased by 2.
Cost: 6/3 SP
Level up: Damage Increment
increases by a further 1. Effect: Strength and Agility
ASO Attack increases by 6.
Increased Size 1
SE
SE
N
Level Progression: Fast
Cost: 2/2 SP Your wounds knit and heal rapidly on their own.
Effect: You take up all adjacent squares Level Progression: Slow
to the square you would normally occupy.
You gain +1 to all attack rolls, -1 to all Cost: 6/4 SP
defense rolls, and +2 to the roll required to Effect: Health recovers by 10 at the
score a critical hit on you for each level. end of every combat round.
Level Up: You take up all adjacent squares Level up: Health recovery per
to the squares you currently take up. round increases by 10.
Special: Techniques can originate
from any square you occupy.
Any square you occupy
cannot be moved through
by enemies. Any Technique
that targets a square you
occupy affects you.
If you cannot fit into a
space, you may take -1 to
all rolls to squeeze into a
space, allowing yourself to
move into areas that are
open to one size below your
current size. There is no
action required to squeeze
through an area, but doing
so is also treated as difficult
terrain. If, even at reduced
size, you cannot fit into an
area, you simply cannot
move through that space.
40
SE
SE
N
N
You are able to resist supernatural attacks. You never seem to run out of Stamina.
Level Progression: Slow Level Progression: Fast
Cost: 4/2 SP Cost: 5/2 SP
Effect: Resistance increases by 4. Effect: Maximum Stamina increases by 8.
Level up: Resistance increases by a further 2. Level up: Maximum Stamina
ASO increases by a further 6.
Sky Attack 2
SE
N
Special: If Tireless is granted by a Boost
You are skilled at maximizing damage against Technique, it provides additional Stamina in
enemies in the air. addition to increasing your maximum Stamina.
This Stamina is lost when the Boost expires.
ASO
Level Progression: Fixed
Tough 1
SE
N
Cost: 5 SP
Effect: When you hit an airborne target, your You are hardy and able to take punishment that
damage is increased by your Damage Increment. would fell a lesser hero.
ASO
Sprinter 1 Level Progression: Fast
SE
Cost: 6/3 SP
You are fleet of foot, able to cover long distances
quickly. Effect: Maximum Health increases by 30.
Level up: Maximum Health
Level Progression: Slow increases by a further 15.
Cost: 4/2 SP Special: If Tough is granted by a Boost
Effect: Your Move distance increases by 1. Technique, it provides additional Health in
addition to increasing your maximum Health.
Level up: Move distance increases by a further 1.
ASO This Health is lost when the Boost expires.
Stamina Recovery 4 ASO
SE
Unyielding Determination 4
SE
N
Your Stamina recharges at a rapid rate.
Your determination to win allows you to quickly
Level Progression: Slow focus in combat.
Cost: 4/2 SP
Level Progression: Fixed
Effect: Stamina recovers by 4
every combat round. Cost: 8 SP
Effect: Valor increases by 2
Level up: Stamina recovery per round increases by 4. every round instead of 1.
ASO
Special: This Skill does not stack
Teleportation 4
SE
41
SE
N
The power of your Aura damages enemies who
Situational Skills only activate under certain
dare come too close.
conditions.
Level Progression: Fixed ASO
Abundant Creation 2
SE
N
Cost: 4 SP
Effect: All enemies within your Zone of You can create special effects on the battlefield
Control take damage equal to your Damage very rapidly.
Increment at the start of your turn. This
damage ignores defense and resistance. Level Progression: Fixed
Special: This effect can be suppressed or Cost: 5 SP
made active as a Support Action. You may Effect: Whenever you use the Attack
choose at the beginning of a scene whether Node, Portal, or Refraction Point Skills, you
to have it be active or suppressed. may create one additional Attack Node,
Portal, or Refraction Point respectively.
Special: You must still pay the full cost of all
Attack Nodes, Portals, or Refraction Points
created. This Skill does not increase the
maximum number of Attack Nodes, Portals, or
Refraction Points you may have on the field.
ASO
Bounce Back 1
SE
N
You recover quickly from mental setbacks.
Level Progression: Fixed
Cost: 6 SP
Effect: Valor increases by 2 every round
instead of 1, as long as your Valor is below 0.
ASO
Clone Tactics 2
SE
N
You attack in tandem with your clones, making
your strikes more accurate.
Level Progression: Fixed
Cost: 5 SP
Effect: When at least one of your Clones is
also in range of your target, you get +1 to hit.
Special: You must have the Clone
Skill to take this Skill.
ASO
Combat Toss 2
SE
42
SE
SE
N
N
As the damage you take increases, so does the You can divert an attack at the last moment to
ferocity of your attacks. save an unintended target from harm.
Level Progression: Fast Level Progression: Fixed
Cost: 4/2 SP Cost: 2 SP
Effect: Strength, Agility, Mind and Spirit Attack Effect: Any time you make an opposed roll,
increase by 6 when you are at Critical Health you may make it at
Level Up: Strength, Agility, Mind and a -3 penalty if you
Spirit Attack increase by an additional so choose.
3 when you are at Critical Health
ASO
Danger Sense 1
SE
N
You can respond to an attack instantly, as if you
saw it coming.
Level Progression: Fixed
Cost: 3 SP
Effect: You are immune to the effects of the
Surprised status during an Ambush round.
ASO
Daredevil 2
SE
You can draw on your own life-force to fuel your Level Progression: Fast
attacks. Cost: 6/3 SP
Level Progression: Fixed Effect: When using a Damage Core
Technique that requires only an Attack
Cost: 5 SP Action, you can instead use a Slow
Effect: When expending Stamina to do Action. If you do, the damage inflicted
something, you can instead expend 5 by the Technique is increased by 6.
times the same amount of Health. Level up: Damage increases by a further 3.
43
SE
SE
N
N
You can use your Skills at a much greater You can dash past your foes without opening
distance than before. yourself to attack.
Level Progression: Fixed Level Progression: Fixed
Cost: 6 SP Cost: 4 SP
Effect: Increase the range of all Active Skills you Effect: You may move through an enemy’s Zone
possess with a base range of 5 to a range of 20. of Control for one Move Action at full speed by
ASO making a Dexterity roll against them that can
Free Flight 4 be defended with either Dexterity or Muscle. If
SE
N
you fail, your movement continues as normal.
You can stay in the air effortlessly. ASO
Overload Limits 1
SE
N
Level Progression: Fixed
Cost: 3 SP Through expenditure of raw power, you can
Effect: Maintaining flight costs no Stamina. ignore limitations placed upon your Techniques.
Special: Activating flight stills costs actions Level Progression: Fixed
and Stamina as normal. You must have Cost: 6 SP
the Fly Skill before taking this Skill.
ASO Effect: When performing a Technique, you
Free Swift Step 4
SE
SE
N
Level Progression: Fixed
Outside of battle, you can quickly mend the
Cost: 5 SP
injuries of your allies.
Effect: Using the Swift Step
Skill costs no Stamina. Level Progression: Fixed
Special: You must have the Swift Step Cost: 4 SP
Skill before taking this Skill. Action: Special
ASO
Improved Swimming 1
SE
N
Cost: 4 SP
You possess the ability to pass through solid
Effect: When underwater, you do not matter.
suffer the usual penalties to rolls, nor do
you treat the water as rough terrain. Level Progression: Fixed
Special: This Skill grants a +1 bonus Cost: 5 SP
to all Athletic rolls when swimming. Effect: When moving, you can pass through
This bonus stacks with Proficiency. impassable obstacles by expending 2 Stamina
for each blocked space you pass through.
Special: Even if you use this Skill to pass
through blocked spaces, you must end your
movement in an open space. Phasing does
not allow you to move through enemy
spaces. If for whatever reason you would end
your movement on a blocked or occupied
space, you are pushed to the nearest
available space at the GM’s discretion.
44
SE
SE
N
N
You have sworn to protect a person important to You can leave yourself wide open in order to deal
you. devastating blows.
Level Progression: Fixed Level Progression: Slow
Cost: 5 SP Cost: 5/3 SP
Effect: Designate one person. Whenever Effect: Whenever you attack, you can add
you use the Cover Skill to defend that a bonus up to the level of this Skill to your
person, gain 1 Valor. You may only gain attack roll. If you do so, all defense rolls are
Valor in this fashion once per round. made at a penalty equal to the bonus you
Special: You can buy this Skill multiple times. added to your attack until your next turn.
Each time applies to a different person. You Level up: Increase the maximum
must have the Cover Skill to take this Skill. bonus and penalty by 1.
ASO ASO
Quick to Act 1 Resolute Strike
SE
SE
N
N
You have honed your reflexes to the point where You can land hits with attacks with the sheer
you react swiftly to danger. force of your will.
Level Progression: Fixed Level Progression: Fixed
Cost: 3 SP Cost: 5 SP
Effect: When rolling Initiative, add 2 to the roll. Effect: When using any damage Technique,
Special: You cannot take this Skill if you can use your Resolve to attack. You
you have the Slow to Act Flaw. must have at least 2 Valor to use this Skill.
ASO
Revenge 1
SE
N
When an ally falls, your desire for revenge
pushes you forward.
Level Progression: Fixed
Cost: 5 SP
Effect: Whenever one of your allies
is reduced to 0 Health or less by
an enemy, you gain 2 Valor.
Special: You only gain Valor the first time an
ally is reduced to 0 Health or less in a scene.
You do not gain Valor if the ally was created
by a Summoning Technique. You cannot
have both Despair and Revenge. Any Soldier-
class allies only increase Valor by 1. Any
Flunky-class allies do not increase Valor.
ASO
Rising Attack 2
SE
45
SE
SE
N
N
You can roll to your feet, repositioning as you do You can quickly swap places with an ally or enemy
so. as you teleport.
Level Progression: Fixed Level Progression: Fixed
Cost: 4 SP Cost: 4 SP
Effect: When you use a Move Action Effect: When you Swift Step, you may choose
to stand up from Prone, you may also a space occupied by an enemy or ally as your
move up to half your Move stat. destination. As you move to their space, they
ASO are moved to the space you moved from. If
Safe Stride 2
SE
N
the target is an enemy, make an Intuition or
Aura roll that can be opposed by Intuition
You can walk over hazardous land without harm. or Aura; if you fail, the Stamina and Support
Level Progression: Fixed Action are wasted, and you do not move.
Cost: 5 SP Special: This may be used on a clone
you created. You must have the Swift
Effect: Any terrain effect that would cause Step Skill to take this Skill.
damage simply by stepping over it (such ASO
Underhanded 2
SE
as spikes or brambles) does not cause
N
damage while you are walking over them.
Dishonorable actions do not weaken your resolve
Special: If you have the Water Walk Skill,
this applies to liquid hazards such as lava to win.
or acid. This does not negate any damage Level Progression: Fixed
from effects created by Techniques.
ASO Cost: 5 SP
Split Move 2
SE
SE
N
Effect: In the place of a Move Action, you
may take two Move Actions, at different You are exceedingly difficult to move.
points during your turn. However, the
total distance moved between the two Level Progression: Slow
actions cannot exceed your Move. Cost: 6/2 SP
Special: This can be used with Swift Step, in Effect: Whenever an effect would move
this case it cannot exceed the total distance you against your will, the distance moved
of your maximum Swift Step. Stamina is is reduced by 2. Furthermore, if another
expended as normal. Split Move cannot be combatant is thrown or pushed into you, you
used on a Move Action taken to remove are treated as a wall - their push movement
a status effect such as Immobilized. ends instantly, and they take the additional
ASO
Damage Increment from the collision. You
Team Tactics 1
SE
46
SE
SE
N
N
Your resolve never wavers in the face of the You can walk on the surface of liquids.
enemy.
Level Progression: Fixed
Level Progression: Fixed Cost: 4 SP
Cost: 6 SP Effect: You can walk on top of any liquid
Effect: You cannot acquire the present, acting as if you were on solid ground.
Shaken status by any means. If the liquid is dangerous (such as lava or
ASO acid), you still take damage as normal.
Unstoppable 3
SE
ASO
N
X-Ray Vision 2
SE
N
You can remain standing even when you would
otherwise be rendered unconscious. You can see through obstacles.
47
SE
N
You can strike at a target through a number of
Active Skills can be used in place of Techniques
attack nodes, making it nigh impossible to dodge
in combat. They require an action to activate, and
the attack.
may also require the expenditure of Stamina.
ASO Level Progression: Fixed
Attack Node 1
SE
N
Cost: 4 SP
Either through manipulating the fabric of reality Effect: When using a Technique, if you have
or setting proxies for yourself, you can place two or more Attack Nodes within range of all
nodes on the battlefield from which you can targets, you may spend an additional 2 Stamina
attack as if you were standing there. to attack from multiple nodes at once, getting
a +1 bonus to your attack roll. No matter how
Level Progression: Fast many Nodes a Technique originates from, it
only hits once and only one attack roll is made.
Cost: 5/2
ASO
Action: Support Battle Analysis 2
SE
N
Effect: Expend 4 Stamina and create an Attack
Node anywhere within 5 spaces of yourself. For You are skilled at analyzing the attack patterns of
the rest of the battle, any Technique you use your foe and formulating the appropriate defense.
can originate from your location, or that of any
Attack Node you have created. You must be Level Progression: Fixed
within 20 spaces of the Attack Node you wish Cost: 6 SP
to utilize in order to use it. You can only create Action: Support
1 Attack Node at a time, and you may not have
more than 1 on the field at any given time. Effect: Make an opposed Intuition roll
against a target. If you succeed, then at
Level Up: You may have an additional any one point during the battle, you or
Attack Node on the field. an ally can defend against an attack from
Special: Anyone can occupy the same space the target at a +5 bonus to defend.
as an Attack Node. No Technique can directly Special: Battle Analysis can only be used
target an Attack Node. Techniques with the to grant a bonus to defense against
Rush Attack and Ramming Attack Modifier each enemy once per battle.
cannot be used through an Attack Node. ASO
Clone 2
SE
N
You can duplicate
yourself, creating
weaker copies that
appear to attack as
you can in order to
confuse your foes.
Level Progression:
Slow
Cost: 6/3 SP
Action: Support
Effect: Expend 5
Stamina and create
an illusionary copy
of yourself on an
adjacent space. If
you wish, you may
instead move one
space and create
an illusionary
copy of yourself
on the space
48
SE
you moved from. Whenever you move, you
N
may move yourself and all your clones. It
is only apparent to yourself and your allies You can challenge a foe to single combat.
which is a clone and which is real. If an
enemy attacks a clone, there is no attack roll Level Progression: Fixed
necessary; the clone is instantly destroyed. Cost: 2 SP
Level Up: You may create and have Action: Support
on the field one additional clone, Effect: Challenge a foe to single combat. If
expending Stamina as normal. the target accepts, neither you nor the target
Special: Whenever you hit an enemy with a can attack anyone but each other until one of
Technique, your true position is automatically you falls or the challenge is broken. You both
revealed. Furthermore, any enemy may, as a gain +2 Valor. When one of the challengers is
Support Action, attempt to discern which is the defeated, the Duel ends and all will bonuses
real you via an opposed Intuition or Aura roll. are retained. If either the challenger or the
If you possess the Discreet Aura Skill, gain +2 to challenged makes an attack not targeting
your roll to avoid detection. If the enemy knows their opponent, they break the Duel. If anyone
which clone is real, they will continue to know outside of the Duel attacks either of the
which is real until you create another clone. challengers, they break the Duel. If the Duel
For the purposes of enemy movement, clones is broken, both challengers lose 2 Valor, and
have Zones of Control, but only if the enemy the one who broke the Duel loses 4 Valor. If
doesn’t know whether or not they’re real. a Technique has Multiple Targets, it doesn’t
ASO break the Duel as long as the challenger is
Dark Healing 1
SE
49
SE
SE
N
N
You can wrest control of an effect on the field Through skilled combat Technique you can
from its creator. trick your foe into leaving an opening for you to
exploit.
Level Progression: Fixed
Cost: 4 SP Level Progression: Fixed
Action: Support Cost: 6 SP
Effect: Expend 5 Stamina and make an Action: Support
opposed Intuition or Aura roll against any Effect: Make a Dexterity or Intuition roll
target within 5 spaces of your location. If against a target within 5 spaces that may
you succeed, you gain control of one Attack be defended with either Dexterity or
Node, Portal, Refraction Point, Boost, Weaken, Intuition. If you succeed, the damage on
or Persistent Effect that they created. your next attack against that target this turn
Special: In the case of a Boost effect, is increased by your Damage Increment.
you transfer the effect from the target to Special: If the next attack you make
yourself. In the case of a Weaken effect, against the target fails, the Feint is
you transfer the effect from the original expended and the bonus damage is lost.
target to the enemy who created it. ASO
Flunky Domination 3
SE
ASO
N
Effect Transfer 1
SE
SE
N
ASO
Exploit Weakness 3
SE
50
SE
at the beginning of the scene. If you acquire
N
the Fly Skill from a Boost or Transformation,
you may begin flying immediately as a You can strike fear in the hearts of your foes.
free action, paying all costs as normal.
Level Progression: Slow
Level Up: +1 Move while flying.
ASO Cost: 5/3 SP
Health Transference 2
SE
N
Action: Support
You grant some of your vitality to an ally. Effect: Make an Aura or Resolve roll against
one enemy within 5 spaces; they defend
Level Progression: Fixed using Aura or Resolve at their choice. If you
Cost: 4 SP win the opposed roll, the target is Shaken.
Action: Support Special: This Skill grants a +1 bonus to all
Negotiation rolls when being intimidating.
Effect: You lose Health equal to your Health This bonus stacks with Proficiency.
Increment, and one ally within 5 spaces of you is
healed Health equal to their Health Increment. Level Up: You may Intimidate
ASO
one additional enemy.
ASO
Inspire 1
SE
Jump
N
SE
N
You have the ability to inspire an ally to You can jump exceptionally high, allowing you
greatness. to strike at airborne enemies and leap over large
Level Progression: Slow obstacles.
Cost: 5/3 SP Level Progression: Fixed
Action: Support Cost: 4 SP
Effect: Increase the Valor of one Action: Support
ally within 5 spaces by one. Effect: Expend 2 Stamina. You may target
Special: You cannot use this Skill on someone flying enemies with melee Techniques.
who has more Valor than you do. You cannot Special: This Skill grants a +1 bonus
use this Skill on yourself. This Skill grants a to all Athletic rolls when jumping.
+1 bonus to all Negotiation rolls when being This bonus stacks with Proficiency.
Inspiring. This bonus stacks with Proficiency.
Level Up: You may Inspire one additional ally.
51
SE
SE
N
N
You negate ongoing effects on the battlefield. You can goad your enemies into attacking you,
even when it’s against their better judgment.
Level Progression: Slow
Cost: 5/3 SP Level Progression: Fast
Action: Support Cost: 4/2 SP
Effect: Expend 5 Stamina to try to remove Action: Support
temporary effects from a target. Make an Effect: Make an opposed Resolve check
Aura, Intuition, or Resolve roll against the against any one target within 5 spaces. If
target which is either defended by the you succeed, then if the target elects to use
Attribute used to initiate the effect, or Aura, a Damage Technique in their next turn, they
Intuition or Resolve in the case of Active include you as one of its targets. If they do
Skills. Upon success, you can cancel an effect not target you, then they lose one Valor.
caused by a Boost, Weaken, or Barrier Core Special: This Skill grants a +1 bonus to all
Technique or by Active Skills that create Negotiation rolls when being insulting or
ongoing effects such as the Seal Skill or provocative. This bonus stacks with Proficiency.
the Portal Skill initiated by the target.
Level Up: You may Provoke an additional enemy.
Level Up: You may Nullify one
ASO
additional effect within range.
Recharge 1
SE
N
ASO
Portal 2
SE
52
SE
Special: If you disable the Attack Node,
N
Portal, or Refraction Point Skills, the created
You can create points on the battlefield Attack Nodes, Portals and Refraction Points
through which you can channel and multiply remain on the battlefield; however, they
your attacks. cannot be used until the Skill is unsealed.
You may learn Seal more than once, each
Level Progression: Fast time applies to a different Active Attribute.
Cost: 4/2 Level Up: You may Seal one additional
Action: Support Technique or Active Skill within range.
ASO
Effect: Expend 3 Stamina and create a Shadow Meld 2
SE
N
Refraction Point anywhere within 5 spaces
of yourself. For the rest of the battle, any You can sink into a shadow to hide from foes.
Technique you use can target the Refraction
Point as if it were an enemy. If you do, then Level Progression: Fixed
you may expand the Technique, selecting new Cost: 6 SP
targets as if the Technique was originating
Action: Move
from the Refraction Point. The maximum
number of Refraction Points you can have on the Effect: You may hide even when being
battlefield at once is equal to the Skill Level. directly observed by melding into shadows.
Melding into shadows costs 4 Stamina,
Level Up: You can produce an additional Point.
and grants a +1 bonus to all Stealth rolls
Special: Anyone can occupy the same space as while active. This bonus stacks with
a Refraction Point. Techniques with the Rush Proficiency. Staying melded costs 4 Stamina
Attack or Ramming Attack modifier cannot each round and you cannot attack while
be used through a Refraction Point. Even if you are using Shadow Meld. Dismissing a
someone is targeted multiple times by one Shadow Meld requires a Move Action.
Technique through use of Refraction Points, ASO
Size Up 1
SE
it only can attack the target once, and only
N
one attack role is made. If the Technique has
the Multiple Target modifier, that modifier You can analyze a foe and discern their statistics
does not continue to function when passing and Flaws.
through a Refraction Point, although you
may send multiple iterations of the same Level Progression: Fast
Technique through the same Refraction Point. Cost: 3/1 SP
ASO
Action: Support
Seal 2
SE
SE
SE
N
N
You can use your spiritual sense to locate You grant some of your Stamina to an ally.
invisible or obscured foes.
Level Progression: Fixed
Level Progression: Fixed Cost: 4 SP
Cost: 5 SP Action: Support
Action: Support Effect: You lose a Stamina Increment,
Effect: You can activate this ability by and one ally within 5 spaces of you
expending 2 Stamina. While Spirit Sight regains a Stamina Increment.
is active, you can identify the square any ASO
Swift Jump 3
SE
N
invisible or otherwise concealed targets and
suffer no attack roll penalties when attacking
them. Additionally, you can identify which You can jump easily and quickly, without much
target is real and which is a Clone when effort.
the Clone Skill is in use. You can keep Spirit Level Progression: Fixed
Sight active by expending an additional
1 Stamina each round. The expenditure Cost: 3 SP
of this Stamina requires no action. Action: Support
Special: Spirit Sight negates penalties from Effect: When using the Jump Skill, you
Darkness. This Skill grants a +1 bonus to may instead expend 4 Stamina and
all Observation rolls while this Skill is use the Skill as a Free Action.
active. This bonus stacks with Proficiency.
Special: You must have the Jump
Skill to take this Skill.
54
SE
N
Either through a powerful burst of speed or
These Skills are used to react to certain
sliding through dimensions, you can adjust your
conditions.
location with unbelievable speed.
ASO
Afterimage 2
SE
Level Progression: Slow
N
Cost: 5/2 SP You move so quickly you leave an image of
Action: Support or Move yourself behind.
Effect: Expend up to 4 Stamina, and then move
Level Progression: Fixed
to any square within as many spaces of your
current location as you expended Stamina. Cost: 4 SP
Level Up: You may move an additional space Effect: When moving with the Swift Step Skill,
by expending an additional 1 Stamina. you may spend 2 Stamina to leave a Clone of
yourself at your location before movement,
Special: Swift Step can be used multiple times
as per the Clone Skill. Alternately, you may
in one turn with the proper action expenditure.
not move at all, instead putting the Clone
Movement via Swift Step is still affected
where the Swift Step would have moved you.
by enemy Zones of Control as normal.
ASO Special: At the beginning of your next
Toss 1
SE
SE
N
Level Progression: Slow
Cost: 5/2 SP You can use your Aura to protect nearby allies
from harm.
Action: Support
Effect: Move one ally who is in your Zone Level Progression: Fixed
of Control to any free space within 4 Cost: 4 SP
spaces of you. This movement ignores
Effect: Every time you make a defense roll
Zone of Control and Difficult Terrain.
against a Technique with the Blast Radius
Level Up: Maximum range increases by 2. or Line Attack modifiers using Aura, you
may pay 2 Stamina to extend your defense
to an ally within your Zone of Control.
You may extend your defense to as many
allies as you can reach by spending more
Stamina. You must make a defense roll in
place of your allies for each ally targeted.
ASO
Clash 2
SE
55
SE
N
when preparing the counter. You may prepare
the same Technique more than once.
You can combine your attack with that of an ally ASO
Cover 1
SE
to make it harder to dodge.
N
Level Progression: Fixed You can throw yourself in front of an ally, taking a
Cost: 6 SP hit that was meant for them.
Effect: Once per round, delay your turn until Level Progression: Fast
an ally attacks, then attack the same target.
Your initiative is set to just before your ally. You Cost: 6/2 SP
both get +2 to your attack rolls while Effect: Once per round, you may take damage
making the attack. After the end of instead of an Ally within your Zone of Con-
this round, your Initiative is reset trol. Cover is used after dice have been rolled
to its normal value and the attack is determined to
for this scene. have hit. The person using
Cover is automatically hit
by the Technique.
Level up: You can
use Cover once
more per round.
Special: If you
have prepared
a Counterattack, you
may activate that
action when you use
the Cover Skill. Cover can
be used to defend against
Techniques with an area of
effect. It is possible to be hit
by the same Technique more
than once when using Cover.
ASO ASO
Counterattack 1
SE
Damage Feedback 2
SE
N
You can strike an enemy just before they land Striking you is painful to your enemies.
their own attack.
Level Progression: Fixed
Level Progression: Fixed Cost: 5 SP
Cost: 6 SP Effect: Every time you successfully guard
Effect: Expend an Attack Action to prepare a against a melee attack with your Muscle,
Damage Technique. When an enemy declares the attacker takes damage equal to your
an Attack Action against you but before any Damage Increment. This damage is not
rolls are made, you may use the prepared modified by Defense or Resistance.
Damage Technique, resolving that action
before your enemy resolves theirs. After your
Attack Action, their Attack Action resolves as
normal. If they are no longer able to use the
Attack Action they were originally intending
to use, the action is refunded and they may
56
SE
SE
N
N
You can use your own Techniques to protect an You overcome an effect with pure resolve.
ally from harm.
Level Progression: Fixed
Level Progression: Fixed Cost: 5 SP
Cost: 4 SP Effect: When targeted by an active
Effect: You may activate Clash when an ally Skill, you may defend with Resolve, so
is attacked, so long as the attacking enemy long as your Valor is 2 or higher.
is within range of your prepared Technique. ASO
Interrupt Attack 1
SE
ASO
N
Deflecting Shield 3
SE
N
You can attack a foe as he tries to pass you, stopping
While shielding your allies you can use the shield them in their tracks.
to deflect line attacks back at your foes.
Level Progression: Slow
Level Progression: Fixed Cost: 3/2 SP
Cost: 4 SP Effect: If you have a prepared Counterattack,
Effect: When using the Area Shield Skill against you may instead use it to interrupt an enemy’s
a Technique with the Line Attack modifier, if you movement through your Zone of Control.
successfully defend for yourself or an ally, you Whenever an enemy moves into or through
may deflect the Technique as per Line Deflect. your Zone of Control, you may immediately use
Special: You must have the Area Shield and Line a prepared Counterattack against them. If the
Deflect Skills to take this Skill. You may not Technique hits, their Move is reduced by 2 for
deflect the same line more than once, but you that action in addition to the normal effects
can divert it from targeting other allies being of the Technique resolving.
targeted by the Technique in this fashion. Level Up: Increase the
ASO movement reduction by
Diving Escape 2 an additional 2.
SE
SE
SE
N
N
You can take hits for allies at a great distance. Your resolution is so great you can force your
enemies away from you.
Level Progression: Fixed
Cost: 5 SP Level Progression: Slow
Effect: You may expend a Move Action Cost: 4/2 SP
to prepare to Cover. Whenever any ally Effect: Every time you successfully defend
within your movement range is attacked, against an attack from an Enemy inside
you may move adjacent to them as your Zone of Control using Resolve, the
part of the use of the Cover ability. attacker is pushed away 1 space.
Special: If you possess the Swift Step Skill, you Level Up: Distance pushed is
may instead expend a Support Action for this, increased by 1 space.
ASO
and use Swift Step in order to adjust your posi-
Prepared 3
SE
N
tion accordingly. If desired, you may also expend
a Move Action to set a Swift Step. The Stamina
cost is paid when the Mobile Cover Skill is used. You are able to counter attacks upon entering
ASO
combat.
Mobile Dodge 2
SE
N
Level Progression: Fixed
You move around quickly to avoid attacks. Cost: 6 SP
Effect: When you enter combat, set a
Level Progression: Fixed Counterattack Action. You must pay the cost for
Cost: 4 SP the Technique you prepare immediately upon
Effect: Any time you succeed a defense entering battle. The Technique is considered
roll using Dexterity, you may instantly to have been used once at the start of battle
move one space in any direction. for the purposes of cooldown, ammunition,
and other related Limits. If the Limits prevent
Special: If you have the Swift Step Skill, you you from using the Technique at the start of
may pay 1 Stamina to move two spaces the battle, you cannot use it with the Prepared
instead of one when using this Skill. This Skill. You cannot prepare a Technique that
is considered a use of the Swift Step Skill requires more than an Attack Action.
for purposes of other Skill effects. ASO
Ranged Interrupt 2
SE
ASO
N
Opportunistic Dodge 2
SE
SE
N
You may use an Overdrive to increase your
These Skills allow you to increase your strengths
Strength and Agility Attack.
and abilities by using Valor.
ASO Level Progression: Slow
Acceleration 1
SE
N
Action: Overdrive
You may use an Overdrive to increase your Cost: 6/3 SP
Dexterity. Effect: Once per scene, you may pay 3 Valor
to increase your Strength and Agility Attack
Level Progression: Fixed by 8 for the remainder of the scene.
Action: Overdrive Level Up: Increase Attack bonus by 4.
Cost: 5 SP
Effect: Once per scene, you may pay
3 Valor to increase your Dexterity by
1 for the remainder of the scene.
ASO
Analysis 1
SE
Defense.
N
59
SE
N
You may use an Overdrive to increase your
Challenge Skills are those specifically applied to
Resistance.
challenge scenes.
Level Progression: Slow ASO
Asset 1
SE
N
Action: Overdrive
Cost: 6/3 SP Be it a possession or a personal relationship,
Effect: Once per scene, you may pay you have an asset that is useful in specific
3 Valor to increase your Resistance by circumstances.
8 for the remainder of the scene.
Level Progression: Fixed
Level Up: Increase Resistance bonus by 4.
ASO Cost: 3 SP
Resolute Aura 1
SE
Effect: Choose a specific Asset such as
N
great wealth or connections to local law
You may use an Overdrive to increase your Aura. enforcement. When making a roll against
Level Progression: Fixed a meter that your Asset gives you an
advantage against, you may gain +3 to the
Action: Overdrive roll. You can only do this once per scene.
Cost: 5 SP You may not use more than one Asset on
a single roll, but you may use an Asset in
Effect: Once per scene, you may pay conjunction with a Challenge Technique.
3 Valor to increase your Aura by 1
for the remainder of the scene. Special: This Skill may be taken multiple
ASO times. Each time grants a different Asset.
ASO
Strength of Will 1
SE
Challenge Technique 1
SE
N
You may use an Overdrive to increase your
Muscle. In specific circumstances, you can employ a
Technique to give yourself a boost.
Level Progression: Fixed
Level Progression: Fixed
Action: Overdrive
Cost: 3 SP
Cost: 5 SP
Effect: Choose a specific challenge situation
Effect: Once per scene, you may pay such as revealing a falsehood or making an
3 Valor to increase your Muscle by 1 investigation. When making a roll against a
for the remainder of the scene. meter that requires the use of this specific
action, you may gain +3 to the roll. You can
only do this once per scene. You may not
use more than one Challenge Technique on
a single roll, but you may use a Challenge
Technique in conjunction with an Asset.
Special: This Skill may be taken multiple times.
Each time applies to a different situation.
ASO
Favorable Insight 1
SE
SE
N
to disarm is vulnerable to fire magic. You
may then make an action accordingly.
You have a companion that follows you and
Special: This Skill may be taken multiple times. assists you.
Each time applies to a different situation.
ASO Level Progression: Slow
Favorable Success 2
SE
N
Cost: 6/4 SP
Your ability to succeed in certain challenges Effect: You gain access to a Companion. The
causes a domino effect, making you more Companion takes up its own space and has
successful in related challenges. a Move of 4, and defends using your Active
Attributes. Companions may substitute
Level Progression: Fixed defenses as normal, and suffer no penalty for
Cost: 4 SP substituting. Companions are immune to the
effects of Weaken Cores or status conditions,
Effect: Whenever you successfully but any Weaken Core effects applied to you
move a meter by 2 or more points, you also apply to the Companions as well.
may also move a related meter 1 point
in the direction of your choice. Companions do not possess their own
Actions, Skills or Techniques. When using
Special: You can only use this Skill if the meter a Technique, you may have the Technique
moved in the direction you intended to move it. originate from the Companion instead.
ASO
Companions move on your Move Action.
Proficiency 1
SE
61
SE
SE
N
N
Your Companion will allow allies to ride it. You can revive multiple Companions at once.
Level Progression: Slow Level Progression: Fixed
Cost: 3/1 SP Cost: 4 SP
Effect: If a Companion can be ridden, an Effect: If more than one of your Companions
Ally may ride instead of you, expending a have been Incapacitated, you may revive
Support Action to mount it as normal. all your Companions that are in range.
Level Up: Another Companion capable of Special: You must have the Companion
being ridden may be ridden by an ally. Skill to take this Skill. If you have Trusting
Special: You must have the Companion Companion, your allies may also revive multiple
and Mount Skills to take this Skill. Companions if they are within range.
ASO ASO
Fast Companion 1
SE
3
N
Companion Sense
SE
N
Your Companion can detect enemies using Your Companion moves with great speed to assist
senses you may lack. you in battle.
SE
Special: You must have the Companion
N
Skill to take this Skill.
ASO You coordinate your attacks with your Companion
Companion Zone of Control 2
SE
Special: You must have the Companion Your Companion can take to the air at will.
Skill to take this Skill. You do not get
this extension of your Zone of Control Level Progression: Slow
while the Companion is disabled.
Cost: 3/3 SP
Effect: One of your Companions (your
choice upon selection of the Skill) is
considered to be Flying at all times.
Level Up: One more Companion (your
choice upon level up of the Skill) is
considered to be Flying at all times.
Special: You must have the Companion
Skill to take this Skill.
62
SE
SE
N
N
Your Companion can hide itself from the sight of You can ride your companion to move around the
enemies. battlefield at high speed.
Level Progression: Slow Level Progression: Slow
Cost: 4/2 SP Cost: 3/1 SP
Effect: By expending 5 Stamina, one of your Effect: Select one of your Companions, this
Companions (your choice upon selection of the Companion can now be ridden. If you are
Skill) can mask itself from your foe’s senses. adjacent to your companion, you may expend
You may turn invisibility on and off at will as a a Support Action to ride them as a mount.
Free Action, paying all costs when activating The Companion is removed from the battle
the ability. When invisible, the Companion’s and cannot be targeted while you are riding
location is not known to the enemies. What it, and you now use the Companion’s Move
is known is where they were last time they distance instead of your own when using
performed a Technique. Enemies can attack an action to move. As a Support Action, you
any space they suspect of having an invisible may stop riding the Companion, and it re-
Companion in it – if the square is empty, enters the battle in a space adjacent to you.
nothing happens, and if it’s occupied, then the Level Up: Another Companion
attack is resolved normally. While invisible, can be ridden as a mount.
the Companion gets a +2 bonus to defense
rolls. Each turn spent invisible expends Special: You cannot use any other Companion
5 Stamina for the Companion’s owner. Skills while riding your Companion as a mount.
If you have the Ally Mount Skill, your allies may
Level Up: One more Companion (your mount your Companion in your stead.
choice upon level up of the Skill)
ASO
can make itself invisible.
Protect Ally 2
SE
N
Special: Enemies can attempt to
follow an Invisible Companion’s Your companion will take hits
movement. As a Support Action, intended for its Master’s friends.
anyone can make an opposed
Intuition roll against you to Level Progression: Fixed
ascertain your Companion’s Cost: 2 SP
location. You must have the
Companion Skill to take this Skill. Effect: Once per round, if one of
ASO
your Companions is adjacent
to an ally, it may take damage
Instant Mount 3
SE
SE
SE
N
N
Your companion will take hits intended for its Your companion can inherently detect malice or
Master. evil in others.
Level Progression: Fixed Level Progression: Fixed
Cost: 4 SP Cost: 2 SP
Effect: Once per round, if your Companion is Effect: Your Companion can alert you
adjacent to you, it may take damage in your to nearby people having hostile intent
place. Protect Master is used after dice have towards you or your friends.
been rolled and the attack is determined to Special: You must have the Companion
have hit. The Companion is automatically hit Skill to take this Skill.
by the Technique (and immediately disabled). ASO
Tossing Companion 2
SE
N
Special: Protect Master can be used to defend
against Techniques with an area of effect.
If you and a Companion you wish to have Your companion can quickly reposition an ally.
protect you are both caught in an area Level Progression: Slow
of effect, roll defense for the Companion
first. If the Companion is not disabled by Cost: 3/1 SP
the attack, it may protect you as normal. Effect: One of your Companions
You must have the Companion Skill to take (your choice upon selection of the
this Skill. Even if you have more than one Skill) can use the Toss Skill.
Companion, only one Companion may
Level Up: One more Companion (your choice
take a hit in such a fashion this turn. upon level up of the Skill) can use the Toss Skill.
ASO
Ranged Revival 2 Special: You must have the Companion
SE
SE
N
companions even if they
are far from you.
Your companion trusts your allies
Level Progression: enough to accept their aid.
Fixed
Level Progression: Fixed
Cost: 3 SP
Cost: 4 SP
Effect: You
may revive a Effect: Any Companion you
disabled Companion possess that has been
from 20 spaces away. disabled may be revived
by an Ally. The Ally
Special: You must have the Companion must be within 5 spaces
Skill to take this Skill. of the Companion
ASO
and expend a Support
Reactive Companion 3
SE
64
65
However, sometimes a desired Skill is harder to represent. Gauge the narrative effect of a Skill, and set
a price accordingly. Generally, a Skill should be 1 or 2 SP for a minor effect on the game, 3 or 4 SP for
a moderate effect on gameplay, and 5 or more SP for a Skill that can potentially have a major effect
on gameplay. In general, minor Skills (such as a helpful combat advantage or a reasonable role-play
advantage, like the ability to see the map of an area the characters are in) are likely to have a Fast
progression, and major Skills (such as an increase to Attributes or statistics that are often used) are likely
to have a Slow progression.
Example
Steve wants to build a psionic character for his upcoming fantasy game – one who can use the power
of his mind to influence others. Looking at the custom Skills rules, he makes two Skills that will work
conceptually with his character and brings them to Jessica, his GM.
ASO ASO
Telepathy 1 Mind Reading 1
SE
SE
N
N
You can speak directly to the minds of others. You can read the surface thoughts of a target.
Level Progression: Fixed Level Progression: Fixed
Cost: 2 SP Cost: 4 SP
Effect: You can communicate telepathically Effect: By spending 2 Stamina and winning
through words, feelings, and images an Intuition roll that can be defended with
with any sentient creature within either Intuition, Aura or Resolve, you can
range. If you do not share a common read the surface thoughts of any sentient
language, you can still communicate creature within your field of vision.
to a degree, but must communicate
through pictures and feelings instead.
66
SE
N
You can speak directly to the minds of others.
Level Progression: Fixed
Cost: 2 SP
Effect: You can communicate telepathically
through words, feelings, and images with
any sentient creature you can see within
20 spaces. If you do not share a common
language, you can still communicate
to a degree, but must communicate
through pictures and feelings instead.
The second Skill, Jessica feels, should have a more specific combat application, since her game is going
to be a bit more combat-oriented. She suggests that it can, in battle, give a slight bonus to defense rolls.
Steve also suggests that it might also give him an idea of what actions the enemy is going to take next,
intending to use his character’s telepathy to pass on the results of the check to his allies if necessary.
She also says that the target should be aware of what is happening when their mind is read. However,
Steve says he intended the Skill to be more subtle, one in which he quietly picks up the surface thoughts
being projected. After a bit of discussion, Jessica agrees to this as well, but increases the SP cost by 4
and the Stamina cost by 4 to compensate. She also has him add that the Skill requires a Support Action
in combat and raises it to a higher season to make it more balanced with the benefit it grants. Thus, the
final Skill looks like this:
ASO
Mind Reading 3
SE
67
Techniques
68
69
70
71
72
73
74
Step 1: C oncept
Building a Technique is more than just designing
an attack. Techniques embody the fighting style
of your character. As with Skills, the Technique
cores and modifiers can be represented in any
number of ways to represent any number of
possible attacks. A damage core, for example,
can be anything from a thrown dagger to a blast
of lightning magic. Design Techniques to suit a
character and give your character the weapons
necessary to defeat their foes in the best way they
are able.
Example
John is building Techniques for his new first
level character, Hiiro. Hiiro is a fighter; he
has high Strength and Spirit and is good
at taking hits and dealing high levels of
damage. John wants to build a powerful
ranged attack for Hiiro, so he decides
to make an attack called “Phoenixflame
Slash,” which will unleash a blade of
destructive spiritual energy at his foes.
75
76
77
Upgrading a Technique
In Season One, every Character Level you
gain gives you 4 Technique Points to upgrade
your Techniques. You may spend a Technique
Point to increase the level of a Technique by
one. Alternately, you can spend any amount of
available Technique Points up to character level
+ 3 to create a new Technique of that level. You
are not required to spend all of your Technique
Points immediately, and you may build or
upgrade Techniques between scenes even if you
haven’t gained a level yet, so long as you have the
Technique Points to do so.
78
79
80
SE
N
Depending on the Attribute selected for a Your Technique can leap from target to target,
Technique, a modifier may be stronger or weaker. harming multiple people.
Applicable to: Damage Core, Weaken
Target Modifiers Core, Boost Core, Healing Core
Target modifiers affect the area you can target Level: +1/+1
with your Technique, allowing you to target allies Effect: When you target someone with
or enemies beyond that which the Core specifies. this Technique, you may target another
ASO character with the same Technique effect.
Blast Radius 1 The Technique originates from the first target
SE
82
SE
SE
N
N
Your attack travels in a line, striking everyone Either through multiple attacks or splitting an
within it. effect, your Technique can attack multiple people
at once.
Level: +1/+1
Applicable to: Damage Core, Weaken Core, Applicable to: Damage Core, Weaken
Barrier Core, Healing Core, Boost Core Core, Boost Core, Healing Core
Effect: This Technique targets all spaces Level: +1/+1
in a straight line 3 spaces long originating Effect: This Technique may include
at the user. The line may travel in any one additional target.
direction from the point of origin. Level Up: Number of targets increases by one.
Level Up: The length of the line Special: If combined with modifiers such as
increases by a further 3. Line Attack or Blast Radius, multiple areas
Special: Allies in range of this Technique can be targeted using the normal placement
are also targeted by it. If combined with rules for those Modifiers. No Technique can
Ranged Technique, the origin of the line ever target the same enemy multiple times.
can be somewhere other than the user. If If the Technique is an Agility Technique, the
combined with Blast Radius, the Technique Technique gains one additional target.
targets anyone within a certain distance ASO
of any space on the line, equal to the Indirect Attack 2
SE
N
radius of the Blast Radius Modifier.
If the Technique is a Strength or Agility Your Technique can reach past barriers and other
Technique, the length of the line and the defenses and strike at great range.
length of its per-level increase are both
reduced by one. If the Technique is a Damage Applicable to: Mind Damage Core, Mind Healing
Core Technique inflicting Spirit damage, the Core, Mind Boost Core, Mind Weaken Core
length of the line (but not the length of its Level: +3
per-level increase) is increased by one. Effect: This Technique can target any space
Line Attack Techniques target within 20 spaces of the user. This modifier
Flying enemies and allies. ignores Barriers and terrain cover.
ASO
2 Special: The correct square must still be
Line Variation
SE
83
SE
SE
N
N
Your Technique can strike people from a distance. You quickly spin around, attacking all enemies
within your reach.
Applicable to: All Cores
Level: +1/+1 Applicable to: Damage Core
Effect: This Technique can target any Level: +2
enemy within 3 spaces of the user. Effect: Attack all enemies within
Level Up: The range increases by a further 3. your Zone of Control.
Special: The Ranged Technique can be combined Special: If the Technique is a Strength or
with other target modifiers like Blast Radius Agility Technique, the Level is reduced to +1.
and Line Attack. It allows the point of origin
of the line or blast to be set from anywhere
within the range of the Technique.
Special Attack Modifiers
If the Technique is an Agility or Spir- Special Attack modifiers are modifiers that
it Technique, the initial range and range change the nature of a Damage Core while
per level are both increased by one. If reducing its power. All Techniques with this
it is a Strength Technique, initial range modifier have their damage reduced to 12 + 4
and range per level are reduced by 1. per Core Power, and the damage bonus from the
Ranged Techniques can target Flying enemies. character’s Attack is halved. Only one Special
Cores that inherently have range such Attack modifier can be applied to any given
as Barrier have their range increased Technique. None of these modifiers increase the
when taking levels of this Modifier. level of a Technique.
ASO ASO
Rush Attack 1
SE
Debilitating Strike 1
N
SE
N
You mow through your enemies as you move, Your attack also weakens your target, draining
rushing through and attacking them all. their abilities.
Applicable to: Damage Core, Weaken Core Applicable to: Damage Core
Level: +3 Effect: Upon creation assign a set of Flaws
Effect: Combine this attack with your Move to this Technique whose total SP value
Action. You can move through enemies with does not exceed the Core Power. If you
this Move Action, and ignore their Zones hit the target, those Flaws are all applied
of Control. After moving, the Technique to the target in the same manner as a
targets all spaces you moved through. Weaken Core. The effects of the flaws are
applied before damage is calculated.
Special: If the Technique is a Strength or ASO
Agility Technique, the level is reduced to +2. Drain SE 1
N
Rush Attack cannot be used with Swift Step
or with the Chain Attack, Indirect Attack, Line As you attack, you siphon the Health or Stamina
Attack, Line Variation, Multiple Targets, Ranged from your target and add it to your own.
Technique or Ramming Attack Modifiers.
ASO Applicable to: Damage Core
Smart Area of Effect 2
SE
Applicable to: Any Technique with Blast Your attack lingers, its effects remaining on the
Radius or Line Attack modifiers.
field.
Level: +2
Applicable to: Boost Core,
Effect: You can choose not to affect targets
Damage Core, Weaken Core
in the area of effect of this attack.
Effect: The effects of this Technique persist
Special: If the Technique is a Mind
until the end of your turn 2 turns after
Technique, the modifier level is reduced
activating it, rather than resolving immediately.
to +1, and can be taken in season 1.
84
SE
N
Special: When the Smart Area of Effect
Modifier is applied to this Technique, you
select who is excluded each time the effect Your attack is more accurate and likely to hit.
activates. Weaken or Boost Techniques using
Applicable to: Damage Core, Weaken Core
this modifier only affect the target until the
start of your next turn, but if they remain Level: +4
in the zone it can target them again. Effect: Attack rolls with this Technique
ASO
are made at a +2 bonus.
Piercing Strike 1
SE
N
Special: If the Technique is a Damage
Your attack punches through a target’s defenses Core inflicting Agility damage,
as if they weren’t there. the level is reduced to +3.
ASO
Aura Strike 1
SE
N
Applicable to: Damage Core
Effect: This attack ignores all Your attack makes use of your Aura.
defense and resistance.
ASO
Applicable to: Damage Core
Sapping Strike 1
SE
SE
N
Effect: In addition to the normal damage, if
this attack hits it deals and additional 1/3 Your attack targets different defenses than
of the base damage dealt after resistance normal.
or defense is applied for the next three
Applicable to: Damage Core
turns. This additional damage takes effect
starting on the target’s next turn, and Level: +1
ignores defense and resistance entirely. Effect: If the Technique would normally
target Defense, it instead targets
Resistance, and vice-versa.
ASO
Darkness Zone 1
SE
85
SE
SE
N
N
You are able to reposition yourself after your Your Barrier blocks the movements and attacks
attack lands. of those who are Flying.
Applicable to: Damage Core Applicable to: Barrier Core
Level: +1/+1 Level: +1
Effect: Before or after using this Effect: The Barrier Core’s effects
Technique, move one space. extend to all Flying characters as
Level Up: Distance moved is increased by one. well as land-bound characters.
ASO
Immobilizing Strike 1
SE
Special: If combined with Rush Attack or
N
Ramming Attack, this increases the distance of
the Move Action. If the Technique is a Damage Your attack stops the enemy in their tracks.
Core Technique that inflicts Agility Damage,
the distance moved is increased by one. Applicable to: Damage Core, Weaken Core
ASO Level: +3
Destruction 1
SE
N
Effect: If this Technique hits an enemy,
then that enemy is Immobilized.
Your attack is well-suited to destroying objects. ASO
Intuitive Strike 1
SE
N
Applicable to: Damage Core
Level: +1/+1 Your attack makes use of your intuition and
Effect: This Technique reduces the foresight.
durability of an object by an additional 2. Applicable to: Damage Core
Level Up: Increase the durability Level: +1
reduction by an additional 2.
Effect: This Technique uses opposed Intuition
Special: The additional durability rolls to determine whether or not it hits.
damage is applied if this Technique ASO
moves a target into an object. Knock Down 1
SE
N
ASO
Dexterous Strike 1
SE
SE
the damage of the Technique increases by
N
your Damage Increment. If the target hits
Your attack makes use of your strength. another character, make an attack roll against
that character. If successful, you may push
Applicable to: Damage Core both of the characters, and both characters
Level: +1 take an additional Damage Increment. If the
Effect: This Technique uses opposed Muscle Technique is a Damage Core inflicting Strength
rolls to determine whether or not it hits. damage, the level is decreased to +1.
ASO ASO
Reposition 1
SE
Phasing Attack 2
N
SE
N
Your attack can move past barriers to strike those Your Technique allows you to shift your enemy’s
beyond them. position.
ASO
Selective Barrier 2
SE
N
You slam into an enemy and push them along
with you. You decide who can move and attack through your
barrier unimpeded.
Applicable to: Damage Core
Level: +2 Applicable to: Barrier Core
Effect: Combine this attack with your Move Level: +1
Action. Ignore all Zone of Control effects Effect: You and your allies can move and attack
during this movement. If at any point during through this Barrier unimpeded, but cannot
the move you would attempt to move into a end your movement on a Barrier space.
space occupied by an enemy, make an attack
roll against that enemy. If the attack fails your
movement ends. If it succeeds, continue moving,
and for each space you move, move the enemy
one space, ending in an adjacent space to you.
Special: You cannot use this ability if you have
already used your Move Action for the turn.
This Technique cannot be taken with Ranged
Technique or with the Chain Attack, Indirect At-
tack, Line Attack, Line Variation, Multiple Targets,
Ranged Technique or Rush Attack modifiers. Ram-
ming Attack cannot be used with Swift Step.
If the target hits a solid obstacle, both your
movement and their movement stop, and
87
SE
N
Your Technique is so powerful that it reshapes the
Limits can be attached to Techniques in order to
ground it affects.
reduce the Stamina cost but otherwise make the
Applicable to: Damage Core Technique more difficult to use. Any number of
Level: +1 Limits can be attached to any given Technique,
but the Stamina cost cannot be reduced below 0.
Effect: All spaces targeted by this ASO
Technique become Rough Terrain 3
SE
Airborne Limit
N
for the remainder of the battle.
ASO
Your Technique is only usable while Flying.
Terrain Repair 2
SE
N
Applicable to: All cores
Your technique mends shattered terrain.
Effect: You must be Flying to
Applicable to: Damage Core, use this Technique.
Boost Core, Healing Core
Cost Reduction: 1 Stamina
Level: +1 ASO
Ally Limit 1
SE
N
Effect: All spaces targeted by this Technique
that are rough terrain become normal Your Techniques are meant for your allies,
terrain for the remainder of battle.
ASO not yourself.
Throw 1
SE
88
SE
SE
N
N
You must have at least one clone on the field in Your Technique draws upon a more powerful
order to use this Technique. entity deep within, allowing it a chance to escape.
Applicable to: All Cores Applicable to: All Cores
Effect: You must have a Clone on Effect: After using this Technique, the
the field to use this Technique. Entity makes an attempt to take over
Cost Reduction: 2 Stamina the user (see Malevolent Entity Flaw).
ASO Cost reduction: 10 Stamina
Companion Limit 1
SE
N
Special: The user must have the Malevolent
This Technique can only be used by your Entity Flaw to take this Limit.
ASO
Companion. Drop Limit 3
SE
N
Applicable to: All Cores
You must drop from the skies to use this
Effect: This Technique must be used originating Technique.
from one of your Companions. It cannot
be used if your Companion is inactive. Applicable to: All cores
Special: You cannot take this Limit Effect: You must be Flying to use
unless you have the Companion Skill. this Technique. After using it,
Cost Reduction: 2 Stamina you are no longer Flying.
ASO Special: This Limit cannot be
Cooldown Limit 1
SE
89
ASO
Form Limit 1
SE
SE
N
while you have an active Transformation. You
must specify which Transformation this Limit When this Technique grants Flaws, it grants Skills
applies to when it is added to a Technique. at the same time.
Cost reduction: 2 Stamina per active Applicable to: Weaken Core,
transformation. If multiple transformations Debilitating Strike Damage Core
are bound to this Technique, all of them must
be active in order to use this Technique. Effect: Select a set of Skills when building
ASO this Technique. When you use the Technique,
Falling Limit 1
SE
SE
SE
N
N
Your Technique puts you off balance, making it Your attack is nonlethal.
take longer for you to act again.
Applicable to: Damage Core
Applicable to: All Cores Effect: This Technique cannot reduce
Effect: After the attack resolves, reduce your a target to below 1 Health.
Initiative count by an amount equal to the Cost Reduction: 3 Stamina
Limit Level. This initiative change takes effect ASO
next turn. If this would reduce your Initiative Minimum Range Limit 1
SE
N
count below 0, you cannot use this Technique.
Cost reduction: 3 Stamina per Limit Level Your Technique cannot be used on targets close
ASO to you.
Immobile Limit 1
SE
N
Applicable to: Any Technique with
Your Technique requires stationary positioning the Ranged Technique Modifier
to use effectively. Effect: You cannot use this Technique
on a target within a number of
Applicable to: All Cores spaces equal to the Limit Level.
Effect: You cannot move before Special: Minimum Range cannot equal
using this Technique. or exceed Maximum Range.
Special: You cannot use this Limit in Cost Reduction: 1 Stamina per Limit Level
conjunction with the Slow Limit. ASO
Movement Limit 1
SE
N
Cost Reduction: 3 Stamina
ASO
Injury Limit 1 You need to move before using this Technique.
SE
You cannot use your Technique until you have Applicable to: All cores
sustained a suitable amount of damage. Effect: You cannot use this Technique
unless you have moved to a position at
Applicable to: All cores least one space per Limit Level away from
Effect: You cannot use this Technique unless where you were at the start of your turn.
you are missing at least 1 Increment of Special: This Limit cannot be applied
Health. For each Limit Level past the first, to a Technique with the Ramming
reduce this value by one Increment. Attack or Rush Attack modifiers.
Special: Cannot take Limit above level 5. Cost Reduction: 1 Stamina per Limit Level
ASO
Cost Reduction: 2 Stamina per Limit Level
Node Sacrifice Limit 2
SE
N
ASO
Landbound Limit 1
SE
91
SE
SE
N
N
This Technique can bring the enemy closer, but This Technique must be channeled through a
not push them away. Refraction Point.
Applicable to: Any Technique with Applicable to: Damage Core
the Reposition Modifier Effect: This Technique must first pass through
Effect: When moving the enemy with a Refraction Point before it may affect any
this Technique, each space moved must other targets. You cannot take this Limit
bring the target closer to you. unless you have the Refraction Point Skill.
Cost Reduction: 1 Stamina Cost Reduction: 2 Stamina
ASO ASO
Push Limit 1 Revert Limit 3
SE
SE
N
N
This Technique can push the enemy away, but not After using this Technique, you revert back to an
bring them closer. earlier form.
Applicable to: Any Technique with Applicable to: All cores
the Reposition Modifier Effect: This Technique must also have the
Effect: When moving the enemy with Form Limit. After using the Technique, the
this Technique, each space moved must Transformation specified by the Form Limit ends.
push the target farther from you. Cost Reduction: 10 Stamina
Cost Reduction: 1 Stamina ASO
Sequence Limit 1
SE
ASO
N
Reaction Limit 1
SE
92
SE
SE
N
N
You need to prepare this Technique for awhile, Your Technique only functions for a limited time
making it inaccessible in early combat. before the effect ends.
Applicable to: All cores Applicable to: Transformation
Effect: You cannot use this Technique until a Core, Summoning Core
number of combat rounds equal to the Limit Effect: Automatically ends at the end of your
Level have passed, after which it may be used turn 4 turns from the turn it is initiated. Each
freely. This cannot be combined with the Valor additional Limit Level reduces the duration
Limit or the Sequence Limit. If it is combined by an additional turn, to a minimum of 0 turns
with the Form Limit, the count begins the (ending at the end of the turn following the
turn you use a Transformation Technique. turn the effect was initiated) at Limit Level 5.
Cost Reduction: Limit Level Cost reduction: 5 Stamina per Limit Level
ASO ASO
Single Companion Limit 1 Unstable Summon Limit 1
SE
SE
N
N
This Technique can only be used by a specific Your summon has a mind of its own and doesn’t
Companion. always obey your command.
Applicable to: All Cores Applicable to: Summoning Core
Effect: This Technique must be used originating Effect: Whenever you attempt to command
from a single Companion (designated a Summon, roll a d10. If the result is
when the Limit is chosen). It cannot be less than or equal to the Limit Level, the
used if your Companion is inactive. Summon remains stationary and refuses
Special: You cannot take this Limit to act, but the action is still expended.
unless you have the Companion Skill. Special: Cannot take Limit above level 5.
Cost Reduction: 3 Stamina Cost Reduction: 4 Stamina per Limit Level
ASO
Slow Limit 1
SE
93
SE
N
Your Technique costs Stamina to maintain.
Ultimate Cores are used to build Ultimate
Applicable to: Transformation, Summoning Core Techniques, which are powerful Techniques
Effect: consumes Stamina at the beginning attained at levels 5, 10, 15 and 20.
of your turn every turn that it is active,
dissipating when you run out. Transformation
Stamina Upkeep per turn: Limit Level You shift into a more powerful form.
Special: You may elect not to pay the
upkeep and dismiss the effect early. Action: Support
Cost reduction: 4 Stamina per Limit Level Cost: 3 Stamina per Technique Level
ASO
Effect: Technique changes the user into
Vitality Limit 1
SE
N
an alternate form. While in the form, your
maximum and current Health increase by 10
You cannot use your Technique if you have per character level, and all Active Attributes are
taken too much damage. increased by 1. When creating a Transformation
Applicable to: All cores Technique, select a set of Skills whose total
SP cost does not exceed twice the Core Power
Effect: This Technique cannot be of the Technique. As long as you remain in the
used if your Health is critical. alternate form, you have all of the selected
Cost Reduction: 3 Stamina Skills. This functions identically to a Boost
ASO Core, but it has access to all Skills no matter
1
SE
94
SE
N
If your Technique fails to connect, you may try
Ultimate Modifiers can only be applied to
again.
Ultimate Damage Core and Transformation
Techniques. Meant for only the strongest and Applicable to: Ultimate Damage Core
most powerful Techniques, these modifiers Level: +1
can produce powerful effects in combat. When
applied to an Ultimate Damage Core, Ultimate Effect: If you fail to hit every target
with this Technique, you may attempt to
Modifiers must be exchanged at a rate of 1 Core
use it again, expending the appropriate
Power for 1 Modifier Level. action and paying all costs as normal.
ASO
Consecutive Transformation Special: This cannot be combined
3
SE
N
with the Ultimate Cooldown Limit.
Your transformations mesh together, allowing
you to grow further in power.
Applicable to: Transformation Core
Ultimate Limits
Level: +1/+1 Ultimate Limits are major limitations that can
Effect: Specify another Transformation only be applied to Ultimate Damage Cores and
Technique. The bonuses to Active Transformation Techniques. Ultimate Limits
Attributes for both Transformations stack. provide a high amount of cost reduction, but
Both Transformations must have this also place heavy restrictions on the use of the
modifier in order to properly stack. Technique.
ASO
Level Up: This Transformation can stack
Dark Surrender Limit 2
SE
N
with an additional Transformation.
Special: You may specify another In order to use this Technique, you must
ally’s Transformation Technique. surrender to the darkness within you and allow it
ASO
3 to take control.
Intimidating Transformation
SE
ASO
N
Final Limit 3
SE
95
SE
N
It takes a longer period of time to refocus your
Technique.
Applicable to: Transformation
Core, Ultimate Damage Core
Effect: You cannot use this Technique
for a number of scenes equal to the
Limit Level after using it once.
Cost reduction: 10 Stamina per Limit Level
ASO
1
SE
Ultimate Health Limit
N
You lose large portions of Health when you use
this Technique.
Applicable to: Transformation,
Ultimate Damage Core
Effect: Expend 1 Health Increment
to use this Technique.
Special: Reduce the cost by an additional 20
Stamina for each Season beyond Season 1.
Cost reduction: 20 Stamina
ASO
1
SE
96
As a Game Master, you are crafting an experience •• Feel free to fudge rolls to make things more
for your players, a story or narrative that will interesting, or ignore them entirely. If you
propel the game and, in theory, lead to everyone want something to happen, there’s no reason
to fix the results so that it’s impossible for
having a lot of fun. There are a few basic rules
it to fail on the roll of the die. Just make it
to keep in mind that are often required to run a happen. In combat, feel free to adjust rolls
smooth game – not every game may require the up or down – if an encounter is too hard or a
explicit statement of these rules but in general player isn’t having much luck, feel free to dial
you will want to utilize them to some degree to it down a bit or let them get a hit in. It can be
keep things running. very frustrating for players to never have their
attacks work because the dice aren’t rolling in
•• The GM’s word is law. If you make a final their favor that night. On the other hand, it’s
judgment, it is not open for argument or also sometimes good to fudge rolls higher if
debate. That disrupts the flow of the game the players are having too easy a time of it.
and some players may take advantage of
a GM who isn’t willing to lay down the •• Try to keep fudging and cheating to a
law. On the other hand you shouldn’t be minimum. While it’s fine for some things to be
overbearing about it either, simply firmly unavoidable, it’s never OK to make everything
establish that if you make a ruling on unavoidable. At the core of it a game should
something, that’s how it’s going to be. allow players to solve a set of problems via
creative solutions, and if you constantly
•• Rules shouldn’t get in the way of the fun. thwart their solutions they will simply
This can often tie into the first rule, but if become frustrated with the game. Don’t be
something comes up where you aren’t certain afraid to change things to accommodate for a
of the rules, it is encouraged to simply make crazy scheme, and don’t be afraid to let your
a judgment call and keep going. Better to game go in directions you weren’t planning.
have things progress than to stop while That said, don’t be a doormat either, if it
someone starts scanning the rulebook for shouldn’t work then it shouldn’t work. A
the official ruling. If a situation rises that good approach is to strive to strike a balance
you aren’t sure how to properly resolve, go between plot-based hooks and GM-planned
with whatever seems right and then look it scenes, as well as leaving an openness to
up later – just because you make a ruling for player reaction and agency. This might lead
one session doesn’t mean you can’t reverse your game in new and interesting direction.
it later once you’ve verified with the rules.
•• Ultimately though, it is up to the players.
•• The GM is free to block or allow any content Some players prefer rigid games where they
in this or any other books that they see fit. don’t have to worry about what to do next,
Not every Skill or Technique will fit into whereas some players delight in throwing the
every setting; this book is an open set of rules game for a loop and going in new and exciting
that are designed to allow just about any directions. Knowing your group and knowing
character concept under the sun. However, what they want is the best way to find the
not every campaign is meant to allow such sweet spot balancing these two factors.
freedom. The GM should be free to bar any
Skills and Technique Modifiers that just
don’t fit with the setting. Never allow a
98
SE
N
These NPCs, be they friendly or hostile, require
their own statistics. The rules presented below Through stealth or supernatural ability, you can
are special NPC-only abilities and rules on how remove yourself from sight.
to craft NPCs to make interesting encounters
for your PCs. It’s always good to have a few Level Progression: Fixed
NPC statistics prepared for odd eventualities or Cost: 8 SP
particularly unpredictable PCs. Action: Support
Effect: You can mask yourself from your foe’s
NPC Skills and Flaws senses. You may turn on and off invisibility
at will. When invisible, the NPC’s location
NPC Skills and Flaws are Skills only NPCs have is not indicated to the players. What is
access to because they are too powerful or not indicated is where they were last time they
performed a Technique. Players can attack
relevant to regular player characters. They are
any space they suspect of having an invisible
intended for Elite and Master NPCs to give target in it – if the square is empty, nothing
them abilities normal characters do not have happens, and if it’s occupied, then the
access to in order to make them more difficult attack is resolved normally. While invisible,
and interesting encounters. You may give PCs you get a +2 bonus to defense rolls. Each
access to NPC Skills at your discretion, but turn spent invisible expends 5 Stamina.
the power and feel they bring to the game will Special: As a Support Action, anyone can make
require special considerations. an Intuition, Aura, or Resolve roll against you
In general these Skills are meant that may be defended with
for particularly difficult boss either Intuition, Aura or
encounters or special Standard Resolve to ascertain
encounters against a lone Standard your location.
Enemy (possibly with Flunkies) to
make them more challenging or
dynamic.
99
SE
N
You can restore vitality to those on the field, Flunkies
bringing them back into the fight.
Flunkies are weak enemies that the PCs can
Level Progression: Slow blow through with ease. They are easy to take
Cost: 8/3 SP down, but if left alone can cause some damage
and slow PCs down with their Zones of Control,
Action: Attack
impeding their movement. In general, between
Effect: A defeated Soldier allied with 4 and 8 Flunkies are needed to pose a significant
the NPC within 5 spaces is restored to threat to a single PC. Flunkies have the following
full Health. Expend equal Stamina to
attributes:
the Soldier’s level multiplied by 2.
Level Up: One more Soldier can be •• 1 Health.
revived by a use of the Skill.
•• ½ starting SP and SP gains.
Special: In place of reviving one Soldier,
four Flunkies can be revived. Each Flunky •• ¼ TP starting TP and TP gains
revived in this way costs Stamina equal (round up when necessary)
to half their level, rounded up. •• All Active Attributes reduced by 1.
•• ½ normal attack.
NPC Technique L imit •• Flunkies cannot take the Health or
NPC Techniques have a special Limit that allows Stamina Transference Skills.
stronger characters to access their Techniques at •• Flunkies cannot be defeated on
the expense of their underlings. a missed Technique, even if that
Technique still does damage.
Sacrifice Limit •• Flunkies cannot take Support
You draw upon the life force of your servants to Actions; each turn they get one Move
Action and one Attack Action.
fuel your attacks.
•• Healing Techniques heal ½ the normal
Applicable to: All Cores amount when used by Flunkies.
Effect: The Health of an ally is reduced
when using this Technique. •• Flunkies do not accrue Valor.
Value: 10 Health per Limit Level •• If a Flunky would lose Valor,
it is instead defeated.
Cost reduction: 2 per Limit Level
•• Flunkies have ½ the standard
C onstructing NPC s Damage Increment value.
•• If a Flunky is targeted by an effect that gives
Unlike PCs, NPCs can be constructed in a variety it the “Shaken” status, it is instead defeated.
of ways to suit whatever purpose they need to
serve. Flunky, Soldier, and Swarm enemies are for
situations in which the PCs are facing challenges
by large groups of enemies that they can defeat
through great feats of personal strength. Elite and
Master NPCs are intended to offer a significant
challenge to the party. Elite and Master NCPs
are intended to be named and have personality
and impact within the narrative. Many such
characters should recur to challenge the party
several times over the course of their adventure.
100
101
102
While these numbers are an effective baseline, All enemies are constructed much as PCs are,
a lot depends on the strength of the party. with modified numbers in certain areas to reflect
Especially when starting out, the players may not their specific roll. However, in all cases, when
be quite as coordinated and lower level characters defeating a specific type of enemy the PCs gain
have a lot less flexibility in combat. It’s better the amount of experience listed multiplied by the
to underestimate their capabilities early on in a level of the enemy they defeated. That experience
campaign so players can get a feel for working as is divided among them evenly, rounding up when
a group before throwing particularly challenging necessary.
combat scenes at them.
Flunkies are worth 5 experience per level.
Soldiers are worth 20 experience per level.
Battlefield H azards Elites are worth 50 experience per level.
Adding Battlefield Hazards can make a Combat Masters are worth 200 experience per level.
Scene more exciting, but they can also make Assigning Challenge Experience
scenes harder or easier, depending on the nature
of the Hazard. When calculating the additional Experience doesn’t have to be rewarded in
challenge added by a Hazard, it is first important combat alone. You can give experience for
to determine its presence, as well as its effects overcoming trials or difficulties, as well as for
and its target. Hazards that only target the good role-playing and accomplishing goals.
players will always make a Combat Scene more
difficult, whereas Hazards that the PCs can push
enemies into will make a scene potentially easier,
depending on if the PCs possess strong reposition
capabilities.
104
105
106
If an Elaborate
Action requires
3 rolls, it has the
possibility of gaining a
bonus to both accuracy
and damage. If all three
rolls are successful, both
bonuses are gained, if only
two rolls are successful, one
of the bonuses is gained, and if
only one roll is successful, there
is no bonus. If all rolls fail, they
take a penalty to both accuracy
and damage instead of gaining a
bonus.
110
111
SE
the game more interesting.
N
Characters utilizing this mechanic should have You are exceptionally principled and have either
three Pillars and three Vices, but these numbers more Pillars or less Vices.
can be altered to fit the campaign.
Level Progression: Fixed
Pillars Cost: 2
Pillars are virtues, morals, or other ideals that a Effect: You have either one additional
character upholds, or personal objects or people Pillar or one less Vice.
that are important to them. For example, a Pillar Special: This Skill may be taken multiple
might be an object; the character carries an item times. Each time removes an additional
of particular value to themselves or their family Vice or grants an additional Pillar.
and will risk their life to protect it. It could be a
person or a place they feel a strong attachment
to, and whom fighting for gives them a strong
sense of resolve.
Vices
Vices are Flaws and temptations that cause
characters to act against their best interest. For
example, Vices can be a desire to fight instead
of work things out, or a disrespect for authority.
What defines a Vice is that it is behavior that your
character finds pleasurable, but know is wrong.
112
SE
N
a character has not slept for at least 6 hours in
the past 24 hours, gain the Fatigued status, giving You can use illusions to appear to have additional
them -1 to all rolls until they rest. party members supporting you in combat.
Hunger Level Progression: Fast
Characters require food to function properly. If Cost: 6/3 SP
a character has not eaten at least one full meal Effect: Create a number of illusory targets
for at least 24 hours, they gain the Hungry status, less than or equal to your level in this Skill,
giving them -1 to all rolls until they eat a meal. all within 5 spaces of you; these illusions can
ASO look like anything occupying a single space. All
Fatigue Limit 1
SE
I llusions
Illusion Skills can apply to a
number of settings, but are often
very character-specific and
require a unified mechanic to
adjudicate them. All illusion
Skills use the same base
mechanic.
SE
N
You can supernaturally alter your appearance. Depending on the feel of your game, you may
wish to include an elemental tree of different
Level Progression: Fixed
elements that interact with each other. In
Cost: 3 SP general, if you’re making use of the elements,
Effect: Expend 1 Stamina, and change they should have a large impact on the game
your appearance to something else world. This can be done by imposing elemental
close to your size and shape. For each alignments and weaknesses, or by making a
combat round or each minute that you number of enemies have weaknesses to and
maintain this illusion, spend 1 Stamina. employ elements in order to make the players
Special: If an enemy sees you use this more conscious of their existence. The system
Skill, they are not affected by it, but can for the elements is set up in such a way that it’s
still perceive the change in appearance. easily ignored if it doesn’t suit the world, but with
ASO
a little extra effort it can be a large and active
Illusory Terrain 1
SE
N
part of the feel of the world if desired.
You can use illusions to make the world around
you appear different.
Building an Element System
Level Progression: Fast
In general, elemental systems are designed in
Cost: 4/2 SP one of three ways: a direct opposition system, a
Effect: Pick a number of spaces equal to or wheel system, or a combination of both. In the
less than twice your level in this Skill, all direct opposition system, two elements are both
within 20 spaces of you; those spaces are strong and weak against each other. This makes
occupied by illusory barriers. Anybody who is the elemental reactions limited between pairs of
under the effect of the illusion treats them as opposition. In the wheel system, the elements
impassable terrain. Alternately, in exchange
work with and against each other in a cyclical
for one space of impassable terrain, you can
create four spaces of illusory Rough Terrain. manner, so that one element will be good against
When creating the illusion, spend 2 Stamina something but bad against a completely different
for each space of barriers (or each four spaces element. This allows elements to interact more,
of Rough Terrain). For each combat round that but depending on its configuration can leave
you maintain this illusion, spend 2 Stamina. many elements neutral to each other or, in more
Special: If someone has an ally who has complex settings, be difficult to track. The third
broken through illusory terrain, then they system tends to involve the standard wheel,
can move through illusory barriers as if they as well as a direct opposition of some of the
were Rough Terrain, as long as they don’t “stronger” elements (Light and Darkness being an
end their movement inside them. If an Ally example of this).
has broken the illusion for Rough Terrain,
all allies can ignore it without penalty.
ASO Example Element Systems
Pierce Illusion 1
SE
114
115
Ego Weapons
Ego weapons are special items that are sentient
and have a will of their own. They possess a
number of abilities locked within them but
require a character to attune themselves to the
weapon.
117
118
119
Awarding experience
Similarly, you may not want to work with an
experience system at all. The system is designed
for characters to gain a new level every 2-3
sessions. If desired, the experience point system
can be done away with entirely, and characters
can simply gain a level when you decide it is time.
The experience system is to give a set idea of
how characters should be progressing; it can be
ignored if you wish them to progress at a set rate.
120
121
Sample Campaign
122
123
Skills
Balanced Fighter
+1 to all Active Attributes below
your highest Active Attribute.
Dirty Trick
Free Action: One target within your Zone of
Control gains the Surprised status. Lose 2 Valor.
This Valor loss can drop you into negative Valor.
Bravado
Begin all scenes with +1 Valor.
Physical Attacker
+6 to Strength and Dexterity attack.
125
Fists of Susano’o
The Fists of Susano’o are based out of a
traditional Shinto Shrine dedicated to Susano’o
in a nondescript middle-class neighborhood. The
monks are open to all Sighted who might seek
them, but they are somewhat tight lipped about
their information.
126
C ontacts
Shifty Sam
There is a Death Skullz member hanging around
Lou’s Grill. Known as Shifty Sam, he knows that
the cultists are convening in the warehouse
district, but not much else. You can get the
information out of him with an Negotiation roll
of 8, but unless you roll at least a 12 the Suspicion
meter will automatically rise by 1. An Empathy
roll of 9 while chatting with him will reveal he’s
rather nervous about the undead, and if you
appeal to his better nature and state that the
undead can’t be allowed to take over the city, you
will receive a +2 to your roll.
127
128
129
130
131
Shifty Sam
If Shifty Sam was questioned in the
Investigation scene, he will have
disappeared a few days ago. An
Observation roll of 10 will turn up
his desiccated body drained of all
fluid and shoved in a dumpster.
133
Skills
Seekers of Eternity: A ssassin Bravado
+1 initial Valor.
Iron Defense
+4 Defense.
Empower Attack
Attack as a Slow Action for +6 damage.
Reckless Attack
Skills Can take +1 to attack rolls in
Physical Attacker exchange for -1 to defense rolls.
+6 Strength/Agility Attack. Unmovable
Sprinter -2 distance on all forced movement effects.
+1 Move. Intimidate
Quick to Act Support Action, Resolve check,
target is Shaken on a failure.
+2 to Initiative rolls.
Techniques Techniques
Knife Toss Smash
Zombie Sam crushes his target.
The Assassin hurls a knife at its target.
Effect: 47 Strength damage.
Effect: 38 Agility damage, range 8.
Cost: 4 Stamina
Cost: 5 Stamina
Cloak and Dagger Roar
Zombie Sam’s unsettling roar reduces his target’s
The Assassin moves swiftly, delivering a
defenses.
powerful strike.
Effect: Strength weaken, All adjacent
Effect: 53 Agility damage, move up to
enemies gain Weak Defender.
2 spaces before or after attack.
Limit: Requires 1 Valor to use.
Limit: Cannot be used again for 1 round.
Cost: 3 Stamina
Cost: 5 Stamina.
135
Necrotic A rcher
Skills
Physical Attacker
+6 Strength/Agility Attack.
136
137
Techniques
Self-Destruct
The Plague Bomb explodes into noxious fumes.
Effect: 50 damage, radius 1 around
self, kills the Plague Bomb.
Skills Limit: After using this Technique, Health
Energy Attacker and Valor are both reduced to 0.
+6 Spirit/Mind Attack.
138
139
Skills
Skills Companion
Sprinter Has a floating head companion with Move 4.
+1 Move. Exploit Weakness
Tough Intuition roll to get +5 to any one
attack roll against the target.
+15 Health.
Energy Attacker
+6 Spirit/Mind Attack.
140
S cene Experience
R eward
80 experience per
party member
141
143
146
148
Carlo launches several blades at his enemies. Effect: 50 Agility damage, range 4.
Cost: 6 Stamina
Effect: 70 Agility damage,
range 4, up to 3 targets. Pressure Point Jab
Limit: May only be used 3 times per scene. The Corpse Ascetic jabs pressure points, bringing
Cost: 4 Stamina pain and stopping movement.
Shank Effect: 45 Agility damage, range
Carlo shanks his target. 2, Immobilizes on a hit.
Cost: 7 Stamina
Effect: 64 Agility damage, ignores defense.
Limit: Requires a Support Action
to reload before using again.
S cene Experience R eward
80 experience per party member
Cost: 6 Stamina
Hamstring
Party L evel Up
Carlo cuts at his opponent’s legs, making it
harder for them to move and defend.
Effect: Agility weaken, bestows Slow (-1
Move) and Weak Defender (-4 defense).
Limit: Cannot be used again for 1 round.
Cost: 3 Stamina
149
Flaws Flaws
Oblivious Unthreatening
-1 to defense against Intuition-based attacks. Enemies can move through Zone
of Control at full speed.
Skills
Increased Size Skills
Takes up all adjacent spaces, +1 to attack, Energy Attack
-1 to defend, need to roll 12 over to crit. +6 Spirit/Mind Attack.
Iron Defense Empower Attack
+4 Defense. Can attack with a Slow Action to do +6 damage.
Tough Counterattack
+15 Health. Store a Technique; can use it immediately
Unmovable against someone who attacks you.
Reposition from enemy Techniques reduced by 2. Exploit Weakness
Cover Intuition roll to get +5 to any one
attack roll against the target.
Can intercept hits to an adjacent ally.
150
Effect: 48 Agility damage, range 3-8, up Effect: 63 Agility damage, range 3-8, hits
to 2 targets, Immobilizes on a hit. everything in a 1-space radius of target.
Limit: May not target anywhere Limit: May not target anywhere
within up to 2 spaces. within up to 2 spaces.
Cost: 6 Stamina Cost: 8 Stamina
151
152
Skills
Lunet
Reckless Attack
Can take +1 to attack rolls in
exchange for -1 to defense rolls.
Team Tactics
+1 to hit if an ally is adjacent to you and your
target, and the ally is not adjacent to you.
Master Attributes
Techniques
Twice normal Health.
Tornado Claw Twice normal Stamina.
The Crawling Ghoul spins around, clawing at
Attack is 3 times Base Attribute
anyone in range. instead of the normal 2.
Effect: 64 Strength damage, Masters have an additional
targets all adjacent enemies. attack action on their turn.
Cost: 9 Stamina Masters have +1 to all attack rolls.
Masters have 25 SP at level 1,
S cene Experience R eward and gain 7 SP every level.
100 experience per party member Masters have 14 TP at level 1, and gain
an additional 1 TP every level up.
Masters may remove two status
Scene 28 effects with a single action.
The Mastermind Masters gain 2 Valor at the end
of every round instead of 1.
Exposition S cene Skills
Passing through the chamber with the Emerald, Energy Attacker
the party will find themselves in a dark room +6 to Spirit and Mind Attack.
with a massive magic circle in the back. Mana is
standing in the middle of the circle, surrounded Physical Attacker
by a barrier and channeling powerful magic +6 to Strength and Agility Attack.
into it. Lunet will step out of the shadows and
Daredevil
confront the party, challenging them to a duel.
The party will be fully healed before the scene +1 Valor when successfully blocking a
commences. Technique while at Critical Health.
Empower Attack
+6 damage when performing a
Technique as a Slow Action.
Reckless Attack
Can get +1 to an attack in exchange
for -1 to defense rolls.
153
154
155
Techniques
Curse of Agony
Mana casts a Curse of Agony upon the battlefield
that drains away the life of those who stand
within it.
Effect: 44 damage, persists on
the field for 3 turns.
Limit: Cannot be used again for 1 round.
Cost: 5 Stamina
Curse of Despair
Mana casts a Curse of Despair upon the
battlefield that saps the will to fight from those
who stand within it.
Effect: Inflicts Impaired Accuracy for 2
turns, persists on the field for 3 turns.
Limit: Cannot be used again for 1 round.
Cost: 4 Stamina
Curse of Rage
Mana casts a Curse of Rage on the battlefield
that incites a frenzy in those who stand within it.
Effect: Inflicts Berserker for 2 turns,
persists on the field for 3 turns.
Limit: Cannot be used again for 1 round.
Cost: 5 Stamina
Curse of Vulnerability
Mana casts a Curse of Vulnerability on the
battlefield that saps the ability to defend from
those who stand within it.
Effect: Inflicts Weak Defender and
Energy Vulnerability for 2 turns,
persists on the field for 3 turns.
Limit: Cannot be used again for 1 round.
Cost: 5 Stamina
156
157
V
R
Name Hiiro
Player Name
EVE
Experience
L
L
Biography
Notes
F L A W S Total
Flaw SP 4
GAIN
Name Uncoordinated 3
Effect Level Fixed
-1 to all Defense rolls against Dexterity
GAIN
Name Slow to Act 1
Effect Level Fixed
-2 Initiative
S K I L L S Total SP 0/24
CO S T CO S T
Name Sprinter 4 Name Iron Defense 4
Effect Effect
+1 Move Level 1 +4 Defense Level 1
CO S T CO S T
Name Resistant 5 Name Proficiency - Athletic 2
Effect Effect
+4 Resistance Level 1 +1 to Athletic rolls during Level Fixed
challenge scenes.
CO S T CO S T
Name Proficiency - Negotiation 2 Name Balanced Fighter 8
Effect Effect
+1 to Negotiation rolls Level Fixed Add +1 to all Active Level Fixed
during challenge scenes. Attributes lower than
your highest Active Attribute.
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
Limits Limits
Cannot be used
Requires again for 1 turn,
2 Valor Cannot be used
to use more than 3
times per scene
Limits Limits
technique technique
level level
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
V
R
Name Shuuichi
Player Name
EVE
Experience
L
L
Biography
Notes
F L A W S Total
Flaw SP 0
GAIN
Name
Effect Level
GAIN
Name
Effect Level
S K I L L S Total SP 0/20
CO S T CO S T
Name Sprinter 4 Name Improved Damage Increment 5
Effect Effect
+1 Move Level 1 +2 Damage Increment Level Fixed
CO S T CO S T
Name Proficiency - Legerdemain 2 Name Asset - Wealth 3
Effect Effect
+1 to Legerdemain rolls Level Fixed Once per scene, gain Level Fixed
during challenge scenes. +3 to any roll in which
possessing Wealth would apply.
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T
Name Feint 6
Effect Level Fixed
Support Action; Make an opposed Dexterity or Intuition check against a target
within 5 spaces. If you succeed, the damage on your next attack against that target
this turn is increased by your Damage Increment. If the next attack you make
against the target fails, the Feint is expended and the bonus damage is lost.
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
Limits Limits
technique technique
level level
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
V
R
Name Gabrielle
Player Name
EVE
Experience
L
L
Biography
Notes
F L A W S Total
Flaw SP 6
GAIN
Name Berserker 5
Effect Whenever you drop into critical health, you enter a rage. Must move toward enemy if Level Fixed
possible and use a Damage Core technique if possible, even if this means attacking an
ally. Healing above critical ends the effects. Attack rolls are at +1. Defense rolls are
at -2. Attack scores are increased by 10. Defense and Resistance are reduced by 10.
GAIN
Name Non-Proficient - Big Ego 1
Effect Level Fixed
-1 to situations in which having a big ego would be detrimental.
S K I L L S Total SP 0/26
CO S T CO S T
Name Balanced Fighter 8 Name Bravado 6
Effect Effect
Add +1 to all Active Level Fixed +1 Valor at the start Level 1
Attributes lower than of the scene.
your highest Active Attribute.
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name Companion 6
Effect You gain access to the baby Dragon Companion Orvyn. The Companion takes up its Level 1
own space and has a Move of 4, and defends using your Active Attributes. Companions may
substitute defenses as normal, and suffer no penalty for substituting. Companions are immune to
the effects of Weaken cores or status conditions, but any Weaken Core effects applied to you also
apply to the Companions. Companions do not possess their own Actions, Skills or Techniques. When
using a Technique, you may have the Technique originate from the Companion instead. Companions
move on your Move Action. Companions do not have their own Health, whenever a Companion is
hit by a Technique, it is disabled and cannot move or have Techniques originate from it. You may
use a Support Action to revive a disabled Companion, after which it can be used as normal.
Limits Limits
technique technique
level level
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
V
R
Name Muranaka
Player Name
EVE
Experience
L
L
Biography
Notes
F L A W S Total
Flaw SP 4
GAIN
Name Compulsion - Smoker 4
Effect At the beginning of the second round of combat, and any two combat Level Fixed
rounds thereafter, you must choose whether or not to engage in some
compulsive activity, in this case smoking a cigarette. If you do, you are denied
a Support Action for that round. If not, your Valor is reduced by 1.
GAIN
Name
Effect Level
S K I L L S Total SP 0/24
CO S T CO S T
Name Tireless 5 Name Energy Attacker 6
Effect Effect
+8 Stamina Level 1 +6 Spirit and Mind attack Level 1
CO S T CO S T
Name Proficiency – Knowledge (Local) 2 Name Proficiency – Mystic Arts 2
Effect Effect
+1 to Knowledge (Local) rolls Level Fixed +1 to Mystic Arts rolls Level Fixed
during challenge scenes. during challenge scenes.
CO S T CO S T
Name Passive Healing 4 Name
Effect Effect
At the end of a scene, you may Level Fixed Level
forfeit your recovered Stamina
Increment to allow one ally or yourself to
recover an additional Health Increment.
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name Attack Node 5
Effect Support Action; expend 4 Stamina and create an Attack Node anywhere within 5 spaces of Level 1
yourself. For the rest of the battle, any Technique you use can originate from your location, or that
of any Attack Node you have created. You must be within 20 spaces of the Attack Node you wish to utilize in
order to use it. You can only create 1 Attack Node at a time, and you may not have more than 1 on the field
at any given time. Anyone can occupy the same space as an Attack Node. No Technique can directly target
an Attack Node. Techniques with the Rush Attack and Ramming Attack modifier cannot be used through an
Attack Node.
Limits Limits
technique technique
level level
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
V
R
Name Tora
Player Name
EVE
Experience
L
L
Biography
Notes
F L A W S Total
Flaw SP 3
GAIN
Name Oblivious 3
Effect Level Fixed
1 to all Defense rolls against Intuition
GAIN
Name
Effect Level
S K I L L S Total SP 0/23
CO S T CO S T
Name Tough 6 Name Sprinter 4
Effect Effect
+30 Health Level 1 +1 Move Level 1
CO S T CO S T
Name Tireless 5 Name Bravado 6
Effect Effect
+8 Stamina Level 1 +1 Valor at the start Level 1
of the scene
CO S T CO S T
Name Proficiency - Athletic 2 Name
Effect Effect
Level Fixed Level
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
Limits Limits
technique technique
level level
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
Level 5
Description Core Spirit
Boost Raise Strength, Spirit and Guts by 1 point
Hiiro steels his heart or the
heart of his allies, making Core Power Take Ignore Effect skill
3
them able to face down even Add Launching Attack to Eruption
the greatest dangers. technique
Add Whirlwind Attack to Blade Dash,
level
3 rename to Whirlwind Dash
Create new Ultimate Technique:
Level 3 CO S T
Raise Strength, Spirit and Guts by 1 point Name Phoenix Ascension 8
Take Cover skill Effect +50 Health and maximum
Health, +1 to all rolls, bestows Mods
Increase Swordplay’s Damage Core by Regeneration level 1 (recover
2 and attach level 1 Cooldown Limit N/A
10 Health at the end of every
Add Blast Radius Modifier to Phoenixflame Slash combat round), Fly level 1
Add Blast Radius Modifier to Steel Heart (Gain the Flying status, +1 Limits
Move, you may begin Flying Requires 3
and increase Valor Limit to level 2 Valor to use,
immediately upon transforming
expend 1
Level 4 by paying 4 Stamina, requires
Valor to use
4 Stamina to maintain), and
Raise Strength, Spirit and Guts by 1 point Sprinter level 1 (+1 Move)
Take Bravado skill Description Core
Transformation
Increase Phoenixflame Slash’s Hiiro imbues himself with the
Damage Core by 1 spirit of the Phoenix, taking Core Power
8
flight on flaming wings.
technique
level
8
178
Level 4:
Raise Agility, Mind and Spirit by 1 point
Take the Nimble Movement and Challenge
Technique – Trapsmith skills
Add the Accurate Strike Modifier to Sniper Rifle
Increase Gunfire’s Damage Core by 1
Level 5:
Raise Agility, Mind and Spirit by 1 point
Take the Combination Attack skill
Increase Gunfire’s Damage Core by
2 and attach the Reload Limit
Increase Blade Run’s Damage Core by 2
179
Name Shockbolt
8
4
Effect
Support Action; roll Aura Mods
(7) to hit, Bestows Slow Line
(-1 speed), Line 4 Attack 1
Limits
N/A
Level 4
Raise Agility, Spirit and Guts by 1 point
Take Intimidate and Proficiency
– Mystic Arts skills
Increase Lightning Blast’s Damage Core by 1
Add Knock Down modifier to Shockbolt
and attach the Ammunition modifier
Level 5
Raise Agility, Spirit and Guts by 1 point
Take Fast Companion and Sprinter skills
Increase Chain Lightning’s Line modifier by 1
Increase Spear Arc’s Damage Core by
1 and Reposition modifier by 1
Increase Lightning Ball’s Damage Core by 1
180
181
182
183
V
R
Name
Player Name
EVE
Experience
L
L
Biography
Notes
F L A W S Total
Flaw SP
GAIN
Name
Effect Level
GAIN
Name
Effect Level
S K I L L S Total SP
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T CO S T
Name Name
Effect Effect
Level Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
CO S T
Name
Effect Level
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
CO S T CO S T
Name Name
Effect Effect
Mods Mods
Limits Limits
technique technique
level level
Thank You
The following is a listing of the generous contributors who helped make this book possible!
All names are presented in alphabetical order.
188
189