Daggerheart SRDA condensed reference

Quick Reference Card

Action Roll

2d12 + trait + bonuses ≥ Difficulty

Hope > Fear → with Hope; PC gains +1 Hope.
Fear > Hope → with Fear; GM gains +1 Fear, makes a move.
Hope = Fear → Critical; success regardless, +Hope, clear 1 Stress.

Damage

Proficiency × weapon die + flat

Crit damage = max-of-dice + a normal damage roll added on top.

HP Marked from Damage

< Major → 1 HP (Minor)
Major, < Severe → 2 HP (Major)
Severe → 3 HP (Severe)

Armor Slot: reduces severity by 1 tier, max 1 slot per hit. Direct Damage ignores slots.

Hope PC, max 6

Help Ally · Use Experience · Tag Team (3) · Hope Feature (3)

Fear GM, max 12

Spotlight extras · Fear Moves · Adversary Experience · Interrupt

Tiers

L1 = T1 │ L2–4 = T2 │ L5–7 = T3 │ L8–10 = T4

Loadout

5 active domain cards. Mid-session swap = mark Stress = Recall Cost.

Reaction Roll

Same dice. No Hope, no Fear, no GM move.

Conditions default

Hidden · Restrained · Vulnerable

Ranges

Melee · Very Close · Close · Far · Very Far · Out of Range

Death Move last HP

Blaze of Glory · Avoid Death · Risk It All

Rests

Short ≈ 1 hr, 2 moves. Long, 2 moves. 3 short → must long.

DC Rubric

10 easy · 15 standard · 20 hard
25 very hard · 30 nearly impossible

Encounter

Start: (3 × #PCs) + 2 Battle Points. 1 Minion-group/Social/Support · 2 Horde/Ranged/Skulk/Standard · 3 Leader · 4 Bruiser · 5 Solo.

What Daggerheart Is

A heroic-fantasy TTRPG. One GM runs the world; 2–5 players each play one PC. Asymmetric design: PCs roll d12 Duality Dice; the GM mostly resolves moves narratively, rolling 1d20 only when needed. Combat is freeform — no initiative, no rounds, no fixed action economy. The Spotlight passes around the table; mechanics resolve uncertain outcomes.

Sessions run 2–4 hours and can stand alone or chain into long campaigns. The system uses two visually distinct d12s — one Hope, one Fear — for action rolls. The relationship between those two dice is the engine of the game.

Principles of Play
At the table
  • Begin and end with the fiction. Mechanics serve the narrative. Call for a roll only when an outcome is uncertain and interesting; otherwise narrate the result. Connect every roll outcome back to the story.
  • Be a fan of the PCs, not their enemy. Present credible threats and hard consequences, but never frame yourself as adversarial to the players. PCs are protagonists; antagonism lives only in the fiction.
  • Make every roll important. If a task is trivial or impossible, do not roll. Failures should produce active complications (the door doesn't open and something happens), never inaction.
  • Story is consequence. Every roll changes the scene. Successes have weight; failures escalate, redirect, or cost something.
  • Share narrative authority. Ask players to describe their crits, their hometowns, the way an attack lands. Incorporate their answers as canon.
  • Fill the world with life, wonder, and danger. Ground high-fantasy spectacle in characters with real motives — from gods to farmers.
  • Hold on gently. Improvise. Adjust. Let player input reshape plans.
  • Play to find out what happens. When a rule is ambiguous, rule in favor of the fiction's internal consistency.
Golden Rule — Make the game your own. Adjust or ignore any rule with table consent.

Character Creation

Build a PC by stacking choices: a Class and Subclass, an Ancestry and Community (collectively a Heritage), six Traits, two Experiences, gear, and starting domain cards. Order below is recommended, not required.

  1. Choose Class & Subclass. Nine classes — Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard. Each grants a Class Feature, two domain accesses, a starting Evasion (9–12) and HP (5–7), and a 3-Hope class feature. Pick one of two subclasses; take its Foundation card.
  2. Choose Heritage. Pick an ancestry (18 options, plus Mixed Ancestry) for your physical lineage and its 2 features. Pick a community (9 options) for your cultural origin and its 1 feature. Lifespan and appearance are flavor — reskin freely.
  3. Assign Traits. Six traits: Agility (sprint, leap, maneuver), Strength (lift, smash, grapple), Finesse (control, hide, tinker), Instinct (perceive, sense, navigate), Presence (charm, perform, deceive), Knowledge (recall, analyze, comprehend). Distribute the array +2, +1, +1, 0, 0, −1 in any order.
  4. Record Stats. Level 1. Evasion and HP from class. 6 Stress slots. 2 Hope. Proficiency = 1.
  5. Equip Starting Gear. Tier 1 weapon(s): one Two-Handed primary, or one One-Handed primary + one secondary. Pick a Tier 1 armor; add level (1) to its Base Thresholds. Inventory: torch, 50 ft rope, basic supplies, a handful of gold; either a Minor Health Potion (clear 1d4 HP) or a Minor Stamina Potion (clear 1d4 Stress); class-specific item; spell-carrying item if applicable.
  6. Background. Answer your class's Background Questions. No mechanical effect — informs roleplay and GM prep.
  7. Experiences. Two Experiences at +2 each. A word or phrase capturing the PC's expertise — "Pirate Captain," "Sapphire Syndicate Assassin," "Silver Tongue." Spend 1 Hope before a roll to add the modifier (multiple Experiences = multiple Hope). Should be specific (not "Talented") and not grant mechanical abilities (not "Take Flight"). Earnable or changeable at level-up.
  8. Domain Cards. Pick 2 level-1 cards from your class's two domains (split or both from the same).
  9. Connections. Each player describes their PC. Suggest at least one connection per other PC ("Why do you trust me so deeply?"). Accept or reject as desired; not every pair needs one — they can develop in play.

Domains

Nine Domains group spells and abilities by theme. Each Class accesses two; you draw domain cards from those domains as you level up.

DomainThemeClasses
ArcanaInnate, instinctual, elemental magicDruid, Sorcerer
BladeWeapon mastery, lethalityGuardian, Warrior
BoneTactics, body, predictionRanger, Warrior
CodexStudied magical knowledge — books, scrolls, runesBard, Wizard
GraceCharisma, language, charmBard, Rogue
MidnightShadow, secrecy, obscurityRogue, Sorcerer
SageNature, beasts, untamed magicDruid, Ranger
SplendorLife, healing, control of deathSeraph, Wizard
ValorProtection, defenseGuardian, Seraph

Domain Card Anatomy

Each card has: Level (top-left, can't exceed yours), Domain symbol, Recall Cost (Stress to swap immediately), Title, Type (Ability / Spell / Grimoire), and a Feature.

Loadout vs. Vault

Up to 5 active cards in the Loadout (subclass / ancestry / community cards don't count). Inactive cards live in the Vault. Swap freely during a rest. Mid-session swap costs Stress = card's Recall Cost. A card can typically be used unlimited times unless it states otherwise (e.g., "once per long rest"). Level-up cards go straight into loadout for free (swap one to vault if full). If a card limits uses, track however you like — turn it sideways, use tokens. Effects scaling off a +0 trait grant 0 uses.

Classes — 9

Each class determines your two domains, starting Evasion (9–12) and HP (5–7), starting items, a Class Feature (always-on signature mechanic), and a Hope Feature (3 Hope, class-specific powerful move). Each class also has two subclasses, each with Foundation → Specialization → Mastery features unlocked across tiers.

Bard

Domains: Codex & Grace  |  Starting Evasion: 10  |  Starting HP: 5

Class Items: A romance novel or a letter never opened

Hope Feature — Make a Scene (3 Hope): Spend 3 Hope to temporarily Distract a target within Close range (-2 to their Difficulty).

Rally Die. Once per session, give yourself and each ally a Rally Die (d6; d8 at level 5). A PC can spend it to add to action/reaction/damage rolls or clear Stress = result. Clear unspent at session end.

Troubadour — Play music to bolster allies

Spellcast Trait: Presence

Foundation: Gifted Performer. Three songs, once each per long rest. Relaxing Song: you+allies in Close clear an HP. Epic Song: target in Close becomes temporarily Vulnerable. Heartbreaking Song: you+allies in Close gain a Hope.

Specialization: Maestro. When you give a Rally Die to an ally, they can gain Hope or clear Stress.

Mastery: Virtuoso. Each "Gifted Performer" song twice per long rest.

Wordsmith — Clever wordplay; captivate crowds

Spellcast Trait: Presence

Foundation: Rousing Speech. Once per long rest, allies within Far clear 2 Stress.

Foundation: Heart of a Poet. After action roll to impress/persuade/offend, spend a Hope to add a d4 to the roll.

Specialization: Eloquent. Once per session, when encouraging an ally: find a mundane object/tool, OR Help an Ally without spending Hope, OR give them an extra downtime move next rest.

Mastery: Epic Poetry. Rally Die → d10. When you Help an Ally, narrate as memoir; roll d10 as advantage die.

Druid

Domains: Sage & Arcana  |  Starting Evasion: 10  |  Starting HP: 6

Class Items: A small bag of rocks and bones or a strange pendant found in the dirt

Hope Feature — Evolution (3 Hope): Spend 3 Hope to Beastform without marking Stress; raise one trait by +1 until you drop the form.

Beastform. Mark a Stress to transform into a creature of your tier or lower from the Beastform list. Drop out at any time. Can't use weapons or cast domain spells; can use other features. Spells already cast persist. Talk normally. Add Beastform's Evasion bonus; use its trait for attack. Armor becomes part of body and Armor Slots persist after dropping. Marking last HP forces you out.

Wildtouch. Perform harmless, subtle nature effects (sprout flower, gust, light campfire) at will.

Warden of the Elements — Embody the elements of the wild

Spellcast Trait: Instinct

Foundation: Elemental Incarnation. Mark Stress to Channel an element (fire/earth/water/air) until severe damage or next rest. Fire: adversaries dealing dmg in Melee take 1d10 magic. Earth: +Proficiency to thresholds. Water: when you damage in Melee, others within Very Close mark Stress. Air: hover; advantage on Agility.

Specialization: Elemental Aura. Once per rest while Channeling, project an aura within Close. Fire: adversaries marking HP also mark Stress. Earth: allies +1 Strength. Water: when damaged, mark Stress to relocate attacker within Very Close. Air: reduce ranged damage by 1d8.

Mastery: Elemental Dominion. Fire: +1 Proficiency for damaging attacks/spells. Earth: per HP marked, roll d6; per 6, mark 1 fewer. Water: when an attack vs you succeeds, mark Stress to make attacker temporarily Vulnerable. Air: +1 Evasion; can fly.

Warden of Renewal — Powerful magic to heal

Spellcast Trait: Instinct

Foundation: Clarity of Nature. Once per long rest create a serenity space within Close. Resting in it for a few minutes clears Stress = Instinct, distributed among you and allies.

Foundation: Regeneration. Touch a creature, spend 3 Hope; clear 1d4 HP.

Specialization: Regenerative Reach. Regeneration extends to Very Close range.

Specialization: Warden's Protection. Once per long rest, spend 2 Hope to clear 2 HP on 1d4 allies within Close.

Mastery: Defender. While in Beastform, when an ally within Close marks 2+ HP, mark a Stress to reduce by 1.

Guardian

Domains: Valor & Blade  |  Starting Evasion: 9  |  Starting HP: 7

Class Items: A totem from your mentor or a secret token from an admirer

Hope Feature — Frontline Tank (3 Hope): Spend 3 Hope to clear 2 Armor Slots.

Unstoppable. Once per long rest, become Unstoppable: while Unstoppable, ignore Stress costs to use abilities, gain +1 to attack rolls, +2 to Severe threshold; ends when you take Severe damage or your next rest.

Stalwart — Take heavy blows and keep fighting

Spellcast Trait:

Foundation: Unwavering. +1 permanent to damage thresholds.

Foundation: Iron Will. When you take physical damage, mark an extra Armor Slot to reduce severity further.

Specialization: Unrelenting. Additional +2 permanent to damage thresholds.

Specialization: Partners-in-Arms. When ally within Very Close takes damage, mark an Armor Slot to reduce severity by 1 threshold.

Mastery: Undaunted. Additional +3 permanent to damage thresholds.

Mastery: Loyal Protector. When ally within Close has ≤2 HP and would take damage, mark a Stress to sprint there and take it instead.

Vengeance — Strike down those who harm you/allies

Spellcast Trait:

Foundation: At Ease. Gain an additional Stress slot.

Foundation: Revenge. When adversary in Melee succeeds attack vs you, mark 2 Stress to force them to mark an HP.

Specialization: Act of Reprisal. When adversary damages an ally within Melee, +1 Proficiency on your next successful attack vs them.

Mastery: Nemesis. Spend 2 Hope to Prioritize an adversary until next rest; on attacks against them, swap Hope/Fear results. One Prioritized at a time.

Ranger

Domains: Bone & Sage  |  Starting Evasion: 12  |  Starting HP: 6

Class Items: A trophy from your first kill or a seemingly broken compass

Hope Feature — Hold Them Off (3 Hope): Spend 3 Hope when you succeed on a weapon attack to use that same roll against two more adversaries within range.

Ranger's Focus. Spend a Hope and attack a target. On success, deal damage and make them your Focus. Vs Focus: know their direction; damaging them forces Stress; on a miss, end Focus to reroll Duality Dice.

Beastbound — Deep bond with an animal ally

Spellcast Trait: Agility

Foundation: Companion. You have an animal companion (GM discretion). On level up, choose a companion advance from the companion sheet.

Specialization: Expert Training. Choose an additional companion level-up option.

Specialization: Battle-Bonded. When attacked while in companion's Melee range, +2 Evasion vs that attack.

Mastery: Advanced Training. Choose two additional companion level-up options.

Mastery: Loyal Friend. Once per long rest, when damage would mark companion's last Stress or your last HP and you're within Close, one rushes to the other to take the damage instead.

Wayfinder — Hunt prey, strike with deadly force

Spellcast Trait: Agility

Foundation: Ruthless Predator. On damage roll, mark a Stress for +1 Proficiency. Dealing Severe damage forces target to mark Stress.

Foundation: Path Forward. Traveling to a place you've been (or with an object that's been there): identify the shortest direct path.

Specialization: Elusive Predator. When your Focus attacks you, +2 Evasion vs that attack.

Mastery: Apex Predator. Before attacking your Focus, spend a Hope; on success, remove a Fear from the GM's pool.

Ranger Companion (Beastbound)

Take companion sheet. Steps: name (work with GM), Evasion 10, two Companion Experiences at +2, attack & damage die (d6 melee at level 1; choose physical or magic).

Level-up options: Intelligent (+1 to a Companion Experience), Light in the Dark (extra Hope slot for you), Creature Comfort (gain Hope or clear Stress on quiet bonding), Armored (mark Armor Slot instead of their Stress), Vicious (damage die or range up one step), Resilient (extra Stress slot), Bonded (revival on your last HP via d6 pool), Aware (+2 permanent Evasion).

Rogue

Domains: Midnight & Grace  |  Starting Evasion: 12  |  Starting HP: 6

Class Items: A set of forgery tools or a grappling hook

Hope Feature — Rogue's Dodge (3 Hope): Spend 3 Hope: +2 Evasion until next attack succeeds against you (else until next rest).

Cloaked. Any time you'd be Hidden, you're instead Cloaked. While Cloaked, stationary movement by an adversary doesn't reveal you. Lost on attack or moving into LoS.

Sneak Attack. When you succeed on an attack while Cloaked OR while an ally is within Melee of the target, add Tier d6s to damage. (T1: 1d6, T2: 2d6, T3: 3d6, T4: 4d6.)

Nightwalker — Manipulate shadows to maneuver

Spellcast Trait: Finesse

Foundation: Shadow Stepper. Move into darkness/shadow, mark Stress to teleport into another shadow within Far range; reappear Cloaked.

Specialization: Dark Cloud. Spellcast Roll (15) to create a temporary darkness covering Close range. None see in/out; Cloaked from anyone the cloud blocks.

Specialization: Adrenaline. While Vulnerable, add your level to damage rolls.

Mastery: Fleeting Shadow. +1 permanent Evasion. Shadow Stepper now works to Very Far range.

Mastery: Vanishing Act. Mark Stress to become Cloaked at any time. Auto-clears Restrained. Lasts until you roll with Fear or next rest.

Syndicate — Web of contacts everywhere

Spellcast Trait: Finesse

Foundation: Well-Connected. Arriving in a notable place: name a contact. Choose one fact: owes you favor (hard to find), wants something in exchange, in trouble, used to be together, didn't part well.

Specialization: Contacts Everywhere. Once per session, summon a shady contact: 1 handful gold/tool/object, OR +3 to a Hope/Fear die on next action roll, OR snipe damage adding 2d8 to your next damage roll.

Mastery: Reliable Backup. Use Contacts Everywhere 3×/session. Add: when marking 1+ HP, contact reduces it by 1; on Presence Roll in conversation, roll d20 as Hope Die.

Seraph

Domains: Splendor & Valor  |  Starting Evasion: 9  |  Starting HP: 7

Class Items: A bundle of offerings or a sigil of your god

Hope Feature — Life Support (3 Hope): Spend 3 Hope to clear an HP on an ally within Close range.

Prayer Dice. At session start, roll d4s = Spellcast trait; place on sheet. Spend on yourself or an ally within Far to: reduce incoming damage, add to a roll after rolling, or gain Hope = result. Clear unspent at session end.

Divine Wielder — Dominate the field with a legendary weapon

Spellcast Trait: Strength

Foundation: Spirit Weapon. Equipped Melee/Very Close weapon flies from hand to attack within Close and returns. Mark a Stress to target an additional adversary in range with same roll.

Foundation: Sparing Touch. Once per long rest: touch a creature, clear 2 HP or 2 Stress.

Specialization: Devout. Roll Prayer Dice with one extra die, drop the lowest. Sparing Touch usable twice per long rest.

Mastery: Sacred Resonance. When rolling Spirit Weapon damage, matching dice double their value.

Winged Sentinel — Take flight, strike from the sky

Spellcast Trait: Strength

Foundation: Wings of Light. You can fly. While flying, mark Stress to carry a willing creature your size or smaller. Spend a Hope on a successful attack for extra 1d8 damage.

Specialization: Ethereal Visage. While flying: advantage on Presence Rolls. On Presence success with Hope, you can remove a Fear from the GM's pool instead of gaining Hope.

Mastery: Ascendant. +4 permanent to Severe threshold.

Mastery: Power of the Gods. While flying, the Wings of Light extra is 1d12 instead of 1d8.

Sorcerer

Domains: Arcana & Midnight  |  Starting Evasion: 10  |  Starting HP: 6

Class Items: A whispering orb or a family heirloom

Hope Feature — Volatile Magic (3 Hope): Spend 3 Hope to reroll any number of damage dice on an attack that deals magic damage.

Arcane Sense. Sense the presence of magical people/objects within Close range.

Minor Illusion. Spellcast Roll (10): create a visual illusion no larger than yourself within Close range. Convincing at Close+ distances.

Channel Raw Power. Once per long rest: place a loadout card into your vault. Choose: gain Hope = card level, OR enhance a damage spell with +damage = 2× card level.

Elemental Origin — Channel raw magic shaped to one element

Spellcast Trait: Instinct

Foundation: Elementalist. Choose air/earth/fire/lightning/water at creation. Shape it harmlessly. Spend Hope and describe element use to gain +2 to a roll OR +3 to its damage.

Specialization: Natural Evasion. When attack vs you succeeds, mark a Stress to roll d6 and add to Evasion vs that attack.

Mastery: Transcendence. Once per long rest, transform into your element's manifestation. Choose 2 until next rest: +4 Severe threshold, +1 trait, +1 Proficiency, +2 Evasion.

Primal Origin — Extend versatility of spells

Spellcast Trait: Instinct

Foundation: Manipulate Magic. After casting a spell or magic-damage attack, mark a Stress to: extend reach by one range, +2 to roll, double a damage die, or hit an additional target in range.

Specialization: Enchanted Aid. Help an Ally on Spellcast Roll: roll d8 as advantage. Once per long rest, after their roll, swap their Duality results.

Mastery: Arcane Charge. Take magic damage to become Charged (or spend 2 Hope). On a successful magic attack while Charged, clear Charge to: +10 damage OR +3 to the Difficulty of a reaction roll your spell prompts. Stops at next long rest.

Warrior

Domains: Blade & Bone  |  Starting Evasion: 11  |  Starting HP: 6

Class Items: The drawing of a lover or a sharpening stone

Hope Feature — No Mercy (3 Hope): Spend 3 Hope for +1 to attack rolls until next rest.

Attack of Opportunity. If an adversary in Melee tries to leave, make a reaction roll (your choice of trait) vs their Difficulty. Choose 1 effect on success / 2 on crit: they can't move, deal weapon damage, move with them.

Combat Training. Ignore burden when equipping weapons. On physical damage rolls, +damage = level.

Call of the Brave — Use the might of enemies to fuel your power

Spellcast Trait:

Foundation: Courage. When you fail with Fear, gain a Hope.

Foundation: Battle Ritual. Once per long rest, before doing something dangerous: describe ritual; clear 2 Stress and gain 2 Hope.

Specialization: Rise to the Challenge. While ≤2 HP unmarked, roll d20 as Hope Die.

Mastery: Camaraderie. +1 Tag Team Roll per session. When ally initiates Tag Team with you, they only spend 2 Hope.

Call of the Slayer — Strike down adversaries with immense force

Spellcast Trait:

Foundation: Slayer. Pool of Slayer Dice. On Hope roll, can place a d6 here instead of gaining Hope (max = Proficiency). Spend any number on attack/damage rolls. Unspent at session end clear; gain a Hope per die cleared.

Specialization: Weapon Specialist. On successful attack, spend a Hope to add one of your secondary weapon's damage dice. Once per long rest, reroll any 1s on Slayer Dice.

Mastery: Martial Preparation. Party gains Martial Preparation downtime move: describe training; you and allies who choose this gain a d6 Slayer Die. Spend on attack or damage rolls.

Wizard

Domains: Codex & Splendor  |  Starting Evasion: 11  |  Starting HP: 5

Class Items: A book you're trying to translate or a tiny, harmless elemental pet

Hope Feature — Not This Time (3 Hope): Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.

Prestidigitation. Subtle magical effects at will: change color, make a smell, light a candle, float a tiny object, illuminate a room, repair small.

Strange Patterns. Choose a number 1-12. Rolling that on a Duality Die: gain Hope or clear Stress. Change on long rest.

School of Knowledge — Keen understanding of the world

Spellcast Trait: Knowledge

Foundation: Prepared. Take an extra domain card of your level or lower from your domains; carry it in your loadout (still counts toward 5).

Foundation: Adept. When you Utilize an Experience that involves logic, scholarship, or analysis, you can mark a Stress to double the modifier.

Specialization: Accomplished. Take an additional domain card.

Specialization: Perfect Recall. Once per rest, when recalling a domain card from your vault, do so without paying its Recall Cost.

Mastery: Brilliant. Take an additional domain card.

Mastery: Honed Expertise. When you Utilize an Experience: rolling with Hope adds twice the bonus, and rolling with Fear can be "powered through" by marking a Stress to gain Hope's effect.

School of War — Battle-mage, spell-and-blade specialist

Spellcast Trait: Knowledge

Foundation: Battlemage. Gain an additional Hit Point slot.

Foundation: Face Your Fear. When you succeed with Fear on an attack, deal extra 1d10 magic damage.

Specialization: Conjure Shield. When you damage with a spell or magic-damage attack, gain +1 Evasion until your next rest.

Specialization: Fueled by Fear. Spend a Fear (yes — the GM's Fear, or have GM hand it back as advantage) — actually: when GM spends Fear, mark a Stress to gain advantage on a roll.

Mastery: Thrive in Chaos. On successful attack, mark a Stress after damage roll to force the target to mark an additional HP.

Mastery: Have No Fear. Face Your Fear's extra damage rises to 3d10.

Ancestries — 18

Each Ancestry grants 2 features. Lifespan and physical form are flavor — you decide. "People" applies to all ancestries; "humanoid" describes anatomy, not lineage. Mixable: see Mixed Ancestry.

Clank

Sentient mechanical beings of metal/wood/stone. Highly customizable form; effective immortality of body.

Purposeful Design. At creation, choose one of your Experiences as your purpose; gain a permanent +1 to it.

Efficient. On a short rest, you can choose a long-rest move instead of a short-rest move.

Drakona

Wingless dragon-folk with thick scales and elemental breath. Up to ~7 ft; ~350-year lifespan.

Scales. When you'd take Severe damage, mark a Stress to mark 1 fewer HP.

Elemental Breath. Choose an element. Use breath as Instinct weapon, Very Close range, d8 magic, using your Proficiency.

Dwarf

Short, broad humanoids with high keratin (gem inlays, body art). ~250-year lifespan.

Thick Skin. On Minor damage, mark 2 Stress instead of 1 HP.

Increased Fortitude. Spend 3 Hope to halve incoming physical damage.

Elf

Tall (~6+ ft) humanoids with pointed ears, attuned senses, can drop into celestial trance. ~350 years.

Quick Reactions. Mark a Stress to gain advantage on a reaction roll.

Celestial Trance. During a rest, drop into trance to choose an extra downtime move.

Faerie

Winged, insectile humanoids with metamorphosis. ~50-year lifespan post-transformation.

Luckbender. Once per session, after you/willing ally within Close make an action roll, spend 3 Hope to reroll Duality Dice.

Wings. You can fly. While flying, after an adversary's attack, mark a Stress for +2 Evasion vs that attack.

Faun

Goat-like with curving horns, cloven hooves. ~225 years.

Caprine Leap. Leap anywhere in Close range as normal movement (vault, jump, scale).

Kick. On successful Melee attack, mark Stress to kick: extra 2d6 damage and knock self/target to Very Close range.

Firbolg

Bovine humanoids; large, muscular, often horned. ~150 years.

Charge. On Agility Roll succeeding to move from Far/Very Far into Melee: mark Stress to deal 1d12 physical to all targets in Melee.

Unshakable. When you'd mark a Stress, roll a d6; on a 6, don't mark it.

Fungril

Mushroom-folk; vast variety; mycelial communication. ~300 years (often more).

Fungril Network. Instinct Roll (12) to use mycelial array; on success communicate across any distance with another fungril.

Death Connection. Touching a recently-dead corpse, mark a Stress to extract one memory tied to a chosen emotion/sensation.

Galapa

Turtle-folk with retractable shell. ~150 years.

Shell. +Proficiency bonus to damage thresholds.

Retract. Mark a Stress to retract: resistance to physical damage, but disadvantage on action rolls and can't move.

Giant

Towering humanoids with 1-3 eyes. ~75 years.

Endurance. Gain an additional HP slot at character creation.

Reach. Treat any Melee weapon/ability/spell/feature as Very Close range instead.

Goblin

Small humanoids with large ears and keen senses. ~100 years.

Surefooted. Ignore disadvantage on Agility Rolls.

Danger Sense. Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close.

Halfling

Small humanoids with hairy feet, magnetic-field intuition. ~150 years.

Luckbringer. At session start, everyone in your party gains a Hope.

Internal Compass. When you roll a 1 on your Hope Die, you can reroll it.

Human

Adaptable humanoids; ~100 years.

High Stamina. Gain an additional Stress slot at character creation.

Adaptability. When you fail a roll using an Experience, mark a Stress to reroll.

Infernis

Demon-descended humanoids with horns, sharp teeth, dread visage. ~350 years.

Fearless. When you roll with Fear, mark 2 Stress to change it to a roll with Hope instead.

Dread Visage. Advantage on rolls to intimidate hostile creatures.

Katari

Feline humanoids with claws and slit pupils. ~150 years.

Feline Instincts. On an Agility Roll, spend 2 Hope to reroll your Hope Die.

Retracting Claws. Agility Roll to scratch a target in Melee. On success, they become temporarily Vulnerable.

Orc

Boar-tusked humanoids. ~125 years.

Sturdy. When you have 1 HP remaining, attacks against you have disadvantage.

Tusks. On successful Melee attack, spend a Hope to gore for extra 1d6 damage.

Ribbet

Frog-folk; born from eggs as tadpoles; webbed limbs. ~100 years.

Amphibious. Breathe and move naturally underwater.

Long Tongue. Grab things in Close range. Mark a Stress to use tongue as Finesse Close weapon, d12 physical, your Proficiency.

Simiah

Anthropomorphic monkeys/apes with prehensile feet. ~100 years.

Natural Climber. Advantage on Agility Rolls involving balancing or climbing.

Nimble. Permanent +1 Evasion at character creation.

Mixed Ancestry

  1. Pick a heritage label (e.g., "goblin-orc" — or invent your own term).
  2. Take the top-listed feature from one ancestry and the bottom-listed feature from another. Can't take both top features ("first features") together — must split top/bottom across ancestries.
  3. You can have more than two ancestries in backstory, but only pick features from two.

Communities — 9

Each Community grants 1 feature plus six personality adjectives as inspiration. Communities are cultural, not biological — reflavor freely.

Highborne

Elegance, opulence, prestige; control of political/economic power.

Privilege. Advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation.

Loreborne

Strong academic/political prowess; institutions of knowledge.

Well-Read. Advantage on rolls involving the history, culture, or politics of a prominent person or place.

Orderborne

Discipline or faith; aligned around shared values, doctrines, or trades.

Dedicated. Record three sayings/values; once per rest, when you describe embodying one in your action, roll d20 as your Hope Die.

Ridgeborne

Mountain-dwellers; hardy, adaptive to difficult terrain.

Steady. Advantage on rolls to traverse cliffs/ledges, navigate harsh environments, use survival knowledge.

Seaborne

Lived on/near a large body of water; sailing and fishing.

Know the Tide. On rolls with Fear, place a token on this card (max = level). Before action rolls, spend any tokens for +1 each. Clear unspent at session end.

Slyborne

Operate outside the law; criminals, grifters, con artists.

Scoundrel. Advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.

Underborne

Subterranean society; bold, resourceful, often nonverbal communication.

Low-Light Living. In low light or heavy shadow: advantage on rolls to hide, investigate, or perceive details there.

Wanderborne

Nomadic; value information/skills/connections over property.

Nomadic Pack. Add Nomadic Pack to inventory. Once per session, spend a Hope to pull out a useful mundane item (work with GM).

Wildborne

Deep forest; dedicated to conservation; integrated lodging.

Lightfoot. Movement is naturally silent. Advantage on rolls to move without being heard.

Core Mechanics

Flow of the Game

The loop: GM frames the scene → players ask and answer questions → fiction advances. When an outcome is uncertain and interesting, the GM calls for an Action Roll; otherwise narrate and move on. Mechanics serve the story, not the other way around.

Spotlight & Turn Order

No initiative. The Spotlight passes around the table conversationally. It swings to (a) whoever the fiction points to, (b) whoever hasn't acted in a while, or (c) whoever a triggered mechanic indicates. After a player turn ends or a roll resolves, the spotlight may pass back to the GM.

Optional Spotlight Tracker — Each PC starts with 3 tokens; remove one when spotlighted. Spotlight skips PCs without tokens. Refill when all empty.

Action Rolls — Core Resolution

When a PC attempts something with an uncertain, interesting outcome:

  1. Pick a trait. Feature specifies, or GM/player chooses one of the six.
  2. Set Difficulty. A number the roll must meet or exceed (typically 5–30; 10 Easy, 15 Standard, 20 Hard, 25 Very Hard, 30 Nearly Impossible). For attacks, Difficulty is the target's Evasion or adversary Difficulty.
  3. Roll 2d12 — the Duality Dice. One d12 is the Hope die, the other the Fear die (player chooses colors permanently).
  4. Add modifiers, declared before rolling: trait modifier; +d6 for Advantage or −d6 for Disadvantage (cancel 1:1, never both); Experience modifier (1 Hope per Experience); class & card bonuses.
  5. Total = both d12 + d6 (if any) + modifiers.
Outcome Matrix

The phrase "with Hope" / "with Fear" describes which d12 rolled higher, independent of success or failure.

Hope Die higher Fear Die higher
Meets / exceeds
Difficulty
Success with Hope — get what you want; PC gains +1 Hope Success with Fear — get what you want, with a cost or complication; GM gains +1 Fear
Below
Difficulty
Failure with Hope — don't get it; PC still gains +1 Hope Failure with Fear — don't get it; major complication; GM gains +1 Fear

Critical Success. Both dice show the same number (not max value). Treated as success with Hope regardless of total. PC gains +1 Hope and clears 1 Stress. On attacks, deal Critical Damage — max possible damage dice + a normal damage roll on top. Crit

On a roll with Fear or any failure, the spotlight passes to the GM, who can make a move.

Common Misreads
  • "Rolling with Hope" ≠ succeeding. It only describes which die was higher.
  • A failure can still be "with Hope" — the PC still gains a Hope.
  • Critical = matched dice, not double-12.
  • Modifiers must be added pre-roll. No retroactive Experience use.
  • "Failing forward" is mandatory — every roll changes the scene; "nothing happens" is not a result.

Special Rolls

Trait Rolls, Spellcast Rolls, attack rolls, and damage rolls all use the action-roll procedure with a few notes:

  • Effects on a trait roll also affect attack/Spellcast rolls using that trait.
  • A Spellcast Roll that can damage also counts as an attack roll.
  • Spell duration: as text; otherwise lasts until the caster ends it or the fiction calls. The GM can spend a Fear to end a temporary effect. Multiple spells can be maintained simultaneously.

Reaction Rolls

When a PC must respond to an attack or hazard. Same dice as an action roll, but:

  • Do not generate Hope or Fear.
  • Do not trigger GM moves.
  • Allies cannot Help.
  • A critical reaction simply ignores the effect — no Hope or Stress benefit.

GM Moves & Adversary Actions

The spotlight passes to the GM when a PC rolls with Fear, fails an action roll, looks to the GM for what happens, gives a "golden opportunity," or the GM spends Fear to interrupt. After a GM turn, spotlight returns to the PCs.

On their turn, the GM picks any one move: spotlight an adversary to attack or use an action; clear an adversary condition; sprint adversaries to new positions; advance a countdown; reveal a complication. Spending 1 Fear spotlights an additional adversary or makes an extra move.

Group & Tag Team Rolls

  • Group Action Roll. One PC leads with an action roll; allies make reaction rolls in supporting traits. Each ally success = +1 to the leader's roll, each failure = −1.
  • Tag Team Roll. 1×/session per player; spend 3 Hope. Both PCs roll separately; before resolving, pick one set to apply to both. If chosen result was with Hope, all involved gain Hope; if with Fear, GM gains Fear per PC. On combined attacks, both roll damage and totals are summed. (One PC can be in multiple Tag Teams initiated by others.)

Advantage & Disadvantage

Advantage = roll +d6 added to total. Disadvantage = roll +d6 subtracted. Cancel one-for-one in the same pool — never roll both. Help an Ally and other-source dice stack with the rolled result.

Hope & Fear

Hope a PC resource

Each player tracks Hope individually — start with 2, max 6; carries between sessions. Spent for:

  • Help an Ally — give an ally a +d6 advantage die.
  • Utilize an Experience — 1 Hope per Experience added to a roll.
  • Initiate a Tag Team Roll — 3 Hope; once per session per player.
  • Activate the class Hope Feature — 3 Hope; class-specific powerful move.
Fear the GM's pool

Gained when PCs roll with Fear, on rests, or via abilities; max 12; carries between sessions. Spent for:

  • Spotlighting an additional adversary on the GM's turn (1 Fear each).
  • Activating an adversary's or environment's Fear Feature.
  • Adding an Experience to an adversary's Difficulty or roll.
  • Interrupting PC turns to take the spotlight.
  • Improvised hard moves that redefine the scene.

Combat

Same conversational flow as the rest of play, with rules around attacking, maneuvering, and damage.

Evasion, HP, Stress, Damage Thresholds
  • Evasion. The Difficulty for any roll targeting the PC. Class-defined start (9–12). It's not a damage absorber — only a measure of avoiding hits.
  • HP marked from damage, based on Damage Thresholds: below Major → 1 HP; ≥ Major and < Severe → 2 HP; ≥ Severe → 3 HP. PC threshold = armor base + level. Marking last HP triggers a Death Move.
  • Stress. Mental and physical strain. Class start = 6, max 12. Marking the last Stress makes you Vulnerable until you clear 1+. If you must mark Stress but can't, mark 1 HP instead; you can't use moves that cost Stress when all marked.
  • Optional Massive Damage: damage ≥ 2× Severe → mark 4 HP.
  • Reduced to 0 damage → no HP marked.
Armor & Armor Slots

Each armor has a Base Score (= Armor Slots available, max 12 total) and Base Thresholds. When damaged, mark 1 Armor Slot to reduce severity by one threshold (Severe → Major → Minor → None). Maximum 1 slot per hit. Out of slots = no reduction until repaired during downtime. Direct Damage ignores Armor Slots entirely.

Damage Math
Damage roll = (Proficiency × weapon die) + flat modifier
  • Proficiency = how many damage dice you roll. Starts at 1, max 6. Class- and level-up dependent.
  • Flat modifier on weapons (e.g., d8+6) is added once, not per die.
  • Critical hit damage = max value of all damage dice + a normal damage roll added on top.
  • Multiple damage sources from a single move are totaled before applied to thresholds.
  • Multi-target attacks: one attack roll + one damage roll, applied to each target individually.
  • Trait specified by weapon/spell. Unarmed: Strength or Finesse (GM choice), [Proficiency]d4 phy.
  • Spell damage "using your Spellcast trait" → roll dice = Spellcast trait. (≤+0 Spellcast = roll nothing.)
Damage Types & Reduction
  • Two types: phy physical, mag magic. Mundane weapons and unarmed = physical; spells = magic by default.
  • Resistance halves a type's damage before thresholds; doesn't stack. Apply before Armor Slots.
  • Immunity ignores that type entirely.
  • Mixed-type attacks need resistance/immunity to both to benefit.

Range & Movement

No grid required — theater of mind works fine. Use 1″ ≈ 5 ft if mapping.

RangeDescriptionMovement (in danger)1″ Grid
Meleetouching / arm's reach1 sq
Very Close~5–10 ftstep into Melee as part of action3 sq
Close~10–30 ftstep into Melee as part of action6 sq
Far~30–100 ftAgility Roll to safely reach Melee12 sq
Very Far~100–300 ftAgility Roll to safely reach Melee13+ sq
Out of Rangebeyond Very Faruntargetableoff-map

Weapons and spells list maximum range; closer is fine unless specified. Adversaries move free to Close as part of an action, or Very Far as a separate action. Area of Effect default: targets within Very Close of one origin in your effect's range. Line of Sight required for ranged attacks; partial obstruction = Cover (disadvantage); total obstruction = no LoS.

Conditions

Default conditions do not stack on the same target unless noted.

ConditionEffect
HiddenOut of sight; rolls vs. you have disadvantage. Lost when an adversary moves to where they would see you, when you move into LoS, or when you make an attack.
CloakedA stronger version of Hidden — cannot be sensed by any means, not just sight. Lost under the same conditions as Hidden. Primarily granted by the Rogue class and certain domain cards.
RestrainedCannot move; can still act from current position.
VulnerableRolls vs. you have advantage.

Temporary-tagged conditions clear via a move (PCs roll, adversaries spend spotlight). Special conditions list their own clear requirements.

Downtime & Rests

Choose between a short or long rest. Up to 3 short rests in a row before the next must be a long rest. Interrupted short rest = no benefits; interrupted long rest = short-rest benefits only. A free loadout↔vault swap precedes the chosen moves. Each PC takes 2 moves (repeats allowed).

Short Rest ≈ 1 hour
  • Tend to Wounds. Clear 1d4 + Tier HP (self or ally).
  • Clear Stress. Clear 1d4 + Tier Stress (self).
  • Repair Armor. Clear 1d4 + Tier Armor Slots (self or ally).
  • Prepare. Gain 1 Hope (or 2 each if multiple PCs Prepare together).

End of rest: per-rest features refresh; "until your next rest" expires. The GM gains 1d4 Fear.

Long Rest — camping
  • Tend to All Wounds — clear all HP (self or ally).
  • Clear All Stress.
  • Repair All Armor.
  • Prepare — same as short rest.
  • Work on a Project — long-term countdown; usually GM-set Difficulty.

End of rest: per-long-rest features refresh; "until next long rest" expires. The GM gains 1d4 + #PCs Fear and may advance long-term countdowns.

Per-rest features refresh on either rest; per-long-rest features refresh only on long; once-per-session features refresh at the next session.

Death

When a PC marks their last HP, they choose a Death Move:

Blaze of Glory

One final action that auto-critically succeeds (with GM approval), then die.

Avoid Death

Drop unconscious. Untargetable; an ally clearing 1+ HP or finishing a long rest revives. Then roll the Hope Die — if ≤ level, gain a Scar (cross out a Hope slot permanently). Out of Hope slots = retire / die.

Risk It All

Roll Duality. Hope Die higher → stay up, clear HP + Stress = Hope value (split as desired). Fear Die higher → die. Critical → clear all HP and Stress.

If your character dies, work with the GM to make a new PC at the party's level. Resurrection is possible but costly — a GM-defined quest, or the level-10 Splendor "Resurrection" spell.

Additional Rules

  • Rounding: round up; in doubt, favor the PCs.
  • Rerolls: always take the new result unless stated otherwise.
  • Incoming damage: total of one source/attack, before Armor Slots.
  • Simultaneous effects: controlling player/GM picks order.
  • Stacking: all effects stack except conditions and advantage/disadvantage.
  • Resources: can't double-spend Hope/Stress on the same feature for the same roll, unless it allows.
  • Post-roll features: usable after success/failure declared, before consequences unfold or another roll.

Leveling & Tiers

Levels 1–10 across 4 tiers: T1 = L1, T2 = L2–4, T3 = L5–7, T4 = L8–10. Whole party levels at GM-determined narrative milestones (~every 3 sessions).

Step 1: Tier Achievement
  • Level 2: new Experience at +2; +1 Proficiency.
  • Level 5: new Experience at +2; +1 Proficiency; clear marked traits.
  • Level 8: new Experience at +2; +1 Proficiency; clear marked traits.
Step 2: Advancements — pick 2 from your tier list
  • +1 to two unmarked traits (mark them; can't increase again until next tier clears marks).
  • +1 HP slot (or +1 Stress slot).
  • +1 to two Experiences.
  • +1 domain card at or below level (or half level for multiclass).
  • +1 Evasion.
  • Upgrade subclass card (foundation→specialization→mastery). Crosses out this tier's multiclass option.
  • +1 Proficiency (costs 2 advancement slots; +1 weapon damage die).
  • Multiclassing (costs 2 slots; level 5+; cross out this tier's upgrade-subclass + all other multiclass options).
Step 3: Damage Thresholds

Increase all damage thresholds by 1.

Step 4: Domain Cards

Acquire a new domain card at your level or lower from your domains; add to loadout (or vault). May exchange one previously-acquired card for another at same or lower level.

Multiclassing — level 5+

Pick a second class. Gain its class feature, take its multiclass module + a foundation card from one of its subclasses, and gain access to one of its domains. New cards from that domain are at half your current level (rounded up). If foundation cards specify different Spellcast traits, you choose which on each Spellcast Roll. Locks out further multiclassing and one mastery slot.

Equipment

Only equipped items grant features. The character sheet has Active slots for what's worn or wielded; everything else is in inventory or stored. Can't equip items above your tier.

  • Weapons. One Primary and (optionally) one Secondary equipped. Two-handed weapons preclude a Secondary. Inventory holds up to 2 spare weapons; swap with active during rest/calm is free, otherwise mark a Stress.
  • Throw an equipped weapon at a target within Very Close as a Finesse attack; deals normal damage. Once thrown, no longer equipped.
  • Armor. One Active Armor at a time. Can't equip in danger or under pressure (otherwise free). Armor Slots persist on the armor between equipping. Recalculate thresholds on equip/unequip. Can't carry armor in inventory.

Weapon Anatomy

Stats listed: Trait, Range, Damage (die size + flat — roll Proficiency × dice + flat), Type (phy / mag; magic weapons require a Spellcast trait), Burden (One- or Two-Handed; max 2 hands), Feature (active while equipped).

Tier Progression Pattern — Most weapons gain +3 to flat damage modifier per tier (Improved → Advanced → Legendary). Features carry forward unchanged. Weapons listed only once at T1 follow this pattern unless noted.

Primary Weapons

Tier 1 — Physical
NameTraitRangeDmgTypeBurdenFeature
BroadswordAgilityMeleed8phyOne-HandReliable: +1 to attack rolls
LongswordAgilityMeleed10+3phyTwo-Hand
BattleaxeStrengthMeleed10+3phyTwo-Hand
GreatswordStrengthMeleed10+3phyTwo-HandMassive: -1 Evasion; on success, roll an extra damage die and discard the lowest
MaceStrengthMeleed8+1phyOne-Hand
WarhammerStrengthMeleed12+3phyTwo-HandHeavy: -1 Evasion
DaggerFinesseMeleed8+1phyOne-Hand
QuarterstaffInstinctMeleed10+3phyTwo-Hand
CutlassPresenceMeleed8+1phyOne-Hand
RapierPresenceMeleed8phyOne-HandQuick: Mark Stress to target another creature in range
HalberdStrengthVery Closed10+2phyTwo-HandCumbersome: -1 Finesse
SpearFinesseVery Closed8+3phyTwo-Hand
ShortbowAgilityFard6+3phyTwo-Hand
CrossbowFinesseFard6+1phyOne-Hand
LongbowAgilityVery Fard8+3phyTwo-HandCumbersome: -1 Finesse
Tier 1 — Magic (requires Spellcast trait)
NameTraitRangeDmgTypeBurdenFeature
Arcane GauntletsStrengthMeleed10+3magTwo-Hand
Hallowed AxeStrengthMeleed8+1magOne-Hand
Glowing RingsAgilityVery Closed10+2magTwo-Hand
Hand RunesInstinctVery Closed10magOne-Hand
Returning BladeFinesseClosed8magOne-HandReturning: Thrown weapon returns immediately after attack
ShortstaffInstinctClosed8+1magOne-Hand
DualstaffInstinctFard6+3magTwo-Hand
ScepterPresenceFard6magTwo-HandVersatile: Also: Presence, Melee, d8
WandKnowledgeFard6+1magOne-Hand
GreatstaffKnowledgeVery Fard6magTwo-HandPowerful: On success, roll extra damage die, discard lowest
Tier 2/3/4 "Improved/Advanced/Legendary" versions — Same weapons with progressively higher flat damage modifiers (typically +3 each tier). Features unchanged. Listed below are unique weapons that appear at higher tiers.
Tier 2 Unique — Physical
NameTraitRangeDmgTypeBurdenFeature
Gilded FalchionStrengthMeleed10+4phyOne-HandPowerful: Extra die, drop lowest
Knuckle BladesStrengthMeleed10+6phyTwo-HandBrutal: On max die roll, roll an extra damage die
Urok BroadswordFinesseMeleed8+3phyOne-HandDeadly: On Severe damage, target marks an extra HP
Bladed WhipAgilityVery Closed8+3phyOne-HandQuick: Mark Stress to target another
Steelforged HalberdStrengthVery Closed8+4phyTwo-HandScary: On hit, target marks Stress
War ScytheFinesseVery Closed8+5phyTwo-HandReliable: +1 attack
BlunderbussFinesseClosed8+6phyTwo-HandReloading: After attack, roll d6; on 1, mark Stress to reload
GreatbowStrengthFard6+6phyTwo-HandPowerful: Extra die, drop lowest
Finehair BowAgilityVery Fard6+5phyTwo-HandReliable: +1 attack
Tier 2 Unique — Magic
NameTraitRangeDmgTypeBurdenFeature
Ego BladeAgilityMeleed12+4magOne-HandPompous: Requires Presence ≤0
Casting SwordStrengthMeleed10+4magTwo-HandVersatile: Also Knowledge, Far, d6+3
Devouring DaggerFinesseMeleed8+4magOne-HandScary: On hit, target marks Stress
Hammer of ExotaInstinctMeleed8+6magTwo-HandEruptive: On Melee hit, others in Very Close make reaction roll (14) or take half damage
Yutari BloodbowFinesseFard6+4magTwo-HandBrutal: On max die, extra damage die
Elder BowInstinctFard6+4magTwo-HandPowerful: Extra die, drop lowest
Scepter of EliasPresenceFard6+3magOne-HandInvigorating: On hit, roll d4; on 4 clear a Stress
Wand of EnthrallmentPresenceFard6+4magOne-HandPersuasive: Before Presence Roll, mark Stress for +2
Keeper's StaffKnowledgeFard6+4magTwo-HandReliable: +1 attack
Tier 3 Unique — Physical
NameTraitRangeDmgTypeBurdenFeature
Flickerfly BladeAgilityMeleed8+5phyOne-HandSharpwing: +damage = Agility
BraveswordStrengthMeleed12+7phyTwo-HandBrave: -1 Evasion; +3 Severe threshold
Hammer of WrathStrengthMeleed10+7phyTwo-HandDevastating: Before attack, mark Stress to use d20 as damage die
Labrys AxeStrengthMeleed10+7phyTwo-HandProtective: +1 Armor Score
Meridian CutlassPresenceMeleed10+5phyOne-HandDueling: Advantage if no other creatures within Close of target
Retractable SaberPresenceMeleed10+7phyOne-HandRetractable: Hidden in hilt to avoid detection
Double FlailAgilityVery Closed10+8phyTwo-HandPowerful: Extra die, drop lowest
Talon BladesFinesseClosed10+7phyTwo-HandBrutal: On max die, extra damage die
Black Powder RevolverFinesseFard6+8phyOne-HandReloading: d6 on attack; 1 = mark Stress to reload
Spiked BowAgilityVery Fard6+7phyTwo-HandVersatile: Also Agility, Melee, d10+5
Tier 3 Unique — Magic
NameTraitRangeDmgTypeBurdenFeature
Axe of FortunisStrengthMeleed10+8magTwo-HandLucky: On miss, mark Stress to reroll attack
Blessed AnlaceInstinctMeleed10+6magOne-HandHealing: In downtime, auto-clear an HP
GhostbladePresenceMeleed10+7phy/magOne-HandOtherworldly: Choose physical or magic damage
Runes of RuinationKnowledgeVery Closed20+4magOne-HandPainful: Each successful attack: mark a Stress
Widogast PendantKnowledgeClosed10+5magOne-HandTimebending: Choose target after rolling attack
Gilded BowFinesseFard6+7magTwo-HandSelf-Correcting: On 1 on damage die, deals 6 instead
FirestaffInstinctFard6+7magTwo-HandBurning: On 6 on damage die, target marks Stress
Mage OrbKnowledgeFard6+7magOne-HandPowerful: Extra die, drop lowest
Ilmari's RifleFinesseVery Fard6+6magOne-HandReloading: d6; 1 = mark Stress to reload
Tier 4 Unique — Physical
NameTraitRangeDmgTypeBurdenFeature
Dual-Ended SwordAgilityMeleed10+9phyTwo-HandQuick: Mark Stress, target another
Impact GauntletStrengthMeleed10+11phyOne-HandConcussive: Spend Hope to knock to Far range
Sledge AxeStrengthMeleed12+13phyTwo-HandDestructive: -1 Agility; on hit, all in Very Close mark Stress
Curved DaggerFinesseMeleed8+9phyOne-HandSerrated: On 1 on damage die, deals 8 instead
Extended PolearmFinesseVery Closed8+10phyTwo-HandLong: Attack targets all in a line
Swinging RopebladePresenceClosed8+9phyTwo-HandGrappling: Spend Hope to Restrain or pull to Melee
Ricochet AxesAgilityFard6+11phyTwo-HandBouncing: Mark N Stress to hit N targets in range
Aantari BowFinesseFard6+11phyTwo-HandReliable: +1 attack
Hand CannonFinesseVery Fard6+12phyOne-HandReloading: d6; 1 = mark Stress to reload
Tier 4 Unique — Magic
NameTraitRangeDmgTypeBurdenFeature
Sword of Light & FlameStrengthMeleed10+11magTwo-HandHot: Cuts through solid material
Siphoning GauntletsPresenceMeleed10+9magTwo-HandLifestealing: On hit, d6; on 6, clear an HP or Stress
Midas ScytheKnowledgeMeleed10+9magTwo-HandGreedy: Spend handful of gold for +1 Proficiency on damage roll
Floating BladeshardsInstinctClosed8+9magOne-HandPowerful: Extra die, drop lowest
BloodstaffInstinctFard20+7magTwo-HandPainful: Mark Stress on each successful attack
ThistlebowInstinctFard6+13magTwo-HandReliable: +1 attack
Wand of EssekKnowledgeFard8+13magOne-HandTimebending: Choose target after attack roll
Magus RevolverFinesseVery Fard6+13magOne-HandReloading: d6; 1 = mark Stress to reload
Fusion GlovesKnowledgeVery Fard6+9magTwo-HandBonded: +damage = level

Secondary Weapons

Tier 1
NameTraitRangeDmgTypeFeature
ShortswordAgilityMeleed8phyPaired: +2 primary damage in Melee
Round ShieldStrengthMeleed4phyProtective: +1 Armor Score
Tower ShieldStrengthMeleed6phyBarrier: +2 Armor Score; -1 Evasion
Small DaggerFinesseMeleed8phyPaired: +2 primary damage in Melee
WhipPresenceVery Closed6phyStartling: Mark Stress to push all in Melee back to Close
GrapplerFinesseClosed6phyHooked: On hit, pull target into Melee
Hand CrossbowFinesseFard6+1phy
Tier 2 Unique
NameTraitRangeDmgTypeFeature
Spiked ShieldStrengthMeleed6+2phyDouble Duty: +1 Armor; +1 primary damage in Melee
Parrying DaggerFinesseMeleed6+2phyParry: On attack vs you, roll your damage; matching values discard from attacker's dice
Returning AxeAgilityClosed6+4phyReturning: Thrown returns to hand
Tier 3 Unique
NameTraitRangeDmgTypeFeature
BucklerAgilityMeleed4+4phyDeflecting: On attack vs you, mark Armor Slot for +Evasion = Armor Score vs that attack
Powered GauntletKnowledgeClosed6+4phyCharged: Mark Stress for +1 Proficiency on primary attack
Hand SlingFinesseVery Fard6+4phyVersatile: Also Finesse, Close, d8+4
Tier 4 Unique
NameTraitRangeDmgTypeFeature
BraveshieldAgilityMeleed4+6phySheltering: Marking Armor Slot reduces damage for you and allies in Melee taking same damage
Knuckle ClawsStrengthMeleed6+8phyDoubled Up: Primary attack also damages another target in Melee
Primer ShardInstinctVery Closed4phyLocked On: On hit, your next primary attack vs same target auto-succeeds

Combat Wheelchair

Equipped as Primary Weapons. Three frames; pick one matching your concept. Light Frame is the only model that gives no Evasion penalty (the Heavy Frame imposes -1). Outside combat, all wheelchairs operate one- or two-handed; in combat, the chair restricts hands per its model. Magical attunement enables hands-free use for limited-mobility characters. GM should not break/remove the chair as a consequence without table consent.

FrameTierTraitRangeDmgTypeBurdenFeature
Light1AgilityMeleed8phyOneQuick: mark Stress to target another in range
2AgilityMeleed8+3phyOne
3AgilityMeleed8+6phyOne
4AgilityMeleed8+9phyOne
Heavy1StrengthMeleed12+3phyTwoHeavy: -1 Evasion
2StrengthMeleed12+6phyTwo
3StrengthMeleed12+9phyTwo
4StrengthMeleed12+12phyTwo
Arcane1SpellcastFard6magOneReliable: +1 attack rolls
2SpellcastFard6+3magOne
3SpellcastFard6+6magOne
4SpellcastFard6+9magOne

Note: Arcane Frame uses your Spellcast trait (set by subclass), not a fixed weapon trait.

Armor

Each armor has Base Thresholds (Major/Severe), Base Score (Armor Score), and a possible feature. Final thresholds = base + level. Unarmored: Score 0 (no Armor Slots), Major = level, Severe = 2× level. Marking an Armor Slot reduces incoming damage severity by one threshold.

Tier 1 (Level 1)
NameThresholdsScoreFeature
Gambeson Armor5/113Flexible: +1 Evasion
Leather Armor6/133
Chainmail Armor7/154Heavy: -1 Evasion
Full Plate Armor8/174Very Heavy: -2 Evasion; -1 Agility
Tier 2 (Levels 2–4)
NameThresholdsScoreFeature
Improved Gambeson7/164Flexible: +1 Evasion
Improved Leather9/204
Improved Chainmail11/245Heavy: -1 Evasion
Improved Full Plate13/285Very Heavy: -2 Evasion; -1 Agility
Elundrian Chain9/214Warded: reduce magic damage by Armor Score before thresholds
Harrowbone9/214Resilient: before marking last Armor Slot, d6; on 6, no Armor Slot needed
Irontree Breastplate9/204Reinforced: marking last Armor Slot grants +2 thresholds until you clear 1+
Runetan Floating9/204Shifting: when targeted, mark Armor Slot to give attacker disadvantage
Tyris Soft8/185Quiet: +2 to silent-movement rolls
Rosewild11/235Hopeful: when you'd spend a Hope, mark an Armor Slot instead
Tier 3 (Levels 5–7)
NameThresholdsScoreFeature
Advanced Gambeson9/235Flexible: +1 Evasion
Advanced Leather11/275
Advanced Chainmail13/316Heavy: -1 Evasion
Advanced Full Plate15/356Very Heavy: -2 Evasion; -1 Agility
Bellamoi Fine11/275Gilded: +1 Presence
Dragonscale11/275Impenetrable: 1×/short rest, marking last HP becomes mark a Stress instead
Spiked Plate10/255Sharp: on Melee hit, +d4 damage
Bladefare16/396Physical: can't reduce magic damage with Armor Slots
Monett's Cloak16/396Magic: can't reduce physical damage with Armor Slots
Runes of Fortification17/436Painful: each marked Armor Slot also marks a Stress
Tier 4 (Levels 8–10)
NameThresholdsScoreFeature
Legendary Gambeson11/326Flexible: +1 Evasion
Legendary Leather13/366
Legendary Chainmail15/407Heavy: -1 Evasion
Legendary Full Plate17/447Very Heavy: -2 Evasion; -1 Agility
Dunamis Silkchain13/367Timeslowing: mark Armor Slot to roll d4 and add to Evasion vs incoming attack
Channeling13/365Channeling: +1 Spellcast Rolls
Emberwoven13/366Burning: Melee attackers mark a Stress
Full Fortified15/404Fortified: marking Armor Slot reduces severity by 2 thresholds
Veritas Opal13/366Truthseeking: glows when another within Close lies
Savior Chainmail18/488Difficult: -1 to all traits and Evasion

Loot

Reusable items the party acquires. Generate randomly by rarity (Common 1d12-2d12, Uncommon 2d12-3d12, Rare 3d12-4d12, Legendary 4d12-5d12) or pick.

#ItemEffect
1Premium BedrollAuto-clear a Stress in downtime
2Piper WhistleHeard within 1-mile radius
3Charging Quiver+Tier damage on successful arrow attack
4Alistair's TorchLights at will; illuminates a wide area
5Speaking OrbsPair: communicate any distance
6ManaclesLocking cuffs with key
7Arcane CloakSpellcaster wearer adjusts color/texture/size at will
8Woven NetFinesse Roll to trap small creature; break with Attack Roll (16)
9Fire JarPour out for fire; refills on long rest
10Suspended RodActivate to suspend in place; ignores gravity
11Glamour StoneMemorize an appearance; spend Hope to don as illusion
12Empty ChestTrigger word reveals contents
13Companion CaseHolds small companion; immune to damage inside
14Piercing Arrows3×/rest: +Proficiency to damage on hit
15ValorstoneAttach to featureless armor: gain Resilient (d6 on last slot; on 6, no slot)
16Skeleton KeyAdvantage on Finesse Roll to open locked doors
17Arcane PrismActivate to give allies in Close +1 Spellcast; doesn't move; recharges on long rest
18Minor Stamina Potion RecipeDowntime: use a creature bone to craft Minor Stamina Potion
19Minor Health Potion RecipeDowntime: use a vial of blood to craft Minor Health Potion
20Homing CompassesPair points at each other any distance
21Corrector Sprite1×/short rest: advantage on attack roll
22Gecko GlovesClimb vertical/ceilings
23LorekeeperStore 3 hostile creatures' info; +1 to action rolls vs them
24Vial of Darksmoke RecipeDowntime: mark a Stress to craft Vial of Darksmoke
25BloodstoneAttach to featureless weapon: gain Brutal (max die → extra die)
26GreatstoneAttach to featureless weapon: gain Powerful (extra die, drop lowest)
27GliderMark Stress to glide safely while falling
28Ring of SilenceSpend Hope: silent footsteps until next rest
29Calming PendantOn marking last Stress, d6; on 5+, don't mark
30Dual FlaskHolds 2 liquids, switchable
31Bag of FicklesandPresence Roll (10) to change weight; Finesse (10) to make target Vulnerable
32Ring of Resistance1×/long rest: halve damage on successful attack against you
33Phoenix Feather+1 to roll for scar when fallen unconscious
34Box of Many Goods1×/long rest: d12; 7-10 = common consumable; 11-12 = two consumables
35Airblade CharmAttach to Melee weapon; 3×/rest: attack target in Close
36Portal Seed24h to grow; portal to any other planted seed; magic damage destroys
37Paragon's ChainImbue with a principle; 1×/long rest: spend Hope, roll d20 as Hope Die for principle-aligned rolls
38Elusive Amulet1×/long rest: become Hidden until you move; remain unseen on stationary
39Hopekeeper LocketAt long rest with 6 Hope, imbue; later at 0 Hope, gain a Hope; re-imbue to reuse
40Infinite BagPocket dimension storage
41-46Stride/Bolster/Control/Attune/Charm/Enlighten Relic+1 to a trait (Agi/Str/Fin/Ins/Pre/Kno). One relic max
47Honing Relic+1 to an Experience. One relic max
48Flickerfly PendantMelee physical weapons reach Very Close
49Lakestrider BootsWalk on water
50Clay CompanionSculpt into animal companion; reshape with new mannerisms
51Mythic Dust RecipeDowntime: gold dust crafts Mythic Dust
52Shard of Memory1×/long rest: spend 2 Hope to recall vault card without Recall Cost
53-58Gem of Alacrity/Might/Precision/Insight/Audacity/SagacityAttach to weapon: use that trait (Agi/Str/Fin/Ins/Pre/Kno) for attack
59Ring of Unbreakable Resolve1×/session: spend 4 Hope to cancel GM-spent Fear effect
60Belt of Unity1×/session: spend 5 Hope for 3-PC Tag Team Roll

Consumables

Use once. Hold up to 5 of each.

#ItemEffect
1-6Stride/Bolster/Control/Attune/Charm/Enlighten Potion+1 to next Agi/Str/Fin/Ins/Pre/Kno Roll
7Minor Health PotionClear 1d4 HP
8Minor Stamina PotionClear 1d4 Stress
9Grindletooth VenomApply to physical weapon: +d6 to next damage roll
10Varik LeavesEat to gain 2 Hope
11Vial of MoondripSee in total darkness until next rest
12Unstable Arcane ShardFinesse Roll throw at group in Far; targets you succeed on take 1d20 magic damage
13Potion of StabilityDrink: choose an additional downtime move
14Improved Grindletooth Venom+d8 to next damage roll on physical weapon
15Morphing ClaySpend Hope: alter face unrecognizably until next rest
16Vial of DarksmokeOn attack vs you: roll Agility d6s; highest adds to Evasion vs that attack
17Jumping RootEat: leap to Far range without rolling
18Snap PowderMark Stress, clear an HP
19Health PotionClear 1d4+1 HP
20Stamina PotionClear 1d4+1 Stress
21Armor StitcherSpend N Hope: clear N Armor Slots
22Gill SalveBreathe water for [level] minutes
23Replication ParchmentTouch to copy contents of another parchment; becomes mundane
24Improved Arcane ShardFinesse Roll vs group; 2d20 magic damage
25-30Major Stride/Bolster/Control/Attune/Charm/Enlighten Potion+1 to a trait until next rest
31Blood of the YorgiDrink: teleport to a point in Very Far range
32Homet's Secret PotionNext successful attack auto-crits
33Redthorn Saliva+d12 to next damage roll on physical weapon
34ChannelstoneTake a vault spell/grimoire, use once, return to vault
35Mythic DustApply to magic weapon: +d12 to next damage roll
36AcidpasteEats walls and surfaces in flashes
37Hopehold FlareAllies in Close: when spending Hope, d6; on 6, gain effect without spending. Lasts the scene
38Major Arcane ShardFinesse Roll vs group in Far; 4d20 magic damage
39FeatherboneControl falling speed for [level] minutes
40Circle of the VoidMark Stress: void in Far range; no magic, immune to magic damage
41Sun Tree Sapd6: 5-6 = clear 2 HP; 2-4 = clear 3 Stress; 1 = see veil and gain a scar
42Dripfang PoisonConsumed: 8d10 direct magic damage
43Major Health PotionClear 1d4+2 HP
44Major Stamina PotionClear 1d4+2 Stress
45Ogre MuskUntrackable until next rest
46WingsproutMagic wings; fly for [level] minutes
47Jar of Lost VoicesOpen: deafening echo for [Instinct] minutes; unprepared in Far take 6d8 magic damage
48Dragonbloom TeaFiery breath: Instinct Roll vs all in front in Close; targets succeed against take d20 physical (Proficiency)
49Bridge SeedVines from your location to point in Far; dissipate on next short rest
50Sleeping SapDrink: full night's sleep; wake clearing all Stress
51Feast of XuriaEat: clear all HP/Stress, gain 1d4 Hope
52Bonding HoneyPermanently glues two objects
53Shrinking PotionHalve size until rest; +2 Agility, -1 Proficiency
54Growing PotionDouble size until rest; +2 Strength, +1 Proficiency
55Knowledge StoneIf you die holding it, ally takes one of your loadout cards
56Sweet MossConsume in rest: clear 1d10 HP or 1d10 Stress
57Blinding OrbFlash: all in Close become Vulnerable until they mark HP
58Death TeaDrink: critical attack instant-kills target. Don't crit before next long rest = you die
59Mirror of MarigoldOn taking damage: spend Hope to negate; mirror shatters
60StardropHailstorm of comets: 8d20 physical to all in Very Far

Gold

Tracked in handfuls / bags / chests. 10 handfuls = 1 bag; 10 bags = 1 chest. Max 1 chest. At 9 of a unit, the next gain converts (e.g., 9 handfuls + 1 → 1 bag, clear handfuls). Optional: 10 coins = 1 handful.

Average Costs (adjustable to your setting)
Item/ServiceCost
Meal for the party1 Handful
Standard inn room/night1 Handful
Luxury inn room/night1 Bag
Carriage ride2 Handfuls
Mount3 Bags
Specialized tools3 Handfuls
Fine clothing3 Handfuls
Luxury clothing1 Bag
Tier 1 equipment1–5 Handfuls
Tier 2 equipment1–2 Bags
Tier 3 equipment5–10 Bags
Tier 4 equipment1–2 Chests

Running an Adventure

GM Principles

  • Begin and end with the fiction — fiction drives mechanics; mechanics return to fiction.
  • Collaborate at all times, especially during conflict — antagonism lives only in the fiction, never at the table.
  • Fill the world with life, wonder, and danger.
  • Ask questions and incorporate the answers — players' ideas become canon.
  • Give every roll impact — only call for rolls in meaningful moments.
  • Play to find out what happens.
  • Hold on gently — be willing to abandon or alter plans.

GM Practices

  • Cultivate a curious table; gain players' trust; keep the story moving; cut to the action.
  • Help players use the game; sustain a meta conversation around safety and clarification.
  • Tell them what they would know; ground the world in motive.
  • Bring mechanics to life; reframe rather than reject; work in moments and montages.

Pitfalls to Avoid

  • Undermining the heroes; always telling players what to roll; letting scenes drag.
  • Singular solutions; overplanning; hoarding Fear.

Rolling Dice

The GM rolls a single d20 (GM's Die) — no Duality Dice. Adversary attack: 1d20 + atk mod vs target's Evasion. Natural 20 = critical; deal max-die crit damage on top of normal damage. Crits on adversary reaction rolls: auto-success, no extra benefit.

Guidance on Action Rolls

  • Decide whether the roll is even necessary (Experiences, pressure, possible outcomes).
  • Establish stakes before the player rolls; communicate unavoidable consequences.
  • Optionally offer a no-roll alternative outcome / cost / complication.

Making Moves

GM moves happen on GM turns — when players roll with Fear, fail, do something with consequences, give a "golden opportunity," or look to the GM. Choose moves by roll outcome:

  • Critical: let the player describe; offer extra opportunity or advantage.
  • Success with Hope: let the player describe; show the world reacting.
  • Success with Fear: succeed but introduce a minor consequence (attack, mark Stress, new threat, raise stakes); take a Fear.
  • Failure with Hope: describe failure; introduce a minor consequence.
  • Failure with Fear: describe failure with a major consequence (immediate danger, multi-adversary focus, separation, lose opportunity).

Quick phrases: SwH "Yes, and…" · SwF "Yes, but…" · FwH "No, but…" · FwF "No, and…"

Soft & Hard Moves

Softer moves on Hope rolls; harder on Fear rolls. Soft = info + opportunity; hard = direct, no interrupt.

Example GM Moves
  • Show how the world reacts
  • Ask a question and build on the answer
  • Make an NPC act on motive
  • Dangle a PC's goal
  • Signal an off-screen threat
  • Reveal an unwelcome truth
  • Force the group to split
  • Make a PC mark Stress
  • Make an unseen move
  • Show collateral damage
  • Clear an adversary's condition
  • Shift the environment
  • Spotlight an adversary
  • Capture someone/something
  • Use a PC's backstory against them
  • Take an opportunity permanently

Using Fear

Start a campaign with 1 Fear per PC. Gain Fear: rolls with Fear, rests, ability triggers. Max 12. Spend to: interrupt for spotlight, extra GM move, adversary/environment Fear Feature, add adversary Experience to a roll.

Scene TypeExampleFear to Spend
IncidentalCatch-up; market resupply; downtime0–1
MinorTravel; minor skirmish1–3
StandardSubstantial battle; perilous travel; tense social2–4
MajorBig battle with Solo/Leader; character-defining scene4–8
ClimacticStory-arc villain; epic set piece6–12

If hoarding Fear: spend fast (before reaction), spend often (every spotlight), spend big (multiple moves in a row).

Difficulty Benchmarks

For action rolls without specified DCs:

Agility — Sprint / Leap / Maneuver
DCSprintLeapManeuver
5Close, open field, enemy presentHalf-height jump (~3 ft)Walk slow on narrow beam
10Far, open field, enemyFull-height (~6 ft)Walk fast on narrow beam
15Close, rough terrain, enemyDouble-height (~12 ft)Run on narrow beam
20Close through active battleTriple-height (~18 ft)Run on beam in heavy wind
25Far through pitched battle, rough5× height (~30 ft)Very narrow beam in rainstorm
30Across enemies' heads in pitched battle10× height (~60 ft)1″ oil-slicked beam in rain
Strength — Lift / Smash / Grapple
DCLiftSmashGrapple
5ChairGlass cupChild
10Table or small chestSmall wooden tableWeak adult
15Grown person/large chestWooden doorAverage adult
20Side of laden cart, carry chest up stairsStone wallSkilled wrestler
25Horse, ox, large monsterDragon's teethLarge beast
30Falling portcullisGod's gripLegendary beast
Finesse — Control / Hide / Tinker
DCControlHideTinker
5Ride horse, easy terrainFull cover, moonless nightSticky lock with key
10Drive ox-cartLimited cover, moonlessSimple puzzle box
15Ride horse, rough terrainLimited cover, average nightStandard trap
20Drive cart, rough terrainShadows, average nightComplicated trap
25Wild horse, dangerous terrainMinimal cover, ample lightSequence of elaborate locks
30Enraged beast, dangerous terrainNo cover, full daylightSensitive deadly trap
Instinct — Perceive / Sense / Navigate
DCPerceiveSenseNavigate
5Loud noise 20 pacesObvious ambush/deceptionTrod path, good light
10Speech 50 pacesLooming threat/avg liesAverage path
15Walking in woods 50 pacesHostile intent/merchant liesSubtle path, rough conditions
20Sneaking in woods 50 pacesPolitician's veiled hostilitySubtle path, harsh conditions
25Prowling animal 50 pacesSpymaster plotNo path, dangerous
30Diving bird 100 pacesDoubt in a godTrickery god's maze
Presence — Charm / Perform / Deceive
DCCharmPerformDeceive
5Friendly neighborMeal from friendly crowdTrusting acquaintance
10Friendly strangerRoom/board, small townAverage stranger
15Cautious stranger / noble's partyLow-end tavern, large crowdAverage merchant
20Sympathetic foe / enemy's partyHigh-end tavern, full theaterTrained courtier
25Turn an enemy / fae courtRoyal court, colosseumSpymaster
30Talk a hostile god into a boonSave self from executionGod
Knowledge — Recall / Analyze / Comprehend
DCRecallAnalyzeComprehend
5Uncommon facts about your communityObvious metaphorSimple skills, excellent teacher
10Neighboring communityObvious subtextSimple skills, average teacher
15Distant communityAverage cipherComplex skills, excellent teacher
20Specialized facts, distant communityBattle plan weaknessComplex skills, poor conditions
25Fallen kingdomPredict downfallComplex skills, dangerous conditions
30Obscure historical groupDivine champion's flawComplex skills, incomplete info

Adversary Mechanics

Adversaries don't normally make non-attack action rolls — actions auto-succeed unless PCs intervene with reaction rolls. For dramatic tasks PCs can't influence, the GM rolls 1d20 vs DC. Spend a Fear before rolling to add an Experience.

Adversary attack: 1d20 + atk mod vs PC Evasion. Spend Fear pre-roll for advantage or Experience.

Multi-target attack: one attack roll, compared separately to each Evasion.

Countdowns

A starting value that ticks down per trigger; effect at 0. Track on dice or boxes.

Roll ResultProgressConsequence
Failure with Fear-3
Failure with Hope-2
Success with Fear-1-1
Success with Hope-2
Critical Success-3

Advanced features: randomized starts, Loop Countdown (resets after triggering), increasing/decreasing loops, linked progress+consequence pairs, long-term countdowns (advance on rests).

Optional GM Mechanics

  • Fate Roll: player rolls one Duality Die; GM sets stakes & interpretation.
  • Falling damage: Very Close → 1d10+3 phy; Close → 1d20+5 phy; Far/Very Far → 1d100+15 phy (or death, GM discretion).
  • Collision damage: 1d20+5 direct phy.
  • Underwater: attacks have disadvantage. Holding-breath countdown (3); advance on action; +1/+2 advance on Fear/FwF roll. After triggers, mark Stress when acting.
  • PC vs PC: discuss with both players. Attack vs PC = roll vs Evasion. Other action = instigator action roll vs target's reaction roll total.

Running NPCs

An NPC needs only a name, description, and motive. Add Difficulty if PCs will roll against them. Use existing adversary stat blocks as templates. Important NPCs can have features with triggers/effects (e.g., choice + trigger + effect format).

Building Balanced Encounters

Start with (3 × #PCs in combat) + 2 Battle Points. Adjust:

  • -1 easier/shorter; -2 if 2+ Solos; -2 if all enemies +1d4 (or +2) damage
  • +1 if drawing from a lower tier; +1 if no Bruisers/Hordes/Leaders/Solos; +2 harder/longer

Spend points: 1 = group of Minions sized to party · 1 = Social or Support · 2 = Horde, Ranged, Skulk, or Standard · 3 = Leader · 4 = Bruiser · 5 = Solo

Defeated adversary (last HP marked) = incapacitated/tied up/routed/killed (table choice).

Adversary StatT1T2T3T4
Attack Modifier+1+2+3+4
Damage Dice1d6+2 to 1d12+42d6+3 to 2d12+43d8+3 to 3d12+54d8+10 to 4d12+15
Difficulty11141720
Damage Thresholds7/1210/2020/3225/45
Environment StatT1T2T3T4
Damage Dice1d6+1 to 1d8+32d6+3 to 2d10+23d8+3 to 3d10+14d8+3 to 4d10+10
Difficulty11141720

Adversary Stat Block Format

Environment Stat Block Format

  • Tier & Type: Exploration, Social, Traversal, or Event.
  • Impulses: the way the environment pushes/pulls characters.
  • Difficulty: standard DC for rolls vs the environment.
  • Potential Adversaries / Features / Feature Questions.

Additional GM Guidance

  • Story beats: plan in beats (moments that change the trajectory) rather than scripted scenes.
  • Combat narrative: ensure combat reveals world/plot/character. Use motives, environments, and PC-feature interactions.
  • Session rewards: info, story hooks, loot, gold, equipment access.
  • Phased battles: shift terms of engagement, alter environment, evolve opposition.
  • Downtime as pressure release: let players frame their own downtime; ask what their PC does to recover.
  • Projects: use Progress Countdowns; complex projects require rolls.
  • Extended downtime: montages = 1d6 Fear per PC; advance long-term countdowns.
  • Layered objectives in combat (1d12): 1 Acquire item; 2 Capture opponents; 3 Activate device; 4 Frame target; 5 Drive to ambush; 6 Stop ritual; 7 Hold the line; 8 Plant evidence; 9 Secure location ahead; 10 Harass; 11 Destroy; 12 Investigate.

Adversaries

GM Guidance

Adjust HP, thresholds, and damage on the fly to fit dramatic stakes — not to "balance" against the PCs. Spend Fear to escalate: introduce reinforcements, activate a transformation, change the battlefield.

Each block lists Tier · Type, description, motives, defensive stats, standard attack, an optional Experience, and features (Actions / Reactions / Passives / Fear).

Stat Block Anatomy

  • Tier (1–4, matched to PC tier) and Type (defines combat role).
  • Difficulty — single number; replaces Evasion. All rolls vs. them target this.
  • Thresholds — Major / Severe; same mechanic as PCs.
  • HP and Stress — small, e.g., 5 / 3.
  • ATK modifier + standard attack (name, range, damage dice + flat, type).
  • Experience — broader than PC ones; add by spending 1 Fear.
  • Features — Passives (always-on or trigger-based), Actions (require spotlight; alternative to standard attack), Reactions (trigger-based; usually free).
  • Motives & Tactics — suggested behavior. Guidance, not script.

Adversary Types

TypeRole
BruiserTough, hard-hitting.
HordeGroup acting as one unit; damage reduces past half-HP.
LeaderCommands or summons others.
MinionDefeated by any damage; bulk attacks dispatch multiple.
RangedFragile up close, deadly at range.
SkulkAmbush, exploit positioning.
SocialDefeated by conversation, not combat.
SoloBoss-tier; fights a whole party alone.
StandardRank-and-file.
SupportBuff allies, debuff PCs.

Tier 1 Adversaries (Level 1)

Acid Burrower

T1 Solo

A horse-sized insect with digging claws and acidic blood.

Motives & Tactics: Burrow, drag away, feed, reposition

DC 14 · Thresh 8/15 · HP 8 · Stress 3  |  Exp: Tremor Sense +2

ATK +3 | Claws (Very Close) 1d12+2 phy

Relentless (3) — Passive: The Burrower can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Earth Eruption — Action: Mark a Stress to have the Burrower burst out of the ground. All creatures within Very Close range must succeed on an Agility Reaction Roll or be knocked over, making them Vulnerable until they next act.

Spit Acid — Action: Make an attack against all targets in front of the Burrower within Close range. Targets the Burrower succeeds against take 2d6 physical damage and must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear.

Acid Bath — Reaction: When the Burrower takes Severe damage, all creatures within Close range are bathed in their acidic blood, taking 1d10 physical damage. This splash covers the ground within Very Close range with blood, and all creatures other than the Burrower who move through it take 1d6 physical damage.

Bear

T1 Bruiser

A large bear with thick fur and powerful claws.

Motives & Tactics: Climb, defend territory, pummel, track

DC 14 · Thresh 9/17 · HP 7 · Stress 2  |  Exp: Ambusher +3, Keen Senses +2

ATK +1 | Claws (Melee) 1d8+3 phy

Overwhelming Force — Passive: Targets who mark HP from the Bear’s standard attack are knocked back to Very Close range.

Bite — Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 physical damage and the target is Restrained until they break free with a successful Strength Roll.

Momentum — Reaction: When the Bear makes a successful attack against a PC, you gain a Fear.

Cave Ogre

T1 Solo

A massive humanoid who sees all sapient life as food.

Motives & Tactics: Bite off heads, feast, rip limbs, stomp,

DC 13 · Thresh 8/15 · HP 8 · Stress 3  |  Exp: Throw +2

ATK +1 | Club (Very Close) 1d10+2 phy

Ramp Up — Passive: You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.

Bone Breaker — Passive: The Ogre’s attacks deal direct damage.

Hail of Boulders — Action: Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 1d10+2 physical damage. If they succeed against more than one target, you gain a Fear.

Rampaging Fury — Reaction: When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path.

Construct

T1 Solo

A roughly humanoid being of stone and steel, assembled and animated by magic.

Motives & Tactics: Destroy environment, serve creator, smash

DC 13 · Thresh 7/15 · HP 9 · Stress 4

ATK +4 | Fist Slam (Melee) 1d20 phy

Relentless (2) — Passive: The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Weak Structure — Passive: When the Construct marks HP from physical damage, they must mark an additional HP.

Trample — Action: Mark a Stress to make an attack against all targets in the Construct’s path when they move. Targets the Construct succeeds against take 1d8 physical damage.

Overload — Reaction: Before rolling damage for the Construct’s attack, you can mark a Stress to gain a +10 bonus to the damage roll. The Construct can then take the spotlight again.

Death Quake — Reaction: When the Construct marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Construct succeeds against take 1d12+2 magic damage.

Courtier

T1 Social

An ambitious and ostentatiously dressed socialite.

Motives & Tactics: Discredit, gain favor, maneuver, scheme

DC 12 · Thresh 4/8 · HP 3 · Stress 4  |  Exp: Socialite +3

ATK -4 | Daggers (Melee) 1d4+2 phy

Mockery — Action: Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is Vulnerable until the scene ends.

Scapegoat — Action: Spend a Fear and target a PC. The Courtier convinces a crowd or prominent individual that the target is the cause of their current confl ict or misfortune.

Deeproot Defender

T1 Bruiser

A burly vegetable-person with grasping vines.

Motives & Tactics: Ambush, grab, protect, pummel

DC 10 · Thresh 8/14 · HP 7 · Stress 3  |  Exp: Huge +3

ATK +2 | Vines (Close) 1d8+3 phy

Ground Slam — Action: Slam the ground, knocking all targets within Very Close range back to Far range. Each target knocked back this way must mark a Stress.

Grab and Drag — Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Defender takes Severe damage.

Dire Wolf

T1 Skulk

A large wolf with menacing teeth, seldom encountered alone.

Motives & Tactics: Defend territory, harry, protect pack,

DC 12 · Thresh 5/9 · HP 4 · Stress 3  |  Exp: Keen Senses +3

ATK +2 | Claws (Melee) 1d6+2 phy

Pack Tactics — Passive: If the Wolf makes a successful standard attack and another Dire Wolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear.

Hobbling Strike — Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.

Giant Mosquitoes

T1 Horde (

Motives & Tactics: Fly away, harass, steal blood

DC 10 · Thresh 5/9 · HP 6 · Stress 3  |  Exp: Camoufl age +2

ATK -2 | Proboscis (Melee) 1d8+3 phy

Horde (1d4+1) — Passive: When the Mosquitoes have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Flying — Passive: While fl ying, the Mosquitoes have a +2 bonus to their Di culty.

Bloodsucker — Reaction: When the Mosquitoes’ attack causes a target to mark HP, you can mark a Stress to force the target to mark an additional HP.

Giant Rat

T1 Minion

A cat-sized rodent skilled at scavenging and survival.

Motives & Tactics: Burrow, hunger, scavenge, wear down

DC 10 · Thresh None · HP 1 · Stress 1  |  Exp: Keen Senses +3

ATK -4 | Claws (Melee) 1 phy

Minion (3) — Passive: The Rat is defeated when they take any damage. For every 3 damage a PC deals to the Rat, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Giant Rats within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.

Giant Scorpion

T1 Bruiser

A human-sized arachnid with tearing claws and a stinging tail.

Motives & Tactics: Ambush, feed, grapple, poison

DC 13 · Thresh 7/13 · HP 6 · Stress 3  |  Exp: Camoufl age +2

ATK +1 | Pincers (Melee) 1d12+2 phy

Double Strike — Action: Mark a Stress to make a standard attack against two targets within Melee range.

Venomous Stinger — Action: Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d4+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.

Momentum — Reaction: When the Scorpion makes a successful attack against a PC, you gain a Fear.

Glass Snake

T1 Standard

A clear serpent with a massive head that leaves behind a glass shard trail wherever they go.

Motives & Tactics: Climb, feed, keep distance, scare

DC 14 · Thresh 6/10 · HP 5 · Stress 3

ATK +2 | Glass Fangs (Very Close) 1d8+2 phy

Armor-Shredding Shards — Passive: After a successful attack against the Snake within Melee range, the attacker must mark an Armor Slot. If they can’t mark an Armor Slot, they must mark an HP.

Spinning Serpent — Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Snake succeeds against take 1d6+1 physical damage.

Spitter — Action: Spend a Fear to introduce a d6 Spitter Die. When the Snake is in the spotlight, roll this die. On a result of 5 or higher, all targets in front of the Snake within Far range must succeed on an Agility Reaction Roll or take 1d4 physical damage. The Snake can take the spotlight a second time this GM turn.

Harrier

T1 Standard

A nimble fi ghter armed with javelins.

Motives & Tactics: Flank, harry, kite, profi t

DC 12 · Thresh 5/9 · HP 3 · Stress 3  |  Exp: Camoufl age +2

ATK +1 | Javelin (Close) 1d6+2 phy

Maintain Distance — Passive: After making a standard attack, the Harrier can move anywhere within Far range.

Fall Back — Reaction: When a creature moves into Melee range to make an attack, you can mark a Stress before the attack roll to move anywhere within Close range and make an attack against that creature. On a success, deal 1d10+2 physical damage.

Archer Guard

T1 Ranged

A tall guard bearing a longbow and quiver with arrows fl etched in the settlement’s colors.

Motives & Tactics: Arrest, close gates, make it through the day,

DC 10 · Thresh 4/8 · HP 3 · Stress 2  |  Exp: Local Knowledge +3

ATK +1 | Longbow (Far) 1d8+3 phy

Hobbling Shot — Action: Make an attack against a target within Far range. On a success, mark a Stress to deal 1d12+3 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.

Bladed Guard

T1 Standard

An armored guard bearing a sword and shield painted in the settlement’s colors.

Motives & Tactics: Arrest, close gates, make it through the day,

DC 12 · Thresh 5/9 · HP 5 · Stress 2  |  Exp: Local Knowledge +3

ATK +1 | Longsword (Melee) 1d6+1 phy

Shield Wall — Passive: A creature who tries to move within Very Close range of the Guard must succeed on an Agility Roll. If additional Bladed Guards are standing in a line alongside the fi rst, and each is within Melee range of another guard in the line, the Di culty increases by the total number of guards in that line.

Detain — Action: Make an attack against a target within Very Close range. On a success, mark a Stress to Restrain the target until they break free with a successful attack, Finesse Roll, or Strength Roll.

Head Guard

T1 Leader

A seasoned guard with a mace, a whistle, and a bellowing voice.

Motives & Tactics: Arrest, close gates, pin down, seek glory

DC 15 · Thresh 7/13 · HP 7 · Stress 3  |  Exp: Commander +2, Local Knowledge +2

ATK +4 | Mace (Melee) 1d10+4 phy

Rally Guards — Action: Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.

On My Signal — Reaction: Countdown (5). When the Head Guard is in the spotlight for the fi rst time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.

Momentum — Reaction: When the Head Guard makes a successful attack against a PC, you gain a Fear.

Jagged Knife Bandit

T1 Standard

A cunning criminal in a cloak bearing one of the gang’s iconic knives.

Motives & Tactics: Escape, profi t, steal, throw smoke

DC 12 · Thresh 8/14 · HP 5 · Stress 3  |  Exp: Thief +2

ATK +1 | Daggers (Melee) 1d8+1 phy

Climber — Passive: The Bandit climbs just as easily as they run.

From Above — Passive: When the Bandit succeeds on a standard attack from above a target, they deal 1d10+1 physical damage instead of their standard damage.

Jagged Knife Hexer

T1 Support

A staff -wielding bandit in a cloak adorned with magical paraphernalia, using curses to vex their foes.

Motives & Tactics: Command, hex, profi t

DC 13 · Thresh 5/9 · HP 4 · Stress 4  |  Exp: Magical Knowledge +2

ATK +2 | Staff (Far) 1d6+2 mag

Curse — Action: Choose a target within Far range and temporarily Curse them. While the target is Cursed, you can mark a Stress when that target rolls with Hope to make the roll be with Fear instead.

Chaotic Flux — Action: Make an attack against up to three targets within Very Close range. Mark a Stress to deal 2d6+3 magic damage to targets the Hexer succeeded against.

Jagged Knife Kneebreaker

T1 Bruiser

An imposing brawler carrying a large club.

Motives & Tactics: Grapple, intimidate, profi t, steal

DC 12 · Thresh 7/14 · HP 7 · Stress 4  |  Exp: Thief +2, Unveiled Threats +3

ATK -3 | Club (Melee) 1d4+6 phy

Hold Them Down — Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage.

Jagged Knife Lackey

T1 Minion

A thief with simple clothes and small daggers, eager to prove themselves.

Motives & Tactics: Escape, profi t, throw smoke

DC 9 · Thresh None · HP 1 · Stress 1  |  Exp: Thief +2

ATK -2 | Daggers (Melee) 2 phy

Minion (3) — Passive: The Lackey is defeated when they take any damage. For every 3 damage a PC deals to the Lackey, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Jagged Knife Lackeys within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

Jagged Knife Lieutenant

T1 Leader

A seasoned bandit in quality leathers with a strong voice and cunning eyes.

Motives & Tactics: Bully, command, profi t, reinforce

DC 13 · Thresh 7/14 · HP 6 · Stress 3  |  Exp: Local Knowledge +2

ATK +2 | Javelin (Close) 1d8+3 phy

Tactician — Action: When you spotlight the Lieutenant, mark a Stress to also spotlight two allies within Close range.

More Where That Came From — Action: Summon three Jagged Knife Lackeys, who appear at Far range.

Coup de Grace — Action: Spend a Fear to make an attack against a Vulnerable target within Close range. On a success, deal 2d6+12 physical damage and the target must mark a Stress.

Momentum — Reaction: When the Lieutenant makes a successful attack against a PC, you gain a Fear.

Jagged Knife Shadow

T1 Skulk

A nimble scoundrel bearing a wicked knife and utilizing shadow magic to isolate targets.

Motives & Tactics: Ambush, conceal, divide, profi t

DC 12 · Thresh 4/8 · HP 3 · Stress 3  |  Exp: Intrusion +3

ATK +1 | Daggers (Melee) 1d4+4 phy

Backstab — Passive: When the Shadow succeeds on a standard attack that has advantage, they deal 1d6+6 physical damage instead of their standard damage.

Cloaked — Action: Become Hidden until after the Shadow’s next attack. Attacks made while Hidden from this feature have advantage.

Jagged Knife Sniper

T1 Ranged

A lanky bandit striking from cover with a shortbow.

Motives & Tactics: Ambush, hide, profi t, reposition

DC 13 · Thresh 4/7 · HP 3 · Stress 2  |  Exp: Stealth +2

ATK -1 | Shortbow (Far) 1d10+2 phy

Unseen Strike — Passive: If the Sniper is Hidden when they make a successful standard attack against a target, they deal 1d10+4 physical damage instead of their standard damage.

Merchant

T1 Social

A fi nely dressed trader with a keen eye for fi nancial gain.

Motives & Tactics: Buy low and sell high, create demand, infl ate

DC 12 · Thresh 4/8 · HP 3 · Stress 3  |  Exp: Shrewd Negotiator +3

ATK -4 | Club (Melee) 1d4+1 phy

Preferential Treatment — Passive: A PC who succeeds on a Presence Roll against the Merchant gains a discount on purchases. A PC who fails on a Presence Roll against the Merchant must pay more and has disadvantage on future Presence Rolls against the Merchant.

The Runaround — Passive: When a PC rolls a 14 or lower on a Presence Roll made against the Merchant, they must mark a Stress.

Minor Chaos Elemental

T1 Solo

A coruscating mass of uncontrollable magic.

Motives & Tactics: Confound, destabilize, transmogrify

DC 14 · Thresh 7/14 · HP 7 · Stress 3

ATK +3 | Warp Blast (Close) 1d12+6 mag

Arcane Form — Passive: The Elemental is resistant to magic damage.

Sickening Flux — Action: Mark a HP to force all targets within Close range to mark a Stress and become Vulnerable until their next rest or they clear a HP.

Remake Reality — Action: Spend a Fear to transform the area within Very Close range into a diff erent biome. All targets within this area take 2d6+3 direct magic damage.

Magical Refl ection — Reaction: When the Elemental takes damage from an attack within Close range, deal an amount of damage to the attacker equal to half the damage they dealt.

Momentum — Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

Minor Fire Elemental

T1 Solo

A living fl ame the size of a large bonfi re.

Motives & Tactics: Encircle enemies, grow in size, intimidate,

DC 13 · Thresh 7/15 · HP 9 · Stress 3

ATK +3 | Elemental Blast (Far) 1d10+4 mag

Relentless (2) — Passive: The Elemental can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Scorched Earth — Action: Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into fl ames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 2d8 magic damage from the fl ames. Targets who succeed take half damage.

Explosion — Action: Spend a Fear to erupt in a fi ery explosion. Make an attack against all targets within Close range. Targets the Elemental succeeds against take 1d8 magic damage and are knocked back to Far range.

Consume Kindling — Reaction: Three times per scene, when the Elemental moves onto objects that are highly fl ammable, consume them to clear a HP or a Stress.

Momentum — Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

Minor Demon

T1 Solo

A crimson-hued creature from the Circles Below, consumed by rage against all mortals.

Motives & Tactics: Act erratically, corral targets, relish pain,

DC 14 · Thresh 8/15 · HP 8 · Stress 4

ATK +3 | Claws (Melee) 1d8+6 phy

Relentless (2) — Passive: The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

All Must Fall — Passive: When a PC rolls a failure with Fear while within Close range of the Demon, they lose a Hope.

Hellfi re — Action: Spend a Fear to rain down hellfi re within Far range. All targets within the area must make an Agility Reaction Roll. Targets who fail take 1d20+3 magic damage. Targets who succeed take half damage.

Reaper — Reaction: Before rolling damage for the Demon’s attack, you can mark a Stress to gain a bonus to the damage roll equal to the Demon’s current number of marked HP.

Momentum — Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.

Minor Treant

T1 Minion

An ambulatory sapling rising up to defend their forest.

Motives & Tactics: Crush, overwhelm, protect

DC 10 · Thresh None · HP 1 · Stress 1

ATK -2 | Clawed Branch (Melee) 4 phy

Minion (5) — Passive: The Treant is defeated when they take any damage. For every 5 damage a PC deals to the Treant, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Minor Treants within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.

Green Ooze

T1 Skulk

A moving mound of translucent green slime.

Motives & Tactics: Camoufl age, consume and multiply, creep up,

DC 8 · Thresh 5/10 · HP 5 · Stress 2  |  Exp: Camoufl age +3

ATK +1 | Ooze Appendage (Melee) 1d6+1 mag

Slow — Passive: When you spotlight the Ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Ooze and they have a token on their stat block, clear the token and they can act.

Acidic Form — Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Envelop — Action: Make a standard attack against a target within Melee range. On a success, the Ooze envelops them and the target must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the Ooze takes Severe damage, the target is freed.

Split — Reaction: When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Green Oozes (with no marked HP or Stress). Immediately spotlight both of them.

Tiny Green Ooze

T1 Skulk

A small moving mound of translucent green slime.

Motives & Tactics: Camoufl age, creep up

DC 14 · Thresh 4/None · HP 2 · Stress 1

ATK -1 | Ooze Appendage (Melee) 1d4+1 mag

Acidic Form — Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Red Ooze

T1 Skulk

A moving mound of translucent fl aming red slime.

Motives & Tactics: Camoufl age, consume and multiply, ignite,

DC 10 · Thresh 6/11 · HP 5 · Stress 3  |  Exp: Camoufl age +3

ATK +1 | Ooze Appendage (Melee) 1d8+3 mag

Creeping Fire — Passive: The Ooze can only move within Very Close range as their normal movement. They light any fl ammable object they touch on fi re.

Ignite — Action: Make an attack against a target within Very Close range. On a success, the target takes 1d8 magic damage and is Ignited until they’re extinguished with a successful Finesse Roll (14). While Ignited, the target takes 1d4 magic damage when they make an action roll.

Split — Reaction: When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Red Oozes (with no marked HP or Stress). Immediately spotlight both of them.

Tiny Red Ooze

T1 Skulk

A small moving mound of translucent fl aming red slime

Motives & Tactics: Blaze, camoufl age

DC 11 · Thresh 5/None · HP 2 · Stress 1

ATK -1 | Ooze Appendage (Melee) 1d4+2 mag

Burning — Reaction: When a creature within Melee range deals damage to the Ooze, they take 1d6 direct magic damage.

Petty Noble

T1 Social

A richly dressed and adorned aristocrat brimming with hubris.

Motives & Tactics: Abuse power, gather resources, mobilize

DC 14 · Thresh 6/10 · HP 3 · Stress 5  |  Exp: Aristocrat +3

ATK -3 | Rapier (Melee) 1d6+1 phy

My Land, My Rules — Passive: All social actions made against the Noble on their land have disadvantage. Guards, Seize Them! - Action: Once per scene, mark a Stress to summon 1d4 Bladed Guards, who appear at Far range to enforce the Noble’s will.

Exile — Action: Spend a Fear and target a PC. The Noble proclaims that the target and their allies are exiled from the noble’s territory. While exiled, the target and their allies have disadvantage during social situations within the Noble’s domain.

Pirate Captain

T1 Leader

A charismatic sea dog with an impressive hat, eager to raid and plunder.

Motives & Tactics: Command, make ’em walk the plank, plunder,

DC 14 · Thresh 7/14 · HP 7 · Stress 5  |  Exp: Commander +2, Sailor +3

ATK +4 | Cutlass (Melee) 1d12+2 phy

Swashbuckler — Passive: When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

Reinforcements — Action: Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range.

No Quarter — Action: Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress.

Momentum — Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.

Pirate Raiders

T1 Horde (

Motives & Tactics: Gang up, plunder, raid

DC 12 · Thresh 5/11 · HP 4 · Stress 3  |  Exp: Sailor +3

ATK +1 | Cutlass (Melee) 1d8+2 phy

Horde (1d4+1) — Passive: When the Raiders have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Swashbuckler — Passive: When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

Pirate Tough

T1 Bruiser

A thickly muscled and tattooed pirate with melon-sized fi sts.

Motives & Tactics: Plunder, raid, smash, terrorize

DC 13 · Thresh 8/15 · HP 5 · Stress 3  |  Exp: Sailor +2

ATK +1 | Massive Fists (Melee) 2d6 phy

Swashbuckler — Passive: When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

Clear the Decks — Action: Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, dealing 3d4 physical damage and knocking the target back to Close range.

Sellsword

T1 Minion

An armed mercenary testing their luck.

Motives & Tactics: Charge, lacerate, overwhelm, profi t

DC 10 · Thresh None · HP 1 · Stress 1

ATK +3 | Longsword (Melee) 3 phy

Minion (4) — Passive: The Sellsword is defeated when they take any damage. For every 4 damage a PC deals to the Sellsword, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Sellswords within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.

Skeleton Archer

T1 Ranged

A fragile skeleton with a shortbow and arrows.

Motives & Tactics: Perforate distracted targets, play dead, steal

DC 9 · Thresh 4/7 · HP 3 · Stress 2

ATK +2 | Shortbow (Far) 1d8+1 phy

Opportunist — Passive: When two or more adversaries are within Very Close range of a creature, all damage the Archer deals to that creature is doubled.

Deadly Shot — Action: Make an attack against a Vulnerable target within Far range. On a success, mark a Stress to deal 3d4+8 physical damage.

Skeleton Dredge

T1 Minion

A clattering pile of bones.

Motives & Tactics: Fall apart, overwhelm, play dead, steal skin

DC 8 · Thresh None · HP 1 · Stress 1

ATK -1 | Bone Claws (Melee) 1 phy

Minion (4) — Passive: The Dredge is defeated when they take any damage. For every 4 damage a PC deals to the Dredge, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Dredges within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.

Skeleton Knight

T1 Bruiser

A large armored skeleton with a huge blade.

Motives & Tactics: Cut down the living, steal skin, wreak havoc

DC 13 · Thresh 7/13 · HP 5 · Stress 2

ATK +2 | Rusty Greatsword (Melee) 1d10+2 phy

Terrifying — Passive: When the Knight makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Cut to the Bone — Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Knight succeeds against take 1d8+2 physical damage and must mark a Stress.

Dig Two Graves — Reaction: When the Knight is defeated, they make an attack against a target within Very Close range (prioritizing the creature who killed them). On a success, the target takes 1d4+8 physical damage and loses 1d4 Hope.

Skeleton Warrior

T1 Standard

A dirt-covered skeleton armed with a rusted blade.

Motives & Tactics: Feign death, gang up, steal skin

DC 10 · Thresh 4/8 · HP 3 · Stress 2

ATK +0 | Sword (Melee) 1d6+2 phy

Only Bones — Passive: The Warrior is resistant to physical damage. Won’t Stay Dead - Reaction: When the Warrior is defeated, you can spotlight them and roll a d6. On a result of 6, if there are other adversaries on the battlefi eld, the Warrior re-forms with no marked HP.

Spellblade

T1 Leader

A mercenary combining swordplay and magic to deadly eff ect.

Motives & Tactics: Blast, command, endure

DC 14 · Thresh 8/14 · HP 6 · Stress 3  |  Exp: Magical Knowledge +2

ATK +3 | Empowered Longsword (Melee) 1d8+4 phy/mag

Arcane Steel — Passive: Damage dealt by the Spellblade’s standard attack is considered both physical and magic.

Suppressing Blast — Action: Mark a Stress and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take 1d8+2 magic damage. You gain a Fear for each target who marked HP from this attack.

Move as a Unit — Action: Spend 2 Fear to spotlight up to fi ve allies within Far range.

Momentum — Reaction: When the Spellblade makes a successful attack against a PC, you gain a Fear.

Swarm Of Rats

T1 Horde (

Motives & Tactics: Consume, obscure, swarm

DC 10 · Thresh 6/10 · HP 6 · Stress 2

ATK -3 | Claws (Melee) 1d8+2 phy

Horde (1d4+1) — Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

In Your Face — Passive: All targets within Melee range have disadvantage on attacks against targets other than the Swarm.

Sylvan Soldier

T1 Standard

A faerie warrior adorned in armor made of leaves and bark.

Motives & Tactics: Ambush, hide, overwhelm, protect, trail

DC 11 · Thresh 6/11 · HP 4 · Stress 2  |  Exp: Tracker +2

ATK +0 | Scythe (Melee) 1d8+1 phy

Pack Tactics — Passive: If the Soldier makes a standard attack and another Sylvan Soldier is within Melee range of the target, deal 1d8+5 physical damage instead of their standard damage.

Forest Control — Action: Spend a Fear to pull down a tree within Close range. A creature hit by the tree must succeed on an Agility Reaction Roll (15) or take 1d10 physical damage.

Blend In — Reaction: When the Soldier makes a successful attack, you can mark a Stress to become Hidden until the Soldier’s next attack or a PC succeeds on an Instinct Roll (14) to fi nd them.

Tangle Bramble Swarm

T1 Horde (

Motives & Tactics: Digest, entangle, immobilize

DC 12 · Thresh 6/11 · HP 6 · Stress 3  |  Exp: Camoufl age +2

ATK +0 | Thorns (Melee) 1d6+3 phy

Horde (1d4+2) — Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.

Crush — Action: Mark a Stress to deal 2d6+8 direct physical damage to a target with 3 or more bramble tokens.

Encumber — Reaction: When the Swarm succeeds on an attack, give the target a bramble token. If a target has any bramble tokens, they are Restrained. If a target has 3 or more bramble tokens, they are also Vulnerable. All bramble tokens can be removed by succeeding on a Finesse Roll (12 + the number of bramble tokens) or dealing Major or greater damage to the Swarm. If bramble tokens are removed from a target using a Finesse Roll, a number of Tangle Bramble Minions spawn within Melee range equal to the number of tokens removed.

Tangle Bramble

T1 Minion

An animate, blood-drinking tumbleweed.

Motives & Tactics: Combine, drain, entangle

DC 11 · Thresh None · HP 1 · Stress 1

ATK -1 | Thorns (Melee) 2 phy

Minion (4) — Passive: The Bramble is defeated when they take any damage. For every 4 damage a PC deals to the Tangle Bramble, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Tangle Brambles within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

Drain and Multiply — Reaction: When an attack from the Bramble causes a target to mark HP and there are three or more Tangle Bramble Minions within Close range, you can combine the Minions into a Tangle Bramble Swarm Horde. The Horde’s HP is equal to the number of Minions combined.

Weaponmaster

T1 Bruiser

A master-at-arms wielding a sword twice their size.

Motives & Tactics: Act fi rst, aim for the weakest, intimidate

DC 14 · Thresh 8/15 · HP 6 · Stress 3

ATK +2 | Claymore (Very Close) 1d12+2 phy

Goading Strike — Action: Make a standard attack against a target. On a success, mark a Stress to Taunt the target until their next successful attack. The next time the Taunted target attacks, they have disadvantage against targets other than the Weaponmaster.

Adrenaline Burst — Action: Once per scene, spend a Fear to clear 2 HP and 2 Stress.

Momentum — Reaction: When the Weaponmaster makes a successful attack against a PC, you gain a Fear.

Young Dryad

T1 Leader

An imperious tree-person leading their forest’s defenses.

Motives & Tactics: Command, nurture, prune the unwelcome

DC 11 · Thresh 6/11 · HP 6 · Stress 2  |  Exp: Leadership +3

ATK +0 | Scythe (Melee) 1d8+5 phy

Voice of the Forest — Action: Mark a Stress to spotlight 1d4 allies within range of a target they can attack without moving. On a success, their attacks deal half damage.

Thorny Cage — Action: Spend a Fear to form a cage around a target within Very Close range and Restrain them until they’re freed with a successful Strength Roll. When a creature makes an action roll against the cage, they must mark a Stress.

Momentum — Reaction: When the Dryad makes a successful attack against a PC, you gain a Fear.

Brawny Zombie

T1 Bruiser

A large corpse, decay-bloated and angry.

Motives & Tactics: Crush, destroy, hail debris, slam

DC 10 · Thresh 8/15 · HP 7 · Stress 4  |  Exp: Collateral Damage +2, Throw +4

ATK +2 | Slam (Very Close) 1d12+3 phy

Slow — Passive: When you spotlight the Zombie and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Zombie and they have a token on their stat block, clear the token and they can act.

Rend Asunder — Action: Make a standard attack with advantage against a target the Zombie has Restrained. On a success, the attack deals direct damage.

Rip and Tear — Reaction: When the Zombies makes a successful standard attack, you can mark a Stress to temporarily Restrain the target and force them to mark 2 Stress.

Patchwork Zombie Hulk

T1 Solo

A towering gestalt of corpses moving as one, with torso-sized limbs and fi sts as large as a grown halfl ing.

Motives & Tactics: Absorb corpses, fl ail, hunger, terrify

DC 13 · Thresh 8/15 · HP 10 · Stress 3  |  Exp: Intimidation +2, Tear Things Apart +2

ATK +4 | Too Many Arms (Very Close) 1d20 phy

Destructible — Passive: When the Zombie takes Major or greater damage, they mark an additional HP.

Flailing Limbs — Passive: When the Zombie makes a standard attack, they can attack all targets within Very Close range.

Another for the Pile — Action: When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.

Tormented Screams — Action: Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.

Rotted Zombie

T1 Minion

A decaying corpse ambling toward their prey.

Motives & Tactics: Eat fl esh, hunger, maul, surround

DC 8 · Thresh None · HP 1 · Stress 1

ATK -3 | Bite (Melee) 2 phy

Minion (3) — Passive: The Zombie is defeated when they take any damage. For every 3 damage a PC deals to the Zombie, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Rotted Zombies within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

Shambling Zombie

T1 Standard

An animated corpse that moves shakily, driven only by hunger.

Motives & Tactics: Devour, hungry, mob enemy, shred fl esh

DC 10 · Thresh 4/6 · HP 4 · Stress 1

ATK +0 | Bite (Melee) 1d6+1 phy

Too Many to Handle — Passive: When the Zombie is within Melee range of a creature and at least one other Zombie is within Close range, all attacks against that creature have advantage.

Horrifying — Passive: Targets who mark HP from the Zombie’s attacks must also mark a Stress.

Zombie Pack

T1 Horde (

Motives & Tactics: Consume fl esh, hunger, maul

DC 8 · Thresh 6/12 · HP 6 · Stress 3

ATK -1 | Bite (Melee) 1d10+2 phy

Horde (1d4+2) — Passive: When the Zombies have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.

Overwhelm — Reaction: When the Zombies mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker. TIER 2 ADVERSARIES (LEVELS 2-4)

Tier 2 Adversaries (Levels 2–4)

Archer Squadron

T2 Horde (

Motives & Tactics: Stick together, survive, volley fi re

DC 13 · Thresh 8/16 · HP 4 · Stress 3

ATK +0 | Longbow (Far) 2d6+3 phy

Horde (1d6+3) — Passive: When the Squadron has marked half or more of their HP, their standard attack deals 1d6+3 physical damage instead.

Focused Volley — Action: Spend a Fear to target a point within Far range. Make an attack with advantage against all targets within Close range of that point. Targets the Squadron succeeds against take 1d10+4 physical damage.

Suppressing Fire — Action: Mark a Stress to target a point within Far range. Until the next roll with Fear, a creature who moves within Close range of that point must make an Agility Reaction Roll. On a failure, they take 2d6+3 physical damage. On a success, they take half damage.

Apprentice Assassin

T2 Minion

A young trainee eager to prove themselves.

Motives & Tactics: Act reckless, kill, prove their worth, show off

DC 13 · Thresh None · HP 1 · Stress 1  |  Exp: Intrusion +2

ATK -1 | Thrown Dagger (Very Close) 4 phy

Minion (6) — Passive: The Assassin is defeated when they take any damage. For every 6 damage a PC deals to the Assassin, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Apprentice Assassins within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.

Assassin Poisoner

T2 Skulk

A cunning scoundrel skilled in both poisons and ambushing.

Motives & Tactics: Anticipate, get paid, kill, taint food and water

DC 14 · Thresh 8/16 · HP 4 · Stress 4  |  Exp: Intrusion +2

ATK +3 | Poisoned Throwing Dagger (Close) 2d8+1 phy

Grindletooth Venom — Passive: Targets who mark HP from the Assassin’s attacks are Vulnerable until they clear a HP.

Out of Nowhere — Passive: The Assassin has advantage on attacks if they are Hidden.

Fumigation — Action: Drop a smoke bomb that fi lls the air within Close range with smoke, Dizzying all targets in this area. Dizzied targets have disadvantage on their next action roll, then clear the condition.

Master Assassin

T2 Leader

A seasoned killer with a threatening voice and a deadly blade.

Motives & Tactics: Ambush, get out alive, kill, prepare

DC 15 · Thresh 12/25 · HP 7 · Stress 5  |  Exp: Command +3, Intrusion +3

ATK +5 | Serrated Dagger (Close) 2d10+2 phy

Strike as One — Action: Mark a Stress to spotlight a number of other Assassins equal to the Assassin’s unmarked Stress.

The Subtle Blade — Reaction: When the Assassin successfully makes a standard attack against a Vulnerable target, you can spend a Fear to deal Severe damage instead of their standard damage.

Momentum — Reaction: When the Assassin makes a successful attack against a PC, you gain a Fear.

Battle Box

T2 Solo

A cube-shaped construct with a diff erent rune on each of their six sides.

Motives & Tactics: Change tactics, trample foes, wait in disguise

DC 15 · Thresh 10/20 · HP 8 · Stress 6  |  Exp: Camoufl age +2

ATK +2 | Slam (Melee) 2d6+3 phy

Relentless (2) — Passive: The Box can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Randomized Tactics — Action: Mark a Stress and roll a d6. The Box uses the corresponding move: 1. Mana Beam. The Box fi res a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+2 magic damage. 2. Fire Jets. The Box shoots into the air, spinning and releasing jets of fl ame. Make an attack against all targets within Close range. Targets the Box succeeds against take 2d8 physical damage. 3. Trample. The Box rockets around erratically. Make an attack against all PCs within Close range. Targets the Box succeeds against take 1d6+5 physical damage and are Vulnerable until their next roll with Hope. 4. Shocking Gas. The Box sprays out a silver gas sparking with lightning. All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress. 5. Stunning Clap. The Box leaps and their sides clap, creating a small sonic boom. All targets within Very Close range must succeed on a Strength Reaction Roll or become Vulnerable until the cube is defeated. 6. Psionic Whine. The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must succeed on a Presence Reaction Roll or take 2d4+9 direct magic damage.

Overcharge — Reaction: Before rolling damage for the Box’s attack, you can mark a Stress to add a d6 to the damage roll. Additionally, you gain a Fear.

Death Quake — Reaction: When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage.

Chaos Skull

T2 Ranged

A fl oating humanoid skull animated by scintillating magic.

Motives & Tactics: Cackle, consume magic, serve creator

DC 15 · Thresh 8/16 · HP 5 · Stress 4

ATK +2 | Energy Blast (Close) 2d8+3 mag

Levitation — Passive: The Skull levitates several feet off the ground and can’t be Restrained.

Wards — Passive: The Skull is resistant to magic damage.

Magic Burst — Action: Mark a Stress to make an attack against all targets within Close range. Targets the Skull succeeds against take 2d6+4 magic damage.

Siphon Magic — Action: Spend a Fear to make an attack against a PC with a Spellcast trait within Very Close range. On a success, the target marks 1d4 Stress and the Skull clears that many Stress. Additionally, on a success, the Skull can immediately be spotlighted again.

Conscript

T2 Minion

A poorly trained civilian pressed into war.

Motives & Tactics: Follow orders, gang up, survive

DC 12 · Thresh None · HP 1 · Stress 1

ATK +0 | Spears (Very Close) 6 phy

Minion (6) — Passive: The Conscript is defeated when they take any damage. For every 6 damage a PC deals to the Conscript, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Conscripts within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 physical damage each. Combine this damage.

Courtesan

T2 Social

An accomplished manipulator and master of the social arts.

Motives & Tactics: Entice, maneuver, secure patrons

DC 13 · Thresh 7/13 · HP 3 · Stress 4  |  Exp: Manipulation +3, Socialite +3

ATK -3 | Dagger (Melee) 1d4+3 phy

Searing Glance — Reaction: When a PC within Close range makes a Presence Roll, you can mark a Stress to cast a gaze toward the aftermath. On the target’s failure, they must mark 2 Stress and are Vulnerable until the scene ends or they succeed on a social action against the Courtesan. On the target’s success, they must mark a Stress.

Cult Adept

T2 Support

An experienced mage wielding shadow and fear.

Motives & Tactics: Curry favor, hinder foes, uncover knowledge

DC 14 · Thresh 9/18 · HP 4 · Stress 6  |  Exp: Fallen Lore +2, Rituals +2

ATK +2 | Rune-Covered Rod (Far) 2d4+3 mag

Enervating Blast — Action: Spend a Fear to make a standard attack against a target within range. On a success, the target must mark a Stress.

Shroud of the Fallen — Action: Mark a Stress to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage.

Shadow Shackles — Action: Spend a Fear and choose a point within Far range. All targets within Close range of that point are Restrained in smoky chains until they break free with a successful Strength or Instinct Roll. A target Restrained by this feature must spend a Hope to make an action roll.

Fear Is Fuel — Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.

Cult Fang

T2 Skulk

A professional killer-turned-cultist.

Motives & Tactics: Capture sacrifi ces, isolate prey, rise in

DC 15 · Thresh 9/17 · HP 4 · Stress 4

ATK +2 | Long Knife (Melee) 2d8+4 phy

Pick Off the Straggler — Action: Mark a Stress to cause a target within Melee range to make an Instinct Reaction Roll. On a failure, the target must mark 2 Stress and is teleported with the Fang to a shadow within Far range, making them temporarily Vulnerable. On a success, the target must mark a Stress.

Cult Initiate

T2 Minion

A low-ranking cultist in simple robes, eager to gain power.

Motives & Tactics: Follow orders, gain power, seek forbidden

DC 13 · Thresh None · HP 1 · Stress 1

ATK +0 | Ritual Dagger (Melee) 5 phy

Minion (6) — Passive: The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

Demonic Hound Pack

T2 Horde (

Motives & Tactics: Cause fear, consume fl esh, please masters

DC 15 · Thresh 11/23 · HP 6 · Stress 3  |  Exp: Scent Tracking +3

ATK +0 | Claws and Fangs (Melee) 2d8+2 phy

Horde (2d4+1) — Passive: When the Pack has marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.

Dreadhowl — Action: Mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.

Momentum — Reaction: When the Pack makes a successful attack against a PC, you gain a Fear.

Electric Eels

T2 Horde (

Motives & Tactics: Avoid larger predators, shock prey, tear apart

DC 14 · Thresh 10/20 · HP 5 · Stress 3

ATK +0 | Shocking Bite (Melee) 2d6+4 phy

Horde (2d4+1) — Passive: When the Eels have marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.

Paralyzing Shock — Action: Mark a Stress to make a standard attack against all targets within Very Close range. You gain a Fear for each target that marks HP.

Elite Soldier

T2 Standard

An armored squire or experienced commoner looking to advance.

Motives & Tactics: Gain glory, keep order, make alliances

DC 15 · Thresh 9/18 · HP 4 · Stress 3

ATK +1 | Spear (Very Close) 2d8+4 phy

Reinforce — Action: Mark a Stress to move into Melee range of an ally and make a standard attack against a target within Very Close range. On a success, deal 2d10+2 physical damage and the ally can clear a Stress. Vassal’s Loyalty - Reaction: When the Soldier is within Very Close range of a knight or other noble who would take damage, you can mark a Stress to move into Melee range of them and take the damage instead.

Failed Experiment

T2 Standard

A magical necromantic experiment gone wrong, leaving them warped and ungainly.

Motives & Tactics: Devour, hunt, track

DC 13 · Thresh 12/23 · HP 3 · Stress 3  |  Exp: Copycat +3

ATK +1 | Bite and Claw (Melee) 2d6+5 phy

Warped Fortitude — Passive: The Experiment is resistant to physical damage.

Overwhelm — Passive: When a target the Experiment attacks has other adversaries within Very Close range, the Experiment deals double damage.

Lurching Lunge — Action: Mark a Stress to spotlight the Experiment as an additional GM move instead of spending Fear.

Giant Beastmaster

T2 Leader

A leather-clad warrior bearing a whip and massive bow.

Motives & Tactics: Command, make a living, maneuver, pin down,

DC 16 · Thresh 12/24 · HP 6 · Stress 5  |  Exp: Animal Handling +3

ATK +2 | Longbow (Far) 2d8+4 phy

Two as One — Passive: When the Beastmaster is spotlighted, you can also spotlight a Tier 1 animal adversary currently under their control.

Pinning Strike — Action: Make a standard attack against a target. On a success, you can mark a Stress to pin them to a nearby surface. The pinned target is Restrained until they break free with a successful Finesse or Strength Roll.

Deadly Companion — Action: Twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 animal adversary under the Beastmaster’s control. The adversary appears at Close range and is immediately spotlighted.

Giant Brawler

T2 Bruiser

An especially muscular giant wielding a warhammer larger than a human.

Motives & Tactics: Make a living, overwhelm, slam, topple

DC 15 · Thresh 14/28 · HP 7 · Stress 4  |  Exp: Intrusion +2

ATK +2 | Warhammer (Very Close) 2d12+3 phy

Battering Ram — Action: Mark a Stress to have the Brawler charge at an inanimate object within Close range they could feasibly smash (such as a wall, cart, or market stand) and destroy it. All targets within Very Close range of the object must succeed on an Agility Reaction Roll or take 2d4+3 physical damage from the shrapnel.

Bloody Reprisal — Reaction: When the Brawler marks 2 or more HP from an attack within Very Close range, you can make a standard attack against the attacker. On a success, the Brawler deals 2d6+15 physical damage instead of their standard damage.

Momentum — Reaction: When the Brawler makes a successful attack against a PC, you gain a Fear.

Giant Recruit

T2 Minion

A giant fi ghter wearing borrowed armor.

Motives & Tactics: Batter, make a living, overwhelm, terrify

DC 13 · Thresh None · HP 1 · Stress 2

ATK +1 | Warhammer (Very Close) 5 phy

Minion (7) — Passive: The Recruit is defeated when they take any damage. For every 7 damage a PC deals to the Recruit, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Giant Recruits within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

Giant Eagle

T2 Skulk

A giant bird of prey with blood-stained talons.

Motives & Tactics: Hunt prey, stay mobile, strike decisively

DC 14 · Thresh 8/19 · HP 4 · Stress 4

ATK +1 | Claws and Beak (Very Close) 2d6+3 phy

Flight — Passive: While fl ying, the Eagle gains a +3 bonus to their Di culty.

Deadly Dive — Action: Mark a Stress to attack a target within Far range. On a success, deal 2d10+2 physical damage and knock the target over, making them Vulnerable until they next act.

Take Off — Action: Make an attack against a target within Very Close range. On a success, deal 2d4+3 physical damage and the target must succeed on an Agility Reaction Roll or become temporarily Restrained within the Eagle’s massive talons. If the target is Restrained, the Eagle immediately lifts into the air to Very Far range above the battlefi eld while holding them.

Deadly Drop — Action: While fl ying, the Eagle can drop a Restrained target they are holding. When dropped, the target is no longer Restrained but starts falling. If their fall isn’t prevented during the PCs’ next action, the target takes 2d20 physical damage when they land.

Gorgon

T2 Solo

A snake-headed, scaled humanoid with a gilded bow, enraged that their peace has been disturbed.

Motives & Tactics: Corner, hit-and-run, petrify, seek vengeance

DC 15 · Thresh 13/25 · HP 9 · Stress 3  |  Exp: Stealth +3

ATK +4 | Sunsear Shortbow (Far) 2d20+3 mag

Relentless (2) — Passive: The Gorgon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Sunsear Arrows — Passive: When the Gorgon makes a successful standard attack, the target Glows until the end of the scene and can’t become Hidden. Attack rolls made against a Glowing target have advantage.

Crown of Serpents — Action: Make an attack roll against a target within Melee range using the Gorgon’s protective snakes. On a success, mark a Stress to deal 2d10+4 physical damage and the target must mark a Stress.

Petrifying Gaze — Reaction: When the Gorgon takes damage from an attack within Close range, you can spend a Fear to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrifi cation Countdown (4). This countdown ticks down when the Gorgon is attacked. When it triggers, the target must make a death move. If the Gorgon is defeated, all petrifi cation countdowns end.

Momentum — Reaction: When the Gorgon makes a successful attack against a PC, you gain a Fear.

Juvenile Flickerfly

T2 Solo

A horse-sized insect with iridescent scales and crystalline wings moving faster than the eye can see.

Motives & Tactics: Collect shiny things, hunt, swoop

DC 14 · Thresh 13/26 · HP 10 · Stress 5

ATK +3 | Wing Slash (Very Close) 2d10+4 phy

Relentless (3) — Passive: The Flickerfl y can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Peerless Accuracy — Passive: Before the Flickerfl y makes an attack, roll a d6. On a result of 4 or higher, the target’s Evasion is halved against this attack.

Mind Dance — Action: Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfl y learns one of the target’s fears.

Hallucinatory Breath — Reaction: Countdown (Loop 1d6). When the Flickerfl y takes damage for the fi rst time, activate the countdown. When it triggers, the Flickerfl y breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfl y have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.

Knight Of The Realm

T2 Leader

A decorated soldier with heavy armor and a powerful steed.

Motives & Tactics: Run down, seek glory, show dominance

DC 15 · Thresh 13/26 · HP 6 · Stress 4  |  Exp: Ancient Knowledge +3, High Society +2, Tactics +2

ATK +4 | Longsword (Melee) 2d10+4 phy

Chevalier — Passive: While the Knight is on a mount, they gain a +2 bonus to their Di culty. When they take Severe damage, they’re knocked from their mount and lose this benefi t until they’re next spotlighted.

Heavily Armored — Passive: When the Knight takes physical damage, reduce it by 3.

Cavalry Charge — Action: If the Knight is mounted, move up to Far range and make a standard attack against a target. On a success, deal 2d8+4 physical damage and the target must mark a Stress. For the Realm! - Action: Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage.

Masked Thief

T2 Skulk

A cunning thief with acrobatic skill and a fl air for the dramatic.

Motives & Tactics: Evade, hide, pilfer, profi t

DC 14 · Thresh 8/17 · HP 4 · Stress 5  |  Exp: Acrobatics +3

ATK +3 | Backsword (Melee) 2d8+3 phy

Quick Hands — Action: Make an attack against a target within Melee range. On a success, deal 1d8+2 physical damage and the Thief steals one item or consumable from the target’s inventory.

Escape Plan — Action: Mark a Stress to reveal a snare trap set anywhere on the battlefi eld by the Thief. All targets within Very Close range of the trap must succeed on an Agility Reaction Roll (13) or be pulled off their feet and suspended upside down. A target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Finesse or Strength Roll (13).

Merchant Baron

T2 Social

An accomplished merchant with a large operation under their command.

Motives & Tactics: Abuse power, gather resources, mobilize

DC 15 · Thresh 9/19 · HP 5 · Stress 3  |  Exp: Nobility +2, Trade +2

ATK -2 | Rapier (Melee) 1d6+2 phy

Everyone Has a Price — Action: Spend a Fear to off er a target a dangerous bargain for something they want or need. If used on a PC, they must make a Presence Reaction Roll (17). On a failure, they must mark 2 Stress or take the deal.

The Best Muscle Money Can Buy — Action: Once per scene, mark a Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far range, to enforce the Baron’s will.

Minotaur Wrecker

T2 Bruiser

A massive bull-headed fi rbolg with a quick temper.

Motives & Tactics: Consume, gore, navigate, overpower, pursue

DC 16 · Thresh 14/27 · HP 7 · Stress 5  |  Exp: Navigation +2

ATK +2 | Battleaxe (Very Close) 2d8+5 phy

Ramp Up — Passive: You must spend a Fear to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range.

Charging Bull — Action: Mark a Stress to charge through a group within Close range and make an attack against all targets in the Minotaur’s path. Targets the Minotaur succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).

Gore — Action: Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal 2d8 direct physical damage.

Mortal Hunter

T2 Leader

An undead fi gure wearing a heavy leather coat, with searching eyes and a casually cruel demeanor.

Motives & Tactics: Devour, hunt, track

DC 16 · Thresh 15/27 · HP 6 · Stress 4  |  Exp: Bloodhound +3

ATK +5 | Tear at Flesh (Very Close) 2d12+1 phy

Terrifying — Passive: When the Hunter makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Deathlock — Action: Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by the Hunter against a Deathlocked target deal direct damage. The Hunter can only maintain one Deathlock at a time.

Inevitable Death — Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.

Rampage — Reaction: Countdown (Loop 1d6). When the Hunter is in the spotlight for the fi rst time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8+2 physical damage.

Royal Advisor

T2 Social

A high-ranking courtier with the ear of the local nobility.

Motives & Tactics: Curry favor, manufacture evidence, scheme

DC 14 · Thresh 8/15 · HP 3 · Stress 3  |  Exp: Administration +3, Courtier +3

ATK -3 | Wand (Far) 1d4+3 phy

Devastating Retort — Passive: A PC who rolls less than 17 on an action roll targeting the Advisor must mark a Stress.

Bend Ears — Action: Mark a Stress to infl uence an NPC within Melee range with whispered words. That target’s opinion on one matter shifts toward the Advisor’s preference unless it is in direct opposition to the target’s motives.

Scapegoat — Action: Spend a Fear to convince a crowd or notable individual that one person or group is responsible for some problem facing the target. The target becomes hostile to the scapegoat until convinced of their innocence with a successful Presence Roll (17).

Secret-Keeper

T2 Leader

A clandestine leader with a direct channel to the Fallen Gods.

Motives & Tactics: Amass great power, plot, take command

DC 16 · Thresh 13/26 · HP 7 · Stress 4  |  Exp: Coercion +2, Fallen Lore +2

ATK +3 | Sigil-laden Staff (Far) 2d12 mag

Seize Your Moment — Action: Spend 2 Fear to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage. Our Master’s Will - Reaction: When you spotlight an ally within Far range, mark a Stress to gain a Fear.

Summoning Ritual — Reaction: Countdown (6). When the Secret-Keeper is in the spotlight for the fi rst time, activate the countdown. When they mark HP, tick down this countdown by the number of HP marked. When it triggers, summon a Minor Demon who appears at Close range.

Fallen Hounds — Reaction: Once per scene, when the SecretKeeper marks 2 or more HP, you can mark a Stress to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted.

Shark

T2 Bruiser

A large aquatic predator, always on the move.

Motives & Tactics: Find the blood, isolate prey, target the weak

DC 14 · Thresh 14/28 · HP 7 · Stress 3  |  Exp: Sense of Smell +3

ATK +2 | Toothy Maw (Very Close) 2d12+1 phy

Terrifying — Passive: When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Rending Bite — Passive: When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Blood in the Water — Reaction: When a creature within Close range of the Shark marks HP from another creature’s attack, you can mark a Stress to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack.

Siren

T2 Skulk

A half-fi sh person with shimmering scales and an irresistible voice.

Motives & Tactics: Consume, lure prey, subdue with song

DC 14 · Thresh 9/18 · HP 5 · Stress 3  |  Exp: Song Repertoire +3

ATK +2 | Distended Jaw Bite (Melee) 2d6+3 phy

Captive Audience — Passive: If the Siren makes a standard attack against a target Entranced by their song, the attack deals 2d10+1 damage instead of their standard damage.

Enchanting Song — Action: Spend a Fear to sing a song that aff ects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other Sirens within Close range of the target can mark a Stress to each add a +1 bonus to the Di culty of the reaction roll. While Entranced, a target can’t act and is Vulnerable.

Spectral Archer

T2 Ranged

A ghostly fi ghter with an ethereal bow, unable to move on while their charge is vulnerable.

Motives & Tactics: Move through solid objects, stay out of the

DC 13 · Thresh 6/14 · HP 3 · Stress 3  |  Exp: Ancient Knowledge +2

ATK +3 | Longbow (Far) 2d10+2 phy

Ghost — Passive: The Archer has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Pick Your Target — Action: Spend a Fear to make an attack within Far range against a PC who is within Very Close range of at least two other PCs. On a success, the target takes 2d8+12 physical damage.

Spectral Captain

T2 Leader

A ghostly commander leading their troops beyond death.

Motives & Tactics: Move through solid objects, rally troops,

DC 16 · Thresh 13/26 · HP 6 · Stress 4  |  Exp: Ancient Knowledge +3

ATK +3 | Longbow (Far) 2d10+3 phy

Ghost — Passive: The Captain has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Unending Battle — Action: Spend 2 Fear to return up to 1d4+1 defeated Spectral allies to the battle at the points where they fi rst appeared (with no marked HP or Stress).

Hold Fast — Reaction: When the Captain’s Spectral allies are forced to make a reaction roll, you can mark a Stress to give those allies a +2 bonus to the roll.

Momentum — Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.

Spectral Guardian

T2 Standard

A ghostly fi ghter with spears and swords, anchored by duty.

Motives & Tactics: Move through solid objects, protect treasure,

DC 15 · Thresh 7/15 · HP 4 · Stress 3  |  Exp: Ancient Knowledge +2

ATK +1 | Spear (Very Close) 2d8+1 phy

Ghost — Passive: The Guardian has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Grave Blade — Action: Spend a Fear to make an attack against a target within Very Close range. On a success, deal 2d10+6 physical damage and the target must mark a Stress.

Spy

T2 Social

A skilled espionage agent with a knack for being in the right place to overhear secrets.

Motives & Tactics: Cut and run, disguise appearance, eavesdrop

DC 15 · Thresh 8/17 · HP 4 · Stress 3  |  Exp: Espionage +3

ATK -2 | Dagger (Melee) 2d6+3 phy

Gathering Secrets — Action: Spend a Fear to describe how the Spy knows a secret about a PC in the scene.

Fly on the Wall — Reaction: When a PC or group is discussing something sensitive, you can mark a Stress to reveal that the Spy is present in the scene, observing them. If the Spy escapes the scene to report their fi ndings, you gain 1d4 Fear.

Stonewraith

T2 Skulk

A prowling hunter, like a slinking mountain lion, with a slate-gray stone body.

Motives & Tactics: Defend territory, isolate prey, stalk

DC 13 · Thresh 11/22 · HP 6 · Stress 3  |  Exp: Stonesense +3

ATK +3 | Bite and Claws (Melee) 2d8+6 phy

Stonestrider — Passive: The Stonewraith can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage.

Rocky Ambush — Action: While Hidden, mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (15) or take 2d8 physical damage and become temporarily Restrained.

Avalanche Roar — Action: Spend a Fear to roar while within a cave and cause a cave-in. All targets within Close range must succeed on an Agility Reaction Roll (14) or take 2d10 physical damage. The rubble can be cleared with a Progress Countdown (8).

Momentum — Reaction: When the Stonewraith makes a successful attack against a PC, you gain a Fear.

War Wizard

T2 Ranged

A battle-hardened mage trained in destructive magic.

Motives & Tactics: Develop new spells, seek power,

DC 16 · Thresh 11/23 · HP 5 · Stress 6  |  Exp: Magical Knowledge +2, Strategize +2

ATK +4 | Staff (Far) 2d10+4 mag

Battle Teleport — Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.

Refresh Warding Sphere — Action: Mark a Stress to refresh the Wizard’s “Warding Sphere” reaction.

Eruption — Action: Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved.

Arcane Artillery — Action: Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.

Warding Sphere — Reaction: When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action. TIER 3 ADVERSARIES (LEVELS 5-7)

Tier 3 Adversaries (Levels 5–7)

Adult Flickerfly

T3 Solo

A winged insect the size of a large house with iridescent scales and wings that move too fast to track.

Motives & Tactics: Collect shiny things, hunt, nest, swoop

DC 17 · Thresh 20/35 · HP 12 · Stress 6

ATK +3 | Wing Slash (Very Close) 3d20 phy

Relentless (4) — Passive: The Flickerfl y can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.

Never Misses — Passive: When the Flickerfl y makes an attack, the target’s Evasion is halved against the attack.

Deadly Flight — Passive: While fl ying, the Flickerfl y can move up to Far range instead of Close range before taking an action.

Whirlwind — Action: Spend a Fear to whirl, making an attack against all targets within Very Close range. Targets the Flickerfl y succeeds against take 3d8 direct physical damage.

Mind Dance — Action: Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfl y learns one of the target’s fears.

Hallucinatory Breath — Reaction: Countdown (Loop 1d6). When the Flickerfl y takes damage for the fi rst time, activate the countdown. When it triggers, the Flickerfl y breathes hallucinatory gas on all targets in front of them up to Far range. Targets must make an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfl y have disadvantage on this roll. Targets who fail lose 2 Hope and take 3d8+3 direct magic damage.

Uncanny Refl exes — Reaction: When the Flickerfl y takes damage from an attack within Close range, you can mark a Stress to take half damage.

Demon Of Avarice

T3 Support

A regal cloaked monstrosity with circular horns adorned with treasure.

Motives & Tactics: Consume, fuel greed, sow dissent

DC 17 · Thresh 15/29 · HP 6 · Stress 5  |  Exp: Manipulation +3

ATK +2 | Hungry Maw (Melee) 3d6+5 mag

Money Talks — Passive: Attacks against the Demon are made with disadvantage unless the attacker spends a handful of gold. This Demon starts with a number of handfuls equal to the number of PCs. When a target marks HP from the Demon’s standard attack, they can spend a handful of gold instead of marking HP (1 handful per HP). Add a handful of gold to the Demon for each handful of gold spent by PCs on this feature.

Numbers Must Go Up — Passive: Add a bonus to the Demon’s attack rolls equal to the number of handfuls of gold they have.

Money Is Time — Action: Spend 3 handfuls of gold (or a Fear) to spotlight 1d4+1 allies.

Demon Of Despair

T3 Skulk

A cloaked demon-creature with long limbs, seeping shadows.

Motives & Tactics: Make fear contagious, stick to the shadows,

DC 17 · Thresh 18/35 · HP 6 · Stress 5  |  Exp: Manipulation +3

ATK +3 | Miasma Bolt (Far) 3d6+1 mag

Depths of Despair — Passive: The Demon deals double damage to PCs with 0 Hope.

Your Struggle Is Pointless — Action: Spend a Fear to weigh down the spirits of all PCs within Far range. All targets aff ected replace their Hope Die with a d8 until they roll a success with Hope or their next rest.

Your Friends Will Fail You — Reaction: When a PC fails with Fear, you can mark a Stress to cause all other PCs within Close range to lose a Hope.

Momentum — Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.

Demon Of Hubris

T3 Leader

A perfectly beautiful and infi nitely cruel demon with a gleaming spear and elegant robes.

Motives & Tactics: Condescend, declare premature victory,

DC 18 · Thresh 18/36 · HP 7 · Stress 5  |  Exp: Manipulation +2

ATK +4 | Perfect Spear (Very Close) 3d10 phy

Terrifying — Passive: When the Demon makes a successful attack, all PCs within Far range must lose a Hope and you gain a Fear.

Double or Nothing — Passive: When a PC within Far range fails a roll, they can choose to reroll their Fear Die and take the new result. If they still fail, they mark 2 Stress and the Demon clears a Stress.

Unparalleled Skill — Action: Mark a Stress to deal the Demon’s standard attack damage to a target within Close range.

The Root of Villainy — Action: Spend a Fear to spotlight two other Demons within Far range.

You Pale in Comparison — Reaction: When a PC fails a roll within Close range of the Demon, they must mark a Stress.

Demon Of Jealousy

T3 Ranged

A fi ckle creature of spindly limbs and insatiable desires.

Motives & Tactics: Join in on others’ success, take what belongs to

DC 17 · Thresh 17/30 · HP 6 · Stress 6  |  Exp: Manipulation +3

ATK +4 | Psychic Assault (Far) 3d8+3 mag

Unprotected Mind — Passive: The Demon’s standard attack deals direct damage.

My Turn — Reaction: When the Demon marks HP from an attack, spend a number of Fear equal to the HP marked by the Demon to cause the attacker to mark the same number of HP.

Rivalry — Reaction: When a creature within Close range takes damage from a diff erent adversary, you can mark a Stress to add a d4 to the damage roll. What’s Yours Is Mine - Reaction: When a PC takes Severe damage within Very Close range of the Demon, you can spend a Fear to cause the target to make a Finesse Reaction Roll. On a failure, the Demon seizes one item or consumable of their choice from the target’s inventory.

Demon Of Wrath

T3 Bruiser

A hulking demon with boulder-sized fi sts, driven by endless rage.

Motives & Tactics: Fuel anger, impress rivals, wreak havoc

DC 17 · Thresh 22/40 · HP 7 · Stress 5  |  Exp: Intimidation +2

ATK +3 | Fists (Very Close) 3d8+1 mag

Anger Unrelenting — Passive: The Demon’s attacks deal direct damage.

Battle Lust — Action: Spend a Fear to boil the blood of all PCs within Far range. They use a d20 as their Fear Die until the end of the scene.

Retaliation — Reaction: When the Demon takes damage from an attack within Close range, you can mark a Stress to make a standard attack against the attacker.

Blood and Souls — Reaction: Countdown (Loop 6). Activate the fi rst time an attack is made within sight of the Demon. It ticks down when a PC takes a violent action. When it triggers, summon 1d4 Minor Demons, who appear at Close range.

Dire Bat

T3 Skulk

A wide-winged pet endlessly loyal to their vampire owner.

Motives & Tactics: Dive-bomb, hide, protect leader

DC 14 · Thresh 16/30 · HP 5 · Stress 3  |  Exp: Bloodthirsty +3

ATK +2 | Claws and Teeth (Melee) 2d6+7 phy

Flying — Passive: While fl ying, the Bat gains a +3 bonus to their Di culty.

Screech — Action: Mark a Stress to send a high-pitch screech out toward all targets in front of the Bat within Far range. Those targets must mark 1d4 Stress.

Guardian — Reaction: When an allied Vampire marks HP, you can mark a Stress to fl y into Melee range of the attacker and make an attack with advantage against them. On a success, deal 2d6+2 physical damage.

Dryad

T3 Leader

A nature spirit in the form of a humanoid tree.

Motives & Tactics: Command, cultivate, drive out, preserve the

DC 16 · Thresh 24/38 · HP 8 · Stress 5  |  Exp: Forest Knowledge +4

ATK +4 | Deadfall Shortbow (Far) 3d10+1 phy

Bramble Patch — Action: Mark a Stress to target a point within Far range. Create a patch of thorns that covers an area within Close range of that point. All targets within that area take 2d6+2 physical damage when they act. A target must succeed on a Finesse Roll or deal more than 20 damage to the Dryad with an attack to leave the area.

Grow Saplings — Action: Spend a Fear to grow three Treant Sapling Minions, who appear at Close range and immediately take the spotlight.

We Are All One — Reaction: When an ally dies within Close range, you can spend a Fear to clear 2 HP and 2 Stress as the fallen ally’s life force is returned to the forest.

Elemental Spark

T3 Minion

A blazing mote of elemental fi re.

Motives & Tactics: Blast, consume, gain mass

DC 15 · Thresh None · HP 1 · Stress 1

ATK +0 | Bursts of Fire (Close) 5 mag

Minion (9) — Passive: The Elemental is defeated when they take any damage. For every 9 damage a PC deals to the Elemental, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Elemental Sparks within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

Greater Earth Elemental

T3 Bruiser

A living landslide of boulders and dust, as large as a house.

Motives & Tactics: Avalanche, knock over, pummel

DC 17 · Thresh 22/40 · HP 10 · Stress 4

ATK +7 | Boulder Fist (Very Close) 3d10+1 phy

Slow — Passive: When you spotlight the Elemental and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Elemental and they have a token on their stat block, clear the token and they can act.

Crushing Blows — Passive: When the Elemental makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Immovable Object — Passive: An attack that would move the Elemental moves them two fewer ranges (for example, Far becomes Very Close). When the Elemental takes physical damage, reduce it by 7.

Rockslide — Action: Mark a Stress to create a rockslide that buries the land in front of Elemental within Close range with rockfall. All targets in this area must make an Agility Reaction Roll (19). Targets who fail take 2d12+5 physical damage and become Vulnerable until their next roll with Hope. Targets who succeed take half damage.

Momentum — Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

Greater Water Elemental

T3 Support

A huge living wave that crashes down upon enemies.

Motives & Tactics: Deluge, disperse, drown

DC 17 · Thresh 17/34 · HP 5 · Stress 5

ATK +3 | Crashing Wave (Very Close) 3d4+1 mag

Water Jet — Action: Mark a Stress to attack a target within Very Close range. On a success, deal 2d4+7 physical damage and the target’s next action has disadvantage. On a failure, the target must mark a Stress.

Drowning Embrace — Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Elemental succeeds against become Restrained and Vulnerable as they begin drowning. A target can break free, ending both conditions, with a successful Strength or Instinct Roll.

High Tide — Reaction: When the Elemental makes a successful standard attack, you can mark a Stress to knock the target back to Close range.

Huge Green Ooze

T3 Skulk

A translucent green mound of acid taller than most humans.

Motives & Tactics: Camoufl age, creep up, envelop, multiply

DC 15 · Thresh 15/30 · HP 7 · Stress 4  |  Exp: Blend In +3

ATK +3 | Ooze Appendage (Melee) 3d8+1 mag

Slow — Passive: When you spotlight the Ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Ooze and they have a token on their stat block, clear the token and they can act.

Acidic Form — Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Envelop — Action: Make an attack against a target within Melee range. On a success, the Ooze Envelops them and the target must mark 2 Stress. While Enveloped, the target must mark an additional Stress every time they make an action roll. When the Ooze takes Severe damage, all Enveloped targets are freed and the condition is cleared.

Split — Reaction: When the Ooze has 4 or more HP marked, you can spend a Fear to split them into two Green Oozes (with no marked HP or Stress). Immediately spotlight both of them.

Hydra

T3 Solo

A quadrupedal scaled beast with multiple long-necked heads, each fi lled with menacing fangs.

Motives & Tactics: Devour, regenerate, terrify

DC 18 · Thresh 19/35 · HP 10 · Stress 5

ATK +3 | Bite (Close) 2d12+2 phy

Many-Headed Menace — Passive: The Hydra begins with three heads and can have up to fi ve. When the Hydra takes Major or greater damage, they lose a head.

Relentless (X) — Passive: The Hydra can be spotlighted X times per GM turn, where X is the Hydra’s number of heads. Spend Fear as usual to spotlight them.

Regeneration — Action: If the Hydra has any marked HP, spend a Fear to clear a HP and grow two heads.

Terrifying Chorus — Action: All PCs within Far range lose 2 Hope.

Magical Weakness — Reaction: When the Hydra takes magic damage, they become Dazed until the next roll with Fear. While Dazed, they can’t use their Regeneration action but are immune to magic damage.

Monarch

T3 Social

The sovereign ruler of a nation, wreathed in the privilege of tradition and wielding unmatched power in their domain.

Motives & Tactics: Control vassals, destroy rivals, forge a legacy

DC 16 · Thresh 16/32 · HP 6 · Stress 5  |  Exp: History +3, Nobility +3

ATK +0 | Warhammer (Melee) 3d6+3 phy

Crownsguard — Action: Once per scene, mark a Stress to summon six Tier 3 Minions, who appear at Close range to enforce the Monarch’s will.

Casus Belli — Reaction: Long-Term Countdown (8). Spend a Fear to activate after the Monarch’s desire for war is fi rst revealed. When it triggers, the Monarch has a reason to rally the nation to war and the support to act on that reason. You gain 1d4 Fear.

Stag Knight

T3 Standard

A knight with huge, majestic antlers wearing armor made of dangerous thorns.

Motives & Tactics: Isolate, maneuver, protect the forest, weed

DC 17 · Thresh 19/36 · HP 7 · Stress 5  |  Exp: Forest Knowledge +3

ATK +3 | Bramble Sword (Melee) 3d8+3 phy

From Above — Passive: When the Knight succeeds on a standard attack from above a target, they deal 3d12+3 physical damage instead of their standard damage.

Blade of the Forest — Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Knight succeeds against take physical damage equal to 3d4 + the target’s Major threshold.

Thorny Armor — Reaction: When the Knight takes damage from an attack within Melee range, you can mark a Stress to deal 1d10+5 physical damage to the attacker.

Oak Treant

T3 Bruiser

A sturdy animate old-growth tree.

Motives & Tactics: Hide in plain sight, preserve the forest, root

DC 17 · Thresh 22/40 · HP 7 · Stress 4  |  Exp: Forest Knowledge +3

ATK +2 | Branch (Very Close) 3d8+2 phy

Just a Tree — Passive: Before they make their fi rst attack in a fi ght or after they become Hidden, the Treant is indistinguishable from other trees until they next act or a PC succeeds on an Instinct Roll to identify them.

Seed Barrage — Action: Mark a Stress and make an attack against up to three targets within Close range, pummeling them with giant acorns. Targets the Treant succeeds against take 2d10+5 physical damage.

Take Root — Action: Mark a Stress to Root the Treant in place. The Treant is Restrained while Rooted, and can end this eff ect instead of moving while they are spotlighted. While Rooted, the Treant has resistance to physical damage.

Treant Sapling

T3 Minion

A small, sentient tree sapling.

Motives & Tactics: Blend in, preserve the forest, pummel,

DC 14 · Thresh None · HP 1 · Stress 1

ATK +0 | Branches (Melee) 8 phy

Minion (6) — Passive: The Sapling is defeated when they take any damage. For every 6 damage a PC deals to the Sapling, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Treant Saplings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 8 physical damage each. Combine this damage.

Head Vampire

T3 Leader

A captivating undead dressed in aristocratic fi nery.

Motives & Tactics: Create thralls, charm, command, fl y, intimidate

DC 17 · Thresh 22/42 · HP 6 · Stress 6  |  Exp: Aristocrat +3

ATK +5 | Rapier (Melee) 2d20+4 phy

Terrifying — Passive: When the Vampire makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Look into My Eyes — Passive: A creature who moves into Melee range of the Vampire must make an Instinct Reaction Roll. On a failure, you gain 1d4 Fear.

Feed on Followers — Action: When the Vampire is within Melee range of an ally, they can cause the ally to mark a HP. The Vampire then clears a HP.

The Hunt Is On — Action: Spend 2 Fear to summon 1d4 Vampires, who appear at Far range and immediately take the spotlight.

Lifesuck — Reaction: When the Vampire is spotlighted, roll a d8. On a result of 6 or higher, all targets within Very Close range must mark a HP.

Vampire

T3 Standard

An intelligent undead with blood-stained lips and a predator’s smile.

Motives & Tactics: Bite, charm, deceive, feed, intimidate

DC 16 · Thresh 18/35 · HP 5 · Stress 4  |  Exp: Nocturnal Hunter +3

ATK +3 | Rapier (Melee) 3d8 phy

Draining Bite — Action: Make an attack against a target within Melee range. On a success, deal 5d4 physical damage. A target who marks HP from this attack loses a Hope and must mark a Stress. The Vampire then clears a HP.

Mistform — Reaction: When the Vampire takes physical damage, you can spend a Fear to take half damage.

Vault Guardian Gaoler

T3 Support

A boxy, dust-covered construct with thick metallic swinging doors on their torso.

Motives & Tactics: Carry away, entrap, protect, pummel

DC 16 · Thresh 19/33 · HP 5 · Stress 3

ATK +2 | Body Bash (Very Close) 3d6+2 phy

Blocking Shield — Passive: Creatures within Melee range of the Gaoler have disadvantage on attack rolls against them. Creatures trapped inside the Gaoler are immune to this feature.

Lock Up — Action: Mark a Stress to make an attack against a target within Very Close range. On a success, the target is Restrained within the Gaoler until freed with a successful Strength Roll (18). While Restrained, the target can only attack the Gaoler.

Vault Guardian Sentinel

T3 Bruiser

A dust-covered golden construct with boxy limbs and a huge mace for a hand.

Motives & Tactics: Destroy at any cost, expunge, protect

DC 17 · Thresh 21/40 · HP 6 · Stress 3

ATK +3 | Charged Mace (Very Close) 2d12+1 phy

Kinetic Slam — Passive: Targets who take damage from the Sentinel’s standard attack are knocked back to Very Close range.

Box In — Action: Mark a Stress to choose a target within Very Close range to focus on. That target has disadvantage on attack rolls when they’re within Very Close range of the Sentinel. The Sentinel can only focus on one target at a time.

Mana Bolt — Action: Spend a Fear to lob explosive magic at a point within Far range. All targets within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 2d8+20 magic damage and are knocked back to Close range. Targets who succeed take half damage and aren’t knocked back.

Momentum — Reaction: When the Sentinel makes a successful attack against a PC, you gain a Fear.

Vault Guardian Turret

T3 Ranged

A massive living turret with reinforced armor and twelve pistondriven mechanical legs.

Motives & Tactics: Concentrate fi re, lock down, mark, protect

DC 16 · Thresh 20/32 · HP 5 · Stress 4

ATK +3 | Magitech Cannon (Far) 3d10+3 mag

Slow Firing — Passive: When you spotlight the Turret and they don’t have a token on their stat block, they can’t make a standard attack. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Turret and they have a token on their stat block, clear the token and they can attack.

Mark Target — Action: Spend a Fear to Mark a target within Far range until the Turret is destroyed or the Marked target becomes Hidden. While the target is Marked, their Evasion is halved.

Concentrate Fire — Reaction: When another adversary deals damage to a target within Far range of the Turret, you can mark a Stress to add the Turret’s standard attack damage to the damage roll.

Detonation — Reaction: When the Turret is destroyed, they explode. All targets within Close range must make an Agility Reaction Roll. Targets who fail take 3d20 physical damage. Targets who succeed take half damage.

Young Ice Dragon

T3 Solo

A glacier-blue dragon with four powerful limbs and frost-tinged wings.

Motives & Tactics: Avalanche, defend lair, fl y, freeze, defend what

DC 18 · Thresh 21/41 · HP 10 · Stress 6  |  Exp: Protect What Is Mine +3

ATK +7 | Bite and Claws (Close) 4d10 phy

Relentless (3) — Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Rend and Crush — Passive: If a target damaged by the Dragon doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

No Hope — Passive: When a PC rolls with Fear while within Far range of the Dragon, they lose a Hope.

Blizzard Breath — Action: Spend 2 Fear to release an icy whorl in front of the Dragon within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 4d6+5 magic damage and are Restrained by ice until they break free with a successful Strength Roll. Targets who succeed must mark 2 Stress or take half damage.

Avalanche — Action: Spend a Fear to have the Dragon unleash a huge downfall of snow and ice, covering all other creatures within Far range. All targets within this area must succeed on an Instinct Reaction Roll or be buried in snow and rocks, becoming Vulnerable until they dig themselves out from the debris. For each PC that fails the reaction roll, you gain a Fear.

Frozen Scales — Reaction: When a creature makes a successful attack against the Dragon from within Very Close range, they must mark a Stress and become Chilled until their next rest or they clear a Stress. While they are Chilled, they have disadvantage on attack rolls.

Momentum — Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear. TIER 4 ADVERSARIES (LEVELS 8-10)

Tier 4 Adversaries (Levels 8–10)

Arch-Necromancer

T4 Leader

A decaying mage adorned in dark, tattered robes.

Motives & Tactics: Corrupt, decay, fl ee to fi ght another day,

DC 21 · Thresh 33/66 · HP 9 · Stress 8  |  Exp: Forbidden Knowledge +3, Wisdom of Centuries +3

ATK +6 | Necrotic Blast (Far) 4d12+8 mag

Dance of Death — Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear.

Beam of Decay — Action: Mark 2 Stress to cause all targets within Far range to make a Strength Reaction Roll. Targets who fail take 2d20+12 magic damage and you gain a Fear. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress and becomes Vulnerable until they roll with Hope.

Open the Gates of Death — Action: Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight.

Not Today, My Dears — Reaction: When the Necromancer has marked 7 or more of their HP, you can spend a Fear to have them teleport away to a safe location to recover. A PC who succeeds on an Instinct Roll can trace the teleportation magic to their destination.

Your Life Is Mine — Reaction: Countdown (Loop 2d6). When the Necromancer has marked 6 or more of their HP, activate the countdown. When it triggers, deal 2d10+6 direct magic damage to a target within Close range. The Necromancer then clears a number of Stress or HP equal to the number of HP marked by the target from this attack.

Fallen Shock Troop

T4 Minion

A cursed soul bound to the Fallen’s will.

Motives & Tactics: Crush, dominate, earn relief, punish

DC 18 · Thresh None · HP 1 · Stress 1

ATK +2 | Cursed Axe (Very Close) 12 phy

Minion (12) — Passive: The Shock Troop is defeated when they take any damage. For every 12 damage a PC deals to the Shock Troop, defeat an additional Minion within range the attack would succeed against.

Aura of Doom — Passive: When a PC marks HP from an attack by the Shock Troop, they lose a Hope.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Fallen Shock Troops within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 12 physical damage each. Combine this damage.

Fallen Sorcerer

T4 Support

A powerful mage bound by the bargains they made in life.

Motives & Tactics: Acquire, dishearten, dominate, torment

DC 19 · Thresh 26/42 · HP 6 · Stress 5  |  Exp: Ancient Knowledge +2

ATK +4 | Corrupted Staff (Far) 4d6+10 mag

Confl agration — Action: Spend a Fear to unleash an all-consuming fi restorm and make an attack against all targets within Close range. Targets the Sorcerer succeeds against take 2d10+6 direct magic damage.

Nightmare Tableau — Action: Mark a Stress to trap a target within Far range in a powerful illusion of their worst fears. While trapped, the target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Instinct Roll.

Slippery — Reaction: When the Sorcerer takes damage from an attack, they can teleport up to Far range.

Shackles of Guilt — Reaction: Countdown (Loop 2d6). When the Sorcerer is in the spotlight for the fi rst time, activate the countdown. When it triggers, all targets within Far range become Vulnerable and must mark a Stress as they relive their greatest regrets. A target can break free from their regret with a successful Presence or Strength Roll. When a PC fails to break free, they lose a Hope. FALLEN WARLORD:

Realm-Breaker

T4 Solo

A Fallen God, wreathed in rage and resentment, bearing millennia of experience in breaking heroes’ spirits.

Motives & Tactics: Corrupt, dominate, punish, break the weak

DC 20 · Thresh 36/66 · HP 8 · Stress 5  |  Exp: Conquest +3, History +2, Intimidation +3

ATK +7 | Barbed Whip (Close) 4d8+7 phy

Relentless (2) — Passive: The Realm-Breaker can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Firespite Plate Armor — Passive: When the Realm-Breaker takes damage, reduce it by 2d10.

Tormenting Lash — Action: Mark a Stress to make a standard attack against all targets within Very Close range. When a target uses armor to reduce damage from this attack, they must mark 2 Armor Slots.

All-Consuming Rage — Reaction: Countdown (Decreasing 8). When the Realm-Breaker is in the spotlight for the fi rst time, activate the countdown. When it triggers, create a torrent of incarnate rage that rends fl esh from bone. All targets within Far range must make a Presence Reaction Roll. Targets who fail take 2d6+10 direct magic damage. Targets who succeed take half damage. For each HP marked from this damage, summon a Fallen Shock Troop within Very Close range of the target who marked that HP. If the countdown ever decreases its maximum value to 0, the Realm-Breaker marks their remaining HP and all targets within Far range must mark all remaining HP and make a death move.

Doombringer — Reaction: When a target marks HP from an attack by the Realm-Breaker, all PCs within Far range of the target must lose a Hope.

I Have Never Known Defeat (Phase Change) — Reaction: When the Realm-Breaker marks their last HP, replace them with the Undefeated Champion and immediately spotlight them. FALLEN WARLORD:

Undefeated Champion

T4 Solo

That which only the most feared have a chance to fear.

Motives & Tactics: Dispatch merciless death, punish the defi ant,

DC 18 · Thresh 35/58 · HP 11 · Stress 5  |  Exp: Conquest +3, History +2, Intimidation +3

ATK +8 | Heart-Shattering Sword (Very Close) 4d12+13 phy

Relentless (3) — Passive: The Undefeated Champion can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Faltering Armor — Passive: When the Undefeated Champion takes damage, reduce it by 1d10.

Shattering Strike — Action: Mark a Stress to make a standard attack against all targets within Very Close range. PCs the Champion succeeds against lose a number of Hope equal to the HP they marked from this attack.

Endless Legions — Action: Spend a Fear to summon a number of Fallen Shock Troops equal to twice the number of PCs. The Shock Troops appear at Far range.

Circle of Defi lement — Reaction: Countdown (1d8). When the Undefeated Champion is in the spotlight for the fi rst time, activate the countdown. When it triggers, activate a magical circle covering an area within Far range of the Champion. A target within that area is Vulnerable until they leave the circle. The circle can be removed by dealing Severe damage to the Undefeated Champion.

Momentum — Reaction: When the Undefeated Champion makes a successful attack against a PC, you gain a Fear.

Doombringer — Reaction: When a target marks HP from an attack by the Undefeated Champion, all PCs within Far range of the target lose a Hope.

Hallowed Archer

T4 Ranged

Spirit soldiers with sanctifi ed bows.

Motives & Tactics: Focus fi re, obey, reposition, volley

DC 19 · Thresh 25/45 · HP 3 · Stress 2

ATK +4 | Sanctifi ed Longbow (Far) 4d8+8 phy

Punish the Guilty — Passive: The Archer deals double damage to targets marked Guilty by a High Seraph.

Divine Volley — Action: Mark a Stress to make a standard attack against up to three targets.

Hallowed Soldier

T4 Minion

Souls of the faithful, lifted up with divine weaponry.

Motives & Tactics: Obey, outmaneuver, punish, swarm

DC 18 · Thresh None · HP 1 · Stress 2

ATK +2 | Sword and Shield (Melee) 10 phy

Minion (13) — Passive: The Soldier is defeated when they take any damage. For every 13 damage a PC deals to the Soldier, defeat an additional Minion within range the attack would succeed against.

Divine Flight — Passive: While the Soldier is fl ying, spend a Fear to move up to Far range instead of Close range before taking an action.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Hallowed Soldiers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 10 physical damage each. Combine this damage.

High Seraph

T4 Leader

A divine champion, head of a hallowed host of warriors who enforce their god’s will.

Motives & Tactics: Enforce dogma, fl y, pronounce judgment, smite

DC 20 · Thresh 37/70 · HP 7 · Stress 5  |  Exp: Divine Knowledge +3

ATK +8 | Holy Sword (Very Close) 4d10+10 phy

Relentless (3) — Passive: The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Divine Flight — Passive: While the Seraph is fl ying, spend a Fear to move up to Far range instead of Close range before taking an action.

Judgment — Action: Spend a Fear to make a target Guilty in the eyes of the Seraph’s god until the Seraph is defeated. While Guilty, the target doesn’t gain Hope on a result with Hope. When the Seraph succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage. The Seraph can only mark one target at a time.

God Rays — Action: Mark a Stress to refl ect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.

We Are One — Action: Once per scene, spend a Fear to spotlight all other adversaries within Far range. Attacks they make while spotlighted in this way deal half damage.

Kraken

T4 Solo

A legendary beast of the sea, bigger than the largest galleon, with sucker-laden tentacles and a terrifying maw.

Motives & Tactics: Consume, crush, drown, grapple

DC 20 · Thresh 35/70 · HP 11 · Stress 8  |  Exp: Swimming +3

ATK +7 | Tentacles (Close) 4d12+10 phy

Relentless (3) — Passive: The Kraken can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Many Tentacles — Passive: While the Kraken has 7 or fewer marked HP, they can make their standard attack against two targets within range.

Grapple and Drown — Action: Make an attack roll against a target within Close range. On a success, mark a Stress to grab them with a tentacle and drag them beneath the water. The target is Restrained and Vulnerable until they break free with a successful Strength Roll or the Kraken takes Major or greater damage. While Restrained and Vulnerable in this way, a target must mark a Stress when they make an action roll.

Boiling Blast — Action: Spend a Fear to spew a line of boiling water at any number of targets in a line up to Far range. All targets must succeed on an Agility Reaction Roll or take 4d6+9 physical damage. If a target marks an Armor Slot to reduce the damage, they must also mark a Stress.

Momentum — Reaction: When the Kraken makes a successful attack against a PC, you gain a Fear.

Oracle Of Doom

T4 Solo

A towering immortal and incarnation of fate, cursed to only see bad outcomes.

Motives & Tactics: Change environment, condemn, dishearten,

DC 20 · Thresh 38/68 · HP 11 · Stress 10  |  Exp: Boundless Knowledge +4

ATK +8 | Psychic Attack (Far) 4d8+9 mag

Terrifying — Passive: When the Oracle makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Walls Closing In — Passive: When a creature rolls a failure while within Very Far range of the Oracle, they must mark a Stress.

Pronounce Fate — Action: Spend a Fear to present a target within Far range with a vision of their personal nightmare. The target must make a Knowledge Reaction Roll. On a failure, they lose all Hope and take 2d20+4 direct magic damage. On a success, they take half damage and lose a Hope.

Summon Tormentors — Action: Once per day, spend 2 Fear to summon 2d4 Tier 2 or below Minions relevant to one of the PC’s personal nightmares. They appear at Close range relative to that PC.

Ominous Knowledge — Reaction: When the Oracle sees a mortal creature, they instantly know one of their personal nightmares.

Vengeful Fate — Reaction: When the Oracle marks HP from an attack within Very Close range, you can mark a Stress to knock the attacker back to Far range and deal 2d10+4 physical damage.

Outer Realms Abomination

T4 Bruiser

A chaotic mockery of life, constantly in fl ux.

Motives & Tactics: Demolish, devour, undermine

DC 19 · Thresh 35/71 · HP 7 · Stress 5

Chaotic Form — Passive: When the Abomination attacks, roll 2d4 and use the result as their attack modifi er.

Disorienting Presence — Passive: When a target takes damage from the Abomination, they must make an Instinct Reaction Roll. On a failure, they gain disadvantage on their next action roll and you gain a Fear.

Reality Quake — Action: Spend a Fear to rattle the edges of reality within Far range of the Abomination. All targets within that area must succeed on a Knowledge Reaction Roll or become Unstuck from reality until the end of the scene. When an Unstuck target spends Hope or marks Armor Slots, HP, or Stress, they must double the amount spent or marked.

Unreal Form — Reaction: When the Abomination takes damage, reduce it by 1d20. If the Abomination marks 1 or fewer Hit Points from a successful attack against them, you gain a Fear.

Outer Realms Corrupter

T4 Support

A shifting, formless mass seemingly made of chromatic light.

Motives & Tactics: Confuse, distract, overwhelm

DC 19 · Thresh 27/47 · HP 4 · Stress 3

ATK +7 | Corroding Pseudopod (Very Close) 4d8+5 mag

Will-Shattering Touch — Passive: When a PC takes damage from the Corrupter, they lose a Hope.

Disgorge Reality Flotsam — Action: Mark a Stress to spew partially digested portions of consumed realities at all targets within Close range. Targets must succeed on a Knowledge Reaction Roll or mark 2 Stress.

Outer Realms Thrall

T4 Minion

A vaguely humanoid form stripped of memory and identity.

Motives & Tactics: Destroy, disgust, disorient, intimidate

DC 17 · Thresh None · HP 1 · Stress 1

ATK +3 | Claws and Teeth (Very Close) 11 phy

Minion (13) — Passive: The Thrall is defeated when they take any damage. For every 13 damage a PC deals to the Thrall, defeat an additional Minion within range the attack would succeed against.

Group Attack — Action: Spend a Fear to choose a target and spotlight all Outer Realm Thralls within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 11 physical damage each. Combine this damage. VOLCANIC DRAGON:

Obsidian Predator

T4 Solo

A massive winged creature with obsidian scales and impossibly sharp claws.

Motives & Tactics: Defend lair, dive-bomb, fl y, hunt, intimidate

DC 19 · Thresh 33/65 · HP 6 · Stress 5  |  Exp: Hunt from Above +5

ATK +8 | Obsidian Claws (Close) 4d10+4 phy

Relentless (2) — Passive: The Obsidian Predator can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Flying — Passive: While fl ying, the Obsidian Predator gains a +3 bonus to their Di culty.

Obsidian Scales — Passive: The Obsidian Predator is resistant to physical damage.

Avalanche Tail — Action: Mark a Stress to make an attack against all targets within Close range. Targets the Obsidian Predator succeeds against take 4d6+4 physical damage and are knocked back to Far range and Vulnerable until their next roll with Hope.

Dive-Bomb — Action: If the Obsidian Predator is fl ying, mark a Stress to choose a point within Far range. Move to that point and make an attack against all targets within Very Close range. Targets the Obsidian Predator succeeds against take 2d10+6 physical damage and must mark a Stress and lose a Hope.

Erupting Rage (Phase Change) — Reaction: When the Obsidian Predator marks their last HP, replace them with the Molten Scourge and immediately spotlight them. VOLCANIC DRAGON:

Molten Scourge

T4 Solo

Enraged by their wounds, the dragon bursts into molten lava.

Motives & Tactics: Douse with lava, incinerate, repel Invaders,

DC 20 · Thresh 30/58 · HP 7 · Stress 5  |  Exp: Hunt from Above +5

ATK +9 | Lava-Coated Claws (Close) 4d12+4 phy

Relentless (3) — Passive: The Molten Scourge can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Cracked Scales — Passive: When the Molten Scourge takes damage, roll a number of d6s equal to HP marked. For each result of 4 or higher, you gain a Fear.

Shattering Might — Action: Mark a Stress to make an attack against a target within Very Close range. On a success, the target takes 4d8+1 physical damage, loses a Hope, and is knocked back to Close range. The Molten Scourge clears a Stress.

Eruption — Action: Spend a Fear to erupt lava from beneath the Molten Scourge’s scales, fi lling the area within Very Close range with molten lava. All targets in that area must succeed on an Agility Reaction Roll or take 4d6+6 physical damage and be knocked back to Close range. This area remains lava. When a creature other than the Molten Scourge enters that area or acts while inside of it, they must mark 6 HP.

Volcanic Breath — Reaction: When the Molten Scourge takes Major damage, roll a d10. On a result of 8 or higher, the Molten Scourge breathes a fl ow of lava in front of them within Far range. All targets in that area must make an Agility Reaction Roll. Targets who fail take 2d10+4 physical damage, mark 1d4 Stress, and are Vulnerable until they clear a Stress. Targets who succeed take half damage and must mark a Stress.

Lava Splash — Reaction: When the Molten Scourge takes Severe damage from an attack within Very Close range, molten blood gushes from the wound and deals 2d10+4 direct physical damage to the attacker.

Ashen Vengeance (Phase Change) — Reaction: When the Molten Scourge marks their last HP, replace them with the Ashen Tyrant and immediately spotlight them. VOLCANIC DRAGON:

Ashen Tyrant

T4 Solo

No enemy has ever had the insolence to wound the dragon so. As the lava settles, it’s ground to ash like the dragon’s past foes.

Motives & Tactics: Choke, fl y, intimidate, kill or be killed

DC 18 · Thresh 29/55 · HP 8 · Stress 5  |  Exp: Hunt from Above +5

ATK +10 | Claws and Teeth (Close) 4d12+15 phy

Relentless (4) — Passive: The Ashen Tyrant can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.

Cornered — Passive: Mark a Stress instead of spending a Fear to spotlight the Ashen Tyrant.

Injured Wings — Passive: While fl ying, the Ashen Tyrant gains a +1 bonus to their Di culty.

Ashes to Ashes — Passive: When a PC rolls a failure while within Close range of the Ashen Tyrant, they lose a Hope and you gain a Fear. If the PC can’t lose a Hope, they must mark a HP.

Desperate Rampage — Action: Mark a Stress to make an attack against all targets within Close range. Targets the Ashen Tyrant succeeds against take 2d20+2 physical damage, are knocked back to Close range of where they were, and must mark a Stress.

Ashen Cloud — Action: Spend a Fear to smash the ground and kick up ash within Far range. While within the ash cloud, a target has disadvantage on action rolls. The ash cloud clears the next time an adversary is spotlighted.

Apocalyptic Thrashing — Action: Countdown (1d12). Spend a Fear to activate. It ticks down when a PC rolls with Fear. When it triggers, the Ashen Tyrant thrashes about, causing environmental damage (such as an earthquake, avalanche, or collapsing walls). All targets within Far range must make a Strength Reaction Roll. Targets who fail take 2d10+10 physical damage and are Restrained by the rubble until they break free with a successful Strength Roll. Targets who succeed take half damage. If the Ashen Tyrant is defeated while this countdown is active, trigger the countdown immediately as the destruction caused by their death throes.

Perfected Zombie

T4 Bruiser

A towering, muscular zombie with magically infused strength and skill.

Motives & Tactics: Consume, hound, maim, terrify

DC 20 · Thresh 40/70 · HP 9 · Stress 4

ATK +4 | Greataxe (Very Close) 4d12+15 phy

Terrifying — Passive: When the Zombie makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Fearsome Presence — Passive: PCs can’t spend Hope to use features against the Zombie.

Perfect Strike — Action: Mark a Stress to make a standard attack against all targets within Very Close range. Targets the Zombie succeeds against are Vulnerable until their next rest.

Skilled Opportunist — Reaction: When another adversary deals damage to a target within Very Close range of the Zombie, you can spend a Fear to add the Zombie’s standard attack damage to the damage roll.

Zombie Legion

T4 Horde (

Motives & Tactics: Consume brain, shred fl esh, surround

DC 17 · Thresh 25/45 · HP 8 · Stress 5

ATK +2 | Undead Hands (Close) 4d6+10 phy

Horde (2d6+5) — Passive: When the Legion has marked half or more of their HP, their standard attack deals 2d6+5 physical damage instead.

Unyielding — Passive: The Legion has resistance to physical damage.

Relentless (2) — Passive: The Legion can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Overwhelm — Reaction: When the Legion takes Minor damage from an attack within Melee range, you can mark a Stress to make a standard attack with advantage against the attacker.

Environments

Environments are a scene's setting — physical space, ambient threats, the NPCs who populate it. Each lists Tier · Type (Exploration, Social, Traversal, Event), Difficulty, potential adversaries, and features. Adapt freely; environments are scaffolding, not constraints.

Tier 1 Environments (Level 1)

Abandoned Grove

T1 Exploration · DC 11

A former druidic grove lying fallow and fully reclaimed by nature.

Impulses: Draw in the curious, echo the past

Potential Adversaries: Beasts (Bear, Dire Wolf, Glass Snake), Grove Guardians (Minor Treant, Sylvan Soldier, Young Dryad)

Overgrown Battlefi eld — Passive: There has been a battle here. A PC can make an Instinct Roll to identify evidence of that fi ght. On a success with Hope, learn all three pieces of information below. On a success with Fear, learn two. On a failure, a PC can mark a Stress to learn one and gain advantage on the next action roll to investigate this environment. A PC with an appropriate background or Experience can learn an additional detail and ask a follow-up question about the scene and get a truthful (if not always complete) answer. • Traces of a battle (broken weapons and branches, gouges in the ground) litter the ground. • A moss-covered tree trunk is actually the corpse of a treant. • Still-standing trees are twisted in strange ways, as if by powerful magic. Why did these groups come to blows? Why is the grove unused now?

Barbed Vines — Action: Pick a point within the grove. All targets within Very Close range of that point must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and become Restrained by barbed vines. Restrained lasts until they’re freed with a successful Finesse or Strength roll or by dealing at least 6 damage to the vines. How many vines are there? Where do they grab you? Do they pull you down or lift you off the ground?

You Are Not Welcome Here — Action: A Young Dryad, two Sylvan Soldiers, and a number of Minor Treants equal to the number of PCs appear to confront the party for their intrusion. What are the grove guardians concealing? What threat to the forest could the PCs confront to appease the Dryad?

Defi ler — Action: Spend a Fear to summon a Minor Chaos Elemental drawn to the echoes of violence and discord. They appear within Far range of a chosen PC and immediately take the spotlight. What color does the grass turn as the elemental appears? How does the chaos warp insects and small wildlife within the grove?

Ambushed

T1 Event · DC

An ambush is set to catch an unsuspecting party off -guard.

Impulses: Overwhelm, scatter, surround

Potential Adversaries: Any

Relative Strength — Passive: The Di culty of this environment equals that of the adversary with the highest Di culty. Who cues the ambush? What makes it clear they’re in charge? Surprise! - Action: The ambushers reveal themselves to the party, you gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries. What do the ambushers want from the party? How do their tactics in the ambush refl ect that?

Ambushers

T1 Event · DC

An ambush is set by the PCs to catch unsuspecting adversaries off -guard.

Impulses: Escape, group up, protect the most vulnerable

Potential Adversaries: Any

Relative Strength — Passive: The Di culty of this environment equals that of the adversary with the highest Di culty. Which adversary is the least prepared? Which one is the most? Where Did They Come From? - Reaction: When a PC starts the ambush on unsuspecting adversaries, you lose 2 Fear and the fi rst attack roll a PC makes has advantage. What are the adversaries in the middle of doing when the ambush starts? How does this impact their approach to the fi ght?

Bustling Marketplace

T1 Social · DC 10

The economic heart of the settlement, with local artisans, traveling merchants, and patrons across social classes.

Impulses: Buy low, and sell high, tempt and tantalize with wares from near and far

Potential Adversaries: Guards (Bladed Guard, Head Guard), Masked Thief, Merchant

Tip the Scales — Passive: PCs can gain advantage on a Presence Roll by off ering a handful of gold as part of the interaction. Will any coin be accepted, or only local currency? How overt are the PCs in off ering this bribe?

Unexpected Find — Action: Reveal to the PCs that one of the merchants has something they want or need, such as food from their home, a rare book, magical components, a dubious treasure map, or a magical key. What cost beyond gold will the merchant ask for in exchange for this rarity?

Sticky Fingers — Action: A thief tries to steal something from a PC. The PC must succeed on an Instinct Roll to notice the thief or lose an item of the GM’s choice as the thief escapes to a Close distance. To retrieve the stolen item, the PCs must complete a Progress Countdown (6) to chase down the thief before the thief completes a Consequence Countdown (4) and escapes to their hideout. What drove this person to pickpocketing? Where is the thief’s hideout and how has it avoided notice?

Crowd Closes In — Reaction: When one of the PCs splits from the group, the crowds shift and cut them off from the party. Where does the crowd’s movement carry them? How do they feel about being alone but surrounded?

Cliffside Ascent

T1 Traversal · DC 12

A steep, rocky cliff side tall enough to make traversal dangerous.

Impulses: Cast the unready down to a rocky doom, draw people in with promise of what lies at the top

Potential Adversaries: Construct, Deeproot Defender, Giant Scorpion, Glass Snake

The Climb — Passive: Climbing up the cliff side uses a Progress Countdown (12). It ticks down according to the following criteria when the PCs make an action roll to climb: • Critical Success: Tick down 3 • Success with Hope: Tick down 2 • Success with Fear: Tick down 1 • Failure with Hope: No advancement • Failure with Fear: Tick up 1 When the countdown triggers, the party has made it to the top of the cliff . What strange formations are the stones arranged in? What ominous warnings did previous adventurers leave?

Pitons Left Behind — Passive: Previous climbers left behind large metal rods that climbers can use to aid their ascent. If a PC using the pitons fails an action roll to climb, they can mark a Stress instead of ticking the countdown up. What do the shape and material of these pitons tell you about the previous climbers? How far apart are they from one another?

Fall — Action: Spend a Fear to have a PC’s handhold fail, plummeting them toward the ground. If they aren’t saved on the next action, they hit the ground and tick up the countdown by 2. The PC takes 1d12 physical damage if the countdown is between 8 and 12, 2d12 between 4 and 7, and 3d12 at 3 or lower. How can you tell many others have fallen here before? What lives in these walls that might try to scare adventurers into falling for an easy meal?

Local Tavern

T1 Social · DC 10

A lively tavern that serves as the social hub for its town.

Impulses: Provide opportunities for adventurers, nurture community

Potential Adversaries: Guards (Bladed Guard, Head Guard), Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Merchant

Sing For Your Supper — Passive: A PC can perform one time for the guests by making a Presence Roll. On a success, they earn 1d4 handfuls of gold (2d4 if they critically succeed). On a failure, they mark a Stress. What piece do you perform? What does that piece mean to you? When’s the last time you performed it for a crowd?

Mysterious Stranger — Action: Reveal a stranger concealing their identity, lurking in a shaded booth. What do they want? What’s their impression of the PCs? What mannerisms or accessories do they have?

Someone Comes to Town — Action: Introduce a signifi cant NPC who wants to hire the party for something or who relates to a PC’s background. Did they know the PCs were here? What do they want in this town? Bar Fight! - Action: Spend a Fear to have a bar fi ght erupt in the tavern. When a PC tries to move through the tavern while the fi ght persists, they must succeed on an Agility or Presence Roll or take 1d6+2 physical damage from a wild swing or thrown object. A PC can try to activate this feature by succeeding on an action roll that would provoke tavern patrons. Who started the fi ght? What will it take to stop it?

Outpost Town

T1 Social · DC 12

A small town on the outskirts of a nation or region, close to a dungeon, tombs, or other adventuring destinations.

Impulses: Drive the desperate to certain doom, profi t off of ragged hope

Potential Adversaries: Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper), Masked Thief, Merchant

Rumors Abound — Passive: Gossip is the fastest-traveling currency in the realm. A PC can inquire about major events by making a Presence Roll. What they learn depends on the outcome of their roll, based on the following criteria: • Critical Success: Learn about two major events. The PC can ask one follow-up question about one of the rumors and get a truthful (if not always complete) answer. • Success with Hope: Learn about two events, at least one of which is relevant to the character’s background. • Success with Fear: Learn an alarming rumor related to the character’s background. • Any Failure: The locals respond poorly to their inquiries. The PC must mark a Stress to learn one relevant rumor. What news do the PCs have that they could pass along to curious travelers? What do the locals think about these events?

Society of the Broken Compass — Passive: An adventuring society maintains a chapterhouse here, where heroes trade boasts and rumors, drink to their imagined successes, and scheme to undermine their rivals. What boasts do the adventurers here make, and which do you think are true?

Rival Party — Passive: Another adventuring party is here, seeking the same treasure or leads as the PCs. Which PC has a connection to one of the rival party members? Do they approach the PC fi rst or do they wait for the PC to move? It’d Be a Shame If Something Happened to Your Store - Action: The PCs witness as agents of a local crime boss shake down a general goods store. What trouble does it cause if the PCs intervene?

Wrong Place, Wrong Time — Reaction: At night, or when the party is alone in a back alley, you can spend a Fear to introduce a group of thieves who try to rob them. The thieves appear at Close range of a chosen PC and include a Jagged Knife Kneebreaker, as many Lackeys as there are PCs, and a Lieutenant. For a larger party, add a Hexer or Sniper. What details show the party that these people are desperate former adventurers?

Raging River

T1 Traversal · DC 10

A swift-moving river without a bridge crossing, deep enough to sweep away most people.

Impulses: Bar crossing, carry away the unready, divide the land

Potential Adversaries: Beasts (Bear, Glass Snake), Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper)

Dangerous Crossing — Passive: Crossing the river requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the “Undertow” action without requiring a Fear to be spent on the feature. Have any of the PCs forded rivers like this before? Are any of them afraid of drowning?

Undertow — Action: Spend a Fear to catch a PC in the undertow. They must make an Agility Reaction Roll. On a failure, they take 1d6+1 physical damage and are moved a Close distance down the river, becoming Vulnerable until they get out of the river. On a success, they must mark a Stress. What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers?

Patient Hunter — Action: Spend a Fear to summon a Glass Snake within Close range of a chosen PC. The Snake appears in or near the river and immediately takes the spotlight to use their “Spinning Serpent” action. What treasures does the beast have in their burrow? What travelers have already fallen victim to this predator? TIER 2 ENVIRONMENTS (LEVELS 2-4)

Tier 2 Environments (Levels 2–4)

Cult Ritual

T2 Event · DC 14

A Fallen cult assembles around a sigil of the defeated gods and a bonfi re that burns a sickly shade of green.

Impulses: Profane the land, unite the Mortal Realm with the Circles Below

Potential Adversaries: Cult of the Fallen (Cult Adept, Cult Fang, Cult Initiate, Secret-Keeper)

Desecrated Ground — Passive: Cultists dedicated this place to the Fallen Gods, and their foul infl uence seeps into it. Reduce the PCs’ Hope Die to a d10 while in this environment. The desecration can be removed with a Progress Countdown (6). How do the PCs fi rst notice that something is wrong about this place? What fears resurface while hope is kept at bay?

Blasphemous Might — Action: A portion of the ritual’s power is diverted into a cult member to fi ght off interlopers. Choose one adversary to become Imbued with terrible magic until the scene ends or they’re defeated. An Imbued adversary immediately takes the spotlight and gains one of the following benefi ts, or all three if you spend a Fear: • They gain advantage on all attacks. • They deal an extra 1d10 damage on a successful attack. • They gain the following feature: Relentless (2) - Passive. This adversary can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. How does the enemy change in appearance? What fears do their blows bring to the surface?

The Summoning — Reaction: Countdown (6). When the PCs enter the scene or the cult begins the ritual to summon a demon, activate the countdown. Designate one adversary to lead the ritual. The countdown ticks down when a PC rolls with Fear. When it triggers, summon a Minor Demon within Very Close range of the ritual’s leader. If the leader is defeated, the countdown ends with no eff ect as the ritual fails. What will the cult do with this leashed demon if they succeed? What will they try to summon next?

Complete the Ritual — Reaction: If the ritual’s leader is targeted by an attack or spell, an ally within Very Close range of them can mark a Stress to be targeted by that attack or spell instead. What does it feel like to see such devotion turned to the pursuit of fear and domination?

Hallowed Temple

T2 Social · DC 13

A bustling but well-kept temple that provides healing and hosts regular services, overseen by a priest or seraph.

Impulses: Connect the Mortal Realm with the Hallows Above, display the power of the divine, provide aid and succor to the faithful

Potential Adversaries: Guards (Archer Guard, Bladed Guard, Head Guard)

A Place of Healing — Passive: A PC who takes a rest in the Hallowed Temple automatically clears all HP. What does the incense smell like? What kinds of songs do the acolytes sing?

Divine Guidance — Passive: A PC who prays to a deity while in the Hallowed Temple can make an Instinct Roll to receive answers. If the god they beseech isn’t welcome in this temple, the roll is made with disadvantage. • Critical Success: The PC gains clear information. Additionally, they gain 1d4 Hope, which can be distributed between the party if they share the vision and guidance they received. • Success with Hope: The PC receives clear information. • Success with Fear: The PC receives brief fl ashes of insight and an emotional impression conveying an answer. • Any Failure: The PC receives only vague fl ashes. They can mark a Stress to receive one clear image without context. What does it feel like as you are touched by this vision? What feeling lingers after the images have passed?

Relentless Hope — Reaction: Once per scene, each PC can mark a Stress to turn a result with Fear into a result with Hope. What emotions or memories do you connect with when fear presses in?

Divine Censure — Reaction: When the PCs have trespassed, blasphemed, or off ended the clergy, you can spend a Fear to summon a High Seraph and 1d4 Bladed Guards within Close range of the senior priest to reinforce their will. What symbols or icons do they bear that signal they are anointed agents of the divinity? Who leads the group and what led them to this calling?

Haunted City

T2 Exploration · DC 14

An abandoned city populated by the restless spirits of eras past.

Impulses: Misdirect and disorient, replay apocalypses both public and personal

Potential Adversaries: Ghosts (Spectral Archer, Spectral Captain, Spectral Guardian), ghostly versions of other adversaries (see “Ghostly Form”)

Buried Knowledge — Passive: The city has countless mysteries to unfold. A PC who seeks knowledge about the fallen city can make an Instinct or Knowledge Roll to learn about this place and discover (potentially haunted) loot. • Critical Success: Gain valuable information and a related useful item. • Success with Hope: Gain valuable information. • Success with Fear: Uncover vague or incomplete information. • Any Failure: Mark a Stress to fi nd a lead after an exhaustive search. What greater secrets does the city contain? Why have so many ghosts lingered here? What doomed adventurers have met a bad fate here already?

Ghostly Form — Passive: Adversaries who appear here are of a ghostly form. They have resistance to physical damage and can mark a Stress to move up to Close range through solid objects. What injuries to their physical form speak to their cause of death? What unfulfi lled purpose holds them in the Mortal Plane?

Dead Ends — Action: The ghosts of an earlier era manifest scenes from their bygone era, such as a street festival, a revolution, or a heist. These hauntings change the layout of the city around the PCs, blocking the way behind them, forcing a detour, or presenting them with a challenge, such as mistaking them for rival thieves during the heist. What do the ghosts want from you? What do you need from them?

Apocalypse Then — Action: Spend a Fear to manifest the echo of a past disaster that ravaged the city. Activate a Progress Countdown (5) as the disaster replays around the PCs. To complete the countdown and escape the catastrophe, the PCs must overcome threats such as rampaging fi res, stampeding civilians, collapsing buildings, or crumbling streets, while recalling history and fi nding clues to escape the inevitable. Is this the disaster that led the city to be abandoned? What is known about this disaster, and how could that help the PCs escape?

Mountain Pass

T2 Traversal · DC 15

Stony peaks that pierce the clouds, with a twisting path winding its way up and over through many switchbacks.

Impulses: Exact a chilling toll in supplies and stamina, reveal magical tampering, slow down travel

Potential Adversaries: Beasts (Bear, Giant Eagle, Glass Snake), Chaos Skull, Minotaur Wrecker, Mortal Hunter

Engraved Sigils — Passive: Large markings and engravings have been made in the mountainside. A PC with a relevant background or Experience identifi es them as weather magic increasing the power of the icy winds. A PC who succeeds on a Knowledge Roll can recall information about the sigils, potential information about their creators, and the knowledge of how to dispel them. If a PC critically succeeds, they recognize that the sigils are of a style created by ridgeborne enchanters and they gain advantage on a roll to dispel the sigils. Who laid this enchantment? Are they nearby? Why did they want the weather to be more daunting?

Avalanche — Action: Spend a Fear to carve the mountain with an icy torrent, causing an avalanche. All PCs in its path must succeed on an Agility or Strength Reaction Roll or be bowled over and carried down the mountain. A PC using rope, pitons, or other climbing gear gains advantage on this roll. Targets who fail are knocked down the mountain to Far range, take 2d20 physical damage, and must mark a Stress. Targets who succeed must mark a Stress. How do the PCs try to weather the avalanche? What approach do the characters take to fi nd one another when their companions go hurtling down the mountainside?

Raptor Nest — Reaction: When the PCs enter the raptors’ hunting grounds, two Giant Eagles appear at Very Far range of a chosen PC, identifying the PCs as likely prey. How long has it been since the eagles last found prey? Do they have eggs in their nest, or unfl edged young?

Icy Winds — Reaction: Countdown (Loop 4). When the PCs enter the mountain pass, activate the countdown. When it triggers, all characters traveling through the pass must succeed on a Strength Reaction Roll or mark a Stress. A PC wearing clothes appropriate for extreme cold gains advantage on these rolls. What parts of the PC’s bodies go numb fi rst? How do they try to keep warm as they press forward? TIER 3 ENVIRONMENTS (LEVELS 5-7)

Tier 3 Environments (Levels 5–7)

Burning Heart Of The Woods

T3 Exploration · DC 16

Thick indigo ash fi lls the air around a towering moss-covered tree that burns eternally with fl ames a sickly shade of blue.

Impulses: Beat out an uncanny rhythm for all to follow, corrupt the woods

Potential Adversaries: Beasts (Bear, Glass Snake), Elementals (Elemental Spark), Verdant Defenders (Dryad, Oak Treant, Stag Knight)

Chaos Magic Locus — Passive: When a PC makes a Spellcast Roll, they must roll two Fear Dice and take the higher result. What does it feel like to work magic in this chaos-touched place? What do you fear will happen if you lose control of the spell?

The Indigo Flame — Passive: PCs who approach the central tree can make a Knowledge Roll to try to identify the magic that consumed this environment. • On a success: They learn three of the below details. On a success with Fear, they learn two. • On a failure: They can mark a Stress to learn one and gain advantage on the next action roll to investigate this environment. • Details: This is a result of Fallen magic. The corruption is spread through the ashen moss. It can be cleansed only by a ritual of nature magic with a Progress Countdown (8). What Fallen cult corrupted these woods? What have they already done with the cursed wood and sap from this tree?

Grasping Vines — Action: Animate vines bristling with thorns whip out from the underbrush to ensnare the PCs. A target must succeed on an Agility Reaction Roll or become Restrained and Vulnerable until they break free, clearing both conditions, with a successful Finesse or Strength Roll or by dealing 10 damage to the vines. When the target makes a roll to escape, they take 1d8+4 physical damage and lose a Hope. What painful memories do the vines bring to the surface as they pierce fl esh?

Charcoal Constructs — Action: Warped animals wreathed in indigo fl ame trample through a point of your choice. All targets within Close range of that point must make an Agility Reaction Roll. Targets who fail take 3d12+3 physical damage. Targets who succeed take half damage instead. Are these real animals consumed by the fl ame or merely constructs of the corrupting magic?

Choking Ash — Reaction: Countdown (Loop 6). When the PCs enter the Burning Heart of the Woods, activate the countdown. When it triggers, all characters must make a Strength or Instinct Reaction Roll. Targets who fail take 4d6+5 direct physical damage. Targets who succeed take half damage. Protective masks or clothes give advantage on the reaction roll. What hallucinations does the ash induce? What incongruous taste does it possess?

Castle Siege

T3 Event · DC 17

An active siege with an attacking force fi ghting to gain entry to a fortifi ed castle.

Impulses: Bleed out the will to fi ght, breach the walls, build tension

Potential Adversaries: Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)

Secret Entrance — Passive: A PC can fi nd or recall a secret way into the castle with a successful Instinct or Knowledge Roll. How do they get in without revealing the pathway to the attackers? Are any of the defenders monitoring this path?

Siege Weapons (Environment Change) — Action: Consequence Countdown (6). The attacking force deploys siege weapons to try to raze the defenders’ fortifi cations. Activate the countdown when the siege begins (for a protracted siege, make this a long-term countdown instead). When it triggers, the defenders’ fortifi cations have been breached and the attackers fl ood inside. You gain 2 Fear, then shift to the Pitched Battle environment and spotlight it. What siege weapons are being deployed? Are they magical, mundane, or a mixture of both? What defenses must the characters overcome to storm the castle? Reinforcements! - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight. Who are they targeting fi rst? What formation do they take?

Collateral Damage — Reaction: When an adversary is defeated, you can spend a Fear to have a stray attack from a siege weapon hit a point on the battlefi eld. All targets within Very Close range of that point must make an Agility Reaction Roll. • Targets who fail take 3d8+3 physical or magic damage and must mark a Stress. • Targets who succeed must mark a Stress. What debris is scattered by the attack? What is broken by the strike that can’t be easily mended?

Pitched Battle

T3 Event · DC 17

A massive combat between two large groups of armed combatants.

Impulses: Seize people, land, and wealth, spill blood for greed and glory

Potential Adversaries: Mercenaries (Sellsword, Harrier, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)

Adrift on a Sea of Steel — Passive: Traversing a battlefi eld during an active combat is extremely dangerous. A PC must succeed on an Agility Roll to move at all, and can only go up to Close range on a success. If an adversary is within Melee range of them, they must mark a Stress to make an Agility Roll to move. Do the combatants mistake you for the enemy or consider you interlopers? Can you tell the diff erence between friend and foe in the fray?

Raze and Pillage — Action: The attacking force raises the stakes by lighting a fi re, stealing a valuable asset, kidnapping an important person, or killing the populace. What is valuable here? Who is most vulnerable?

War Magic — Action: Spend a Fear as a mage from one side uses large-scale destructive magic. Pick a point on the battlefi eld within Very Far range of the mage. All targets within Close range of that point must make an Agility Reaction Roll. Targets who fail take 3d12+8 magic damage and must mark a Stress. What form does the attack take—fi reball, raining acid, a storm of blades? What tactical objective is this attack meant to accomplish, and what comes next? Reinforcements! - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight. Who are they targeting fi rst? What formation do they take? TIER 4 ENVIRONMENTS (LEVELS 8-10)

Tier 4 Environments (Levels 8–10)

Chaos Realm

T4 Traversal · DC 20

An otherworldly space where the laws of reality are unstable and dangerous.

Impulses: Annihilate certainty, consume power, defy logic

Potential Adversaries: Outer Realms Monstrosities (Abomination, Corruptor, Thrall)

Impossible Architecture — Passive: Up is down, down is right, right is starward. Gravity and directionality themselves are in fl ux, and any attempt to move through this realm is an odyssey unto itself, requiring a Progress Countdown (8). On a failure, a PC must mark a Stress in addition to the roll’s other consequences. What does it feel like to move in a space so alien to the Mortal Realm? What landmark or point do you fi xate on to maintain your balance? What bizarre landmarks do you traverse on your journey?

Everything You Are This Place Will Take from You — Action: Countdown (Loop 1d4). Activate the countdown. When it triggers, all PCs must succeed on a Presence Reaction Roll or their highest trait is temporarily reduced by 1d4 unless they mark a number of Stress equal to its value. Any lost trait points are regained if the PC critically succeeds or escapes the Chaos Realm. How does this place try to steal from you that which makes you legendary? What does it feel like to have this power taken from you?

Unmaking — Action: Spend a Fear to force a PC to make a Strength Reaction Roll. On a failure, they take 4d10 direct magic damage. On a success, they must mark a Stress. What glimpse of other worlds do you catch while this place tries to unmake you? What core facet of your personality does the unmaking try to erase?

Outer Realms Predators — Action: Spend a Fear to summon an Outer Realms Abomination, an Outer Realms Corruptor, and 2d6 Outer Realms Thralls, who appear at Close range of a chosen PC in defi ance of logic and causality. Immediately spotlight one of these adversaries, and you can spend an additional Fear to automatically succeed on that adversary’s standard attack. What half-consumed remnants of the shattered world do these monstrosities cast aside in pursuit of living fl esh? What jagged refl ections of former personhood do you catch between moments of unquestioning malice?

Disorienting Reality — Reaction: On a result with Fear, you can ask the PC to describe which of their fears the Chaos Realm evokes as a vision of reality unmakes and reconstitutes itself to the PC. The PC loses a Hope. If it is their last Hope, you gain a Fear. What moment do they see? If it’s a memory, how is it warped by this place? How hard will it be to hold on to the real memory?

Divine Usurpation

T4 Event · DC 20

A massive ritual designed to breach the gates of the Hallows Above and unseat the New Gods themselves.

Impulses: Collect power, overawe, silence dissent

Potential Adversaries: Arch-Necromancer, Fallen Shock Troops, Mortal Hunter, Oracle of Doom, Perfected Zombie

Final Preparations — Passive: When the environment fi rst takes the spotlight, designate one adversary as the Usurper seeking to overthrow the gods. Activate a Long-Term Countdown (8) as the Usurper assembles what they need to conduct the ritual. When it triggers, spotlight this environment to use the “Beginning of the End” feature. While this environment remains in play, you can hold up to 15 Fear. What does the Usurper still require: The heart of a High Seraph? The lodestone of an ancient waygate? The loyalty of two archenemies? The heartbroken tears of a pure soul?

Divine Blessing — Passive: When a PC critically succeeds, they can spend 2 Hope to refresh an ability normally limited by uses (such as once per rest, once per session). What god favors you as you fi ght against this usurpation? How does your renewed power refl ect their infl uence?

Defi lers Abound — Action: Spend 2 Fear to summon 1d4+2 Fallen Shock Troops that appear within Close range of the Usurper to assist their divine siege. Immediately spotlight the Shock Troops to use a “Group Attack” action. Which High Fallen do these troops serve? Which god’s fl esh do they wish to feast upon?

Godslayer — Action: If the Divine Siege Countdown (see “Beginning of the End”) has triggered, you can spend 3 Fear to describe the Usurper slaying one of the gods of the Hallows Above, feasting upon their power and growing stronger. The Usurper clears 2 HP. Increase their Di culty, damage, attack modifi er, or give them a new feature from the slain god. Which god meets their end? What are their last words? How does the Usurper’s new stolen power manifest?

Beginning of the End — Reaction: When the “Final Preparations” long-term countdown triggers, the Usurper begins hammering on the gates of the Hallows themselves. Activate a Divine Siege Countdown (10). Spotlight the Usurper to describe the Usurper’s assault and tick down this countdown by 1. If the Usurper takes Major or greater damage, tick up the countdown by 1. When it triggers, the Usurper shatters the barrier between the Mortal Realm and the Hallows Above to slay the gods and take their place. You gain a Fear for each unmarked HP the Usurper has. You can immediately use the “Godslayer” feature without spending Fear to make an additional GM move. How does the Mortal Realm writhe as the natural order is violated? What mortals witness this blasphemy from afar?

Ritual Nexus — Reaction: On any failure with Fear against the Usurper, the PC must mark 1d4 Stress from the backlash of magical power. What visions of failures past torment you as your eff orts fall short? How are these memories twisted by the Usurper?

Imperial Court

T4 Social · DC 20

The majestic domain of a powerful empire, lavishly appointed with stolen treasures.

Impulses: Justify and perpetuate imperial rule, seduce rivals with promises of power and comfort

Potential Adversaries: Bladed Guard, Courtesan, Knight of the Realm, Monarch, Spy

All Roads Lead Here — Passive: While in the Imperial Court, a PC has disadvantage on Presence Rolls made to take actions that don’t fi t the imperial way of life or support the empire’s dominance. How does the way language is used make even discussing alternative ways of living diffi cult? What obvious benefi ts for loyalty create friction when you try to discuss alternatives?

Rival Vassals — Passive: The PCs can fi nd imperial subjects, vassals, and supplicants in the court, each vying for favor, seeking proximity to power, exchanging favors for loyalty, and elevating their status above others’. Some might be desperate to undermine their rivals, while others might even be open to discussions that verge on sedition. How do they benefi t from vassalage, and what has it cost them? What exploitation drives them to consider opposing the unstoppable?

The Gravity of Empire — Action: Spend a Fear to present a PC with a golden opportunity or off er to satisfy a major goal in exchange for obeying or supporting the empire. The target must make a Presence Reaction Roll. On a failure, they must mark all their Stress or accept the off er. If they have already marked all their Stress, they must accept the off er or exile themselves from the empire. On a success, they must mark 1d4 Stress as they’re taxed by temptation. What do the PCs want so desperately they might consider throwing in with this ruthless power? How did imperial agents learn the PC’s greatest desires?

Imperial Decree — Action: Spend a Fear to tick down a long-term countdown related to the empire’s agenda by 1d4. If this triggers the countdown, a proclamation related to the agenda is announced at court as the plan is executed. What display of power or transfer of wealth was needed to expedite this plan? Whose lives were disrupted or upended to make this happen?

Eyes Everywhere — Reaction: On a result with Fear, you can spend a Fear to have someone loyal to the empire overhear seditious talk within the court. A PC must succeed on an Instinct Reaction Roll to notice that the group has been overheard so they can try to intercept the witness before the PCs are exposed. How has the empire compromised this witness? Why is their fi rst impulse to protect the empire, even if doesn’t treat them well?

Necromancer’S Ossuary

T4 Exploration · DC 19

A dusty crypt with a library, twisting corridors, and abundant sarcophagi, spattered with the blood of ill-fated invaders.

Impulses: Confound intruders, delve into secrets best left buried, manifest unlife, unleash a tide of undead

Potential Adversaries: Arch-Necromancer’s Host (Perfected Zombie, Zombie Legion)

No Place for the Living — Passive: A feature or action that clears HP requires spending a Hope to use. If it already costs Hope, a PC must spend an additional Hope. What does it feel like to try to heal in a place so antithetical to life?

Centuries of Knowledge — Passive: A PC can investigate the library and laboratory and make a Knowledge Roll to learn information related to arcana, local history, and the Necromancer’s plans. What are the names of the tomes? What project is the necromancer working on and what does it communicate about their plans?

Skeletal Burst — Action: All targets within Close range of a point you choose in this environment must succeed on an Agility Reaction Roll or take 4d8+8 physical damage from skeletal shrapnel as part of the ossuary detonates around them. What ancient skeletal architecture is destroyed? What bones stick in your armor?

Aura of Death — Action: Once per scene, roll a d4. Each undead within Far range of the Necromancer can clear HP and Stress equal to the result rolled. The undead can choose how that number is divided between HP and Stress. How does their renewed vigor manifest? Do they look more lifelike or, paradoxically, are they more decayed but vigorous? They Just Keep Coming! - Action: Spend a Fear to summon 1d6 Rotted Zombies, two Perfected Zombies, or a Zombie Legion, who appear at Close range of a chosen PC. Who were these people before they became the necromancer’s pawns? What vestiges of those lives remain for the heroes to see?

Domain Card Reference

All 189 SRD domain cards, grouped by domain and ordered by level. Each card lists Level · Domain · Type with Recall Cost in brackets. Abilities are non-magical; spells are magical; grimoires (Codex only) bundle several minor spells under one card.

Arcana Domain

RUNE WARD

L1 · Spell [0]

You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it’s important to you. The ward’s holder can spend a Hope to reduce incoming damage by 1d8. If the Ward Die result is 8, the ward’s power ends after it reduces damage this turn. It can be recharged for free on your next rest.

UNLEASH CHAOS

L1 · Spell [1]

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.

WALL WALK

L1 · Spell [1]

Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again

CINDER GRASP

L2 · Spell [1]

Make a Spellcast Roll against a target within Melee range. On a success, the target instantly bursts into flames, takes 1d20+3 magic damage, and is temporarily lit On Fire. When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.

FLOATING EYE

L2 · Spell [0]

Spend a Hope to create a single, small floating orb that you can move anywhere within Very Far range. While this spell is active, you can see through the orb as though you’re looking out from its position. You can transition between using your own senses and seeing through the orb freely. If the orb takes damage or moves out of range, the spell ends.

COUNTERSPELL

L3 · Spell [2]

You can interrupt a magical effect taking place by making a reaction roll using your Spellcast trait. On a success, the effect stops and any consequences are avoided, and this card is placed in your vault.

FLIGHT

L3 · Spell [1]

Make a Spellcast Roll (15). On a success, place a number of tokens equal to your Agility on this card (minimum 1). When you make an action roll while flying, spend a token from this card. After the action that spends the last token is resolved, you descend to the ground directly below you.

BLINK OUT

L4 · Spell [1]

Make a Spellcast Roll (12). On a success, spend a Hope to teleport to another point you can see within Far range. If any willing creatures are within Very Close range, spend an additional Hope for each creature to bring them with you.

PRESERVATION BLAST

L4 · Spell [2]

Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take d8+3 magic damage using your Spellcast trait.

CHAIN LIGHTNING

L5 · Spell [1]

Mark 2 Stress to make a Spellcast Roll, unleashing lightning on all targets within Close range. Targets you succeed against must make a reaction roll with a Diculty equal to the result of your Spellcast Roll. Targets who fail take 2d8+4 magic damage. Additional adversaries not already targeted by Chain Lightning and within Close range of previous targets who took damage must also make the reaction roll. Targets who fail take 2d8+4 magic damage. This chain continues until there are no more adversaries within range.

PREMONITION

L5 · Spell [2]

You can channel arcane energy to have visions of the future. Once per long rest, immediately after the GM conveys the consequences of a roll you made, you can rescind the move and consequences like they never happened and make another move instead.

RIFT WALKER

L6 · Spell [2]

Make a Spellcast Roll (15). On a success, you place an arcane marking on the ground where you currently stand. The next time you successfully cast Rift Walker, a rift in space opens up, providing safe passage back to the exact spot where the marking was placed. This rift stays open until you choose to close it or you cast another spell. You can drop the spell at any time to cast Rift Walker again and place the marking somewhere new.

TELEKINESIS

L6 · Spell [0]

Make a Spellcast Roll against a target within Far range. On a success, you can use your mind to move them anywhere within Far range of their original position. You can throw the lifted target as an attack by making an additional Spellcast Roll against the second target you’re trying to attack. On a success, deal d12+4 physical damage to the second target using your Proficiency. This spell then ends.

ARCANA-TOUCHED

L7 · Ability [2]

When 4 or more of the domain cards in your loadout are from the Arcana domain, gain the following benefits: • +1 bonus to your Spellcast Rolls • Once per rest, you can switch the results of your Hope and Fear Dice.

CLOAKING BLAST

L7 · Spell [2]

When you make a successful Spellcast Roll to cast a different spell, you can spend a Hope to become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary’s line of sight or make an attack, you are no longer Cloaked.

ARCANE REFLECTION

L8 · Spell [1]

When you would take magic damage, you can spend any number of Hope to roll that many d6s. If any roll a 6, the attack is reflected back to the caster, dealing the damage to them instead.

CONFUSING AURA

L8 · Spell [2]

Make a Spellcast Roll (14). Once per long rest on a success, you create a layer of illusion over your body that makes it hard to tell exactly where you are. Mark any number of Stress to make that many additional layers. When an adversary makes an attack against you, roll a number of d6s equal to the number of layers currently active. If any roll a 5 or higher, one layer of the aura is destroyed and the attack fails. If all the results are 4 or lower, you take the damage and this spell ends

EARTHQUAKE

L9 · Spell [2]

Make a Spellcast Roll (16). Once per rest on a success, all targets within Very Far range who aren’t flying must make a Reaction Roll (18). Targets who fail take 3d10+8 physical damage and are temporarily Vulnerable. Targets who succeed take half damage. Additionally, when you succeed on the Spellcast Roll, all terrain within Very Far range becomes dicult to move through and structures within this range might sustain damage or crumble.

SENSORY PROJECTION

L9 · Spell [0]

Once per rest, make a Spellcast Roll (15). On a success, drop into a vision that lets you clearly see and hear any place you have been before as though you are standing there in this moment. You can move freely in this vision and are not constrained by the physics or impediments of a physical body. This spell cannot be detected by mundane or magical means. You drop out of this vision upon taking damage or casting another spell.

ADJUST REALITY

L10 · Spell [1]

After you or a willing ally make any roll, you can spend 5 Hope to change the numerical result of that roll to a result of your choice instead. The result must be plausible within the range of the dice.

FALLING SKY

L10 · Spell [1]

Make a Spellcast Roll against all adversaries within Far range. Mark any number of Stress to make shards of arcana rain down from above. Targets you succeed against take 1d20+2 magic damage for each Stress marked.

Blade Domain

GET BACK UP

L1 · Ability [1]

When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

NOT GOOD ENOUGH

L1 · Ability [1]

When you roll your damage dice, you can reroll any 1s or 2s.

WHIRLWIND

L1 · Ability [0]

When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.

A SOLDIER’S BOND

L2 · Ability [1]

Once per long rest, when you compliment someone or ask them about something they’re good at, you can both gain 3 Hope.

RECKLESS

L2 · Ability [1]

Mark a Stress to gain advantage on an attack.

SCRAMBLE

L3 · Ability [1]

Once per rest, when a creature within Melee range would deal damage to you, you can avoid the attack and safely move out of Melee range of the enemy.

VERSATILE FIGHTER

L3 · Ability [1]

You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for. When you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.

DEADLY FOCUS

L4 · Ability [2]

Once per rest, you can apply all your focus toward a target of your choice. Until you attack another creature, you defeat the target, or the battle ends, gain a +1 bonus to your Proficiency.

FORTIFIED ARMOR

L4 · Ability [0]

While you are wearing armor, gain a +2 bonus to your damage thresholds.

CHAMPION’S EDGE

L5 · Ability [1]

When you critically succeed on an attack, you can spend up to 3 Hope and choose one of the following options for each Hope spent: • You clear a Hit Point. • You clear an Armor Slot. • The target must mark an additional Hit Point. You can’t choose the same option more than once.

VITALITY

L5 · Ability [0]

When you choose this card, permanently gain two of the following benefits: • One Stress slot • One Hit Point slot • +2 bonus to your damage thresholds Then place this card in your vault permanently.

BATTLE-HARDENED

L6 · Ability [2]

Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.

RAGE UP

L6 · Ability [1]

Before you make an attack, you can mark a Stress to gain a bonus to your damage roll equal to twice your Strength. You can Rage Up twice per attack.

BLADE-TOUCHED

L7 · Ability [1]

When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits: • +2 bonus to your attack rolls • +4 bonus to your Severe damage threshold

GLANCING BLOW

L7 · Ability [1]

When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.

BATTLE CRY

L8 · Ability [2]

Once per long rest, while you’re charging into danger, you can muster a rousing call that inspires your allies. All allies who can hear you each clear a Stress and gain a Hope. Additionally, your allies gain advantage on attack rolls until you or an ally rolls a failure with Fear.

FRENZY

L8 · Ability [3]

Once per long rest, you can go into a Frenzy until there are no more adversaries within sight. While Frenzied, you can’t use Armor Slots, and you gain a +10 bonus to your damage rolls and a +8 bonus to your Severe damage threshold.

GORE AND GLORY

L9 · Ability [2]

When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress. Additionally, when you deal enough damage to defeat an enemy, gain a Hope or clear a Stress.

REAPER’S STRIKE

L9 · Ability [3]

Once per long rest, spend a Hope to make an attack roll. The GM tells you which targets within range it would succeed against. Choose one of these targets and force them to mark 5 Hit Points.

BATTLE MONSTER

L10 · Ability [0]

When you make a successful attack against an adversary, you can mark 4 Stress to force the target to mark a number of Hit Points equal to the number of Hit Points you currently have marked instead of rolling for damage.

ONSLAUGHT

L10 · Ability [3]

When you successfully make an attack with your weapon, you never deal damage beneath a target’s Major damage threshold (the target always marks a minimum of 2 Hit Points). Additionally, when a creature within your weapon’s range deals damage to an ally with an attack that doesn’t include you, you can mark a Stress to force them to make a Reaction Roll (15). On a failure, the target must mark a Hit Point.

Bone Domain

DEFT MANEUVERS

L1 · Ability [0]

Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there. If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

I SEE IT COMING

L1 · Ability [1]

When you’re targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

UNTOUCHABLE

L1 · Ability [1]

Gain a bonus to your Evasion equal to half your Agility.

FEROCITY

L2 · Ability [2]

When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.

STRATEGIC APPROACH

L2 · Ability [1]

After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options: • You make the attack with advantage. • You clear a Stress on an ally within Melee range of the adversary. • You add a d8 to your damage roll. When you take a long rest, clear all unspent tokens.

BRACE

L3 · Ability [1]

When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.

TACTICIAN

L3 · Ability [1]

When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die. When making a Tag Team Roll, you can roll a d20 as your Hope Die.

BOOST

L4 · Ability [1]

Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Melee range of the target.

REDIRECT

L4 · Ability [1]

When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.

KNOW THY ENEMY

L5 · Ability [1]

When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options: • Their unmarked Hit Points and Stress. • Their Diculty and damage thresholds. • Their tactics and standard attack damage dice. • Their features and Experiences. Additionally on a success, you can mark a Stress to remove a Fear from the GM’s Fear Pool.

SIGNATURE MOVE

L5 · Ability [1]

Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you’re taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.

RAPID RIPOSTE

L6 · Ability [0]

When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.

RECOVERY

L6 · Ability [1]

During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.

BONE-TOUCHED

L7 · Ability [2]

When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits: • +1 bonus to Agility • Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.

CRUEL PRECISION

L7 · Ability [1]

When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.

BREAKING BLOW

L8 · Ability [3]

When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra 2d12 damage.

WRANGLE

L8 · Ability [1]

Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.

ON THE BRINK

L9 · Ability [1]

When you have 2 or fewer Hit Points unmarked, you don’t take Minor damage.

SPLINTERING STRIKE

L9 · Ability [3]

Spend a Hope and make an attack against all adversaries within your weapon’s range. Once per long rest, on a success against any targets, roll your weapon's damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.

DEATHRUN

L10 · Ability [1]

Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon’s range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries. You can’t target the same adversary more than once per attack.

SWIFT STEP

L10 · Ability [2]

When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope.

Codex Domain

BOOK OF AVA

L1 · Grimoire [2]


Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency. Tava’s
Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava’s Armor again.
Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target’s Diculty instead. On a success, deal d6 physical damage using your Proficiency.

BOOK OF ILLIAT

L1 · Grimoire [2]


Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.
Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.
Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.

BOOK OF TYFAR

L1 · Grimoire [2]


Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.
Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.
Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

BOOK OF SITIL

L2 · Grimoire [2]


Adjust Appearance: You magically shift your appearance and clothing to avoid recognition.
Parallela: Spend 2 Hope to cast this spell on yourself or an ally within Close range. The next time the target makes an attack, they can hit an additional target within range that their attack roll would succeed against. You can only hold this spell on one creature at a time.
Illusion: Make a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range.

BOOK OF VAGRAS

L2 · Grimoire [2]


Runic Lock: Make a Spellcast Roll (15) on an object you’re touching that can close (such as a lock, chest, or box). Once per rest on a success, you can lock the object so it can only be opened by creatures of your choice. Someone with access to magic and an hour of time to study the spell can break it.
Arcane Door: When you have no adversaries within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal from where you are to a point within Far range you can see. It closes once a creature has passed through it.
Reveal: Make a Spellcast Roll. If there is anything magically hidden within Close range, it is revealed.

BOOK OF KORVAX

L3 · Grimoire [2]


Levitation: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position.
Recant: Spend a Hope to force a target within Melee range to make a Reaction Roll (15). On a failure, they forget the last minute of your conversation.
Rune Circle: Mark a Stress to create a temporary magical circle on the ground where you stand. All adversaries within Melee range, or who enter Melee range, take 2d12+4 magic damage and are knocked back to Very Close range.

BOOK OF NORAI

L3 · Grimoire [2]


Mystic Tether: Make a Spellcast Roll against a target within Far range. On a success, they’re temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them.
Fireball: Make a Spellcast Roll against a target within Very Far range. On a success, hurl a sphere of fire toward them that explodes on impact. The target and all creatures within Very Close range of them must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage.

BOOK OF EXOTA

L4 · Grimoire [3]


Repudiate: You can interrupt a magical effect taking place. Make a reaction roll using your Spellcast trait. Once per rest on a success, the effect stops and any consequences are avoided.
Create Construct: Spend a Hope to choose a group of objects around you and create an animated construct from them that obeys basic commands. Make a Spellcast Roll to command them to take action. When necessary, they share your Evasion and traits and their attacks deal 2d10+3 physical damage. You can only maintain one construct at a time, and they fall apart when they take any amount of damage.

BOOK OF GRYNN

L4 · Grimoire [2]


Arcane Deflection: Once per long rest, spend a Hope to negate the damage of an attack targeting you or an ally within Very Close range. Time Lock: Target an object within Far range. That object stops in time and space exactly where it is until your next rest. If a creature tries to move it, make a Spellcast Roll against them to maintain this spell.
Wall of Flame: Make a Spellcast Roll (15). On a success, create a temporary wall of magical flame between two points within Far range. All creatures in its path must choose a side to be on, and anything that subsequently passes through the wall takes 4d10+3 magic damage.

MANIFEST WALL

L5 · Spell [2]

Make a Spellcast Roll (15). Once per rest on a success, spend a Hope to create a temporary magical wall between two points within Far range. It can be up to 50 feet high and form at any angle. Creatures or objects in its path are shunted to a side of your choice. The wall stays up until your next rest or you cast Manifest Wall again.

TELEPORT

L5 · Spell [2]

Once per long rest, you can instantly teleport yourself and any number of willing targets within Close range to a place you’ve been before. Choose one of the following options, then make a Spellcast Roll (16): • If you know the place very well, gain a +3 bonus. • If you’ve visited the place frequently, gain a +1 bonus. • If you’ve visited the place infrequently, gain no modifier. • If you’ve only been there once, gain a −2 penalty. On a success, you appear where you were intending to go. On a failure, you appear off course, with the range of failure determining how far off course.

BANISH

L6 · Spell [0]

Make a Spellcast Roll against a target within Close range. On a success, roll a number of d20s equal to your Spellcast trait. The target must make a reaction roll with a Diculty equal to your highest result. On a success, the target must mark a Stress but isn’t banished. Once per rest on a failure, they are banished from this realm. When the PCs roll with Fear, the Diculty gains a −1 penalty and the target makes another reaction roll. On a success, they return from banishment.

SIGIL OF RETRIBUTION

L6 · Spell [2]

Mark an adversary within Close range with a sigil of retribution. The GM gains a Fear. When the marked adversary deals damage to you or your allies, place a d8 on this card. You can hold a number of d8s equal to your level. When you successfully attack the marked adversary, roll the dice on this card and add the total to your damage roll, then clear the dice. This effect ends when the marked adversary is defeated or you cast Sigil of Retribution again.

BOOK OF HOMET

L7 · Grimoire [0]


Pass Through: Make a Spellcast Roll (13). Once per rest on a success, you and all creatures touching you can pass through a wall or door within Close range. The effect ends once everyone is on the other side.
Plane Gate: Make a Spellcast Roll (14). Once per long rest on a success, open a gateway to a location in another dimension or plane of existence you’ve been to before. This gateway lasts until your next rest.

CODEX-TOUCHED

L7 · Ability [2]

When 4 or more of the domain cards in your loadout are from the Codex domain, gain the following benefits: • You can mark a Stress to add your Proficiency to a Spellcast Roll. • Once per rest, replace this card with any card from your vault without paying its Recall Cost.

BOOK OF VYOLA

L8 · Grimoire [2]


Memory Delve: Make a Spellcast Roll against a target within Far range. On a success, peer into the target’s mind and ask the GM a question. The GM describes any memories the target has pertaining to the answer.
Shared Clarity: Once per long rest, spend a Hope to choose two willing creatures. When one of them would mark Stress, they can choose between the two of them who marks it. This spell lasts until their next rest.

SAFE HAVEN

L8 · Spell [3]

When you have a few minutes of calm to focus, you can spend 2 Hope to summon your Safe Haven, a large interdimensional home where you and your allies can take shelter. When you do, a magical door appears somewhere within Close range. Only creatures of your choice can enter. Once inside, you can make the entrance invisible. You and anyone else inside can always exit. Once you leave, the doorway must be summoned again. When you take a rest within your own Safe Haven, you can choose an additional downtime move.

BOOK OF RONIN

L9 · Grimoire [4]


Transform: Make a Spellcast Roll (15). On a success, transform into an inanimate object no larger than twice your normal size. You can remain in this shape until you take damage.
Eternal Enervation: Once per long rest, make a Spellcast Roll against a target within Close range. On a success, they become permanently Vulnerable. They can’t clear this condition by any means.

DISINTEGRATION WAVE

L9 · Spell [4]

Make a Spellcast Roll (18). Once per long rest on a success, the GM tells you which adversaries within Far range have a Diculty of 18 or lower. Mark a Stress for each one you wish to hit with this spell. They are killed and can’t come back to life by any means.

BOOK OF YARROW

L10 · Grimoire [2]


Timejammer: Make a Spellcast Roll (18). On a success, time temporarily slows to a halt for everyone within Far range except for you. It resumes the next time you make an action roll that targets another creature.
Magic Immunity: Spend 5 Hope to become immune to magic damage until your next rest.

TRANSCENDENT UNION

L10 · Spell [1]

Once per long rest, spend 5 Hope to cast this spell on two or more willing creatures. Until your next rest, when a creature connected by this union would mark Stress or Hit Points, the connected creatures can choose who marks it.

Grace Domain

DEFT DECEIVER

L1 · Ability [0]

Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

ENRAPTURE

L1 · Spell [0]

Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target’s attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.

INSPIRATIONAL WORDS

L1 · Ability [1]

Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: • Your ally clears a Stress. • Your ally clears a Hit Point. • Your ally gains a Hope. When you take a long rest, clear all unspent tokens.

TELL NO LIES

L2 · Spell [1]

Make a Spellcast Roll against a target within Very Close range. On a success, they can’t lie to you while they remain within Close range, but they are not compelled to speak. If you ask them a question and they refuse to answer, they must mark a Stress and the effect ends. The target is typically unaware this spell has been cast on them until it causes them to utter the truth.

TROUBLEMAKER

L2 · Ability [2]

When you taunt or provoke a target within Far range, make a Presence Roll against them. Once per rest on a success, roll a number of d4s equal to your Proficiency. The target must mark Stress equal to the highest result rolled.

HYPNOTIC SHIMMER

L3 · Spell [1]

Make a Spellcast Roll against all adversaries in front of you within Close range. Once per rest on a success, create an illusion of flashing colors and lights that temporarily Stuns targets you succeed against and forces them to mark a Stress. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.

INVISIBILITY

L3 · Spell [1]

Make a Spellcast Roll (10). On a success, mark a Stress and choose yourself or an ally within Melee range to become Invisible. An Invisible creature can’t be seen except through magical means and attack rolls against them are made with disadvantage. Place a number of tokens on this card equal to your Spellcast trait. When the Invisible creature takes an action, spend a token from this card. After the action that spends the last token is resolved, the effect ends. You can only hold Invisibility on one creature at a time.

SOOTHING SPEECH

L4 · Ability [1]

During a short rest, when you take the time to comfort another character while using the Tend to Wounds downtime move on them, clear an additional Hit Point on that character. When you do, you also clear 2 Hit Points.

THROUGH YOUR EYES

L4 · Spell [1]

Choose a target within Very Far range. You can see through their eyes and hear through their ears. You can transition between using your own senses or the target’s freely until you cast another spell or until your next rest.

THOUGHT DELVER

L5 · Spell [2]

You can peek into the minds of others. Spend a Hope to read the vague surface thoughts of a target within Far range. Make a Spellcast Roll against the target to delve for deeper, more hidden thoughts. On a roll with Fear, the target might, at the GM’s discretion, become aware that you’re reading their thoughts.

WORDS OF DISCORD

L5 · Spell [1]

Whisper words of discord to an adversary within Melee range and make a Spellcast Roll (13). On a success, the target must mark a Stress and make an attack against another adversary instead of against you or your allies. Once this attack is over, the target realizes what happened. The next time you cast Words of Discord on them, gain a −5 penalty to the Spellcast Roll.

NEVER UPSTAGED

L6 · Ability [2]

When you mark 1 or more Hit Points from an attack, you can mark a Stress to place a number of tokens equal to the number of Hit Points you marked on this card. On your next successful attack, gain a +5 bonus to your damage roll for each token on this card, then clear all tokens.

SHARE THE BURDEN

L6 · Spell [0]

Once per rest, take on the Stress from a willing creature within Melee range. The target describes what intimate knowledge or emotions telepathically leak from their mind in this moment between you. Transfer any number of their marked Stress to you, then gain a Hope for each Stress transferred.

ENDLESS CHARISMA

L7 · Ability [1]

After you make an action roll to persuade, lie, or garner favor, you can spend a Hope to reroll the Hope or Fear Die.

GRACE-TOUCHED

L7 · Ability [2]

When 4 or more of the domain cards in your loadout are from the Grace domain, gain the following benefits: • You can mark an Armor Slot instead of marking a Stress. • When you would force a target to mark a number of Hit Points, you can choose instead to force them to mark that number of Stress.

ASTRAL PROJECTION

L8 · Spell [0]

Once per long rest, mark a Stress to create a projected copy of yourself that can appear anywhere you’ve been before. You can see and hear through the projection as though it were you and affect the world as though you were there. A creature investigating the projection can tell it’s of magical origin. This effect lasts until your next rest or your projection takes any damage.

MASS ENRAPTURE

L8 · Spell [3]

Make a Spellcast Roll against all targets within Far range. Targets you succeed against become temporarily Enraptured. While Enraptured, a target’s attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Mark a Stress to force all Enraptured targets to mark a Stress, ending this spell.

COPYCAT

L9 · Spell [3]

Once per long rest, this card can mimic the features of another domain card of level 8 or lower in another player’s loadout. Spend Hope equal to half the card’s level to gain access to the feature. It lasts until your next rest or they place the card in their vault.

MASTER OF THE CRAFT

L9 · Ability [0]

Gain a permanent +2 bonus to two of your Experiences or a permanent +3 bonus to one of your Experiences. Then place this card in your vault permanently.

ENCORE

L10 · Spell [1]

When an ally within Close range deals damage to an adversary, you can make a Spellcast Roll against that same target. On a success, you deal the same damage to the target that your ally dealt. If your Spellcast Roll succeeds with Fear, place this card in your vault.

NOTORIOUS

L10 · Ability [0]

People know who you are and what you’ve done, and they treat you differently because of it. When you leverage your notoriety to get what you want, you can mark a Stress before you roll to gain a +10 bonus to the result. Your food and drinks are always free wherever you go, and everything else you buy is reduced in price by one bag of gold (to a minimum of one handful). This card doesn’t count against your loadout’s domain card maximum of 5 and can’t be placed in your vault.

Midnight Domain

PICK AND PULL

L1 · Ability [0]

You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).

RAIN OF BLADES

L1 · Spell [1]

Spend a Hope to make a Spellcast Roll and conjure throwing blades that strike out at all targets within Very Close range. Targets you succeed against take d8+2 magic damage using your Proficiency. If a target you hit is Vulnerable, they take an extra 1d8 damage.

UNCANNY DISGUISE

L1 · Spell [0]

When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny. Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.

MIDNIGHT SPIRIT

L2 · Spell [1]

Spend a Hope to summon a humanoid-sized spirit that can move or carry things for you until your next rest. You can also send it to attack an adversary. When you do, make a Spellcast Roll against a target within Very Far range. On a success, the spirit moves into Melee range with that target. Roll a number of d6s equal to your Spellcast trait and deal that much magic damage to the target. The spirit then dissipates. You can only have one spirit at a time.

SHADOWBIND

L2 · Spell [0]

Make a Spellcast Roll against all adversaries within Very Close range. Targets you succeed against are temporarily Restrained as their shadow binds them in place.

CHOKEHOLD

L3 · Ability [1]

When you position yourself behind a creature who’s about your size, you can mark a Stress to pull them into a chokehold, making them temporarily Vulnerable. When a creature attacks a target who is Vulnerable in this way, they deal an extra 2d6 damage.

VEIL OF NIGHT

L3 · Spell [1]

Make a Spellcast Roll (13). On a success, you can create a temporary curtain of darkness between two points within Far range. Only you can see through this darkness. You’re considered Hidden to adversaries on the other side of the veil, and you have advantage on attacks you make through the darkness. The veil remains until you cast another spell.

GLYPH OF NIGHTFALL

L4 · Spell [1]

Make a Spellcast Roll against a target within Very Close range. On a success, spend a Hope to conjure a dark glyph upon their body that exposes their weak points, temporarily reducing the target’s Diculty by a value equal to your Knowledge (minimum 1).

STEALTH EXPERTISE

L4 · Ability [0]

When you roll with Fear while attempting to move unnoticed through a dangerous area, you can mark a Stress to roll with Hope instead. If an ally within Close range is also attempting to move unnoticed and rolls with Fear, you can mark a Stress to change their result to a roll with Hope.

HUSH

L5 · Spell [1]

Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to conjure suppressive magic around the target that encompasses everything within Very Close range of them and follows them as they move. The target and anything within the area is Silenced until the GM spends a Fear on their turn to clear this condition, you cast Hush again, or you take Major damage. While Silenced, they can’t make noise and can’t cast spells.

PHANTOM RETREAT

L5 · Spell [2]

Spend a Hope to activate Phantom Retreat where you’re currently standing. Spend another Hope at any time before your next rest to disappear from where you are and reappear where you were standing when you activated Phantom Retreat. This spell ends after you reappear.

DARK WHISPERS

L6 · Spell [0]

You can speak into the mind of any person with whom you’ve made physical contact. Once you’ve opened a channel with them, they can speak back into your mind. Additionally, you can mark a Stress to make a Spellcast Roll against them. On a success, you can ask the GM one of the following questions and receive an answer: • Where are they? • What are they doing? • What are they afraid of? • What do they cherish most in the world?

MASS DISGUISE

L6 · Spell [0]

When you have a few minutes of silence to focus, you can mark a Stress to change the appearance of all willing creatures within Close range. Their new forms must share a general body structure and size, and can be somebody or something you’ve seen before or entirely fabricated. A disguised creature has advantage on Presence Rolls to avoid scrutiny. Activate a Countdown (8). It ticks down as a consequence the GM chooses. When it triggers, the disguise drops.

MIDNIGHT-TOUCHED

L7 · Ability [2]

When 4 or more of the domain cards in your loadout are from the Midnight domain, gain the following benefits: • Once per rest, when you have 0 Hope and the GM would gain a Fear, you can gain a Hope instead. • When you make a successful attack, you can mark a Stress to add the result of your Fear Die to your damage roll.

VANISHING DODGE

L7 · Spell [1]

When an attack made against you that would deal physical damage fails, you can spend a Hope to envelop yourself in shadow, becoming Hidden and teleporting to a point within Close range of the attacker. You remain Hidden until the next time you make an action roll.

SHADOWHUNTER

L8 · Ability [2]

Your prowess is enhanced under the cover of shadow. While you’re shrouded in low light or darkness, you gain a +1 bonus to your Evasion and make attack rolls with advantage.

SPELLCHARGE

L8 · Spell [1]

When you take magic damage, place tokens equal to the number of Hit Points you marked on this card. You can store a number of tokens equal to your Spellcast trait. When you make a successful attack against a target, you can spend any number of tokens to add a d6 for each token spent to your damage roll.

NIGHT TERROR

L9 · Spell [2]

Once per long rest, choose any targets within Very Close range to perceive you as a nightmarish horror. The targets must succeed on a Reaction Roll (16) or become temporarily Horrified. While Horrified, they’re Vulnerable. Steal a number of Fear from the GM equal to the number of targets that are Horrified (up to the number of Fear in the GM’s pool). Roll a number of d6s equal to the number of stolen Fear and deal the total damage to each Horrified target. Discard the stolen Fear.

TWILIGHT TOLL

L9 · Ability [1]

Choose a target within Far range. When you succeed on an action roll against them that doesn’t result in making a damage roll, place a token on this card. When you deal damage to this target, spend any number of tokens to add a d12 for each token spent to your damage roll. You can only hold Twilight Toll on one creature at a time. When you choose a new target or take a rest, clear all unspent tokens.

ECLIPSE

L10 · Spell [2]

Make a Spellcast Roll (16). Once per long rest on a success, plunge the entire area within Far range into complete darkness only you and your allies can see through. Attack rolls have disadvantage when targeting you or an ally within this shadow. Additionally, when you or an ally succeeds with Hope against an adversary within this shadow, the target must mark a Stress. This spell lasts until the GM spends a Fear on their turn to clear this effect or you take Severe damage.

SPECTER OF THE DARK

L10 · Spell [1]

Mark a Stress to become Spectral until you make an action roll targeting another creature. While Spectral, you’re immune to physical damage and can float and pass through solid objects. Other creatures can still see you while you’re in this form.

Sage Domain

GIFTED TRACKER

L1 · Ability [0]

When you’re tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list. • What direction did they go? • How long ago did they pass through? • What were they doing in this location? • How many of them were here? When you encounter creatures you’ve tracked in this way, gain a +1 bonus to your Evasion against them.

NATURE’S TONGUE

L1 · Ability [0]

You can speak the language of the natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they’ll give you the information they know. On a roll with Fear, their knowledge might be limited or come at a cost. Additionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.

VICIOUS ENTANGLE

L1 · Spell [1]

Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target. Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.

CONJURE SWARM

L2 · Spell [1]


Tekaira Armored Beetles: Mark a Stress to conjure armored beetles that encircle you. When you next take damage, reduce the severity by one threshold. You can spend a Hope to keep the beetles conjured after taking damage.
Fire Flies: Make a Spellcast Roll against all adversaries within Close range. Spend a Hope to deal 2d8+3 magic damage to targets you succeeded against.

NATURAL FAMILIAR

L2 · Spell [1]

Spend a Hope to summon a small nature spirit or forest critter to your side until your next rest, you cast Natural Familiar again, or the familiar is targeted by an attack. If you spend an additional Hope, you can summon a familiar that flies. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes. When you deal damage to an adversary within Melee range of your familiar, you add a d6 to your damage roll.

CORROSIVE PROJECTILE

L3 · Spell [1]

Make a Spellcast Roll against a target within Far range. On a success, deal d6+4 magic damage using your Proficiency. Additionally, mark 2 or more Stress to make them permanently Corroded. While a target is Corroded, they gain a −1 penalty to their Diculty for every 2 Stress you spent. This condition can stack.

TOWERING STALK

L3 · Spell [1]

Once per rest, you can conjure a thick, twisting stalk within Close range that can be easily climbed. Its height can grow up to Far range. Mark a Stress to use this spell as an attack. Make a Spellcast Roll against an adversary or group of adversaries within Close range. The erupting stalk lifts targets you succeed against into the air and drops them, dealing d8 physical damage using your Proficiency.

DEATH GRIP

L4 · Spell [1]

Make a Spellcast Roll against a target within Close range and choose one of the following options: • You pull the target into Melee range or pull yourself into Melee range of them. • You constrict the target and force them to mark 2 Stress. • All adversaries between you and the target must succeed on a Reaction Roll (13) or be hit by vines, taking 3d6+2 physical damage. On a success, vines reach out from your hands, causing the chosen effect and temporarily Restraining the target.

HEALING FIELD

L4 · Spell [2]

Once per long rest, you can conjure a field of healing plants around you. Everywhere within Close range of you bursts to life with vibrant nature, allowing you and all allies in the area to clear a Hit Point. Spend 2 Hope to allow you and all allies to clear 2 Hit Points instead.

THORN SKIN

L5 · Spell [1]

Once per rest, spend a Hope to sprout thorns all over your body. When you do, place a number of tokens equal to your Spellcast trait on this card. When you take damage, you can spend any number of tokens to roll that number of d6s. Add the results together and reduce the incoming damage by that amount. If you’re within Melee range of the attacker, deal that amount of damage back to them. When you take a rest, clear all unspent tokens.

WILD FORTRESS

L5 · Spell [1]

Make a Spellcast Roll (13). On a success, spend 2 Hope to grow a natural barricade in the shape of a dome that you and one ally can take cover within. While inside the dome, a creature can’t be targeted by attacks and can’t make attacks. Attacks made against the dome automatically succeed. The dome has the following damage thresholds and lasts until it marks 3 Hit Points. Place tokens on this card to represent marking Hit Points. Thresholds: 15/30

CONJURED STEEDS

L6 · Spell [0]

Spend any number of Hope to conjure that many magical steeds (such as horses, camels, or elephants) that you and your allies can ride until your next long rest or the steeds take any damage. The steeds double your land speed while traveling and, when in danger, allow you to move within Far range without having to roll. Creatures riding a steed gain a −2 penalty to attack rolls and a +2 bonus to damage rolls.

FORAGER

L6 · Ability [1]

As an additional downtime move you can choose, roll a d6 to see what you forage. Work with the GM to describe it and add it to your inventory as a consumable. Your party can carry up to five foraged consumables at a time. 1. A unique food (Clear 2 Stress) 2. A beautiful relic (Gain 2 Hope) 3. An arcane rune (+2 to a Spellcast Roll) 4. A healing vial (Clear 2 Hit Points) 5. A luck charm (Reroll any die) 6. Choose one of the options above.

SAGE-TOUCHED

L7 · Ability [2]

When 4 or more of the domain cards in your loadout are from the Sage domain, gain the following benefits: • While you’re in a natural environment, you gain a +2 bonus to your Spellcast Rolls. • Once per rest, you can double your Agility or Instinct when making a roll that uses that trait. You must choose to do this before you roll.

WILD SURGE

L7 · Spell [2]

Once per long rest, mark a Stress to channel the natural world around you and enhance yourself. Describe how your appearance changes, then place a d6 on this card with the 1 value facing up. While the Wild Surge Die is active, you add its value to every action roll you make. After you add its value to a roll, increase the Wild Surge Die’s value by one. When the die’s value would exceed 6 or you take a rest, this form drops and you must mark an additional Stress.

FOREST SPRITES

L8 · Spell [2]

Make a Spellcast Roll (13). On a success, spend any number of Hope to create an equal number of small forest sprites who appear at points you choose within Far range, providing the following benefits: • Your allies gain a +3 bonus to attack rolls against adversaries within Melee range of a sprite. • An ally who marks an Armor Slot while within Melee range of a sprite can mark an additional Armor Slot. A sprite vanishes after granting a benefit or taking any damage.

REJUVENATION BARRIER

L8 · Spell [1]

Make a Spellcast Roll (15). Once per rest on a success, create a temporary barrier of protective energy around you at Very Close range. You and all allies within the barrier when this spell is cast clear 1d4 Hit Points. While the barrier is up, you and all allies within have resistance to physical damage from outside the barrier. When you move, the barrier follows you.

FANE OF THE WILDS

L9 · Ability [2]

After a long rest, place a number of tokens equal to the number of Sage domain cards in your loadout and vault on this card. When you would make a Spellcast Roll, you can spend any number of tokens after the roll to gain a +1 bonus for each token spent. When you critically succeed on a Spellcast Roll for a Sage domain spell, gain a token. When you take a long rest, clear all unspent tokens.

PLANT DOMINION

L9 · Spell [1]

Make a Spellcast Roll (18). Once per long rest on a success, you reshape the natural world, changing the surrounding plant life anywhere within Far range of you. For example, you can grow trees instantly, clear a path through dense vines, or create a wall of roots.

FORCE OF NATURE

L10 · Spell [2]

Mark a Stress to transform into a hulking nature spirit, gaining the following benefits: • When you succeed on an attack or Spellcast Roll, gain a +10 bonus to the damage roll. • When you deal enough damage to defeat a creature within Close range, you absorb them and clear an Armor Slot. • You can’t be Restrained. Before you make an action roll, you must spend a Hope. If you can’t, you revert to your normal form.

TEMPEST

L10 · Spell [2]

Choose one of the following tempests and make a Spellcast Roll against all targets within Far range. Targets you succeed against experience its effects until the GM spends a Fear on their turn to end this spell. • Blizzard: Deal 2d20+8 magic damage and targets are temporararily Vulnerable. • Hurricane: Deal 3d10+10 magic damage and choose a direction the wind is blowing. Targets can’t move against the wind. • Sandstorm: Deal 5d6+9 magic damage. Attacks made from beyond Melee range have disadvantage.

Splendor Domain

BOLT BEACON

L1 · Spell [1]

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

MENDING TOUCH

L1 · Spell [1]

You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you’re helping, you can spend 2 Hope to clear a Hit Point or a Stress on them. Once per long rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit Points or 2 Stress on them instead.

REASSURANCE

L1 · Ability [0]

Once per rest, after an ally attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.

FINAL WORDS

L2 · Spell [1]

You can infuse a corpse with a moment of life to speak with it. Make a Spellcast Roll (13). On a success with Hope, the corpse answers up to three questions. On a success with Fear, the corpse answers one question. The corpse answers truthfully, but it can’t impart information it didn’t know in life. On a failure, or once the corpse has finished answering your questions, the body turns to dust.

HEALING HANDS

L2 · Spell [1]

Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can’t heal the same target again until your next long rest.

SECOND WIND

L3 · Ability [2]

Once per rest, when you succeed on an attack against an adversary, you can clear 3 Stress or a Hit Point. On a success with Hope, you also clear 3 Stress or a Hit Point on an ally within Close range of you.

VOICE OF REASON

L3 · Ability [1]

You speak with an unmatched power and authority. You have advantage on action rolls to de-escalate violent situations or convince someone to follow your lead. Additionally, you’re emboldened in moments of duress. When all of your Stress slots are marked, you gain a +1 bonus to your Proficiency for damage rolls.

DIVINATION

L4 · Spell [1]

Once per long rest, spend 3 Hope to reach out to the forces beyond and ask one “yes or no” question about an event, person, place, or situation in the near future. For a moment, the present falls away and you see the answer before you.

LIFE WARD

L4 · Spell [1]

Spend 3 Hope and choose an ally within Close range. They are marked with a glowing sigil of protection. When this ally would make a death move, they clear a Hit Point instead. This effect ends when it saves the target from a death move, you cast Life Ward on another target, or you take a long rest.

SHAPE MATERIAL

L5 · Spell [1]

Spend a Hope to shape a section of natural material you’re touching (such as stone, ice, or wood) to suit your purpose. The area of the material can be no larger than you. For example, you can form a rudimentary tool or create a door. You can only affect the material within Close range of where you’re touching it.

SMITE

L5 · Spell [2]

Once per rest, spend 3 Hope to charge your powerful smite. When you next successfully attack with a weapon, double the result of your damage roll. This attack deals magic damage regardless of the weapon’s damage type.

RESTORATION

L6 · Spell [2]

After a long rest, place a number of tokens equal to your Spellcast trait on this card. Touch a creature and spend any number of tokens to clear 2 Hit Points or 2 Stress for each token spent. You can also spend a token from this card when touching a creature to clear the Vulnerable condition or heal a physical or magical ailment (the GM might require additional tokens depending on the strength of the ailment). When you take a long rest, clear all unspent tokens.

ZONE OF PROTECTION

L6 · Spell [2]

Make a Spellcast Roll (16). Once per long rest on a success, choose a point within Far range and create a visible zone of protection there for all allies within Very Close range of that point. When you do, place a d6 on this card with the 1 value facing up. When an ally in this zone takes damage, they reduce it by the die’s value. You then increase the die’s value by one. When the die’s value would exceed 6, this effect ends.

HEALING STRIKE

L7 · Spell [1]

When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range.

SPLENDOR-TOUCHED

L7 · Ability [2]

When 4 or more of the domain cards in your loadout are from the Splendor domain, gain the following benefits: • +3 bonus to your Severe damage threshold • Once per long rest, when incoming damage would require you to mark a number of Hit Points, you can choose to mark that much Stress or spend that much Hope instead.

SHIELD AURA

L8 · Spell [2]

Mark a Stress to cast a protective aura on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this spell causes a creature who would be damaged to instead mark no Hit Points, the effect ends. You can only hold Shield Aura on one creature at a time.

STUNNING SUNLIGHT

L8 · Spell [2]

Make a Spellcast Roll to unleash powerful rays of burning sunlight against all adversaries in front of you within Far range. On a success, spend any number of Hope and force that many targets you succeeded against to make a Reaction Roll (14). Targets who succeed take 3d20+3 magic damage. Targets who fail take 4d20+5 magic damage and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.

OVERWHELMING AURA

L9 · Spell [2]

Make a Spellcast Roll (15) to magically empower your aura. On a success, spend 2 Hope to make your Presence equal to your Spellcast trait until your next long rest. While this spell is active, an adversary must mark a Stress when they target you with an attack.

SALVATION BEAM

L9 · Spell [2]

Make a Spellcast Roll (16). On a success, mark any number of Stress to target a line of allies within Far range. You can clear Hit Points on the targets equal to the number of Stress marked, divided among them however you’d like.

INVIGORATION

L10 · Spell [3]

When you or an ally within Close range has used a feature that has an exhaustion limit (such as once per rest or once per session), you can spend any number of Hope and roll that many d6s. If any roll a 6, the feature can be used again.

RESURRECTION

L10 · Spell [2]

Make a Spellcast Roll (20). On a success, restore one creature who has been dead no longer than 100 years to full strength. Then roll a d6. On a result of 5 or lower, place this card in your vault permanently. On a failure, you can’t cast Resurrection again for a week.

Valor Domain

BARE BONES

L1 · Ability [0]

When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds: • Tier 1: 9/19 • Tier 2: 11/24 • Tier 3: 13/31 • Tier 4: 15/38

FORCEFUL PUSH

L1 · Ability [0]

Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll. Additionally, you can spend a Hope to make them temporarily Vulnerable.

I AM YOUR SHIELD

L1 · Ability [1]

When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.

BODY BASHER

L2 · Ability [1]

You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.

BOLD PRESENCE

L2 · Ability [0]

When you make a Presence Roll, you can spend a Hope to add your Strength to the roll. Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.

CRITICAL INSPIRATION

L3 · Ability [1]

Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.

LEAN ON ME

L3 · Ability [1]

Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.

GOAD THEM ON

L4 · Ability [1]

Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.

SUPPORT TANK

L4 · Ability [2]

When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.

ARMORER

L5 · Ability [1]

While you’re wearing armor, gain a +1 bonus to your Armor Score. During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.

ROUSING STRIKE

L5 · Ability [1]

Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress.

INEVITABLE

L6 · Ability [1]

When you fail an action roll, your next action roll has advantage.

RISE UP

L6 · Ability [2]

Gain a bonus to your Severe threshold equal to your Proficiency. When you mark 1 or more Hit Points from an attack, clear a Stress.

SHRUG IT OFF

L7 · Ability [1]

When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault.

VALOR-TOUCHED

L7 · Ability [1]

When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits: • +1 bonus to your Armor Score • When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot.

FULL SURGE

L8 · Ability [1]

Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest.

GROUND POUND

L8 · Ability [2]

Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take 4d10+8 damage. Targets who succeed take half damage.

HOLD THE LINE

L9 · Ability [1]

Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they’re pulled into Melee range and Restrained. This condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it.

LEAD BY EXAMPLE

L9 · Ability [3]

When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.

UNBREAKABLE

L10 · Ability [4]

When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault.

UNYIELDING ARMOR

L10 · Ability [1]

When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot.

Index & Glossary

Alphabetical reference for all terms used in this document. Hover any underlined term in the text to see its definition; click it to jump to where it is explained. Page numbers refer to the Daggerheart corebook.

A
Actionp. 195
Adversary's special action when spotlighted.
Action Rollp. 92–97
A 2d12 (Duality Dice) roll plus modifiers vs. a Difficulty number, made when a move's outcome is in doubt.
Advancementp. 110
Choose 2 per level up from your tier or below. Options include trait increases, HP/Stress slots, Experience boosts, domain cards, Evasion, subclass, Proficiency (cost 2), or Multiclass (cost 2).
Advantagep. 100
Roll a d6 advantage die with the dice pool and add its result. Granted by features, Help an Ally, or GM discretion.
Ancestryp. 52
A character's lineage, granting two ancestry features. 18 SRD ancestries, plus Mixed Ancestry.
Arcanap. 24
Domain of innate, instinctual magic. Accessible by Druid and Sorcerer.
Area of Effectp. 103
Group effects target everyone within Very Close range of a single origin point in your effect's range, unless stated otherwise.
Armor Featurep. 114
Special rule active while armor is equipped.
Armor Scorep. 114
Number of Armor Slots available. Max 12. Base from armor; increased by features.
Armor Slotsp. 114
Mark one to reduce incoming damage severity by one threshold (Severe→Major→Minor→0).
Attack Rollp. 96
An action roll intended to inflict harm. Uses the trait specified by the weapon or spell. Difficulty equals the target's Evasion (or Difficulty score for adversaries).
Avoid Deathp. 106
Drop unconscious; situation worsens. On waking, roll Hope Die: ≤ level = gain a scar. Allies clearing 1+ HP or finishing a long rest revives you.
B
Background Questionsp. 19
Class-specific questions answered during character creation to develop a character's history; no mechanical effect.
Battle Pointsp. 197
Encounter-building budget. Start with (3×PCs)+2; spend per adversary type to fill an encounter.
Beastformp. 30, 32–35
Druid: mark Stress to magically transform into a creature of your tier or lower; gain its features.
Bladep. 24
Domain of weapon mastery. Accessible by Guardian and Warrior.
Blaze of Gloryp. 106
Take one final action that automatically critically succeeds (with GM approval), then die.
Bonep. 24
Domain of tactics and the body. Accessible by Ranger and Warrior.
Bruiserp. 198
Tough adversary delivering powerful attacks.
Burdenp. 113
How many hands a weapon occupies (One-Handed or Two-Handed). Max 2 hands total.
C
Classp. 27
Role-based archetype. Determines Domains, starting Evasion, HP, items, and class features. The 9 SRD classes are Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard.
Clear Stressp. 105
Downtime move: clear 1d4+Tier Stress.
Cloakedp. 42
Stronger version of Hidden — cannot be sensed by any means. Lost on attack or moving into an adversary's line of sight.
Closep. 103, 104
About 10-30 feet. While in danger, can move into Melee as part of an action.
Codexp. 24
Domain of intensive magical study. Accessible by Bard and Wizard.
Communityp. 72
Cultural/environmental origin. Grants one community feature. 9 SRD communities.
Connectionsp. 21
Pre-game relationships between PCs, established during character creation via guided questions.
Consequence Countdownp. 162
Dynamic countdown to a negative effect; advances faster on failure.
Countdownp. 162
A starting value that ticks down each trigger. At 0, an effect resolves. Tracked via spinning dice or boxes.
Coverp. 104
Partial obstruction between attacker and target. Attacks through cover are rolled with disadvantage.
Critical Damagep. 98
On a critical success attack, add the maximum possible result of the damage dice to the total.
Critical Successp. 94, 98
Both Duality Dice show matching values. Automatic success with a bonus, gain a Hope, clear a Stress; on attacks, deal critical damage.
D
Damage Rollp. 98
Rolled on a successful attack. Format xdy+mod where x = your Proficiency (for weapons) or Spellcast trait (for damage from spells).
Damage Thresholdsp. 91
Major and Severe values that determine HP marked: below Major = 1 HP, Major to Severe = 2 HP, at/above Severe = 3 HP. PC threshold = armor base + level.
Death Movep. 106
When a PC marks their last HP. Choose Blaze of Glory, Avoid Death, or Risk It All.
Difficultyp. 93
Target number a roll must meet or beat to succeed. PC defense = Evasion; adversary defense = Difficulty score.
Direct Damagep. 99
Damage that can't be reduced by marking Armor Slots.
Disadvantagep. 100
Roll a d6 disadvantage die with the dice pool and subtract its result. Cancels with advantage one-for-one.
Domain Cardp. 26
Card granting a feature, spell, or ability from one of 9 domains. PCs gain 2 at character creation and 1 per level up.
Downtime Movep. 105
Action taken during a rest. Each PC gets two per rest from a fixed list.
Duality Dicep. 90
Two visually distinct d12s rolled together for action rolls — one is the Hope Die, one the Fear Die.
Dynamic Countdownp. 162
Advances by varying amounts based on roll outcome (Progress vs Consequence).
E
Evasionp. 91
Difficulty for any roll against a PC. Set by class; modifiable by armor, cards, conditions.
Eventp. 241
Environment scene type for activities/occurrences (rather than physical spaces).
Experiencep. 20
A short word/phrase representing skills, traits, or aptitudes. Spend a Hope to add its +2 (or higher) modifier to a relevant roll. PCs start with 2.
Experience (Adversary)p. 193
Adversary stat-block keyword. Spend a Fear to add an adversary's Experience modifier to its roll or to raise the Difficulty against it.
Explorationp. 241
Environment scene type: wondrous locations with mysteries to discover.
F
Failure with Fearp. 95
Total below Difficulty AND Fear Die higher. "No, and..." — fail with major consequence; GM gains a Fear.
Failure with Hopep. 95
Total below Difficulty AND Hope Die higher. "No, but..." — fail with minor consequence; gain a Hope.
Farp. 103, 104
About 30-100 feet. While in danger, requires an Agility Roll to safely move into Melee.
Fate Rollp. 168
Player rolls one Duality Die to randomize an outcome the GM wants to leave to chance.
Fearp. 154–156
GM metacurrency. Gained when PCs roll with Fear, on rests, or by abilities; spent to interrupt the spotlight, make extra moves, or trigger Fear Features. Max 12; carries between sessions.
Fear Diep. 90
One of the two Duality Dice. If it shows higher, the roll is "with Fear" — the GM gains a Fear token.
Fear Featurep. 154, 196
An adversary or environment ability that requires spending Fear (in addition to spotlight Fear) to activate.
G
GM Movep. 149
An action the GM takes to change the story, especially in response to player rolls. Includes attacks, threats, complications.
GM's Diep. 148
A single d20 the GM rolls instead of Duality Dice. Natural 20 = critical success.
Gracep. 24
Domain of charisma. Accessible by Bard and Rogue.
Grimoirep. 26
Codex domain card type granting access to a collection of less potent spells.
Group Action Rollp. 97
One PC leads with an action roll; allies make reaction rolls. Lead roll gains +1 per success, -1 per failure.
H
Hard Movep. 181
GM move with direct, harsh impact and no opening to interrupt. Used on rolls with Fear.
Help an Allyp. 90
Spend a Hope to roll a d6 advantage die for another PC's action roll. Multiple players can help, but only the highest result is added.
Heritagep. 16
The combination of a character's ancestry and community.
Hiddenp. 102
Out of sight from all enemies. Rolls against a Hidden creature have disadvantage. Lost when an adversary moves to where they'd see you, you move into LoS, or you attack.
Hit Points (HP)p. 18, 91
Track of physical health. Mark 1-3 HP from damage based on thresholds. PC max 12 slots. Marking the last triggers a death move.
Hopep. 90
Player metacurrency. Earned on rolls with Hope; spent on Help an Ally, Utilize an Experience, Tag Team Rolls, and class Hope Features. PCs start with 2; max 6; carries between sessions.
Hope Diep. 90
One of the two Duality Dice. If it shows higher, the roll is "with Hope" — the player gains a Hope token.
Hope Featurep. 90, 161
Class-specific feature requiring 3 Hope to activate (e.g., Bard's "Make a Scene").
Hordep. 199
Group of identical creatures acting as a single unit; deal different damage when half HP marked.
I
Immunityp. 99
Ignore incoming damage of that type entirely.
L
Leaderp. 200
Adversary that commands or summons others.
Levelp. 109
Character level (1-10). Adds to armor's base damage thresholds. Levels are grouped into 4 tiers.
Line of Sightp. 104
Required for ranged attacks. A partial obstruction grants the target Cover; total obstruction means no LoS.
Loadoutp. 101
Up to 5 active domain cards your PC can use during play.
Long Restp. 105
Several hours of camp/sleep. 2 downtime moves each (full versions). GM gains 1d4 + #PCs Fear; can advance a long-term countdown.
Loop Countdownp. 163
Resets to its starting value after triggering.
M
Magic Damagep. 99, 113
Default damage from spells. Can be reduced by magic resistance/immunity.
Major Thresholdp. 91
First damage threshold. Damage at/above Major (and below Severe) marks 2 HP.
Massive Damagep. 91
Optional rule: damage ≥ 2× Severe threshold marks 4 HP instead of 3.
Meleep. 103
Close enough to touch, up to a few feet.
Midnightp. 24
Domain of shadows and secrecy. Accessible by Rogue and Sorcerer.
Minionp. 201
Easily dispatched (1 HP, defeated by any damage), dangerous in numbers; PCs can defeat additional minions in range with extra damage.
Mixed Ancestryp. 71
Character of multiple lineages: take the top feature of one ancestry and the bottom feature of another.
Multiclassingp. 111
Available level 5+. Take a 2nd class, gain one of its domains and class feature, plus a foundation card from a subclass. New domain cards from multiclass are at half level (rounded up).
O
Out of Rangep. 103
Beyond Very Far; usually can't be targeted.
P
Passivep. 195
Always-on adversary ability requiring no resource.
Physical Damagep. 99, 113
Default damage from mundane weapons/unarmed attacks. Can be reduced by physical resistance/immunity.
Preparep. 105
Downtime move: gain 1 Hope (or 2 if doing it with one or more party members).
Proficiencyp. 98, 109
Multiplier for the number of damage dice rolled with weapons (does not affect flat modifiers). Starts at 1, increases at tier achievements (levels 2/5/8) or via advancement.
Progress Countdownp. 162
Dynamic countdown to a positive effect; advances faster on player success.
R
Rangedp. 202
Fragile up close but deals high damage at range.
Reactionp. 195
Adversary effect triggered by a specific event, regardless of spotlight.
Reaction Rollp. 99
A roll made in response to an attack or hazard. Doesn't generate Hope/Fear, doesn't trigger GM moves, can't be aided by Help an Ally.
Recall Costp. 26, 101
Stress paid to swap a vault card into the loadout outside of downtime.
Repair Armorp. 105
Downtime move: clear 1d4+Tier Armor Slots.
Resistancep. 99
Halve incoming damage of a type before applying thresholds. Doesn't stack.
Restrainedp. 102
Can't move; can still take actions from current position.
Risk It Allp. 106
Roll Duality Dice: Hope higher = stay up, clear HP/Stress equal to Hope value; Fear higher = die; matching = clear all HP/Stress.
S
Sagep. 24
Domain of the natural world. Accessible by Druid and Ranger.
Scarp. 106
Permanent crossed-out Hope slot from Avoid Death. Crossing the last = character ends.
Severe Thresholdp. 91
Second damage threshold. Damage at/above Severe marks 3 HP.
Short Restp. 105
About an hour. Each PC takes 2 downtime moves. GM gains 1d4 Fear. After 3 in a row, the next rest must be long.
Skulkp. 203
Maneuverer who exploits opportunities to ambush.
Socialp. 204
Presents conversational rather than combat challenges.
Socialp. 241
Environment scene type focused on interpersonal challenges.
Soft Movep. 181
GM move that gives the party new info and a chance to react. Used on rolls with Hope.
Solop. 205
Formidable challenge designed to threaten an entire party.
Spellcast Rollp. 96
A trait roll using your subclass's Spellcast trait, required by certain magical features. Counts as an attack roll if it can damage.
Spellcast Traitp. 27
The trait used for Spellcast Rolls; determined by your subclass.
Splendorp. 24
Domain of life. Accessible by Seraph and Wizard.
Spotlightp. 89
The table's focal attention. Swings between players and GM by fiction or mechanical triggers.
Standardp. 206
Representative member of their fictional group.
Standard Countdownp. 162
Advances by 1 on every player action roll.
Stressp. 92
Mental/physical strain track. Most PCs start with 6 slots, max 12. Marking the last makes you Vulnerable. Some abilities require Stress; if all marked, mark an HP instead.
Subclassp. 27
Refines a class identity. Each class has 2 subclasses with Foundation, Specialization, and Mastery features unlocked over levels.
Success with Fearp. 94
Total meets/beats Difficulty AND Fear Die is higher. "Yes, but..." — succeed with cost/complication; GM gains a Fear.
Success with Hopep. 94
Total meets/beats Difficulty AND Hope Die is higher. "Yes, and..." — succeed and gain a Hope.
Supportp. 207
Enhances allies or disrupts opponents.
T
Tag Team Rollp. 97
Once per session per PC, spend 3 Hope to combine two PCs' actions into one. Both roll; choose one result to apply. Combine damage on attacks.
Temporaryp. 102
Tag denoting a condition the affected creature can clear with a move against it (PCs roll, adversaries spotlight).
Tend to Woundsp. 105
Downtime move: clear 1d4+Tier HP for self or ally.
Tierp. 109
Tier 1 = level 1; Tier 2 = levels 2-4; Tier 3 = 5-7; Tier 4 = 8-10. Determines tier achievements and equipment access.
Tier Achievementp. 109
Bonuses at start of new tier (levels 2, 5, 8): new Experience at +2, +1 Proficiency, clear marked traits at 5/8.
Traitp. 17
Character aptitude score. The six traits are Agility, Strength, Finesse, Instinct, Presence, and Knowledge. Standard array: +2, +1, +1, +0, +0, -1.
Trait Rollp. 96
An action roll with a specified trait (e.g., "Agility Roll (12)"). Effects on a trait roll also apply to attack and Spellcast rolls using that trait.
Traversalp. 241
Environment scene type where movement is itself a challenge.
U
Utilize an Experiencep. 90
Spend a Hope to add a relevant Experience modifier to a roll. Multiple Hope can be spent for multiple Experiences.
V
Valorp. 24
Domain of protection. Accessible by Guardian and Seraph.
Vaultp. 101
Inactive cards beyond your loadout. Move freely during a rest, or pay Recall Cost to swap mid-play.
Very Closep. 103
About 5-10 feet. While in danger, can move into Melee as part of an action.
Very Farp. 103
About 100-300 feet. Agility Roll required to safely move into Melee while in danger.
Vulnerablep. 102
All rolls targeting you have advantage.
W
Weapon Featurep. 113
Special rule active while a weapon is equipped (e.g., Reliable, Quick, Heavy).
Work on a Projectp. 105, 181
Long-rest downtime move: pursue a long-term project tracked by countdown.