Advent Dawn V4.2

Advent Dawn: 

A Diceless High Fantasy TTRPG focused on resource management and an anime-esque high-action feel.

Lorebook in progress, advice is pog

A TTRPG written by Joel Vreugdenhil

Table Of Contents

Table Of Contents2

The Game4

The world4

Magic5

Player characters5

Rules6

Contests:7

Influence:7

Cost:8

Temporary Influence:8

Boons and Banes:8

Breakdown:8

Attributes:9

Assigning Attributes:9

Milestones:9

Experience:13

Tiers:13

Playbooks14

Archetypes:14

Specialties14

Gear14

Character Creation15

Narrative Play16

Identities17

Narrative Contests19

Skills19

Casting20

Truths21

Aspects21

Truth Listing22

Tricksters Truths:22

Sages Truths:24

Fighters Truths:27

Downtime29

Downtime Actions:29

Wealth:31

Spending Wealth:31

Gaining Wealth:31

Combat32

Turn Order33

HP:33

Guts:33

Defence:33

Wounds:34

Scars:34

Spaces And Movement:34

Terrain:34

Fall damage:35

Flanking:35

Mounts:35

Basic Combat Actions36

Movement36

Attacks36

Defensive37

Miscellaneous38

Techniques39

Technique traits:39

Firearm rules:40

Unique Resources41

Cunning actions:41

Will Tokens:41

Compendium42

Playbook Listing43

Warrior44

Pugilist:56

Brigand:67

Channeller:76

Artisan:87

Gear Glossary99

Artifacts:99

Basic Gear:101

Luggage:104

Techniques Traits105

Basic Traits:105

Weapon Traits:108

Firearm Traits:110

Spell Traits:111

Effects:113

Wound Effects:115

Specialties Listing117

Covenants128

Nakir128

Hadith129

Death130

Empress Eve131

Enemies132

Enemy Types:133

Enemy Traits:134

Basic Weapon Techniques136

Artifact Techniques137

Legendary Weapon137

Spell Techniques138

Cast Actions140

Lore141

The timeline of Novus142

The ancient world of Novus144

The magical renaissance145

Magical energy and Aspects145

Gunpowder and smoke146

The modern magical world146

Monsters and beasts147

Gods and Spirits148

Devils149

The Fey149

The burning wastes150

The island of Kai’le150

The Krellian Empire151

The City-State Of Regensburg153

The Empire Of Harkohn154

The Belgran Free Territory156

The Nation Of Cerajin157

Credits158


The Game

Advent Dawn is a diceless TTRPG where players can build customized weapons, spells and techniques with a flexible character class system. The setting of Advent Dawn intends to explore a high fantasy world where magic has been studied and refined for the convenience of the average person, making it extremely common, drawing on the technology of the 1880s and early 1900s to capture the idea of a technological and Cultural Revolution. The imagined style of the game is heavily based upon many of my favourite pieces of media throughout my childhood, including Guilty Gear, Fairy Tale, Gwain Saga, and Dojo Duels.

The world 

Though I expect players will play this system using their own setting, there is an intended feel to Advent Dawns original setting, and many of the systems within Advent Dawn exist and or function as they do because of the world it is built into. 

Novus is the only known planet in the setting of Advent Dawn, it is ancient and diverse, now entering a new age. After hundreds of years of violence, a seemingly impossible series of events has led to the rapid and nearly unexplained advancement of technology, art, culture, and civil relations. Almost all see this as their next great step in their history, with the world entering a new age of industrialization; magic married to metal.

The setting of Novus is intended to explore themes like; unearthing ancient history, corrupt governments, industrialism birthing apathy, and worldwide technological disparity. The world is growing at a rapid pace, developing amazing technologies from the fusion of Manna and metal, calming generation-long conflicts, and protecting the world from the beasts that once threatened it, but all of it seems to be hanging from a thread. 

Will you discover what's going on behind the scenes? Will you work to solidify this once-in-a-lifetime opportunity for peace? These are stories that are meant to come from Novus. 


Magic 

Though it is quite difficult to use magic within Advent Dawn it is incredibly common, it is not the fact that a mage can use magic that makes them important, but instead the effectiveness of that magic. 

This is meant to lend to the high fantasy, high action feels of the game, allowing players to get creative when solving problems and creating Techniques in combat.

The exact power of magic in narrative play with things like the Cast action is determined by the Gm ultimately, but it is recommended that you allow for some freedom within your games, it's more fun for players who invest in it in that case. 


Player characters 

Go crazy! It is greatly encouraged that players use their imagination when creating characters and choosing their abilities, things like saying that two completely unrelated abilities both rely on each other to function because of something from their backstory, or connecting new abilities to some quest in the game, because that's fun! The more strict combat rules are meant to enable your ideas and prove that you can do cool things and that they matter. Not to restrict your creativity.


Rules


Influence: 

Influence is the main resource of this system. It affects almost every action a character takes and is made up of three parts: an Influence Well, an Influence Pool, and your Spirit Reserves. 

Well:

A character has an Influence Well equal to 20 plus double their Spirit, and is increased by 5 as your Tier increases. This is a very general measure of their narrative power and ability to effect the story as a player. Your Influence Well is refilled when you take  Downtime.

Pool: 

The Influence Pool is half the size of your Influence Well (10 + Spirit + 3 Per Tier) but regenerates at the end of any scene, allowing you to take more risks when spending it. 

Reserves:

The Spirit Reserves is separate from a character’s max Influence and holds Influence equal to 6 x their Spirit Attribute, however, any Influence spent from this reserve will never be restored.


Cost: 

Many actions have a predefined Cost. When a character attempts to complete an action with a cost, they must spend Influence equal to the task’s cost before it resolves. 

Actions with no stated cost are assumed to have a cost of zero.

Temporary Influence: 

Temporary Influence counts as regular Influence, is stored in its own Temporary Pool and can be spent in the same ways. However, all Temporary Influence is lost at the end of a scene.

Boons and Banes: 

A Boon or Bane is a positive or negative modifier that increases or decreases an action’s cost respectively. 

Players can unlock different Boons or Banes with different character choices, and can choose to add up to two Boons or Banes to any action that fit’s its requirement.


Breakdown: 

When a character’s Influence Well drops to 5 Influence or below, they enter Breakdown. 

A character starts to Breakdown when they lose all narrative power, everything starts to go downhill, and all hope is lost. A Breakdown doesn’t have any specific effects mechanically, unless it is interacting with some specific abilities.


Contests: 

When performing a Narrative action with uncertainty in outcome or some other risky combat options, players use a Contest.

A contest replaces the normal cost of the action and instead asks both parties to bet up to 40 Influence. Both parties reveal their bet to each other after confirming they have both decided on their bet.

Each participant will also gain a bonus on this bet equal to an Attribute chosen by the GM or the move that initiated it. 

Whoever bets less fails the Contest and both parties lose the Influence they bet. 

In addition, if a character fails a Contest, they can choose to escalate. Doing this costs 5 Influence, but forces both parties to repeat the Contest as if it never happened. 


Attributes: 

Attributes are general character statistics that give many passive bonuses as well as allow you to discount the cost of actions relating to it. 

This discount is equal to the related Attribute’s value, a task’s cost is instead increased if the related Attribute is negative.

Milestones: 

A Milestone is a passive ability gained whenever a character reaches -4, -2, 3, 6, 9, 12, 15, or 18 in any Attribute, with the final one being their Capstone, these abilities cost nothing to obtain and can even be gained or lost in the middle of a scene via buffs or debuffs.


Assigning Attributes:

When creating a player character you must assign each of your Attributes as a Primary, Secondary or Tertiary. This will determine how or if that Attribute will change over the course of a game.

A character has

Two Primary Attributes that start at +1

Two Secondary Attributes that start at +0

And Two Tertiary Attributes that starts at -1

Primaries will increase every Tier, Secondaries will increase at every other Tier, and Tertiary Attributes will never automatically increase. Attributes can also be increased manually using a multitude of methods.

A player may also choose to Specialize up to twice, doing so has them decrease any Attribute by one and increase any other Attribute by one.

The Attributes with their Milestones are displayed below.

Body: 

Your physical stamina and strength. Increases your HP multiplied by your Tier, decreases the cost of intense physical tasks and can make physical Techniques more effective.

-4: Paper Skin: 

Whenever you are hit by a strike take a Wound with no secondary effect.

-2: Glass Bones: 

Lose one Guts.

3: Destroyer: 

You deal additional damage to terrain equal to double your Body.

6: Iron Skin: 

You gain Defence equal to half your Body.

9: Inhuman Power: 

When you Strike and hit a character with a Body lower than yours, they are knocked back a distance equal to the difference in your body Attributes.

12: Undying: 

You gain Guts equal to a third of your Body.

15: Seismic Impact: 

When you cause a character to be pushed into a piece of terrain via one of your Strikes, both that character and the terrain take damage equal to double your Body.

18: Unyielding: 

All damage you receive is divided by two. (Applies after Defence.)

Talent: 

Your ability to do complex movements and tasks. Increases your Speed by this value, decreases the cost of dodging or acting unseen, and can make physical Techniques more effective.

-4: Clumsy:

You cannot Dodge.

-2: Two Left Feet: 

When using the Walk action you movement must be entirely in a straight line.

3: Fade: 

You can move through enemies.

6: Evasive: 

In order for an enemy to target you with a strike, they must spend Influence equal to half your Talent.

9: Flashing Strike: 

When you move out of a character’s space using Fade you may strike them as a free action. This can be done a number of times before taking downtime equal to your Talent.

12: Swifter than Sight: 

You can't be struck by Punish attacks.

15: Mobile Offence: 

All of your Techniques always count as having the Dash Technique trait.

18: Dodge Mastery: 

You Gain dodge tokens equal to half your Talent. When using the Dodge move you may expand one of these tokens to reduce its cost to 0. All Dodge tokens are refunded after taking Downtime.

Spirit: 

Your natural ability to use magic and other supernatural powers. Increases your max Influence by its value, forms a special reserve of Influence, decreases the cost of casting magic, and can make Magic Techniques more effective.

-4: Lethargic: 

Your Influence pool is set to 0 when beginning a combat scene.

-2: Manna Void: 

You may never take magic actions.

3: Innate Ability: 

Learn a +2 quality Spell Technique.

6: Last Resort: 

Double your Influence reserves.

9: Overwhelming Manna: 

Increase the damage of spell Techniques when Striking by half your Spirit.

12: Manna Efficiency: 

When making spell Techniques, Draining counts as a -2 quality trait.

15: Bottomless Energy: 

Your Influence Pool is equal to your Influence well.

18: Godlike Spellcasting: 

Create a spell Technique with a quality equal to your Spirit, this can be used once before you take downtime.

Mind: 

Your intelligence and wisdom. Decreases the cost of investigating something around you, seeing hidden characters or objects, seeing if someone is lying, lets you take non-attack options for free and can make magic Techniques more effective.

-4: Bluntest Tool In The Shed: 

Half your Cunning Actions.

-2: Airhead: 

You only have one action per turn, however you can use Cunning Actions equal to your Tier per scene.

3: Detailed Analysis: 

When you investigate, you may choose one additional question to ask.

6: Plans Within Plans: 

Gain additional cunning actions equal to your Tier.

9: “I’ve Got You Right Where I Want You”: 

When you investigate a character, the next Strike you take against them until the end of the scene deals double damage.

12: Plan Of Action: 

You take any number of Cunning actions on your turn as long as you have uses remaining.

15: Battle Of Wits: 

You may strike as a Cunning action

18: Tactical Mastermind: 

Cunning actions ignore the duplicate action rule.

Charm: 

Your social skills and leadership. Decreases the cost of social actions such as Deceive, and Convince, allows you to reduce the cost of your ally’s actions, and can make magic Techniques more effective.

-4: Unnerving Presence: 

If an ally ends their turn within 8 spaces of you they lose 8 Influence.

-2: Social Awkwardness: 

If you end your turn within line of sight of 5 characters or more you lose 4 Influence.

3: Reassuring Wave: 

Your Help action can target any character within your line of sight.

6: “Let’s Do This Together!”: 

When you use the Help action on an ally who is Striking a character, you may also Strike that character if it is within range.

9: “Go Get Em’!”: 

When you use the Help action on an ally, they may immediately take additional action as if it was their turn.

12: Cheer On: 

As a full action you may spend 10 Influence, all allies within a range of 3 times receive your Help action on their next Strike.

15: Aura Of Confidence: 

Whenever you take an action adjacent to an allied character, that character gains 10 Temporary Influence.

18: The Power Of Friendship: 

Once before you take downtime, you may take a full action to restore 30 influence to yourself and all allies within 10 spaces.

Will: 

Your pure unadulterated willpower, the ability to keep fighting in the face of death, and one's belief in themselves. Unlike the other Attributes, Will is not used to increase the power or decrease the cost of actions, instead you gain will tokens equal to it, and can use these to resist death and gain Influence in a pinch.

-4: Just Give Up:

When you enter Breakdown all of your allies count as having the Quitter Milestone.

-2: Quitter: 

You enter Breakdown when your Influence is 15 or less, when in Breakdown you count as having 3 stacks of Weak and Slow.

3: Unbreakable Will: 

You can hold one additional will token at a time.

6: Spark Of Passion: 

Whenever you use a Will token, gain temporary Hp equal to your Will.

9: Unstoppable Force: 

You can restore one Will token as a downtime action.

12: Pushed To The Edge: 

Triple the Influence gained from using Push Through.

15: Never Give Up: 

If you used a Will token during a scene, regain a Will token at the end of that scene.

18: Return From Ashes: 

When you use Fight On you heal all of your wounds and restore health equal to your Will.


Experience: 

Experience (Often referred to as Exp) is a narrative representation of a character’s potential. 

A character gains experience when they struggle or succeed in a high-stress situation, a character spends Exp to learn new things. In-game, a character will generally gain one or two Exp when they complete an objective, defeat an enemy, or wherever else they complete a difficult task. 

Tiers: 

A character begins the game with 0 Exp and at Tier 1, for every 10 Exp they gain their Tier increase by 1 up to a maximum of 12. Each Tier a character gains increases other statistics for that character. When you take Downtime for the first time after your Tier increases the following happens.

– Your Primary Attributes is increased by 1

– Your Guts is increased by one.

– Your Influence Well is increased by 5.

– Choose a Truth to gain or evolve a Truth.

Tier

Notable Effects

1

Character Creation

2

Increase Secondaries

3

Increase any Attribute by 1, An additional Truth

4

Increase Secondaries

5

Additional Specialty Trait Available, An additional Truth

6

Increase any Attribute by 1,

Increase Secondaries

7

An additional Truth

8

Increase Secondaries

9

Increase any Attribute by 1, An additional Truth

10

Increase Secondaries, 

Additional Specialty Trait Available

11

An additional Truth

12

Increase any Attribute by 1,

Increase Secondaries


Playbooks

Every Player character has a Playbook chosen when they are created. Playbooks are a general description of a character’s fighting style and determine your character’s starting stats, Traits, and choices of advanced Traits. The 5 Playbooks are found in the Compendium.

Archetypes: 

Each Playbook has a small selection of Archetypes that grant them unique buffs and abilities, a character may only use a single Archetype from their playbook and only after they have 3 advanced Traits from that Playbook 

Specialties

Specialties are powerful abilities that are costly in Exp and limited in the number a character can obtain.

Specialties can be taken during downtime for an Exp cost of 5, but only after you have taken three advanced Traits from your Playbook. You may have one specialty at base and can gain one additional Specialty for every 5 Tiers you have (5, 10). Every time you obtain a Specialty the Exp cost of obtaining another is increased by 5 (5, 10, 15).

Gear

Gear is the unique items a character starts a game with. Gear is split into three different categories: 

Artifacts: 

Extremely powerful items unique to a player, usually uniquely designed by the player who uses them. Even if other artifacts exist in the game world, it is incredibly hard for players to gain more unless it is for specific story reasons.

Basic Gear: 

Basic gear are generic gear items, some of these can be customized but most are generic tools and adventuring supplies.

Gear is listed in the compendium.

Luggage:

Luggage items have no effect on combat and are always based upon Role-play.

Character Creation

When creating a character in Advent Dawn you must first determine their starting Exp, this is decided by the GM and should be even among all players, after this is decided complete the following.

– Ask your Gm how much Exp you will have when making this character if you are a Player, or choose for yourself if you are not. 

– Select a Playbook, apply all of it’s starting abilities, Gear, Truths, and bonuses.

– Determine your Primary, Secondary, and Tertiary Attributes.

– Determine your Hp, (Guts + Body) x 4.

– Determine your starting Influence Pool, Well, and Spirit reserves.

– Spend Exp using Downtime Actions in order to strengthen your character.

– Select your Identity, and assign your Skills.

– Refer to the Tier section to determine yours and add all bonuses you gain from it.

– Create the Techniques your character has obtained. Or choose premade ones to assign to your own from the Glossary.


Narrative Play

Identities

Within Narrative play each player gives their character an Identity, this Identity represents their past or most prominent features.

An Identity is built from two parts, a Descriptor and a Base, each given their own bonuses, normally being related to your Truths or Skills.

Descriptors

Bases

Rookie: Every time  your Tier add +1 to any skill.

Soldier: +3 to the Tactics, and Duel Skills.

Kai: +3 to the Control Skill.

Adventurer: Gain +1 to any two skills and two additional pieces of Luggage.

Accursed: Learn two truths, however you also begin the game with a Scar.

Mage: Reduce the cost of Cast actions by two and gain the Tome or Arcane focus.

Wealthy: Gain two Wealth.

Royal: Choose three pieces of Luggage, your family can provide these to you when needed, however you must return any you have already received before you are given another.

Powerful: Gain a Warrior's Truth.

Bard: As a Downtime action you may perform to those you are with, each of them can take an extra downtime action.

Wise: Gain a Sage's Truth.

Sell-Sword: By spending two downtime actions once per Tier you may go out to work. When you return you have one more wealth and a Wound of the Gm’s choice.

Cunning: Gain a Trickster's Truth.

Paladin: Gain two Warrior’s Truths, and join a Covenant (Found in the Compendium) if you have not already. You can only use these Truths when your Favour is five or above.

Lucky: Gain +3 to your Luck skill.

Hunter: +2 to the Track, Stride, and Investigate Skills.

Retired: Gain the benefits of a second base.

Assassin: Your Duel Skill is increased by your Tier when you intend to attack a character you are hidden from.

Religious: Join a Covenant (Found in the Compendium) if you have not already, gain 3 Favour.

Doctor: When using the Cool Off Downtime Action you may heal an additional wound, in addition when you Help a character they also benefit from this ability. 

South Harkonite: Gain +1 to any two Mind or Spirit Skills.

Devil-Kin: You have been born with a "Word Of Power", this can be any word but is generally a concept important to humans. At any time you may invoke your word, creating or effecting something with your Word Of Power. Once you do this you cannot again until you increase your Tier.

Highland Krellian: Gain +3 to the Duel Skill. 

Fay-Kin: You may, at will, manifest minor spirits of something you can see as well as communicate with it (A plant, small animal, ext). These spirits do not need to assist you but may be inclined to due to your mystic origin.

Ambitious: When you Escalate a contest you only lose 2 Influence.

Narrative Contests

When in narrative situations where a player is in conflict; sneaking past a guard, trying to deceive someone, whenever it is applicable, the Gm may ask them to perform a "Contest". 

However unlike a normal contest players do not bet against another character’s Influence using that character’s Skills, instead they are against a bet of up to 40 “Fate”, a unique resource used by the Gm.

This means a character with a bet of 41 (Including bonuses) Will always succeed in any action. But any amount below that carries risk as long as the Gm is willing to spend the Fate to do so.

A Gm’s maximum Fate is equal to 40 + the player’s total Tiers x 4. Fate is restored when the players take Downtime.


Skills

When taking a narrative contest it is likely that players and NPCs will be using one of their many Skills in addition to their regular Attribute bonuses. Skills are vague in nature, the only concrete rules for their use being the way they are gained.

Each Skill is categorized into one of the Attributes, and each time a character increases an Attribute they may choose to increase a Skill within its category.

The skills are as follows.

Body:

Destroy an object

Brawl with your fists

Endure physical strain 

Perform a Feat of strength

Talent:

Hide from others

Perform an act of skill 

Duel using dexterous weapons

Track people or animals

Stride at great speeds

Spirit:

Attune with the world 

Commune with spirits

Control your Aspect powers

Use Luck to your advantage

Mind:

Investigate details of your surroundings

Use prior Knowledge 

Strategize using combat tactics

Cook with great skill

Empathize with the intents of others

Charm:

Convince those you speak to 

Deceive using lies

Seduce using your charms


Casting

Within Advent Dawn all characters are capable of using magic, no matter how minimal the effect, and may do so in Narrative Scenes using this basic action.

Cast(Magic/Active): 

Take an action with a cost of 10 minus your Spirit.

You can instantly create a minor or cosmetic magical effect using a single cast action, however major magical effects require that you use this move multiple times, every time you use a Cast action to create a single effect it’s cost is increased by one (10, 11, 12…). 

The number of casts required to perform a magical feat is decided by your GM, but it is generally assumed that the average person has an extremely difficult time using magic, and it becomes even more difficult when under stress. (Examples of magic effects and required Casts can be found in the Example Glossary.)

Truths

Each character has a selection of Truths, and their initial pool of choices is dependent on their Playbook. A Truth is a basic trait or ability meant to be used outside of combat as a defining trait of your character. It is suggested that players think of their own uses for these abilities as well as unique reasons as to why you have them.

Aspects

Within the setting of Advent Dawn all humans are born with a “Aspect”, this being a fraction of magic that they are naturally attuned too, and many Truths within the game are based around using this Aspect in different ways, there are technically no restrictions on what a character’s aspect can be, however within the setting these are considered the most common.

– Ignis (Fire/Creation)

– Gelium (Ice/Death)

– Aqua (Water/Healing)

– Inpulsa (Lightning/Enchantment)

– Silvia (Earth/Nature)

– Ventus (Wind/Illusion)

Truth Listing

Tricksters Truths:

Blend in: 

When in a crowd your Hide Skill has a +4 bonus.

Eagle eye: 

On any contest that requires good sight or an eye for detail you have +3 Bonus, if this action involves money in any way you instead have a +4 Bonus.

“I Know a Guy”: 

3 times in your campaign you can declare that you “Know a guy”, describe a character and what they could help you with, you have some way to contact them.

Evolved: Favour from a friend:

Once in a campaign you may request any item from one of these characters, and the Gm may choose to.

a) have that character give you that item. 

or 

b) have that character accompany you until you find that item.

Enhanced instinct: 

If you are surprised by some sort of threat that you would not normally be able to avoid, you may, once before Downtime, invoke this Truth to avoid it.

Musician: 

You may at any time spend 3 uninterrupted minutes playing music, doing so betters the mood of all who hear it, increasing the effectiveness of Cham Contests against them by +3.

Friendly disposition: 

Prerequisite: 1 Charm or more

Characters who meet you like you unless they have a reason not to.

Evolved: Keep the peace:

When using a contest to convince someone you are on good terms with, receive a +6 bonus.

Scent tracking: 

If you have the scent of something, you can know where it is for the next week if it is less than 100 meters away.

Lone wolf: 

You gain an additional Downtime action at every Downtime, however, you cannot be helped during Downtime.

Evolved: Take a walk:

During Downtime, you may “Take a walk”, doing this makes it so you cannot interact with any other characters, however you gain an additional Downtime Action.

Supernatural sense: 

Choose a noun, you always know if that thing is within 20 meters of you via a signal of your choice.

Evolved: Living compass:

When this Truth triggers you also know the distance and direction of the noun.

Metamorphosis: 

Choose an animal that you and your GM agree is weaker than yourself, at any time outside of combat you can choose to transform into that animal.

Eat the rich: 

You get -3 cost to Investigate an opponent with more Wealth than you.

Casanova:

Prerequisite: 3 Charm or more, Friendly Disposition

As long as you have 5 uninterrupted minutes  to speak with someone who does not hate you, you may activate this Truth to improve your relationship with them. This may only be used once per scene.

Light-footed: 

Prerequisite: 1 Talent or more

When moving of your own volition, you take two fewer wounds from fall damage.

Evolved: Acrobatics:

Your jump distance increases to half of your current speed. You cannot take fall damage if you fell your speed or less.

Competitive:

Prerequisite: 1 Will or more

When entering a contest outside of combat against another character you gain a +2 bonus.

Beast-Tongued:

Gain +3 when making Charm contests against beasts.

Evolved: True Nature: 

You understand beasts' intents as if you could speak to them.

Outer Sense

You can perceive the world in a 3-meter area surrounding you in all situations.

Evolved: God-Sight: 

Gain +4 on contests within your Outer Sense. 


Sages Truths:

Memorized spell: 

Prerequisite: 1 Mind or more

Choose with your GM a simple, two-word spell you have memorized (Grow plants, Remove curse, Heal person), Casting when using this spell requires one less use of the Cast action. This truth can be taken any number of times to learn different spells.

Holy insight: 

You can Investigate using Spirit, these are your choices for Investigates using Spirit.

1. Are there any Holy/Unholy creatures nearby?

2. How can I help or hinder X?

Manipulate aspect: 

Prerequisite: 1 Control or more

Choose an Aspect. You may, at will, create a handful of this Aspect a distance equal to your Control Skill in meters, or move your Aspect up to your Control Skill in meters in any direction. (If you have already chosen an Aspect, you must use that one.)

Consume aspect: 

Prerequisite: 1 Control or more

Choose an Aspect. When nearby a source of your Aspect you may consume it to gain 5 Temporary influence. (If you have already chosen an Aspect, you must use that one.)

Channel aspect: 

Prerequisite: 1 Control or more

Choose an Aspect. You may, as an action, partially become or take on a trait of your Aspect. (If you have already chosen an Aspect, you must use that one.)

Advanced control: Form aspect: 

Prerequisite: 2 Control or more, a “Aspect” Truth

Choose a noun with the Gm, this is your Aspect, you may, as an action with a Cost of 7 minus your Spirit, form your aspect into a non-magical piece of basic gear, this gear dissipates at the end of the scene. (If you have already chosen an Aspect, you must use that one.)

Basic channelling:

Prerequisite: 1 Mind or more, an "Aspect" truth

When you are within arms reach of one of the basic Aspects you may change your Aspect to it until you choose not to.

Twin Nature:

Prerequisite: 3 Spirit or more, a “Aspect” Truth

You have an additional Aspect that can be used when using any abilities that involve your Aspect.

Mystic companion: 

Choose Spirit, Mind, or Charm. You are accompanied by some sentience that only you can see and/or hear, when taking an action outside of combat that has its cost reduced by your chosen aspect this sentience assists you in reducing its cost by one.

Many names and titles: 

Decide with your GM on up to 3 notable things you have done and where you are known for those things.

“I’ve got just the thing”: 

You have 2 uses of this ability, but regain one use when your Tier increases. At any time you may produce a non-combat item that you could own that is agreed upon by the Gm, doing this spends a use of this ability.

Toxin knowledge: 

Choose fluid or piece of food, you can tell if it is poisonous or otherwise toxic after a minute of investigation.

Memorize: 

If you read a scroll, a sheet of music, or another form of mundane writing you may memorize it and play the sheet’s music, or recite the memorized writing as an action. You can have a number of things actively memorized equal to your Mind.

Appraise: 

When using Investigate you may choose a gemstone or piece of jewellery and investigate it for a minute, the GM must tell you its wealth value.

Evolved: Man of many interests:

Choose an item other than gemstones or jewellery, you may use your Appraise abilities on it, in addition you may use Appraise to discover any other magical effects from these items.

Spirit-touched: 

The spirit of a worldly concept dwells within you. Choose a noun with your GM, you have 3 spirit tokens and may spend one to receive a vision or insight related to this noun, you regain a spirit token when you increase in Tier.

Magic sight:

You can naturally see surrounding Manna, magic is vibrant and colourful and hence is easy to notice.

Evolved: See through souls:

Your magical sight allows you to see the energy flowing through the body's of living beings, when using Magic sight you may choose to read the basic intentions of those you gaze into.

Runeborn:

Prerequisite: 2 Spirit or more

Your connection to Manna and all that comes from it has granted you strange abilities as well as physical mutations or deformities. Choose two truths, you don’t have these truths by default, however you may at any time reveal your monstrous nature, doing so grants you these truths until you choose to conceal these traits.

Well Read:

You can read and write all languages.

Evolved: well-travelled: 

You can understand all spoken languages. 


Fighters Truths:

Tough it out: 

Prerequisite: 1 Will or more

If you are under the effects of a wound you may spend an uninterrupted minute to nurse it, doing so ends the wound’s secondary effect until your next Downtime.

Piercing gaze: 

When doing a Convince Contest intending to intimidate your target, you can use Body instead of Charm.

High-functioning drunk: 

The first time you drink in a scene, you gain 5 Temporary Influence.

Evolved: Drunken master:

Choose two other Truths, you count as having these Truths as long as you have drank alcohol in the current Scene.

Unimaginable strength: 

Prerequisite: 2 Body or more

When using A Contest to perform a feat of strength, you have +7.

Evolved: Make it look easy:

Once per scene when you need to use a contest to perform a feat of strength you may use this to automatically succeed with no cost.

Imposing disposition: 

Characters who meet you are intimidated unless they have a reason not to be.

Blade saint: 

Prerequisite: 1 Mind or more

Choose a weapon or natural weapon (Claws, teeth) if you can see and investigate it for a minute, the GM must name its Technique traits and its quality value.

He who kills monsters: 

Choose an adjective with your Gm for living things, and keep a tally of how many things you have killed that fit that description. When using a move outside of combat, related to creatures with this adjective, reduce the cost by how many you have killed.

Lead stomach: 

You can eat any amount and any kind of food without sickness.

Evolved: Champion’s diet:

Choose a food, when you first eat this food after taking downtime regain 10 Influence.

Resourceful Hunter: 

If you Investigate a monster or animal you may use that to ask your GM what trait it could add to a weapon or potion if its parts used to craft one, What its body is worth in wealth, or if it is edible and what effects you would gain from eating it.

Stare Down:

Once per scene you may investigate another character with no cost, as long as your question relates to their ability to fight.

Conjure item:

Choose a piece of gear you have, you may summon that item into your hand, or make it disappear at will. (This can be taken more than once to affect multiple items.)

Manna-Null

Prerequisite: -1 Spirit or less

Your presence naturally suppresses and neutralizes the surrounding Manna. Once in every non combat scene you may neutralize any magical effect on you or anything you can touch.

Master of battle

Prerequisite: Tier 3 or higher, Three other fighter's truths

You gain two "Battle Tokens", and regain one if your Tier increases. If you start fighting a character or group of character's who's collective Quality/Tier is not more than double yours you may expend a Battle Token to declare that you defeated them and proceed to explain how you did so.

Downtime

Downtime is a period where the players are safe, and they have a chance to blow off some steam, train, or heal up. As long as this is true the Gm may choose to official begin a Downtime.

During downtime, each player can take Downtime Actions. In addition to Downtime Actions, each character can heal all damage from your character. A single instance of Downtime can have characters perform more than 1 Downtime action if the Downtime lasts longer, it is generally assumed that a single Downtime Action can take up to 4 hours.


Downtime Actions:

Cool off: 

Remove a Wound. This can be physical healing or repair, or even mental healing with things like meditation or relaxation.

Gather: 

Collect materials from the surrounding area, such as firewood and food.

Help out: 

Give another character an additional Downtime action.

Train: 

Spend Exp in order to obtain permanent additions to your character, your options are the following.

3 Exp: Advanced Trait from your Playbook

4 Exp: Advanced Trait from another Playbook

5 Exp: Specialty Trait. (The cost of this increases by 5 every time you obtain one.)

Shop: 

If you are in an area where you can shop, you can choose to spend Wealth on buying things from the surrounding area or sell your items in exchange for it. 

The things you can buy, and their prices are chosen by the DM, but these items should generally cost around 2 wealth if it is basic gear or 20 wealth if it is Artifact quality.

Refine:

Choose a Technique you have and spend Exp equal to its quality. That Technique has its quality increased by one, and you may reassign its traits.

Rework:

Choose a Technique you have, you may change any and all of its basic Technique traits as long as it remains the same quality.

Craft

You may create a piece of basic gear or a unique crafted gear. In order to do this you must expend materials that vaguely match the components listed on the gear, obtained from an enemy that matches or exceeds the + quality listed or is obtained in a way the Gm agrees is as difficult or rare as fighting that enemy.

Some of the more abstract item types are as follows

”Body” Metal, Wood, Bone used to create the main body of an item.

“Binding” Thread, Tape or other folded/bound items.

“Payload” Gunpowder, Manna gem or anything that could create an explosive reaction.

“Power” Engine, Magical power source that could provide energy to a machine.

“Catalyst” Runic symbols, Manna gems used to contain and channel Manna.

Wealth: 

Wealth is a character’s general wealth, it is an abstraction of actual physical coinage and does not correspond directly to any items or currency a character owns. 

A wealth value of 0 means that the character cannot buy anything of any significant value. A character begins character creation with 4 Wealth plus half their Tier and can gain additional wealth by spending Exp equal to it. (Wealth earned from Exp cannot be spent in character creation.)

Spending Wealth: 

There are two different ways to spend wealth within Advent Dawn, within character creation, and within session. 

When a character is created, they can choose to gain additional basic gear, each subtracting its wealth value from your total (Refer to Gear for some in-game items and their costs). 

However, spending wealth within an actual session is slightly different, if your Wealth is double the purchased item's cost you lose one less Wealth when buying it (minimum one), and if it is triple the item's value your wealth is not reduced at all.


Gaining Wealth:

Wealth is extremely valuable and hence is difficult to obtain. 

A character will most often gain Wealth as a reward for difficult missions within a campaign or if they find a new way to gain income, otherwise minor activities such as pickpocketing and odd jobs are not likely to increase your Wealth.


Combat


Turn Order

When a scene of combat starts each participant will begin tracking their Turn order.

Combat is made up of Actions, Reactions, Turns, and Rounds. A character’s Turn consists of two Actions and a Round consists of all the Turns of involved characters. A character can take up to two Reactions at any point in a Round.

Players and enemies both treat the Turn order differently, each method will be described below.

Players each have an Initiative stat tracked on their character, the player with the highest Initiative always takes the first turn in combat, and each time a player ends their turn an enemy of the Gm’s choice that has not yet taken their turn takes theirs. This repeats with each player in order of their Initiative from highest to lowest. 

After each player has taken their turn all enemies that have not yet use their Turns take their turns in any order.

When a player begins their turn they may choose to “Hand-Over” their turn to a willing ally, that ally starts their turn there instead, the player that Handed Over takes their turn where the swapped character would have. Characters involved in a Hand-Over cannot be involved in one for the rest of the round.

HP: 

Hp is a general measure of a character's physical state and ability to defend themselves, it is removed when they take damage and can go as low as 0.

A character's HP is equal to: 

(Guts + Body Attribute) x 4

A negative Body Attribute is treated as zero here.

Guts:

Your character’s Guts is a statistic determined by your Playbook that increases your HP (by 4) and the number of Wounds you can take before being killed (equal to your Guts). Your Guts increases by one every Tier increase.

Defence: 

If a character has a Defence value, all damage they take is reduced by that value (to a minimum of 1).


Wounds: 

A wound symbolizes a long-lasting injury that weakens those who have it. 

A character dies when they gain Wounds equal to their Guts. A character with 0 Guts dies as soon as their HP drops to zero. 

When a character deals a Wound to another character, they can choose an effect for each Wound to be applied with that Wound based on what sort of action caused it. The different effect options are listed in the Compendium in the effects section.

You receive a Wound for every 3 damage you take at 0 HP, when you first take damage over double your Guts in a single instance in a scene, or when otherwise specified.

Scars:

Some wounds have a Scar effect, when the wound is healed it instead applies a Scar, these are minor in effect, however they are incredibly difficult to remove and characters may never remove them.


Spaces And Movement: 

Space in Advent Dawn is made up of many one-meter by one-meter squares, and with the Walk action a character can choose to move a number of spaces equal to their speed, or Sprint to double their speed.

Terrain: 

Terrain is any object on a battlefield that blocks movement or attacks, but not a line of sight. Terrain can be destroyed, has a set HP based on its size, and a set Defence based on its material. A piece of Terrain’s HP is equal to 10 times the number of spaces it takes up, unless stated otherwise.

Terrain/Cover Defence Table

Material

Defence

Driftwood

3

Oak

6

Stone

12

Steel

15

Cover: 

When a piece of Terrain is between an attacker and their target and the target is adjacent to it, the target gains a bonus to their Defence equal to the Defence of the cover. Defence granted by cover can reduce damage taken to zero, unlike regular Defence.

Difficult terrain: 

When a space is considered difficult terrain, a character must use two movement spaces to leave the space.

Fall damage: 

When a character falls a distance beyond their Tier, they take wounds equal to the number of spaces they fell above their Tier. This form of gaining wounds is referred to as fall damage.

Flanking:

A target is Flanked when attempting to Strike a character when you have an ally on the opposite adjacent side of that target, flanked characters take additional damage equal to the attacker’s Tier/quality.


Mounts:

Characters can be mounted on either, enemy’s with the Mount trait, or Vehicles. In both cases your speed will be swapped with the mount’s speed, and you will have the following effects.

Striking has +5 cost.

When you move in an entirely straight line your speed is doubled.

You gain a new action.

Ram

Action Type

Influence Cost 

Skill/Active

5 – Talent

As a full action move up to double your Speed in a straight line. If your movement is stopped by an enemy or piece of terrain it takes damage equal to the spaces you moved.

Basic Combat Actions

The following are a set of basic Actions that will almost only be used in combat. Active Actions can only be used on your turn and always spend an action, but passive Actions can be triggered whenever specified.

Movement

Walk

Action Type

Influence Cost 

Skill/Active

0

Move a number of spaces across the ground equal to your Speed.

Jump

Action Type

Influence Cost 

Skill/Active

0

Move a number of spaces in any direction equal to half your Body or Talent.

Sprint

Action Type

Influence Cost 

Skill/Active

0

As a Full-Action, move a number of spaces across the ground equal to triple your Speed.

Escape

Action Type

Influence Cost 

Skill/Active

0

Until the end of the round, you cannot be targeted by Punish.

Attacks

Strike

Action Type

Influence Cost 

Skill/Active

4 – Associated

Choose a Technique and a character within your attack range and line of sight. 

On Hit: Deal damage equal to your Technique quality + your Technique’s associated Attribute. (This move is a Magic move if the Technique is a spell.)

Grapple

Action Type

Influence Cost 

Skill/Active

7 – Body

Choose a character adjacent to you and attack them. Dodging this costs double the attacker’s Body.

On Hit: Your Target is Snared and you are slowed until they use a full action spending 7 – their Body to escape this, or you use a free action to release them. If you move when Grappling a character, you pull the Grappled character into a space adjacent to you at the end of the movement, ignoring Snared.

Punish

Action Type

Influence Cost 

Skill/Passive

0

Whenever a character leaves your attack range or whenever else specified, you can perform Punish on that character as a reaction. When punishing, you can choose to Strike using one of your available Techniques and Immobilize your target until the start of their next turn if you hit.

Defensive

Dodge

Action Type

Influence Cost 

Skill/Passive

Damage – Talent

When you are being targeted by an attack, you may, as a reaction, lose Influence equal to the damage or the Technique’s quality, whatever is higher, minus your Talent. When you do this move one space in any direction, if you are no longer in a space this technique is targeting at the end of this movement you avoid all the attack’s effects.

Block

Action Type

Influence Cost 

Skill/Passive

7 + X

When you are being targeted by an attack you may gain defence until the end of that attack, doing so costs 5 Influence + X, doing so grants X defence plus your Body. The attack you are targeted by also does not deal Wounds to you if reduced its damage to one or less.

[Desperate Block(-10/Block):]

If you are holding a weapon when you take this action you may activate this bane damaging a weapon you are holding.

Clash

Action Type

Influence Cost 

Skill/Passive

Contest

When you are targeted by an attack and the attacker is within range of one of your own Techniques, you can attempt to fight back. As a reaction, you initiate a Contest where both parties gain a bonus to their bet equal to your Technique’s associated Attribute. If the defender wins they avoid the attack and can Strike the attacker as a free action, if the attacker wins their Strike deals additional damage equal to their attack’s associated Attribute.

Miscellaneous

Help

Action Type

Influence Cost 

Skill/Passive

0

As a reaction to an allied character within a number of spaces of you equal to double your Charm taking an action, you may decrease the cost of your ally’s action by double your Charm, and increase the damage of it if it was a Strike by your Charm. (This can be performed without spending your reaction if you instead spend a Cunning action.)

Hide

Action Type

Influence Cost 

Skill/Active

10 + Talent/2

As an action with a cost of 10 minus half your Talent you may enter the “hidden” state. When hidden, characters cannot draw line of sight to you unless they are within a number of spaces equal to their Mind.

If a character ends their turn with line of sight on you, or you Strike a character, you must Hide again as a reaction or lose hidden.

Investigate

Action Type

Influence Cost 

Skill/Active

6 – Chosen Attribute

When in combat, a character has access to additional options for the Investigate basic move and can take it as an action or as a reaction to first seeing a character, but other than the additional options it functions as the same move.

Mind options

– What is my target's current HP/Defence/Speed/Guts/X Attribute?

– What is my target's Lowest and Highest Attribute?

– Does my target have any weaknesses and what is one if so.

Techniques 

Techniques are each custom-made by their users, with its own traits and Attribute used to Strike with it based on its type. 

A Technique can be made by following the following steps

1. Determine the Technique's quality and type. (Basic, Weapon, Firearm, Spell, Potion)

2. Add basic and type traits to the Techniques that add up to the quality value.

3. Choose the weapon’s associated attribute based on its type;

– Weapons and Basic Techniques can use Talent or Body

– Firearms can use Talent or Spirit

– And Spells can use Spirit, Mind, or Charm

4. Calculate the cost of Striking with this Technique and its damage, keep it noted as a shorthand.

Technique traits: 

Technique traits

Technique traits add modifiers with a quality value; a Technique's quality is determined by the resulting value of all the traits added together. 

Traits with X as a value can have any numbered value that the creator of the weapon chooses.

In any situation where a single trait would be used multiple times it’s effects do not add together unless it is stated that the trait stacks.

Trait categories and Technique types: 

All Techniques have a type being a Basic, Weapon, Firearm, or Spell Techniques. 

Any Technique can use basic Technique traits, but also have access to traits of their own type.

Attack range: 

By default, a Technique has a range of one space, meaning it can target characters within one space of you when Striking. This can be increased by using traits and abilities.

Scaling Techniques:

If a Technique you made has a quality that is based off of another statistic and that statistic increases, you may remake your Technique to fit that new value as a downtime action.

Damaged and Broken 

Damaged weapons have +10 cost whenever used to take an action. If it gains Damaged again, it instead becomes broken. You can spend 1 Exp to remove the Damaged tag during downtime. Broken weapons cannot be used to perform any move. You can spend 3 Exp to repair and remove this tag during downtime.

Bracket Tags:

Some Technique traits have a letter within brackets next to it’s cost. These are bracket tags, a Technique cannot have two traits with the same bracket tag.

Effects:

Effects can be stacked on to spell Techniques as if they were traits, when characters are hit by this Technique they receive stacks of the effects placed on the Technique equal to the stacks on the effect. 

The effect text shown on Effects shows what happens to the person affected by it

Charging:

Many Actions and effects require that the user Charges. When a player uses a Charging action the action is not used when taken, instead the player begins charging, a charging character can additionally, gain one Charge as an action or when they end their turn.

All Charge actions have Charge requirement shown as the number next to Charge, when a player has Charge tokens equal to or exceeding the required amount they may perform the action they are Charging as a free action.

When charging you cannot Strike and your Speed is halved.

Firearm rules: 

Firearms have access to Basic Technique traits, Weapon traits, and Firearm traits, count as weapons as well as firearms, and in addition have a set of their own rules. Firearms have two unique stats, Capacity, and Rate of fire. A firearm’s Capacity is representative of how many shots it can fire before being reloaded, by default this is 6, and the Rate of fire is how many shots you can fire from your Capacity in a single strike, by default this is 2. Reloading a firearm and hence refilling its Capacity can be done as a unique Full-turn action.

Striking with a Firearm: 

Unlike all other Techniques, Firearms have a unique damage calculation when they are used to Strike. When Striking with a Firearm, you must first choose how many shots you will expend from your Capacity up to a max of your Rate of fire with a minimum of 1. The damage that strike does on hit is ((Technique quality/2) x Shots fired) + Technique Attribute.

Unique Resources

When a character has a positive amount of Mind, or Will They will have a unique resource as described below.

Cunning actions: 

At the beginning of any combat scene, a character will be granted a number of Cunning actions equal to their Mind until the end of the scene. Once per turn, they may spend a Cunning non-full-action to take any action other than strike as a free action.

Will Tokens:

Each player character in Advent Dawn has a number of Will token's equal to their Will, and they can choose to spend it on one of the following abilities. Characters will restore a Will token when they increase in Tier if they have one spent.

Fight On:

When your character is killed you may spend a Will point in order to keep them alive. Using Fight on removes all single wound effects, returns your character to 0 Hp and heals wounds until you are one wound from death.

Push Through:

When you wish to use an action where you do not have the Influence required you may use a Will point in order to gain temporary Influence equal to 4 times your Will, this Influence only lasts until you complete the action that triggered this.

Compendium


Playbook Listing

Warrior: 

Weapon fighters, Warriors are powerful fighters who, when it comes to combat, are direct and physical. Their use of Manna is unimportant, because, in reality, they don't need it to get something done. As a Warrior, you are well-rounded when it comes to physical combat, capable of both taking and dealing incredible amounts of damage. However, you lack specializations and may have a hard time dealing with unique tricks from enemies.

Pugilist: 

Powerful and fast hand-to-hand combatants, due to the difference between an armed and an unarmed fighter, Pugilists often enhance their skills with magic. Their main game plan is to get in close and set up their different skills and stances, so they Can deal efficient and reliable damage at high speeds after a bit of setup and charge.

Brigand: 

Stealthy and slick, tricksters and rouges, they have a plan for every encounter and are unparalleled in their ability to do their job as long as they have time to prepare. As a Brigand you are a master of burst damage and setups, your different Traits allow you to weaken opponents and use that weakness to your advantage, delivering a powerful final blow.

Channeller: 

Mages, who draw from the natural powers around them, make up for their lacking physical ability with their powerful magical control. As a Channeller, you have some of the most diverse options of any playbook and can create some temporary influence in combat, however, you have low Guts and average stats.

Artisan: 

Craftspeople and artists extremely skilled in their crafts, they may not stack up as well as their comrades in battle, but their skill outmatches them to the extreme. An Artisan will most often have basic combat skills and can still spec into anything other playbooks can, however, they will always be worse at that combat specialty than the class that fully supports it.


Warrior

Summary

Weapon fighters, Warriors are powerful fighters who, when it comes to combat, are direct and physical. Their use of Manna is unimportant, because, in reality, they don't need it to get something done. As a Warrior, you are well-rounded when it comes to physical combat, capable of both taking and dealing incredible amounts of damage. However, you lack specializations and may have a hard time dealing with unique tricks from enemies.

As a Warrior, you start with…

– +1 to Body/Talent/Charm

– One Artifact

– Two pieces of Basic Gear

– Two pieces of Luggage

– Two Advanced Traits

– 5 Guts

– 3 Speed + Talent

– Body + Talent Initiative

– Three of any Truth, one Fighter's Truth

Starting Traits:

Defiance

Action Type

Influence Cost 

Skill/Passive

N/A

Whenever you are targeted to be Strike from an enemy you gain one “Defiance Token”. At the beginning of your turn you may choose one of the following “Revolts” and activate its effects. If a round other  than round one ends, and you have not been targeted, gain 5 Defiance Tokens.

Revolts:

Name

Effect

We Stand Against Tyranny

Spend X Defiance Tokens. You and allies within a range equal to your Charm gain double X in Defence.

Reach Heaven Through Violence

Spend 5 Defiance Tokens. Gain two additional actions, and ignore the duplicate action rule this turn, however, for the rest of the round you can only take Walk or Strike actions. 

I Am Unbreakable

Spend 5 Defiance Tokens. Until the end of this Round you cannot receive damage from characters adjacent to you.

Taunt

Action Type

Influence Cost 

Skill/Active

6 – Charm

The ability to control one’s emotions is invaluable within combat. Even more so is the ability to control your opponent's emotions.

As a free action with a cost of 6 minus your Charm you may choose an enemy within 10 spaces of you, that character has the cost of Striking any character other than you increased by 10 until you use this ability again.

Master At Arms

Action Type

Influence Cost 

Skill/Passive

N/A

Choose a weapon you have, its attack damage is increased by half your Tier, and create another Technique for it of the same quality as its others. As a downtime action you may do this again for 2 Exp.

Advanced Traits:

Hearty

Action Type

Influence Cost 

Skill/Passive

N/A

“Sure it hurts, but I’ll manage.”

When you calculate your health, multiply your Guts and Body by 5 instead of 4.

Spell sword's training

Action Type

Influence Cost 

Magic/Passive

N/A

Even those who don’t practice the magical arts understand its uses, even a simple ignition on one’s blade can show great effect.

Gain the following Boon, this boon can be used when Striking using a weapon. 

[Enchanted(+1/Strike): Your Technique gains the Magical trait, the Elemental trait, and its damage is increased by half your Spirit.]

Combat trance

Action Type

Influence Cost 

Skill/Passive

N/A

Many know the feeling of the senses slowing, be it alcohol, injury, or a complete focus, a good fight can feel like it goes on for hours.

On Strike (Talent/Round): Apply a stack of “Focus” on that character until the end of the scene, a single character can have Focus stacks up to your. When you strike a character with Focus, increase the damage and decrease the cost by double the number of Focus stacks on them.

Power through

Action Type

Influence Cost 

Skill/Passive

N/A

A skilled fighter bears no scars, an experienced fighter is proud of them.

At any time you can choose to immediately gain ten times your Body in Temporary influence and receive a Wound with no effect. You can only gain this influence once before taking Downtime. 

Heavy blows

Action Type

Influence Cost 

Skill/Passive

N/A

Many see recklessness as a weakness, but under the right circumstances it can be honed to a powerful tool.

You gain the following Bane that can be applied to Strike when you are using a weapon.

[Overkill(-1/Strike): This Technique deals additional damage equal to quadruple your Tier and the weapon gains the damaged tag.]

Pit grit

Action Type

Influence Cost 

Skill/Passive

N/A

Stand and fight in the face of death.

Round End: Gain temporary HP equal to triple the Wounds you have.

“Just a dull slab of steel”

Action Type

Influence Cost 

Skill/Passive

N/A

“Well ya it’s a piece of trash, but it’s not the one fighting, I am.”

All weapons you use with a quality equal to or less than your Tier have their attack damage increased by your Tier.

Immovable object

Action Type

Influence Cost 

Skill/Active

0

“Get behind me!”

If you have a weapon with the defensive trait equipped, you can choose to defend until the end of your next turn as an action. When defending, your defence is increased by your Tier, and adjacent allies can use you as cover that grants them defence equal to your own defence.

Thirst for blood

Action Type

Influence Cost 

Skill/Passive

N/A

Those who fight for thrill are the most terrifying combatants.

If a character is killed within a range equal to half your Tier, you may immediately take a Walk or Strike action.

Guardian

Action Type

Influence Cost 

Skill/Passive

N/A

“You think you can escape me?”

All weapons you have without the ranged trait have their range increased by one for the purpose of making Punish attacks, in addition, you may Punish a character if they enter your attack range. In addition, once per round you may use Punish as a free action.

Hunker Down

Action Type

Influence Cost 

Skill/Passive

N/A

The ability to sit still and brace for impact is often underrated by the thrill seeking type. But in the right situation it’s power is invaluable.

If you end a Round without moving from the space you started it in you gain defence equal to your Tier, this can be stacked up to four times and is lost when you willingly move from your space or the scene ends.

Tough As Steel

Action Type

Influence Cost 

Skill/Passive

N/A

Those who fall to pain don’t deserve the release of death.

Ignore the first X Wound effects you take in a scene, where X is your Tier or your Body.

Weapon Specialist

Action Type

Influence Cost 

Skill/Passive

N/A

There's always room for improvement.

You may choose to specialize in two of the following traits, weapons with that trait gain an additional effect when used. You can choose to spend one Exp as a Downtime action to learn one additional effect from this list. 

1. Large: You can choose to target another space within your attack range adjacent to the first space you targeted. 

2. Thrown: When you choose to use the throwing option for this weapon, double its damage.

3. Sharp: All of your Strikes inflict one stack of Bleed. 

4. Blunt: Targets of this Technique lose two Influence if they are hit by it. 

5. Magi-tech: You gain access to the following Boon. 

[Overclock(+0/Strike): You take damage equal to half your Tier, but this Technique deals additional damage equal to your Tier.] 

6. Sundering: This Technique deals an additional damage equal to your Tier if it reduces its target's Defence from above 0 to 0.

7. Reach: All of your Techniques with Reach also count as having Piercing for free.

Swift vengeance

Action Type

Influence Cost 

Skill/Passive

N/A

“Don’t think you’re getting away with that.”

On Receive Wound: Take a number of Actions equal to the Wounds you received. These actions ignore the repeated actions rule.

Knight's vow

Action Type

Influence Cost 

Skill/Passive

N/A

It is the greatest honour of all to fight selflessly, protecting the lives of others over even your own.

As a reaction to an ally within a range equal to your Charm being targeted by a move, you may take an action as if it was your turn. Until the start of your next turn, Adjacent Allies can use you as cover from other characters.

"Come get some!"

Action Type

Influence Cost 

Skill/Passive

N/A

Sweeping statements can be quite frustrating, even if they are completely inaccurate.

Taunt now targets all enemies within a radius of you equal to double your charm when used.

One foot in the grave

Action Type

Influence Cost 

Skill/Passive

8 – Body

Once you hit rock bottom, there's nowhere to go but up.

On Death (Via Strike/1 Scene): Spend 25 influence minus your Body, ignore the effects of that Strike.

“… The harder they fall

Action Type

Influence Cost 

Skill/Passive

N/A

“The bigger they are…”

On Strike: Deal additional damage equal to half your target's quality/Tier.

Invincible

Action Type

Influence Cost 

Skill/Passive

N/A

To obtain a body devoid of imperfection is the closest one can be to godliness.

Your defence can now reduce damage to 0.

Barbaric strength

Action Type

Influence Cost 

Skill/Passive

N/A

Reach heaven through violence.

Gain the following Boon that can be applied to melee Strikes.

[Heads will roll (+X/Strike): X equals half your Body. This Strike deals additional damage equal to your Body Attribute. However, until the start of your next turn you are Sundered.]

“Keep your guard up!”

Action Type

Influence Cost 

Skill/Passive

N/A

“Don’t let up! We are the first and last line of defence!”

On Block: Your defence is locked to this value until the end of the current round instead of the current attack.

Parry

Action Type

Influence Cost 

Skill/Passive

N/A

With skill and precision any weapon may serve as a shield.

You may reduce the non-base cost of Block by the highest quality weapon you are carrying.

Hold your ground

Action Type

Influence Cost 

Skill/Passive

N/A

“We are soldiers of Harkohn, we must be willing to give our lives for our brothers and sisters, charge forward and stand tall!”

When you are charging an action your defence is increased by your Tier.

Archetypes:

Berserker

Reckless and powerful fighters with fiery spirits and bodies of steel. Berserkers sacrifice their  health and defensive tools to output an insane amount of damage.

Durable: 

Gain 2 Guts.

All-Consuming Rage: 

When your Hp is 10 or lower you may enter Berserk until the end of the scene as a free action, when Berserking you gain Guts equal to your Tier (Does not affect Hp), and have access to the following Boon.

[Wrath(+1/Strike): Your Technique deals additional damage equal to double your Body, but you take damage equal to half your Tier.]

Tier 3: Undeath: 

On Death: you may instead end Berserk and heal Wounds equal to your Tier plus 4.

Tier 5: Fury Beyond Fury:

You may enter Berserk at 20 Hp or lower.

Fencer

Weapon masters and esteemed fighters in a one-on-one match. Fencers are hit-and-run melee combatants who specialize in high damage single strikes that lead into an evasive move.

Swift Step:

Gain Speed equal to Tier/2. You cannot be Punished.

Strike True:

On Strike (Weapons) (1/Round): Deal additional damage equal to your Talent plus your Tier.

Tier 3: Dodge And Weave:

Whenever you enter a character’s space you have not entered this Round, you gain defence equal to your Tier until the end of your next Turn.

Tier 5: Godspeed:

Gain Speed equal to your Tier.

Commander

Intelligent tacticians with a fighting force of their own. Commanders use their Mind to provide damage and cost buffs to their allies when they have the advantage.

Press The Advantage: 

You and your allies can now be at “Advantage” when at Advantage that character’s defence is increased by your Charm and their Strikes have their damage increased by double your Charm.

“Stand By Me!”:

Round End: If there are any allies adjacent to you, you and each of those allies gain Advantage until the end of their next Turn.

“Flank The Enemy!”

You and allies gain; On Flank: Gain advantage until the end of the Round.

“Charge!”:

As a full action you may move all willing allies a number of spaces equal to your Cham and give them each Advantage until the end of their next turn. As an action, you can choose to lead one of your allies who can hear you, this ally is put at Advantage until the end of their turn.

Tier 3: Priority Targeting:

When you or your allies Strike a character effected by your Taunt, they count as being at Advantage.

Tier 5: Master Of War:

The damage bonus of Advantage is increased to triple your Charm,

Knight

Heavily armoured melee fighters. Knights are the pure embodiment of tanking, no silly tricks or gimmicks, just survivability.

Durable: 

Gain 2 Guts.

Damascus Steel: 

Gain 2 defence + your Tier when wearing armour.

Tier 3: Knight’s Protection:

Allies adjacent to you gain defence equal to your Tier.

Tier 5: Armour Trained:

Your speed is not reduced by armour.

Ranger

Warriors who specialize in dealing damage from range. Rangers become huge damaging threats after a bit of setup in the back line.

Take Aim: 

Gain the following Bane for ranged Strikes.

[Aimed Shot(+0/Strike): 

This Strike becomes a Charge X action with X chosen when you apply this Bane. When charged this Strike deals additional damage and has stacks of precise equal to double X’s value.]

Fleet-Footed: 

If you are Charging gain 3 speed (After halfling it), in addition when you take the Walk or Sprint action gain one Charge for all actions you are currently charging.

Tier 3: Quick Hands: 

When you begin charging you may choose to immediately complete its Charge by spending Influence equal to double its charge requirement.

Tier: 5: Hawk Eye: 

All of your Techniques with Ranged gain additional range equal to half your Tier.

Rider

I'm going to take my horse to the old town road. Riders are incredibly mobile fighters when using a mount, the mount allowing them to effectively have more HP Speed and damage.

Master Rider:

When mounted on a vehicle or familiar, your speed is increased by your Tier. You can choose to mount or dismount a vehicle or familiar as a free action instead of an action. 

Mounted Dexterity:

When Mounted: If you or your mount are attacked, you can choose to have the attack target yourself or the mount. 

Coordinated Charge:

When Mounted: The damage of the Charge action is tripled.

Tier 3: Drift: 

You count as moving in a straight line as long as half of your movement was in a straight line.

Tier 5: Charging Strike:

Whenever you move your entire speed in a straight line you may Strike as a free action.

Enchanter

Warriors who enhance their weapon combat with magic. Enchanters attempt to weave both spells and weapons into their combat, using an enchanted weapon attack for their burst damage and variable utility.

Spellcrafting Apprentice: 

Learn a spell using the channeller's Spellcrafting move, you can make more as if you had the move as a downtime action for 2 exp.

Fury Of Manna:

On Weapon Strike: Your next spell Strike has its cost reduced by your Spirit and damage increased by your Spirit. 

Fury Of Steel:

On Spell Strike: Your next weapon Strike has its cost reduced by your Spirit and damage increased by your Spirit. 

Spell Sword:

As an action you can "Enchant" any weapon you are holding with any of your spell Techniques, your next Strike using that weapon has its damage increased by your Spirit and has all the traits from that spell Technique added to it.

Tier 3: Focused Fury:

Fury of Manna and Steel deal additional damage equal to half your Tier.

Tier 5: Master Enchanter:

You may Enchant as a free action once per round.

Pugilist:

Summary

Powerful and fast hand-to-hand combatants, due to the difference between an armed and an unarmed fighter Pugilists often enhance their skills with magic. Their main game plan is to get in close and set up their different skills and stances, so they can deal efficient and reliable damage at high speeds after a bit of setup and charge.

As a Pugilist, you start with…

– +1 to Talent/Spirit/Body

– One Artifact

– One piece of Basic Gear

– One piece of Luggage

– Three Advanced Traits

– 4 Guts

– 6 Speed + Talent

– Spirit + Talent Initiative

– Three of any Truth, one Fighter's Truth

Starting Traits:

Combat stances

Action Type

Influence Cost 

Flex/Passive

N/A

Don’t let your circumstances control you, control your circumstances.

Choose 3 of the following stances to unlock. When you begin any combat or as an action, you can choose to take one of the following stances. You can spend 2 Exp as a downtime action to unlock another stance.

1: Bear: A defensive stance with a low centre of gravity. You can take the Block action without spending any influence, however, if you do so you become Immobilized and Sundered until the end of the Round.

2: Monkey: A light and agile stance. You can Sprint once per turn as a free action. When using this sprint’s movement you can move in any direction, including directly up.

3: Tiger: A relentless offensive stance. Reduce the cost of all Strikes you take by your Tier.

4: Ox: Ignore difficult terrain when moving, you cannot be slowed, and you cannot be moved involuntarily. All Techniques have push(1) added if you choose to apply it.

5: Panther: Dealing damage does not automatically end the Hide state, instead you must immediately retake the action in order to keep the state.

6: Turtle: You gain defence equal to your Tier.

7: Warrior: Techniques using weapons count as unarmed Techniques.

Martial arts

Action Type

Influence Cost 

Skill/Passive

N/A

Your body is my weapon, it is firm as stone and sharper than the finest forged steel.

Gain an additional Reaction on your turn. Create two unarmed Techniques each being a 3 + half your Tier in quality, and create another of these every two Tiers (3, 5, 7…). If you have the Ranged Technique Trait on this Technique you must use Spirit as its associated Attribute.

Relentless assault

Action Type

Influence Cost 

Flex/Passive

N/A

Never let up, be like the rainstorm, constant, unrelenting, deadly.

Choose 3 “Styles” from the following list, each of which will describe a situation in which you may apply “Combo”. When you apply Combo to a character you may immediately choose to Strike them as a free action. Strikes used as a combo deal half damage. Every other time you increase in Tier (3, 5, 7, 9…) you may choose an additional Style to learn.

Swift Jab

The first time in your turn that you strike a character with an unarmed Technique that had 0 cost it applies Combo.

Chase

Once per turn, immediately after you apply push to a character, you may move adjacent to the pushed target and apply Combo to them. 

Crushing Blow

The first time in your turn that you strike a character with an unarmed Technique that applies Dazed or Sundered it applies Combo.

Engage

When you end the movement granted from the Walk action adjacent to other characters, choose one and apply Combo to it.

Wiff Punish

The first time you Dodge a character’s Strike in a round, apply Combo to them. This Combo cannot apply another Combo after.

Study Opponent

The first time you Investigate a character they gain Combo.

Absolute Focus

As a full action you may apply Combo to all adjacent characters until the end of your turn.

Strike From Shadow

The first time you Strike a character when using Hide, apply combo to them.

Pierce

The first time you use Dash to move to the opposite side of your target, apply combo to them.

Advanced Traits:

Adaptive stances

Action Type

Influence Cost 

Skill/Passive

N/A

“Flow like water.”

Start Turn: You can change your stance as a Free action.

Deflection

Action Type

Influence Cost 

Flex/Passive

8 – Talent

“No.”

On Dodge: You can Strike using the Technique you were targeted with against a different character within range of that Technique.

Master stance

Action Type

Influence Cost 

Flex/Passive

N/A

To reach one’s apex, they must learn to combine the skills they have learned.

On Stance Change: you can choose Three stances and gain the benefits of both. At the end of your turn you must choose a new stance and cannot use this ability until the end of the next Round.

Army of one

Action Type

Influence Cost 

Skill/Passive

N/A

“I’m not surrounded, I’m in a target rich environment.”

When there are more enemies within 5 spaces of you than allies, your Dodge and Strikes have their cost reduced by your Talent/2.

Float like a butterfly

Action Type

Influence Cost 

Skill/Passive

N/A

“Wow, he’s fast!”

Increase your speed by your Tier.

Might and Magic

Action Type

Influence Cost 

Magic/Passive

N/A

Those Intune with themselves may dig deep and reveal the true arcana within.

Increase the quality of two of your unarmed Techniques by X up to three and remake them. This unarmed Technique has their cost increased by their X value and counts as a spell as well as a basic Technique. You may apply this effect to another unarmed Technique as a Downtime action for 1 Exp.

Overdrive

Action Type

Influence Cost 

Flex/Passive

N/A

In order to grow and improve one must be willing to risk their own life.

Gain the Phoenix stance. When you take this stance, choose a value of your choice, your Strikes’ damage is increased by double this value, and you take damage equal to half this value at the end of your turn.

Agile dodge

Action Type

Influence Cost 

Skill/Passive

N/A

An evasive roll, or a split second burst in speed. The ability to be mobile in response to danger is invaluable on the battlefield.

Extend the distance you can move with Dodge by half your Speed.

Sealing crest

Action Type

Influence Cost 

Magic/Passive

N/A

“With each strike I seal the energy flowing through your body, one more, and you may as well be a corpse.”

You gain the following Boon that can be applied to unarmed Strikes.

[Sealing Technique(+2/unarmed strike):

This Strike applies a stack of the following unique Effect to your target.

Sealed: The cost of taking any action is increased by double the Sealed stacks placed on you. You may remove all of your Sealed stacks as a full action.]

Flash step

Action Type

Influence Cost 

Flex/Passive

N/A

Blink and you’ll miss it.

On Walk: You gain one “Flash token”. As a free action or after you take the Dodge action you may spend any number of Flash tokens and teleport that many spaces plus your Tier in any direction and gain stacks of Momentum equal to the Flash Tokens you spent.

Elemental weave

Action Type

Influence Cost 

Magic/Passive

N/A

Bring the world’s energies under your control.

You gain the boons/banes from the following list

[Striking wall(+3/Unarmed Strike): 

After hitting this Technique you may create a piece of Terrain with 10 Defence and 10 HP in a space adjacent to them.]

[Cracked earth(+2/Unarmed Strike): 

Choose four adjacent spaces where at least one of them is the space you targeted with Strike,  these spaces are now targeted by this Strike and become difficult terrain for all characters other than yourself until the end of the Scene.]

[Soaring Winds(+7/walk): 

Instead of moving when you take this action you launch up in the air a number of spaces equal to half of your Speed, you then drop into that space (Ignoring fall damage) and deal damage equal to your speed to all characters adjacent to you.]

Battle-ready

Action Type

Influence Cost 

Skill/Passive

N/A

Be prepared to fight at a moment’s notice.

Scene Start: Gain stacks of Haste and Power equal to your Talent. 

Pressure points

Action Type

Influence Cost 

Skill/Passive

N/A

A relentless barrage of strikes, seemingly harmless, however, each placed with pinpoint accuracy. The moment one attempts to retaliate they find themselves unable to act.

You gain the following Boon that can be applied to unarmed Strikes.

[Pressure points(+1/unarmed strike):

Instead of dealing damage to your target they lose Influence equal to the damage they would have taken plus double your Spirit.]

Variety in lethality

Action Type

Influence Cost 

Skill/Passive

N/A

Those who cannot be predicted cannot be defeated.

Once you have struck using each of your Techniques at least once, increase the damage of your Strikes an amount equal to the Techniques used until the end of the scene.

Rigorous training

Action Type

Influence Cost 

Skill/Passive

N/A

Never stop improving.

On (P) Effect Gain (Via Strike): the total stacks are increased by your Tier/2. 

Below the belt

Action Type

Influence Cost 

Skill/Passive

N/A

“Fighting ain't a sport when theirs lives on the line.”

On (N) Effect Apply (Via Strike): Deal damage to the target equal to your Body/2.

Training stance

Action Type

Influence Cost 

Skill/Passive

N/A

The tragedy of life lies not in not reaching your goals, but in having no goals to reach

Gain a new stance, the “Training Stance”. When you enter this stance you have -1 damage on Strike, -1 speed, and +1 Cost to everything. For every round you're in this stance gain 1 token. When you leave this stance, use all the tokens that you have to increase Strike damage, and Speed, by the number of tokens you have until the end of the scene.

Ki Burst

Action Type

Influence Cost 

Magic/Passive

N/A

“Get out of my face!”

Gain the following Boon that can be applied to Dodge.

[Ki Burst (+2/Dodge): In addition to your normal Dodge effects you can release a burst of Ki, pushing your attacker directly away from you a number of spaces equal to your Spirit (Minimum of one).]

Ram through

Action Type

Influence Cost 

Skill/Passive

N/A

K.E. = 1/2 m v2

On Walk: If you moved 3 or more spaces away from where you started your movement you may deal damage to a character adjacent to you equal to the spaces you moved plus your Body and push that character spaces equal to your Body (Minimum one).

Soul chain

Action Type

Influence Cost 

Magic/Passive

N/A

“Get over here!”

The range of Grapple increases to your Spirit/2.

Suplex

Action Type

Influence Cost 

Skill/Active

N/A

“Suplex city B****!”

As an action targeting a character you are grappling you may do the following. Move up to your Body/2 in spaces and deal damage to your target and all hostile characters adjacent to it equal to your Tier plus your Body, Doing so ends this Grapple.

Perpetual Motion

Action Type