Icon 1.5
Icon 1.5
Foreword
Hello!
Many of you may know me from the other Massif Press RPG, Lancer, or from my webcomic Kill Six
Billion Demons. This is a free play test of the next game I intend to publish. My ethos is to give people
content, then ask them to pay for it later if they like it, so this test is entirely free to play and distribute.
Much like Lancer, the final product will have a free version with all player facing content.
This game was born from my love of fantasy. I love that old-school mysterious, enormous-world fantasy
vibe that is reproduced so well in animation, comics, and games. This game is inspired by the feeling I
think you might get when you look at the main cover. I took inspiration from anime, the works of French
comic artist Möebius, studio Ghibli, and video games like Shadow of the Colossus, Dragon’s Dogma, and
the Legend of Zelda.
I love tactical combat and strategy games, but also more freeform narrative games. Here I have mashed
the two together. You can use either or both. The narrative portion is a more stripped down version of the
action system of Blades in the Dark, by John Harper, which I think is an excellent lightweight system and
probably my favorite game currently.
Feedback
This is a play test and hasn’t been hammered out quite yet. It was written, illustrated, and formatted by
one person. There might be spelling or formatting errors. stuff that doesn’t work, feel good, or certain
combinations of abilities that are too strong, weak, etc. You can send feedback to
[email protected]
Work on this game will be slow while I finish Lancer content and it probably won’t receive publishing for
a while so there is plenty of time to test it. There’ll be regular but slow content for it.
Character sheets
Character sheets are unfortunately absent until there is a more finished version of this game, though there
are likely community resources you can find online with a quick google that will help you.
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I’m very tired, but this is one of the largest and most comprehensive updates to the game yet, and I think
the game will finally be in a content complete state and a stable testing state.
I don’t have comprehensive notes for a change log this time, because this has been well over a hundred
hours of work and nearly everything has been updated, from the composition of the book, to basic
mechanics. I’ll try and hit the highlights. You’ll have to dig in yourself to see how your favorite jobs have
fared. Thanks very much for reading, there’ll be more comprehensive notes as we go through testing
versions in the future.
Special thanks to the band Vildjharta, whose discography I listened to about fifteen times finishing the
last part of this update.
MAJOR UPDATES
• Character advancement has been reorganized - less narrative action dots, more ability points
• Tons of new art!
Narrative
• Narrative play has a more play sheet like structure for visual learners. I don’t think these are that usable
as a character sheet but you can get a good look.
• Gear system added for narrative play.
• Got rid of some narrative play concepts (resistance, spending effort to avoid breaks) as I think they
were unnecessary
• Standardized strain and stress for all bonds
• Changes to many bond powers
• Moved some sections around for ease of reading
Tactical Combat
• Tactical combat has received a massive update. The entire section has been reorganized in order
of complexity.
• The entire combat system has been smoothed out. Generally I was looking to redesign things to be
more straightforward, effective, and require less overhead. Nearly all abilities have significantly
changed and have been clarified and refined along with numerous balance changes.
• All character capabilities in combat are now ‘abilities’
• New triggered effects concept to unify some ability functionality
• Nearly all glossary terms have been updated and clarified.
• Small update to resolve
• Dying is now ‘fallen’ if you gain 4 wounds, allowing more complexity
• New statuses replacing old ones, and some old ones have been moved around.
• Stun has been changed
• Blights have been removed completely.
• Removed many saves to avoid statuses.
• Massive rework to summons, now standardized
• Rework to how vigor works
• Rework to how vigilance works
• Rework to hatred
• Update generally to range, ranged abilities, and how AoE works
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Combat jobs
• Talents are now mutually exclusive (you pick one or the other) but a little stronger
• Base armor lowered to 2 for most red jobs
• Rush (armored dash) added for stalwarts
• New slashed and weakend statuses
• New Rampart effect for red jobs
• Update to finishing blow and new traits for vagabonds
• Slow removed, changed to dazed (from old stalwart status)
• Update to bless and most bless traits
• Update to Aetherwall for consistency and new Slip trait
• All jobs have received massive updates. In general, jobs have been rebalanced and refocused on
just a few concepts and triggered effects, for build consistency. For example, Chanters are focused on
flight, pits, combos, the charge triggered effect, and have a light gamble theme.
• Just to give you an idea of what changed, here’s a list of new abilities replacing old abilities: Gates of
Hell, Soul Blade, Massive Overhead, Raging Wolf, Gallows Humor, Party Favor, Paradiso, Exorcism,
Trick Shot, Showdown, Warding Bolts, Nightmare, Shadow Play, Umbral Echo, Assassinate,
Lycanthropy, Morrigan, Aria, Symphony, Gravebirth, Crimson Bloom, Chaos Tarot, Blazing Bond, Helix
Heel, Bifrost, Rampant Nail, Geyser, Waterspout.
• Yeah.
• If that all sounds cool its best just to check out your favorite job to see what changed.
Other
• Small updates to camp system to work with new gear system
Foes
• Massive updates to foes. In general, I wanted to make them more effective and straightforward,
streamlining the number of traits and actions they have in favor of making them more effective
• Reworked how foe interrupts generally work
• Complete rework to how mobs work
• New Round Actions concept
• Massive number of new foes and elites, including for factions that lacked them at certain chapters
• All legend fights have received polish and numerous changes or updates. There are also numerous new
legend fights for factions that lacked them.
Deeptower
• Tiny updates to deep tower to reduce foe variety to make it easier on new GMs
Enjoy!
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Foreword 2
ICON 9
Legacy of The Arkenlords 9
Rolling Dice 11
GETTING STARTED 13
Action Ratings 17
Chapter 21
Clocks 26
GM Principles 28
Combat In ICON 31
Play Example 36
INTERLUDES 42
Session End 44
BONDS 55
I. The Path nder 56
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fi
fi
II. The Seeker 58
V. The Harlequin 64
X. The Elder 74
MOVEMENT 87
ABILITIES 91
JOBS 110
Choosing your job 112
Relics 113
STALWART 116
Bastion 119
Colossus 133
Knave 139
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fi
VAGABOND 145
Fool 147
Freelancer 153
Shade 159
Warden 166
MENDICANT 172
Chanter 174
Harvester 182
Seer 197
WRIGHT 204
Enochian 206
Geomancer 215
Spellblade 222
Stormbender 230
Advancement 240
Rewards 242
RELICS 245
THE CAMP 253
Camp Fixtures 254
BATTLE 270
INTRIGUE 276
TREK 281
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CREATING INTERESTING FIGHTS 294
Elite 308
FACTIONS 314
I. FOLK 315
V. IMPERIAL 387
DEEPTOWER 491
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ICON
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Brave or daring adventure seekers or treasure tighten their sword belts, and for the first time,
hunters often venture into these ruins in search of banditry has sprung up over the stones and passes
wealth or power, and are frequently rewarded, of the old imperial highways.
despite the terrible danger that these expeditions
pose. At the very edge of this age is you.
Left unchecked, the more active ruins will begin to
You belong in this world, and you are tied to its
bubble over with fell energies and toxic magic,
fate. You are cursed to wield great power, but how
warping the land itself and spewing forth
you choose to wield it is up to you.
monsters, a terrible event called a Blight. These
grow over time in intensity and size, and can
Many in your position use it to plumb the depths
endanger the roads, fields, and forests of the
of the old world in search of treasure and fame.
world above - and with time grow to warp entire
Others use it to drive back the Blights and protect
regions into a dark mirror of the world below.
the villages of the Green from the specters of the
These blightlands are dangerous and poisonous
past, or keep the roads and ways safe for the
wastes that spread like a cancer across the surface
young and old alike. Some work as mercenaries
of Arden Eld.
for the city guilds and take to the sky in great
airships, while others wander the land helping the
Quite often an entire ruin will surface, pushed up
lost or forgotten. Some use their power to kill to
and out of the earth by some unknown seismic
cut away threats to the world, others to defend
force or rampant magic. These surfacing ruins are
those they hold dear.
often more active than their long-dead
counterparts and will sometimes burst from the
Will you defend the Green Age? Will you help
earth very close to villages or in the middle of
usher in the Churning Age? Or will you cast all
cities, causing great destruction.
aside to turn the great wheel of history and allow
its stagnant blood to flow again? Whoever you are,
The Churning Age it is your decisions that make you who you are,
and cement your place in the Tale of Ages.
Now, the world stands at the edge of a new age -
the Churning Age.
You are an Icon.
More and more adventurers plumb the ruins of
the old world in search of its treasures. Factions of
the trade guilds and city councils now turn their
eyes to the terrible potential of arkentech, and
seek it greedily. Great etheric airships, built with
the power scraped from the ruins, now soar into
the sky in search of crumbling spires or ancient
catacombs to plunder. In response, the ruins
themselves have become more active - disgorging
more monsters, becoming more unstable, and
more often rising up from the earth itself in
terrifying seismic displays.
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For tactical combat, when a roll has a boon, roll The game takes place in a world called Arden Eld
an add a d6 to the total d20 roll for each boon. If (old Arden).
more than one boon is added to a roll, choose the
highest d6 result, no matter how many rolled. For Arden Eld is old, wild, and untamed. Where
curses, do the opposite (subtract 1d6 per curse, civilization exists, it is green, pastoral, and
subtracting the highest for multiple curses). idyllic, except for the cities, which are few and
far between. There are no nations the way we
Boons and curses cancel each other out, 1 to 1 think of them today, but there are tight knit
(don’t even roll). communities and city states.
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If you want to run a game that is more grounded Characters level up by accumulating experience,
or low technology, it will probably not fit with the from 0-15. They may accumulate some experience
base tone and setting of this game. Characters are during a session, and even more at the end of
heroic and powerful and have many abilities that each session when they check a series of xp
give them a lot of narrative agency. Magic and triggers.
technology is everywhere.
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Moving forward
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Character Advancement
2 1 Gain your first relic Gain a Bond Power and improve an action
3 1 Gain a Mastery Point Gain a Bond power
Choose a second job and gain +2ap
4 1 OR the same job and gain a mastery Improve two actions or gain a Bond power
point.
5 2 Gain +1ap Improve an action
6 2 Get your second relic Gain a Bond power
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Narrative Play
Narrative play is the default mode of play of • 6,6: - Critical Hit! The character is successful
ICON. Whenever you’re talking, exploring, and has increased effect
investigating, or on the move, you’re probably in
narrative play. It covers pretty much everything Rolling with 0
outside of tactical combat. In narrative play, the If you roll with 0 total dice, roll 2d6 and pick the
primary goal of the players and the GM is to tell a lowest as your final result. You can never get a
story together, and the story itself is the critical hit with 0 dice.
medium of play.
Bonus dice
Players typically say what their characters do and
say, and the game master tells them how the
You might get bonus dice or dice penalties on a
world or other characters respond to them. It’s a
roll from allies helping you, in the form of Boons
bit like a conversation back and forth between the
(+1d6) and Curses (-1d6). These cancel each other
GM and the players.
out 1 to 1.
Narrative play can be very loose and unstructured,
These are sometimes written as +1D or -1D for
and you can play a long time without touching any
simplicity.
dice. The general rule is to do it - do it! You
don't need to roll dice to take every action.
The most important rule to remember is that you
can’t get more than +2 or -2 additional dice
However, when the outcome of an action is
on any roll, no matter how many dice you get
unclear, difficult, dangerous, or contested,
otherwise.
a player makes an action roll.
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• Command - Use force of will and presence to more or less effective depending on the situation.
lead or intimidate. Give orders. The key thing is that players always choose the
• Tinker - Interact with, understand, or use approach and the action they want to use. The
alchemy, etheric constructs, or technology. Fix, GM is free to suggest actions, and also to decide
pick, or break locks or mechanisms. Construct, whether an action is more or less risky or
deconstruct, or alter technology. effective. This is where the meat of narrative
• Excel - Act with concentrated precision or skill. play in ICON lies. Players can use their creativity
Fire a ranged weapon. Hit a tiny target at range. to form approaches to problems, and the GM acts
Catch a falling coin. Balance on a narrow wire. as the judge to set the stakes.
Squeeze through a tight space.
• Smash - Overwhelm with physical or magical
force. Swing a melee weapon. Throw a punch or
Risk and Effect
blast down a door with a magic spell. Wreck an
When a player suggests a course of action and
object or obstacle.
names their goal, the GM decides how risky the
• Endure - Push yourself to your limits. Power
action is and how effective it’s going to be, based
through pain, cold, heat, or harsh environments.
on the narrative.
Lift or drag something enormously heavy.
Risk can be controlled, risky, or desperate.
Examples:
Effect is usually weak, normal, or powerful.
• Sneak past the sleeping Wyrm without it
waking
By default, all actions are risky and have normal
• Traverse down a corridor and outrun a wall of
effect.
flame
• Sense the tracks of a beast in the snow
• Study a goblet of wine very carefully to see if Risk
it’s poisoned
• Charm the bandits into untying you Risk is how dangerous an action is, and what
• Command a caravan of scared people to stay the consequences could be for failure or partial
together while under attack success. If an action is risky, it means there is
• Tinker with an ancient magic rune circle to some degree of harmful or unwanted
prevent it from summoning a demon consequences to the action, usually what we’d
• Excel and cut the drawstrings of the guard’s expect.
trousers with a swipe of a dagger.
• Smash the lock on the ancient chest with a Controlled risk means there are few or weaker
single blow consequences for failure. When a situation or
• Endure the pain from holding back a heavy action is controlled, the character usually has a
boulder from squashing your friends good position, plenty of time, or relative safety.
Desperate risk means great or dire
You’ll notice that some of these actions have a consequences for failure. When a character finds
little overlap, but are flavored differently. For themselves in a bad situation or throws
example, taking someone’s purse from them could themselves into one for a faint hope, that’s
be cutting it from their belt (with Excel) - quick desperate.
but not necessarily quietly. Alternately, it could be
taking it quietly with Sneak. You could even Effect
perhaps Charm them to divert their attention
while you take it off them. A heavy dungeon door Effect is what we expect to happen when the
could be tinkered (if it has a lock). Alternately, it character is successful. Normal effect is just this -
could be smashed with a fireball, or perhaps what a character expects to happen.
someone could endure lifting and holding it
open for the group to pass through. When effect is weak, it’s less effective than the
player expects. For example, a character tries to
All of these different situations have different tinker a gemstone loose that’s powering a
narrative outcomes and might be more risky or magical trap, but only succeeds in prying it out
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half way, making them have to take additional The power of all actions generally is guided by
action. When an effect is powerful, it’s more Chapter (pg XX), but you can change this
effective than expected. For example, a character depending on the tone of your game.
trying to study or sense a way out of a maze with
powerful effect may figure the whole thing out How much can a powerful or super powered
and gets the party out in one roll. action do in your game? Can a superpowered
smash destroy a boulder or a whole tower? Does
No effect and Superpowered changing the mind of the enchantress take a
powerful charm or a normal charm? Can a
Sometimes the GM can judge an action can have character command a whole army by themselves
no effect at all. For example, the GM might decide with normal effect or is that effect weak without
trying to charm monsters to persuade them that aid?
your actions are just may not have any effect.
Trying to traverse by leaping up a 50 foot wall Which actions end up being more or less risky and
probably doesn’t have any effect unless it’s already the consequences of character action also sets the
been established your character can jump that tone. If a character attempts to leap across a wide
high (see the section on chapter shortly). chasm, is that a desperate action, or merely
risky? Can a character even jump across a chasm
Sometimes an action has extraordinary effect, is that wide unaided, or will they have no effect
heroic or outsized in scale, or pushes beyond without a superpowered action?
mortal limits. This level of effect is called
superpowered. Characters can get a Changing Dice Pools
superpowered effect by pushing their effect
beyond powerful through their abilities or getting The GM never changes the number of dice a
a critical hit on a powerful action. A superpowered character can roll in ICON, but a character can
effect can accomplish feats that are far beyond the themselves affect how many dice they get by
character’s current abilities - like traversing that aiding their allies or pushing themselves past their
50 foot wall in a single leap, smashing a tower to limits.
rubble with a blow of your sword, or sneaking
through a whole army.
Gaining Dice
Setting risk and effect
All characters have a pool of Effort, representing
their inner reserves of willpower, strength, and
Risk and effect are set before making a roll. This the will to push on.
can take a little practice to get used to, but it’s
important - we set these before the roll so the
• Characters can spend 1 effort to to improve their
consequences and effect of a character’s actions rolls by pushing. Pushing gives +1 boon on
are clear before they make the roll. Think of it like any action.
a negotiation between the GM and the player - if • Characters can also spend 1 effort to aid an ally,
all goes smoothly, then the roll should feel fair, giving them +1 die. Push and aid can both stack
even if the player fails - after all, we know what on the same action
the consequences should be. Conversely, if the • Characters can also make an action roll to set
player succeeds, they can expect what will up another character - for example by
happen, since we know what their effect will be. distracting the merchant while your ally sneaks
up behind them, studying a monster for a weak
Judging risk, effect and setting tone point, or charming a mercenary your ally wants
to hire. Your roll has reduced effect by itself,
These two tools together - risk and effect - are and you can still take consequences, but your
kept slightly loose for a reason. They let you set ally gets +1 boon or increased effect on the
the tone of the game you want to play, and also action you set up if your roll is successful. This
give the GM tools to judge situations based on the counts as aiding a character, so you can’t do
story. both.
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In ICON narrative play, the Game Master Chapter decides both the scale of the
never rolls (except maybe to make a fortune roll adventures that characters are expected to have,
here and there, as stated above), and players and those characters’ own abilities and
always have the initiative. Non-player characters, capabilities.
traps, hazards, etc are not treated like individual
entities with their own ‘turns’ or action ratings, Chapter can be adjusted for your game, but this
but rather like a part of the scene or story, with game is designed with the following scales in
the story itself being the most important thing! mind:
Characters take action, and the GM responds by
narrating what happens next. • Chapter 1 is for threats, challenges, and stories
at the local scale, things characters could be
The only way players can take consequences is expected to handle as beginning
through their own actions. The extent of those adventurers. They might save a local town or
consequences are up to the GM, however, which village. Things like crossing a river, scaling a
could include them ‘losing’ the initiative by cliff, bargaining for supplies, etc might still be a
forcing them to react to a situation. In tense challenge for them.
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You can absolutely adjust this up or down. Decide such as darkness or misdirection. They can
with your group and for your table what a chapter probably only do it slowly. At higher chapters,
1, 2, or 3 challenge looks like. they need less cover and can do it faster.
Here’s some examples of risk, effect, and chapter Might all adjust risk and effect.
using each action for what a characters’ expected
capabilities and limits are in each chapter. This Here are the rough capabilities of a characters’
can be adjusted by a GM depending on the tone of actions, depending on chapter:
the game. These are all just examples and by no
means an exhaustive list. • Chapter I: Climb over a manor wall, swim a
river, or cross a gap. Ride an animal or pilot a
Sneak vehicle. Move a short distance quickly (a few
The risk and effect of Sneak actions is usually dozen paces).
dependent on how alert the target of the action is, • Chapter II: Climb over a castle wall, swim a
and what the scale of the task is. lake, cross a chasm. Ride a monster. Move a
long distance (a field’s length) very quickly (by
Here are the rough capabilities of a character’s climbing, sprinting, jumping, teleporting, flying,
actions, depending on chapter: etc).
• Chapter III: Run up a massive cliffside, swim
• Chapter I: Sneak into a camp or building. Fish a channel, cross a canyon. Ride a huge monster.
an item out of someone’s pocket, or plant Arrive in a nearby town almost instantly. Keep
something there. Use sleight of hand to fool up or even outrun a horse or riding animal.
someone. Spring an ambush on a single person.
• Chapter II: Sneak into a large or guarded Overland travel might be a single roll, or might
location like a castle. Pickpocket or ambush a take a project or ritual (see the section below) to
whole group of people. do something like teleport instantly using a ritual,
• Chapter III: Sneak past a guarded location in book safe passage on an airship etc.
broad daylight. Stealth by a monster with
unusual senses. Steal something someone is Sense
actively holding while they’re looking at you. When you sense, you broadly survey or take in an
area. You don’t get a lot of detail or specifics, but
A lower chapters, a character needs some cover or you might notice things like traps, hidden doors,
distraction to effectively do something sneaky, magical constructs, hidden ambushes, people etc.
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You might notice smoke from a campfire, or dust are being deceived. If that’s the case, their chapter
kicked up from a caravan over the horizon. usually determines
Usually the risk and effect of sense actions is Here are the rough capabilities of a character’s
determined by how tense the situation is and also actions, depending on chapter:
factors such as darkness, obscurity (from weather,
dust, etc), and distance. • Chapter I: Figure out how to open a door.
Decipher a text in a foreign language. Find a
Sense can also be used to detect the presence of path through a maze. Solve a riddle. Untangle a
magic or people. Powerful magic might be more puzzle. Do light detective work. Determine
risky or harder to detect. Creatures or people from whether the local barkeep is charging too much
higher chapters might also be much harder or money.
even impossible to detect, depending on their skill • Chapter II: Decipher an ancient text. Research
level. forbidden lore. Find the weak heart scale on a
wyrm. Figure out where someone has been by
Here are the rough capabilities of a character’s looking at their clothing. Determine whether the
actions, depending on chapter: master thief is going to let you leave her den
alive.
• Chapter I: Spot or detect traps, hidden doors, • Chapter III: Surmise exactly what happened
or hidden objects. Look for entrances into an in a room last week from two hairs and a splotch
ancient ruin. Sense an ambush. Track or hunt of blood. Decipher an ancient inscription by
over ground. Detect magic or the presence of intuition alone. Solve a mystery right away that
nearby mundane beings. would have stumped an entire team of local
• Chapter II: Sense a master assassin. Track heroes. Guess the archwyrm’s riddle in one go.
someone through new snow or in days-old mud.
Detect subtle or hidden magic. Spy a moving Charm
caravan hours before it arrives. Predict the Charm can be used when you’re trying to sway
weather days in advance. with direct appeals, charisma, diplomacy,
• Chapter III: Determine the exact location of connections, or deception. Like many other
an invisible creature. Track someone in a busy actions, Charm’s effectiveness and risk is highly
town by the smell of their tobacco. Visualize the depending on scale and the person or group of
ambient connections of magic around you. people you are trying to Charm.
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you’re hanging off the side of an airship, upside ancient tree trunk. Force open a sealed stone
down. door that has been sealed for a thousand years.
Out-drink a Jotunn.
Smash
Smash is when you use violence or direct force to Action Overlap
accomplish your goals. This could be physical
strength or magical prowess. Shooting a fireball at As mentioned before, there is a lot of intentional
a door or kicking it down accomplish pretty much overlap between actions. Risk and effect can be
the same thing, after all. used to tease out the differences between actions,
depending on your GM and the tone of your game.
The risk and effect of smash are usually
depending on your target and your own For example, Smash and Endure have some
capabilities. overlap. Smashing a door down as opposed to
using Endure to merely force it open has a
You can also use Smash to swing a melee weapon, different effect in the fiction, however, which is
whether that’s a giant hammer or a sword made of relevant - especially if you're trying to do
fire. something quietly!
Here are the rough capabilities of a character’s Charm and Command have similar outcomes -
actions, depending on chapter: however Charming a scared soldier looks very
different than Commanding one, and also
• Chapter I: Break a gate. Kick a bandit in the depends heavily on which side the soldier is on!
face. Throw a punch. Blow up a door. Throw a
barrel.
• Chapter II: Snap a heavy iron chain. Throw Clocks
back ten people with one blow. Smash a
boulder. Blow right through a stone wall.
• Chapter III: Blow a hole through a castle wall. Let’s think about sneaking into a castle. There
Use your knuckles as a battering ram to smash a may be several discrete tasks or obstacles that
castle gate. Fight a small platoon by yourself. need to be cleared as players try to get through
Split a cliff face. Burn away a small forest. this castle - guards, locks, trapped doors, you
name it. One roll may not feel right for the
purposes of this task. If the journey in doesn’t
Endure
particularly matter, a character could make a
Endure is the counterpart of smash, for when you
single roll to sneak in and have to figure out how
use your ability to withstand or exert tremendous
to get out. Or, if this is something we want the
forces. It could be not just physical strength, but
story to brush past or montage through without
magical or semi-magical fortitude as well, brought
much further consideration or consequence, we
on by training, spells, etc.
could do the whole thing in a single roll (perhaps
this is a scene from the character’s history, or the
Here are the rough capabilities of a character’s
task is far below their skill based on the chapter).
actions, depending on chapter:
Sometimes a task is too complex or daunting to be
• Chapter I: Hold up a portcullis or a push aside
completed in one roll. Sometimes a task might
a heavy stone. Go for a long time without food
take more time, or multiple steps, to complete,
or water. Hold your breath. Push on into
and doing everything in one roll just doesn’t feel
extreme heat or cold. Run through the night.
right.
Win a drinking contest. Withstand pain.
• Chapter II: Lift an ox into the air or hold a
In all these cases, it’s best to use a clock!
castle gate open. Eat something poisonous. Go
without sleep, food, or rest for a few days.
When you have a clear challenge or goal, you can
Withstand tremendous pain.
set out a clock with an even number of segments
• Chapter III: Wade through fire or ice. Lift a
(4, 6, 8, 10, 12). You can draw out an actual clock,
three story Leggio Caravan. Carry an entire
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split into segments, or use a tracker, or simply tick You can easily use clocks to track progress on a
off check marks if you like. The longer the clock, long term project, especially the kind that
the more complicated or challenging it will be to characters might try to work on during an
fulfill. Name the clock after the challenge or goal, interlude.
not necessarily the method. For example, you can
have a clock that says ‘Guards’, ‘Traps’, and Slow Clocks
‘Alarm’.
If you want a clock that fills slower, instead set a
When characters take action related to a clock clock out that only fills up by 1 segment at a time,
that would further it in some way, they will fill in usually when characters are successful at some
segments on that clock with their actions on a other task, or advance a journey or activity in
successful roll equal to their effect: some way. For example, if your characters are
• Fill in 2 segments for normal effect tracking a monster, you can tick a segment any
• 1 for weak, time the characters finish a scene where they close
• 3 for powerful, distance on the monster, and decide they find it
• and 5 for super powered actions. after 3 segments.
When the clock fills up completely, the task or There are lots of other examples of this in the
challenge it represents is complete or Book of Adventure on page XX.
surpassed. No further action is necessary from
the characters. Progress clocks
In the previous example, we could set out a single You can also use clocks to track the status or time
clock (maybe a longer one, such as 10 segments) pressure of a larger ongoing situation in the world
for the whole castle, called something like ‘The or campaign, such as a war, a spreading Blight, a
Castle’. Alternately, we could set out a few faction’s political influence, or an assassination
(shorter) clocks representing each major obstacle plot. These progress clocks tend to move by
as the characters come across them - like ‘Guard themselves. Tick segments on these clocks when
in the hallway’, ‘Big complex lock’, ‘Hidden the story or campaign moves forward. A good
Trapped Room’, judging the characters successful time to do this is after an interlude. When ticking
if these smaller clocks are filled in. these clocks, tick one segment if the situation
progressed a little, two if it progressed as normal,
Clocks abstract out a whole task, scene, or series and three if there was great progress. For
of events. It’s certainly possible to just use a series example, if you have a clock tracking the progress
of normal rolls for many complex tasks (and a lot of a war and it’s drawing to a close, you might tick
of tables will play that way). However, using three segments on that clock at the end of
clocks to represent complicated tasks ensures downtime.
you’re only rolling when there’s persistent
narrative tension, constrains the number of rolls
Failure states
made for any given task, and creates clear
parameters for success. It allows the story to
You can also create clocks that fill up as a result of
progress and means you don’t have to waste time
failures, rather than successes, establishing fail
lingering on tasks that would otherwise require a
states for situations. These clocks get filled in as
lot of rolling, all of which we find extremely
consequences of failed rolls or complications of
effective for speeding up play. You can use them
Risky or Heroic rolls. For example, if a group of
to move more quickly and efficiently through
PCs were trying to flee from a band of
narrative scenes. If you’d prefer to keep things
mercenaries, you might set out two clocks: one
looser, then don’t worry over making clocks for
that represents the PCs’ safe escape and one that
every little thing.
represents the mercenaries catching up to them
and forcing a fight. The Escape clock fills up when
Project clocks PCs successfully put some distance between them
and their pursuers, while the Capture clock fills
up when they either fail those actions or have to
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make trade-offs. You might fill in two segments • The characters will take strain from the task
whenever a PC fails a roll and fill in a single
segment as a complication if they roll a 4-5. Then set up a clock or make an action roll to
accomplish the goal.
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Get into trouble means starting trouble or during the interludes and pursue ambitions
facing consequences, even on a successful roll. For normally, then return the following expedition if
example, a character with the ‘exhausted’ burden they so choose.
decides to get into trouble when making a roll to
navigate a monster infested tunnel. The GM
decides this character wanders off, not aware of Combat In ICON
their surroundings, while the party moves on
without them. A character with the ‘anger’ burden ICON has a tactical combat system, but this
decides to get into trouble while negotiating a system doesn’t have to get used to represent every
peace settlement - the GM decides that the occasion when violence breaks out. You have a
character acts out at an inopportune moment. couple options, including not playing with tactical
combat at all!
When getting into trouble or invoking a burden
means changing a character’s behavior or making
them act out-of-character, the GM can say broadly Use tactical combat
what happens but it can be up to the player to act
it out. By default, ICON assumes GMs and other players
will be using the tactical combat system in the
Other players are free to suggest consequences for second half of this book. This system is only for
invoking burdens (including the player who when the stakes or the tension are high and must
invoked them), but it’s ultimately up to the GM be resolved through combat. In tactical combat,
what to choose. characters can actually be hurt or killed, and
they are going to use the full extent of their
If you invoked at least one burden at least once might - all their destructive magical and physical
during a session get 1 xp at the end of that power. If the scene doesn’t warrant that, or the
session. characters don’t have the ability to go all out, it’s
not worth tactical combat. For most situations
Healing Burdens and Strain involving violence, assess whether it’s important
enough to dip into tactical combat. If you get into
Characters can heal all strain when they camp other situations, it might be better to play it out as
or when they finish an interlude. a narrative scene, using clocks. This is a way you
can set the tone and pacing for your game.
Burdens can only be healed during an interlude,
during the special Heal Burdens step. Burdens • Is a bar brawl a tactical combat, where the
are represented with a filled clock of 4, 6, or 10 stakes are high and characters will use the full
segments, and characters can only heal them extent of their powers and abilities, or is it a
slowly by unticking segments during downtime. narrative scene using Excel, Smash, Endure,
Characters can fill in any burden they like when and Command to overwhelm and outwit your
they take one. rowdy opponents?
• If the local militia shows up to arrest the
players, is that a tactical combat or a
3 burdens
negotiation? Can it degrade into a tactical
combat or can players make other rolls to avoid
A character with 3 burdens can still break, fighting?
clearing all strain, but doesn’t mark an extra • If the characters find a hungry giant guarding
burden. Instead of recovering and returning to the entrance to a dungeon, can they talk to it, or
themselves at the end of the scene, however, they will they have to fight it in tactical combat if
remain broken until the expedition is over (they they fail to sneak past?
can still expend effort to act normally).
Transitioning into tactical combat is usually done
After the expedition is over, any character that smoothly out of narrative scenes or as a tension
broke this way must take their leave from break when things go sour: when the characters
adventuring for a while and cannot embark on fail to sneak past the Relict, when they burst into
the next expedition.They can still heal burdens
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the baron’s hall hell bent on confronting them, or away, or opening a door, or scaring foes off, or
when they stand in defense of the town as the holding out until reinforcements arrive. You can
wave of monsters approaches. see a big list of suggested combat scenarios on
page XX of the book of foes.
Narrative Combat You can set up multiple clocks to represent
different challenges in a scene, including the foes
As an alternative or companion to tactical combat,
themselves.
you can play combat scenes out exactly like you’d
play out any other narrative scene - using action
Don’t use clocks like you’d use HP. If a clock fills
rolls, clocks to track challenges, etc.
up and the scene would naturally be over, then
end the scene and let characters figure out how
Using actions in combat they drive off, escape from, avoid, or defeat any
If using narrative combat, characters can take any remaining foes.
actions they can think of to progress the scene,
using the actions they already have. The skills
Qualities
Excel and Smash are obvious contenders (shoot
a ranged weapon, swing a melee weapon), but
If characters are fighting opponents, then it can
other actions can also be used, to either set up
be helpful to write down 2-3 strengths and 1-2
allies or to progress a scene on their own. For
weaknesses to refer to when determining the
example, when fighting a monster:
position and effect of actions.
• Charm to distract a monster from attacking
For example, characters are fighting a Wyrm in
your allies
open combat. The Wyrm itself is a big armored,
• Command to scare the monster and make it
fire breathing lizard. might be represented with a
hesitate
10 or 12 segment clock (a pretty powerful foe!)
• Endure to wrestle the monster to the ground
with segments filled in as characters take actions
• Sense to scan your surroundings for hazards
against it.
you could drive a monster into
• Study a monster to find a weak spot
The GM decides the qualities are Big, Armored,
• Sneak to spring an ambush against the
and Fire Breathing. It’s weaknesses are its
monster or get out of the situation
Weak Scale and it’s Slow.
• Tinker to set a trap for the monster or throw an
A character wielding a bow tries to attack the
explosive
Wyrm. Here’s how that might play out:
The flavoring and theming of a character’s action
• Because the Wyrm is armored, a character
and attacks is up to the player, and any action
shooting arrows at it (probably using Excel)
could potentially be used for physical or magical
might have no effect, or be a weak and desperate
combat.
action.
• However, the wyrm does have a weak scale.
Setting up a narrative combat scene Another character using Sense might try and
spot openings for the bow-wielding player,
In narrative combat, don’t treat monsters or foes changing their effect, or a character might use
like you would in a traditional rpg, but instead use Smash to topple a pillar onto the Wyrm to
clocks, risk, and effect to represent the entire immobilize it, Endure to grapple its jaws and
combat scene. The GM can adjudicate or adjust hold its attention, Charm to distract it, etc. All
these based on the challenges characters are these actions can key into each other and all of
facing, deciding which actions in the moment them could potentially fill out the Wyrm’s clock
would be more or less effective. to defeat it.
• The Wyrm is also fire breathing. Getting close
Don’t think about the setup as just the foes the to it sounds pretty risky or desperate, but
characters are facing, but the entire scene as a set because it’s slow, it should be safe to shoot
piece. Defeating foes might be ancillary to running from a distance. The bow player might decide to
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It can help to choose action ratings that match the 1/session, a character may also get a second
concept of your character, even if you’re going to wind and regain all effort outside of camps or
be using a tactical combat job. For example, if you interludes when they fulfill their second wind
want your very strong Demon Slayer character to trigger. These are different for each Bond. A
be good at busting down walls, you should take character doesn’t have to activate this when it
dots in the Smash action. occurs, and can wait for a better opportunity.
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You might also pick up loose gear during an survey the hallway and get good information, the
expedition - this is stuff you might just randomly GM can make their actions more effective or more
find in a dungeon, haggle for, steal, or purchase. If controlled moving forward, since they know about
you pick it up, note it down on your character the traps.
sheet. Though you can hang on to and store any
amount of loose gear outside of an expedition, you The GM can also decide to let the whole thing get
have room to take two pieces of loose gear with covered in one roll. Or, if the trap is more
you on any expedition, no matter the size, and dangerous or complicated, they can set up a clock
always have access to it. for it.
You can share gear with your party any time. The GM can use good practices and foreshadow
threats here by showing the players that the hall
Using Gear might be trapped.
Gear can be used to improve position and effect Let’s see some permutations of each of these
for your rolls. After all: scenarios.
• climbing a steep cliff wall when you have a rope
is probably a lot easier (and less risky) than The introduction:
climbing it bare handed! GM: You come to a long stone hallway, chocked
• similarly, using a lock pick to open a door is a lot with dust, and probably only wide enough for one
easier than improvising one with a knife. person at a time to move down. It’s pretty long
• having a book of monster lore to flip through and the far end is too dark to see. Propped against
might prove helpful when researching monsters the wall on your side is an old rusty breastplate, a
piece of armor long abandoned, as though
You get the idea. someone took it off in a hurry. It’s pock-marked
with small holes.
All gear is assumed to be about the quality as the
chapter you’re in. One roll, players don’t gather information:
Alice: I forge ahead, carefully.
GM (taking the initiative): Ok! There’s a click as
Play Example you step on a pressure plate. You hear the soft
hiss of air at the other end of the room, and you
see a flurry of darts heading your way! What do
Here’s a quick play example.
you do? Your action is probably going to be pretty
risky.
Play example: The hall of death
Alice: Damn. Ok… I’m going to bring my shield up
and try and endure the darts.
The GM is playing with two players, Alice and GM: Great, I’d say that’s pretty effective but
Marco. Alice’s character has the Bond of the desperate.
Mighty, James’ character has the bond of the
Pathfinder. Alice rolls 3 dice for her character’s Endure action
and rolls a 1,2, and 5, a mixed success. Darts shoot
The character are exploring a ruin and reach a into her character, inflicting 3 strain on her.
hallway. The GM knows this hallway is trapped Alice’s player chooses to spend 1 effort for her
with pressure plates (on the floor) which will Might’s special ability to reduce the strain by 1.
cause poison darts to fly out from the far wall. A The darts having activated, the hall is clear and
tough scenario! the characters can move on.
The GM can do a couple things here. If characters One roll, gathering information:
take action without checking the hallway out, the Alice: I’m going to check this hall out.
traps end up being an obvious consequence for GM: Ok, give me a fortune roll for that, since you
their actions, and their actions are probably risky, seem safe where you are.
if not desperate! If characters take a moment to
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Alice (rolls sense, gets a 4): I’m going to survey middle of the hallway. Anything you do from here
the hall for threats. A 4. is going to be way more risky.
GM: Squinting your eyes, you can just make out Marco: Let’s do this. I’m going to traverse by
strange cracks in the floor ahead of you. It’s hard kicking off the walls. I’m also going use my
to tell, but you’re pretty sure this hall is trapped, pathfinder power Windrider to push myself for
with pressure plates. another die and choose to not touch the floor.
GM: Great, that’s two bonus dice, one from Alice’s
The scenario plays out as above, but the risk for character and one from your push, and you have
Alice’s character’s action is now controlled, since better effect from your cool power. I’ll say since
she knows about the trap. Now she only takes 1 you don’t have to touch the floor, your action is
strain when she’s hit by the darts, which she going to be less risky, so instead of being risky it’s
spends resistance to ignore. going to be controlled.
Marco (Rolling 1,2,2,3): Great. Oh shit, a 3.
Using a Clock, gathering information GM: No problem. You still get two ticks on the
clock from your better effect (The GM ticks two
The GM decides this trap is a bigger threat, more segments, bringing the clock to 4/6).
something they want to spend a short scene on. Marco: Ok, but I’m a dead man, right?
They set out a 6 segment clock to represent the GM (offering a choice): Your action was
hall. controlled thanks to your power, so you don’t get
riddled with darts, but you’ve got a tough choice.
Marco: I have a bad feeling about this hall. I’m You don’t make it quite down the hall, and you’re
going to get closer to study the stonework close enough to see the mechanism. Do you try
GM: Ok, give me a roll. It’s a little riskier to study and leap forward disable it now, and maybe get
since you have to get close, but I’ll say its more poisoned for your trouble, or do you try and make
effective. I’ll say its still controlled. another roll? I’ll let you finish the clock right now
Marco (rolls study, gets a 1 ): Ok, I’ll take it. I if you want.
have 0 in sense so I’d rather use study. Ah, a 1. Marco: I’m going for it.
GM (Inflicting strain): Oh yeah, it’s definitely GM: Ok! You dive forward and jam your blade
trapped. A flurry of darts shoot out through the into the mechanism. A vaporous cloud of poison
darkness right at you. Since your action was more pours out from the dart holes as the trap
powerful, I’m giving you some progress on this deactivates. You’re going to take 2 strain from the
clock (The GM ticks 2 segments on the clock. poison.
Normally they’d tick 1 or none on a ‘1’ roll). Marco: Ouch. That would give me a burden.
However, you’re still getting shot, for only 1 Alice: Can I use my special ability to take the
strain, and you’re sure there’s more plates in the strain instead by pushing Marco aside?
hall. GM: Yeah… but you’re not close enough - you
Marco: I’ll take it. were put in a bad position, right?
Alice: Can I boost Marco’s character on my shield Alice: Ah, ok. Can I just throw my shield and
to get them across the hall and give them a bonus smash the mechanism before it manages to poison
die? Marco?
GM: Sure. You can make a roll to set up Marco if GM (Avoiding saying ‘no’ to this creative
you like, or just tick effort to aid him. solution): Sure, I think that would reduce the
Alice: Ok. I’m going to roll for it. Is… excel a good strain, but give me a roll. Risky, since you’re
action for this? trying to do it quickly from far away!
GM: Probably, or smash, I think, since you’re Alice: Ok, I’m going to use 1 effort to push this.
using force. (Rolls 2, 3, 6). A 6!
Alice: My smash is better, so I’ll use that. GM: Cool. You hurl your shield and crumble the
GM: Ok, it’s going to be controlled risk for you I wall, sealing off the vapor. Marco only takes 1
think strain.
Alice (rolling a 4): A 4. Marco: Nice.
GM (putting her in a worse spot): Great, you
boost Marco in the air. However, you have to take Flexibility and tone
a couple steps forward, and now you’re in the
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camps, and
something similar. If you’re expecting to
encounter opposition, danger, or uncertainty,
you’re probably heading into an expedition.
interludes
All expeditions have a clear goal at the start, even
if that goal changes.
Rewards
Expeditions
Characters are rewarded in ICON with two
Sessions of ICON are focused around currencies, XP and dust. XP (experience) is
Expeditions. Whenever you leave a place of typically gained at the end of each session, and is
safety with a clear goal in mind, you’re on an used to level up your character for both tactical
expedition. combat and narrative play. Dust is the currency
of Arden Eld and is used primarily for leveling up
Typically in ICON this involves leaving the safety your Relics for tactical combat and getting more
of a village, town, or city, and setting out into the out of your ambitions and healing during
wilderness to explore some ruin, claim some downtime.
artifact, or stop some force from causing harm,
but it doesn’t necessarily have to be that simple. Camping
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4. Set your job and abilities, if you expect information on these rewards in the book of
tactical combat. There’s more on this in the adventure on page XX.
tactical combat section.
Abandoning an expedition
5. Reset your character. Your character heals all
wounds, all hp, heals all strain, unticks all effort, Characters can always abandon an expedition if
and chooses a kit for their expedition. Just about they’re too hurt to continue or if the goal has
the only thing you don’t do is heal burdens! changed. Leaving an expedition unfinished
abandons the original goal the characters had in
6. Define rewards. All expeditions normally finishing it, which may now be beyond their
reward 6 xp and 3 dust if they’re successful. If grasp. Whatever the case, if characters return to
there are extra rewards possible, define them the expedition, the situation should have changed.
here. If an expedition’s not long enough to prompt
rewards, it’s probably not an expedition! Quests
7. Set out! Don’t worry about how you get there, Sometimes you have a longer or more complicated
or over-planning. Get your feet on the road and task or goal, like exploring a large dungeon, going
cut to the action. on an epic journey, or unseating a despot, in
which case you’re on a quest.
Why Expeditions?
Quests take more than one expedition to
Expeditions are used in ICON so that characters complete. You can take interludes in the middle of
always have goal they are working towards, and a quest or take on other expeditions.
they can expect the story to move at a certain pace
and with a certain amount of tension. When we’re Each expedition can represent a small part of the
on an expedition, things are probably dangerous quest (a leg of the journey, a wing of the dungeon,
or uncertain. There might be combat involved. gathering allies to fight the king, etc), and
Certain activities, like healing, can only be done a characters can take interludes normally in
limited amount inside an expedition (it’s not safe between. For example, characters could take a
enough, or there’s not enough time!), and certain quest to explore a large dungeon. The GM decides
actions, like getting rid of burdens, can’t be taken this will take about three expeditions to complete,
in expeditions at all! with each expedition’s goal being to explore one
part of the dungeon.
Expeditions don’t have to take a single session to
complete (and might often take multiple). When you complete a quest, not only do you get
the xp and rewards for all expeditions in the
Time and safety quest, but you also get 1 additional xp for every
expedition you completed as part of the quest, up
Camping doesn’t have to mean staying in a village, to 6 extra xp.
town, or city. It could just be a safe and clear spot
for the characters to get the time and space to rest This can allow a GM to set more long term goals
and recuperate. There could be a sanctuary in the for the characters. You can work on multiple
middle of the wilderness, or a dungeon. quests at once.
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on them. A group ambition can only be worked on groups may get into trouble during an interlude,
once during an interlude, and to work on one a and the situation might change. Characters might
character has to give up working on their own go bargain with the thieves’ guild only to try to
ambitions. Group ambition clocks aren't a default double cross them, wander a little too far out into
length and must be decided by the GM. the wilderness, or open a dangerous magitech
device.
You can write new ambitions any time, but if you
change or abandon an ambition, clear any If characters get into trouble, you can play out a
segments on the clock that’s representing it. An narrative scene or tactical combat to resolve the
ambition must be a clear goal or project, and the situation. If it’s more complicated than a scene or
length of the goal (which clock it represents) is two, you’re probably heading into a surprise
determined by the GM. You only have room for expedition!
one ambition of each length. If you want to write a
new minor ambition (4 segments) and already If characters took strain during an interlude, they
have one, for example, you have to change your can heal it when an interlude ends. In general,
current one. characters are intended to start an expedition
with all their resources at their disposal.
Clearing ambitions rewards 1, 2, and 3 xp
respectively. Clearing a group ambition Bringing it back
rewards 1 xp to the whole group.
Interludes should always aim to launch the
Ambitions are typically projects or long-term characters into a new expedition of some sort. The
goals, like gathering information, researching, characters leave a place of safety with a clear
crafting, or organizing. It could be something like goal in mind.
plotting revenge on a rival, learning a new skill,
fixing up an old aethership, finding a secure route
into a dungeon, deciphering old texts, or learning
about your mysterious parentage.
Freeplay
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Session End
Whenever you end a session of ICON, go
around the table and check your xp triggers, then
gain xp depending on which you fulfilled them or
not. These triggers are on pg. XX but are repeated
here for your convenience:
Leveling up
Spending Dust
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Narrative Character
Creation
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Choosing your bond Folk of Arden Eld
To make the narrative part of your character in The collective peoples and folk of ICON are
ICON: collectively referred to as Kin. Kin have lived in
Arden Eld since time immemorial.
1. First choose what kind of Kin they are, then
choose what Culture they’re from. When you make a character, choose what Kintype
2. Pick a Bond that you think represents your you are. There’s no statistical or mechanical
character narratively. You can choose one differences in game terms for whatever Kin you
bond power, and take +2 dots in one of the pick. It’s true, for example, that Troggs as a whole
two actions tied to your bond. are larger and stronger than most Thrynn.
3. Then fill in 4 more dots on actions, taking However, each individual is different, and more
none higher than 3 right now. Fill them out importantly you are a hero.
the following way:
• Pick one dot based on your character’s Your bond is more important for determining the
culture or background. kind of person you are. If you want to play up the
• Pick two dot you think represent your unique attributes of your Kin, you can pick a bond
character’s personal qualities that fits that fantasy, and pick actions that fill out
• Pick one dot you think represent your what you want your character to be strong at. A
character’s life experience so far (work, strong, physically powerful Trogg may want to
travels, education, etc). pick the Mighty Bond. An agile Xixo who is an
excellent swimmer may pick the Pathfinder bond.
You’re done! You’ll make the tactical combat part
of your character next. In the first session you can Broadly speaking members of all Kin can be found
choose something for your camp with your group in every part of the world and every walk of life in
and set out on your first expedition. ICON, and none have any ancestral nation,
‘homeland’, or monoculture, especially due to the
Picking Action Ratings ancient influence of the Arken Empire.
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Narrative Advancement
Every time characters reach 15 xp, clear all xp and mark a level up. Characters can level up at the end of a
session, but can’t gain more levels than the current chapter.
7 2 Improve an action
10 3 Improve an action
11 3 Improve an action
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Thrynn
The Aethrynn, or Thrynn (most commonly) are found everywhere across Arden Eld. They are an
adaptable, diverse people with a strong sensitivity to Aether and a strong connection to arkentech, some
say because they are direct descendants of the Arken that survived or fled the Doom and the dark age that
followed. They make up a large part of airship crews and captains in the great Guilds due to their potential
for aether sensitivity making them excellent pilots.
Thrynn are made up of a dazzling swathe of backgrounds that span the continent. They tend to live in
clans that cluster into villages, towns, and city associations. Symbology and culture of the ancient Thrynn
clans, called the Seven Families, are present in many modern cultures of Arden Eld, and some draw
strength and purpose from their ancient texts and teachings.
Some Thrynn will occasionally have small glowing ‘star-marks’ on their body, especially when attuned to
or channeling strong sources of Aether. These can form constellations of stars or twisting branch-like
patterns under their skin. Occasionally these marks are strong enough that even being near to a strong
source of Aether is enough to light them up.
Very rarely, Thrynn are born with delicate vestigial insect-like wings, not capable of flight. Children born
this way are given special attention, having been divinely marked, and often have roles in the community
leadership or priesthood prepared for them. They may grow into these roles or eventually reject them.
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Trogg
Troggs, also called Ogres, are horned demi-giants that are few in number but outsize in stature. Legend
has it that the Troggs descend from the Titans who originally kept the four pillars of the world stable
before they were slain by the Arken, or at least have some titan blood running through their veins. Adult
Troggs typically stand anywhere between six and eight feet tall, and never stop growing throughout their
very long lifetimes, sometimes living four or five hundred years and growing to truly enormous stature.
All have horns of various size and shapes, and some are born with tails. The Troggs reproduce slowly,
have few children, and treasure them greatly. Trogg children spend a long time maturing and only reach
adulthood around forty years old.
Like other Kin, Troggs are hugely diverse in their backgrounds and cultures but due to their small number
tend to be loners or outsiders to the communities they join. In legends, they are supernaturally tolerant of
heat and can handle even molten metal with their bare hands, though how much this holds up in real life
varies from Trogg to Trogg. Very traditional Troggs worship the Elden Flame, the primal force of creation,
and give themselves over to the study of smithing or the etherial arts. Since Trogg artisans live a long
time, they can accumulate several lifetimes of knowledge that Kin from a similar background could
accumulate.
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Beastfolk
The variety of animal-like Kin found across Arden Eld can be broadly called Beastfolk. They are the most
common Kin and the most diverse physically. There are many clans of beast folk, including:
• The Lopen are cat or rabbit-like folk originally from the great plains.
• The Garou are wolf or dog-like folk from the deep forest and islands.
• The Goblins or Vodya are amphibious river-dwelling kin.
• The Lorito are feathered, birdlike kin originally hailing from the high steppe.
There are many other beast folk clans, such as the fishlike Pelagia and reptilian Kuroki from the eastern
mountains, and probably still many more that are hidden and spread across the surface of Arden Eld.
Beastfolk tend to be shorter in stature than Thrynn, though some are taller and hardier. They live around
the same time as Thrynn and culturally tend have large families. Beast folk are present in every culture,
from desert dwelling nomads, to pastoral farmers, to city guilds.
Traditional Beastfolk have a strong connection to the earth and the forest. They are strong woodsfolk,
hearty eaters, and excellent hunters. They have better senses than other Kin and are sensitive to the
changes in wind, moisture, and earth that signal the weather, the crops, or the changing of the seasons.
Their excellent sense of taste and smell lead a lot of beastfolk to become excellent cooks (or picky eaters).
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Xixo
The insectile or crustacean-like Xixo (ZIK-zo) are a group of water-dwelling kin that can traditionally be
found as traders up and down the waterways of Arden Eld. Xixo are excellent swimmers and can hold
their breath for very long periods of time. They vary widely in physiology, though they are unique in that
during spawning season they can change sex, and many Xixo swap around throughout their lives. Though
they can have weak eyesight, they are highly sensitive to smell and chemical signals and Xixo can
communicate simply emotions or moods to each other through pheromonal markers, leading to the
stereotype that they can read each other’s minds.
Though individual Xixo live much shorter lives than other Kin, maturing at around 8 and typically living
until their mid 40s, they have perfect memories, able to recall everything in their lives with absolute
clarity. A common understanding among the Xixo is that other Kin are terribly cursed - living twice as
long as the Xixo, but eventually forgetting a large part of their lives.
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members in old martial arts techniques unique to
THE SIX GREAT each village that can be used to defend the village
in times of crisis, recording these techniques on
CULTURES scrolls that are closely kept secrets.
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they show up, since it means a chance to buy, Especially brave Churners will sometimes set up
repair, and indulge in all the necessities and shop within the surface levels of a dungeon,
luxuries so sorely missed. The Leggio always eat sometimes maintaining large crops of herbs,
well and trade fairly with the towns, and will often fungi, or other staples that will only grow in the
take on travelers who are seeking safe passage to dust-soaked environment of the arkenruins. The
the next village, post, or city. more daring of them will hire themselves out as
guides, tinkers, or hirelings for wealthier
Nearly all Leggio have some sort of family trade or adventurers. Due to their unique living
skill they are specialized in (sometimes multiple), circumstances, most Churners tend to know more
and many famous or legendary artisans, smiths, about monsters than any other culture, mostly
and weapon makers come from old Leggio their spoor, habits, and how to avoid them.
families. Leggio Grand Caravans can be two (or
sometimes three!) stories high and are carved Churners are a highly itinerant culture, and while
with family histories. They are pulled by draft some travel together, they tend to congregate only
beasts and sometimes captive monsters, who are when a new dungeon surfaces and the old sites
kept docile by Leggio beast tamers. dry up. Many of them are former adventurers who
have settled out of obligation or necessity and
Leggio are nearly all armed and trained in fighting seek a slightly more respectable existence, but
since they were young as they often have to pass others are skilled merchants, crafts-kin, cooks,
through dangerous or blighted areas in order to smiths, and suppliers that come from old families
reach a town in need. They regard their duty to of Churners and run their tents and wagons with a
keep towns supplied as sacred and pray to the high respect of the Churner Code (honesty, safety,
Titan of chance to give them safe passage. convenience). Recently, due to the increasing ruin
activity, the number of Churners has been rapidly
Craft, sociability, discipline, and increasing, and a lot of the old and more
hospitality are all strong values for Leggio. respectable families complain of grifters,
Outsiders can sometimes see them as insular, swindlers, and ill-intentioned shady merchants
overly friendly, or nosy. sullying their reputation.
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around and intermeshed with monastery life - loose and oligarchical organizations that regulate
moving with their festivals, rituals, and traditions. the trade and production of certain items between
cities and act as informal government associations
The Chambers are part temple, part archive, and of sorts. Cities are often ruled by the guilds or
part prison. As legend goes, they were built to their proxies and to most people of Arden Eld are
protect the great secrets of the making of the chaotic, overcrowded, wondrous, and very smelly
world. Some of their inner vaults now lie empty, places where the food is greasy, the markets are
and three of the Chambers are broken and hollow bright and burgeoning, and the sights are as
ruins, whatever was contained within long incredible as they are strange.
disgorged into the world. The inner passages and
halls of the Chambers are rumored to be full of all Cities are the centers of technology and magic in
kinds of secret knowledge, ancient weaponry, and Arden Eld and are the chief drivers of the hunger
old and powerful evils - though none can say for for Dust and arkentech, which the technomagical
sure. institutes and Guilds use to produce mechanical
and magical wonders. Citizens of the great cities
As for the Chroniclers themselves, they live in a of Arden Eld are the most diverse in background
strict, hierarchical, and somewhat spartan society, and profession, and tend to enjoy a higher
but one which values justice, education, equality, standard of living than those in the Green, with
and honesty. Ascending up the ranks of the access to many conveniences such as rail and
priesthood takes a long time and a lot of airship travel, running water, and arkenlamp
ceremony, and only the most senior monks are lighting. However, they also are the most unequal,
allowed into the central halls of a Chamber. with many Kin languishing crammed into hot and
overcrowded residences in the increasingly
It is not uncommon at all for monks to dip and mazelike city depths, while the Guild Barons at
out of the priesthood in order to have families, the top scrape most of the benefits off for
explore the world, or go on missions of utmost themselves while claiming to be acting for the
import for the monastery. Junior temple acolytes benefit of all. Some predict the coming of the
wishing to become higher members of a Churning Age will extend this way of life even out
Chronicler order are often required to leave the to the Green, and fear what that portends.
temple for a while to find purpose in the greater
world. Guilders tend to be more educated, more
knowledgeable about Aetheric principles and
Chroniclers highly value knowledge of all kinds, more connected to magic and science than other
and tend to be highly educated. This drive often Kin, who they may see as backwards. They also
pushes traveling chroniclers to explore ruins, tend to be very tolerant and welcoming, and the
challenge authorities, or pry where they don’t most worldly of Kin.
belong, often getting them into danger.
Tolerance, patience, drive, and
Truth, justice, discovery, and tradition are friendliness are highly valued by Guilders.
important values to Chroniclers. Outsiders can see Outsiders can sometimes see them as haughty,
them as secretive, old-fashioned, or stiff. know-it-all, or pampered.
VI. Guilder
There are no nations in Arden Eld, but its cities
are growing in both size and influence. Their
cobbled streets and teetering towers are
expanding and stretching to the sky, and the fires
of industry and arkentech burn deep in their
bellies.
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BONDS
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I. The Pathfinder
Discover new things, meet new people, learn new
things. The Pathfinder is always looking to
Effort: _/3
horizon. They’re the first to clamber up the Strain: _/5
mountain, leap across the river, or dash down
the slope. The road is their friend and they can’t Second Wind: Regain 1 effort when you enter a
wait to see what’s around the corner. new scene. This ability can activate any number of
times a session.
+2 Traverse or Sense Special Ability: Leading a team action only
costs 1 effort for you.
NAME:
KIN: BURDENS
CULTURE: _/4 _/6 _/10
Ideals
- I addressed challenges with curiosity, AMBITIONS
exploration, or understanding _/4 _/6 _/10
- I expressed my heritage, background, or beliefs
through my actions
- I saw, heard, or tasted something truly unique ACTIONS
GEAR Sneak O O O O
Adventurer’s kit (Lantern, pack, bedroll, rope, Traverse O O O O
flint and tinder, journal, rations, cooking pot, Sense O O O O
knife, canvas tent)
Study O O O O
• Highland kit (Pitons, climbing harness, hooks,
zipline, cold weather outfit, preserved rations, Charm O O O O
thermos, foldable canvass glider that can carry Command O O O O
one person) Tinker O O O O
• Lowland kit (Arkentech compass, warm Excel O O O O
weather outfit, shovel, local maps, a reliable one Smash O O O O
or two person mount - horse, dog, arkentech
Endure O O O O
heliobike)
• Extreme kit (Uncomfortable but safe hazard
gear, blight testing strips and curatives, diving XP _/15
suit, foldable kayak, Arkentech rebreather - 1 hr
of clean air for water, gas, etc, two refills for End of Session :
1. Did you fulfill at least one of your Ideals? 1 xp. Two or
rebreather)
more? 2 xp
• Custom Kit: ________, ________, 2. Was your character challenged or tested, through
_______ combat or otherwise? 1 xp. Multiple times? 2 xp
Loose gear ( ______, ______ ) _______, 3. Accomplished an ambition (group or personal) - 1-3 xp
_______, ________ 4. Invoked Burdens at least once - 1 xp
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III. The Mighty
Use your prodigious physical or magical
strength to destroy obstacles and help your
Effort: _/3
friends. The Mighty revels in strength and Strain: _/5
power, and presents an unbreakable front to the
enemy, but uses that power not to oppress and Second Wind: Regain all effort when you take
control, but to protect the vulnerable and stand injury or harm while protecting someone else
against evil. Special Ability: When an ally close to you
suffers strain, you can take the strain for them. In
+2 Smash or Endure addition, you can spend 1 Effort when you take
any strain to reduce it by 1, to a minimum of 1.
NAME:
KIN: BURDENS
CULTURE: _/4 _/6 _/10
Ideals AMBITIONS
- I addressed challenges with strength,
leadership, or force _/4 _/6 _/10
- I expressed my heritage, background, or beliefs
through my actions
- I didn’t back down when faced with a challenge ACTIONS
Sneak O O O O
GEAR Traverse O O O O
Adventurer’s kit (Lantern, pack, bedroll, rope,
flint and tinder, journal, rations, cooking pot, Sense O O O O
knife, canvas tent) Study O O O O
• Soldier’s Kit (Extra rations, whetstone, oil, Charm O O O O
two pairs of good boots, extra large pack, badge Command O O O O
of rank, protection ward) Tinker O O O O
• Mercenary’s Kit (Fortifying snack, iron flask, Excel O O O O
bounty ledger, backup weapon, foldable hand
Smash O O O O
cart, heavy object for hitting someone with)
• Brawler’s Kit (Healing ointment, copious Endure O O O O
bandages, splint, thick gauntlets or gloves,
foldable stretcher, good luck charm) XP _/15
• Custom Kit: ________, ________,
_______ End of Session :
Loose gear ( ______, ______ ) _______, 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
_______, ________ more? 2 xp
2. Was your character challenged or tested, through
combat or otherwise? 1 xp. Multiple times? 2 xp
3. Accomplished an ambition (group or personal) - 1-3 xp
4. Invoked Burdens at least once - 1 xp
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MIGHTY POWERS
• True Grit - When you break, you remain in
control of your character for the rest of the
scene. If you would remain broken longer than
that (you have 3 burdens for example) this effect
ends at the end of the scene.
• Iron jaw - You can’t suffer critical strain (take
4 strain instead)
• Volcanic - 2/session - When someone or
something harms an ally in your presence, you
can trigger this ability to get +1d or increased
effect (choose) on all actions against them for
the rest of the scene
• Hammersoul - Your Smash actions have
increased effect when you’re exhausted.
• Overpower - You can push by taking 2 strain
instead of spending effort for Endure and
Smash actions
• The Tower - While you’re at maximum strain,
characters can aid you without spending effort.
If you break, all characters that witness it
recover 1 effort.
• Force of Will - 1/session - You can choose to
automatically treat your next Command action
roll against another character as a 6. The GM
can decide a character is too strong willed for
this to work on them, forcing you to roll
normally, but if they do, regain 2 effort after
that roll resolves. It always works on foes from a
lower chapter than you.
• Half Light - When you gather information
about violence or possible threats, you can use
Endure, Smash, or Command
• The Wall - 1/session - This scene only, reduce
all strain suffered by you or an ally of your
choice by 1, to a minimum of 1
• Make Total Destroy - 1/session - Increase the
effect of your next Smash action to
superpowered
• Gambit of The Storm Lord (requires 4
powers): Take a power from another Bond
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KIN: BURDENS
CULTURE: _/4* _/6 _/10
Ideals
- I addressed challenges with precision, coldness, AMBITIONS
or intimidation
- I expressed my heritage, background, or beliefs _/4 _/6 _/10
through my actions
- I let people see a glimpse of who I am beneath
my mask ACTIONS
GEAR Sneak O O O O
Adventurer’s kit (Lantern, pack, bedroll, rope, Traverse O O O O
flint and tinder, journal, rations, cooking pot, Sense O O O O
knife, canvas tent) Study O O O O
• Solo’s Kit (Shadow cloak, collapsible weapon,
Charm O O O O
spiked gloves and boots for climbing and
combat, single use flash bomb, toxin vial - sleep Command O O O O
toxin, slow acting poison, paralyzing toxin) Tinker O O O O
• Survivor’s Kit (Pick-me-up - something to Excel O O O O
take the edge off, old bandages, lock picks, Smash O O O O
change of clothes, concealed weapon(s), faded Endure O O O O
memento, extensive memory of local street
layout and back doors)
• Wanderer’s Kit (Weatherproof cloak, hardy XP _/15
traveling outfit, extra rope, survival rations,
hunting weapon, general knowledge of local End of Session :
fauna and flora - from good and bad 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
experiences) more? 2 xp
2. Was your character challenged or tested, through
• Custom Kit: ________, ________, combat or otherwise? 1 xp. Multiple times? 2 xp
_______ 3. Accomplished an ambition (group or personal) - 1-3 xp
4. Invoked Burdens at least once - 1 xp
Loose gear ( ______, ______ ) _______,
_______, ________
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WOLF POWERS
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V. The Harlequin
Trick, humiliate, and dance around the powerful.
The Harlequin despises those who take
Effort: _/3
themselves too seriously, and delights in slipping Strain: _/5
in and out of conversations, roles, and situations.
Second Wind: Regain all effort when your
+2 Sneak or Charm actions get you in trouble with someone or
something powerful
NAME: Special Ability: When you’re exhausted, get +1d
and increased effect on sneak
KIN:
CULTURE: BURDENS
_/4 _/6 _/10
Ideals
- I addressed challenges with cunning,
subterfuge, or deceit AMBITIONS
- I expressed my heritage, background, or beliefs
through my actions _/4 _/6 _/10
- I talked or slipped my way out of a charged
situation
ACTIONS
GEAR
Adventurer’s kit (Lantern, pack, bedroll, rope, Sneak O O O O
flint and tinder, journal, rations, cooking pot, Traverse O O O O
knife, canvas tent) Sense O O O O
• Entertainer’s kit (Instrument, fancy outfit, Study O O O O
three free meals, tome of song lore, tickets to a
Charm O O O O
show, extensive knowledge of local haunts, free
entry and lodging for a single inn, tavern, or Command O O O O
place to stay) Tinker O O O O
• Rake’s kit (Hooded lantern, lock picks, Excel O O O O
paramour’s portrait, concealed weapon, loaded Smash O O O O
dice, gaming set, three extra outfits, disguise kit Endure O O O O
- wigs, outfits, fake noses - etc - can be applied
to others)
• Trickster’s kit (Someone else’s pocket XP _/15
contents, ball bearings, official looking uniform,
fire starter, very convenient key, large pouch of End of Session :
mysterious powder) 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
• Custom Kit: ________, ________, more? 2 xp
2. Was your character challenged or tested, through
_______ combat or otherwise? 1 xp. Multiple times? 2 xp
Loose gear ( ______, ______ ) _______, 3. Accomplished an ambition (group or personal) - 1-3 xp
_______, ________ 4. Invoked Burdens at least once - 1 xp
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NAME: BURDENS
KIN: _/4 _/6 _/10
CULTURE:
AMBITIONS
Ideals
- I addressed challenges with poise, passion, or _/4 _/6 _/10
social status
- I challenged or acted against my heritage,
background, or standing beliefs with my actions ACTIONS
- I learned something new about my companions
Sneak O O O O
GEAR Traverse O O O O
You do not have an adventurer’s kit, but can Sense O O O O
pick a combo of two basic kits instead, or five Study O O O O
items for your custom kit.
Charm O O O O
• Noble’s kit (Two changes of fancy clothes,
dueling weapon, personal reference, traveling Command O O O O
trunk, expensive jewelry, general knowledge of Tinker O O O O
city politics, noble pedigree or family Excel O O O O
reputation) Smash O O O O
• Academic kit (Thick-bound almanac, late Endure O O O O
night snacks, massive sheathes of rambling but
extensive notes, hobby journal, sample kit, extra
large pack, expensive arkentech contraption - XP _/15
compass, scope, etc - top of the line but
breakable and can only be used once) End of Session :
• Cloister kit (Simple ritual gear - candles, bowl, 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
talismans, protective ward, traveling staff or more? 2 xp
2. Was your character challenged or tested, through
walking stick, good hat, badge of a scholarly, combat or otherwise? 1 xp. Multiple times? 2 xp
wright, or religious order - proving membership, 3. Accomplished an ambition (group or personal) - 1-3 xp
old arkentech relic of unknown use) 4. Invoked Burdens at least once - 1 xp
• Custom Kit: ________, ________,
_______, _______, _______
Loose gear ( ______, ______ ) _______,
_______, ________
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VII. The Mender
You gather your group with cheer and good
attitude. You use your power to fix, heal, and
Effort: _/6
mend. You can be quiet, but when you’re loud, Strain: _/5
people listen.
Second Wind: You only regain effort from bond
+2 Tinker or Charm powers, camping, or interludes.
Special Ability: You can allow someone else to
NAME: regain 1 effort by spending 1 effort.
KIN: BURDENS
CULTURE: _/4 _/6 _/10
Ideals
- I addressed challenges with diplomacy, AMBITIONS
positivity, or empathy
- I expressed my heritage, background, or beliefs _/4 _/6 _/10
through my actions
- I learned how someone or something was
broken. ACTIONS
GEAR Sneak O O O O
Adventurer’s kit (Lantern, pack, bedroll, rope, Traverse O O O O
flint and tinder, journal, rations, cooking pot, Sense O O O O
knife, canvas tent) Study O O O O
• Mending Kit (Healing ointment, light reading,
Charm O O O O
snacks, bandages, blanket, splint, salve, blight
remedies, apron, clean gloves, holy icon, Command O O O O
copious sweets) Tinker O O O O
• Hearth Kit (Great cooking pot, oversized coat, Excel O O O O
bright lantern, extra ingredients, seasoning, Smash O O O O
firewood, spacious tent, large pack, arkentech Endure O O O O
hot plate and igniter that can start a fire
anywhere, even underwater)
• Work Kit (Goggles, sandwich, vials for storage, XP _/15
weak acid, metal augur, heavy toolbox - pliers,
spanners, tools, wire, etc, repurposed arkentech End of Session :
doodad - single use) 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
• Custom Kit: ________, ________, more? 2 xp
2. Was your character challenged or tested, through
_______ combat or otherwise? 1 xp. Multiple times? 2 xp
Loose gear ( ______, ______ ) _______, 3. Accomplished an ambition (group or personal) - 1-3 xp
_______, ________ 4. Invoked Burdens at least once - 1 xp
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MENDER POWERS
• Push through - You can take 1 strain instead
of spending effort to take aid actions, which
cannot be reduced or ignored.
• Divine Luck - When you take strain as a
consequence, roll a 1d6 fortune roll. On 6,
reduce the strain suffered to 0 (even critical
strain).
• Illuminate - Your actions have +1 boon or
increased effect (choose) with or against
characters or creatures that trust you.
• Untangle - When you help someone else lift
burdens, you increase their segments healed by
+1, and heal 1 segment yourself
• Pangloss - When you fail a desperate action,
your next action can be pushed without
spending effort.
• A Better Way - When you study to
understand how something or someone is hurt
or broken, or tinker to fix something, get +1d
or increased effect. This ability works without
effect loss on:
• I: One person or a small object
• II: A whole group of people or a large object
• III: A whole town, or a massive object such
as a train, huge machine, etc
• Mender - 2/session - You can charm or
tinker to heal someone’s strain. Check the final
result:
• 0-3 - Characters can spend 1 effort to heal 1
strain
• 4-5 - Character heals 1 strain
• 6 - Character heals 2 strain
• 6,6 - Character heals 4 strain
• Encourage - 2/session - Spend a use of this
ability to use aid without spending effort or
exposing yourself to consequences
• Iron Cutting - At the end of each interlude,
you can tick 2 segments total, split between any
ambition, project clock, or ritual clock of your
choice, even those belonging to another
character.
• Heart Forge - 1/session - Increase the effect of
your next Tinker action to superpowered
• Gambit of the Forge Titan (requires 4
powers): Take a power from another Bond
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NAME: BURDENS
KIN: _/4 _/6 _/10
CULTURE:
AMBITIONS
Ideals
- I addressed challenges with perseverance, _/4 _/6 _/10
friendship, and courage
- I expressed my heritage, background, or beliefs
through my actions ACTIONS
- I used my heart rather than my head to solve a
problem
Sneak O O O O
Traverse O O O O
GEAR Sense O O O O
Adventurer’s kit (Lantern, pack, bedroll, rope, Study O O O O
flint and tinder, journal, rations, cooking pot, Charm O O O O
knife, canvas tent) Command O O O O
• Brave Kit (Signature outfit, 3 arkentech light Tinker O O O O
gems, map to a mysterious place, northstone - Excel O O O O
always tells north and time of day, even
Smash O O O O
underground, trinket from home, arkentech
power gauntlet - single use,) Endure O O O O
• Explorer kit (Waterproof cloak, extendable
walking pole - 3 to 10 ft , compass, flask, three
empty bottles, chalk, 6 depth stones - toss to XP _/15
check depth of pits, abyss stone - glows when
End of Session :
monsters are nearby) 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
• Inherited Kit (Hexagonal key, oddly fitting more? 2 xp
clothing, antique armor piece, broken 2. Was your character challenged or tested, through
arkenrelic, heirloom weapon, memories of a combat or otherwise? 1 xp. Multiple times? 2 xp
3. Accomplished an ambition (group or personal) - 1-3 xp
prophecy)
4. Invoked Burdens at least once - 1 xp
• Custom Kit: ________, ________,
_______
Loose gear ( ______, ______ ) _______,
_______, ________
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BRAVE POWERS
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NAME: BURDENS
KIN: _/4 _/6 _/10
CULTURE:
AMBITIONS
Ideals
- I addressed challenges with manipulation, _/4 _/6 _/10
influence, or planning
- I expressed my heritage, background, or beliefs
through my actions ACTIONS
- Despite my best efforts, we went wildly off plan
Sneak O O O O
GEAR Traverse O O O O
Adventurer’s kit (Lantern, pack, bedroll, rope, Sense O O O O
flint and tinder, journal, rations, cooking pot, Study O O O O
knife, canvas tent)
Charm O O O O
• Shady Kit (False identity papers, tilted hat,
quick disguise, coat with six hidden pockets, Command O O O O
lock picks, forgery tools, convenient bribe, Tinker O O O O
arkentech skeleton key - opens or activates most Excel O O O O
arkentech devices) Smash O O O O
• Socialite’s Kit (Two fancy outfits, one very Endure O O O O
fancy outfit, one inconspicuous outfit, one
servant’s outfit, really nice pair of shoes,
jewelry, tailoring supplies, address of anyone in XP _/15
a city or town, single invite to any party)
• Boss’s Kit (Ledger, gambling kit, crowbar, End of Session :
flask of something strong - coffee, tea, or 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
alcohol, guild membership badge, key to a more? 2 xp
2. Was your character challenged or tested, through
warehouse, scuffed pair of arkentech radios - combat or otherwise? 1 xp. Multiple times? 2 xp
not effective over distance) 3. Accomplished an ambition (group or personal) - 1-3 xp
• Custom Kit: ________, ________, 4. Invoked Burdens at least once - 1 xp
_______
Loose gear ( ______, ______ ) _______,
_______, ________
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X. The Elder
You’ve been around a long time - maybe too long.
You’ve seen a lot of what Arden Eld has to offer -
Effort: _/3
the good and the bad. The adventuring life, with Strain: _/5
its threats, its challenges, and it’s wandering
lifestyle, are something you would perhaps want Second Wind: You can regain all effort when
put behind you, but you have a little more work you manage to avoid confrontation or violence
to do before you can put your gear away for through your actions.
good. There are people out there who need you. Special Ability: At the start of a session, choose
another character to watch over. The first time in
+2 Endure or Excel the session that character would take a burden,
you can intervene and choose to take that burden
NAME: instead if you have one free. If you do, regain all
effort and clear all strain, and mark +1 xp.
KIN:
CULTURE: BURDENS
_/4 _/6 _/10
Ideals
- I addressed challenges with patience, wisdom,
or experience AMBITIONS
- I expressed my heritage, background, or beliefs
through my actions _/4 _/6 _/10
- I defused a potentially violent situation
GEAR ACTIONS
Weathered adventurer’s kit (Rusted lantern,
well-worn pack, flat bedroll, three loops of sturdy Sneak O O O O
rope, flint and tinder, arkentech firestarter, thick Traverse O O O O
journal, extra rations, sturdy cooking pot, nicked Sense O O O O
utility knife, sleeping bag) Study O O O O
• Veteran’s kit (Broken famous weapon, old
Charm O O O O
badge of rank, weapon care kit, painful
memento, the most solid boots in the world, Command O O O O
thick and warm cloak, good knowledge of Tinker O O O O
wound care) Excel O O O O
• Hermit’s kit (Herbal medicine, icon of a magic Smash O O O O
or religious order, heavy and sturdy walking Endure O O O O
stave, light pack, excellent hat, good knowledge
of local foraging - food, medicine, poisonous
plants, etc) XP _/15
• Nostalgic kit (Memories of the local area from
a long time ago, a useful story you heard once, a End of Session :
safe place you know about nearby, an excellent 1. Did you fulfill at least one of your Ideals? 1 xp. Two or
sense of direction) more? 2 xp
2. Was your character challenged or tested, through
• Custom Kit: ________, ________, combat or otherwise? 1 xp. Multiple times? 2 xp
_______ 3. Accomplished an ambition (group or personal) - 1-3 xp
Loose gear ( ______, ______ ) _______, 4. Invoked Burdens at least once - 1 xp
_______, ________
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+2 Sense or Traverse
BURDENS
NAME: _/4 _/6 _/10
KIN:
CULTURE: AMBITIONS
_/4 _/6 _/10
Ideals
- I addressed challenges with my unique
perspective, talents, or culture ACTIONS
- I expressed heritage, background, or beliefs
through my actions
Sneak O O O O
- I made a new friend, or deepened an existing
Traverse O O O O
friendship.
Sense O O O O
Study O O O O
GEAR Charm O O O O
You only have the outsider’s kit. However, you Command O O O O
can take four pieces of loose gear with you on an Tinker O O O O
expedition, at the end of an interlude can take Excel O O O O
any other piece of gear from any other bond
Smash O O O O
used by player character in your party and add it
to your loose gear list. Endure O O O O
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ACTIONS
GEAR
Adventurer’s kit (Lantern, pack, bedroll, rope, Sneak O O O O
flint and tinder, journal, rations, cooking pot,
Traverse O O O O
knife, canvas tent)
• Improvised Kit (Fistful of sand, convenient Sense O O O O
rock, makeshift key, homemade tool, pocket Study O O O O
snacks, slingshot) Charm O O O O
• Unlucky Kit (A sudden fall, an untied knot, a Command O O O O
slip, a broken pot or cup, a flying object) Tinker O O O O
• Lucky Kit (A single useful clue, a sudden Excel O O O O
change in lighting, a shift in the weather, a
Smash O O O O
convenient noise, a useful crack in a wall or
door) Endure O O O O
• Custom Kit: ________, ________,
_______
Loose gear ( ______, ______ ) _______, XP _/15
_______, ________
End of Session :
1. Did you fulfill at least one of your Ideals? 1 xp. Two or
more? 2 xp
2. Was your character challenged or tested, through
combat or otherwise? 1 xp. Multiple times? 2 xp
3. Accomplished an ambition (group or personal) - 1-3 xp
4. Invoked Burdens at least once - 1 xp
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DREAMER POWERS
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II. THE BOOK OF BATTLE
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TACTICAL COMBAT
When you go into a situation in ICON where high- after, or in the middle of any action, even off your
stakes violence is about to break out, it’s probably turn, if you have them.
time to go into tactical combat. Tactical combat
is ICON is for answering the tensions or Allies and enemies alternate taking turns. When
questions that words alone can’t solve - everyone (allies and foes alike) have taken their
when the outcomes are important, and true mettle turn, a round passes, and a new round begins.
is tested. Typically heroes fight against the
monsters and horrors that clamber within and
without the sunken chambers of the arkenruins,
Your character
but sometimes you may find yourself fighting
Like your Bond, your character has a Job, chosen
against other people when an argument can’t be
at level 1. Your job has a red, yellow, blue, or
solved any other way.
green class, and gives you your basic game
statistics and abilities which you can use in
In combat, the non player characters, including
combat. Let’s go through them quickly.
the foes, are controlled by the game master, and
there is usually (but not always) an objective of
• Vitality (VIT): Determines how healthy your
some kind.
character is. Multiply VIT four times to get your
Hit Points (HP). Other effects can heal or
When to go into combat
damage you you equal to a multiple of your VIT
value (25% of your maximum HP), so it’s a
Go into tactical combat when the tension and quick shorthand.
the stakes of the story can’t be resolved • Hit Points (HP): 4x your VIT, representing
except through battle. your character’s physical state, energy, and
ability to avoid damage. Once you run out and
If there’s a question about whether to go into go to 0, you are defeated. You’re
combat or not, establish the stakes - what each incapacitated (can’t do anything, need help to
side wants out of the combat. This can be as get up) and take a wound. Certain abilities care
simple as survival. If you can’t get a clear answer, about if a character is bloodied, which is at or
then there’s probably no reason to play out below 50% your base maximum hp. Characters
tactical combat! always heal to bloodied after combat is over.
• Wound: When you take a wound, fill in 25% of
your HP (a value equal to your VIT value) from
Combat in ICON the right side of your hp bar, temporarily
reducing your maximum HP. You normally
Tactical combat in ICON is a game that is get wounds from being defeated. You can’t
intentionally an abstraction. It’s a different typically recover or heal a wound until you
mode of play to narrative play, and has more finish an interlude. If you ever accumulate 4
tightly constrained rules. wounds, you suffer total defeat and are fallen.
• Vigor: Vigor is temporary health that goes over
Tactical combat in ICON is grid based (a square your maximum hp, like a shield. Any damage
grid is used, with each square representing 1 space suffered goes to vigor before hit points, and all
on each side) and turn based. On your turn, you vigor disappears at the end of combat. When
can move and have two actions to spend on you gain vigor, it stacks up, but you can never
abilities. You may also use interrupts before, have more vigor than 25% of your maximum hp
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(equal to your VIT value). Sometimes you are ability. All abilities, even Limit Breaks, have a
granted a vigor surge, which fills your vigor up Mastery which further improves the ability.
to full.
Strength of Spirit
• Traits: Abilities based on your job, class, or This section is split into three parts. Each part
relics, that always apply to your character. These explains the tactical combat rules with increasing
are usually passive and are unique to your job detail and complexity, in the order they appear. If
and class. you’re a player that wants the quick summary, just
• Abilities: The powers you can call on in skim through the Quick Combat section. If
combat, based on the jobs you have taken. All you’re a player who is more tactically minded, or a
characters have basic abilities, plus up to six GM, you may want to read through the Combat,
special abilities from their jobs. You can have six Step by Step section that follows. If you want
special abilities active on any expedition, and much tighter, marginal, or very specific
one Limit Break. All abilities have talents explanations of specific rules language, you can
which are un-lockable improvements to each check out Advanced Combat at the very end.
Feel free to skip or skim sections and come
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- Some might be triggered off certain conditions, Some abilities give you interrupts, which are
like charge (triggers on a slow turn) or exceed abilities that trigger under certain circumstances
(triggers on a high attack roll) and ‘interrupt’ whatever is going on. Each
- Effects resolve in the order they are listed. interrupt can only be used a certain number of
times a round, and you can only use one
Area abilities interrupt on any turn (either your own or
- Some abilities or attacks affect a whole area. another characters).
The size and shape of this area, and which
space is an attack, depend on the ability. Limit Break
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Victory
Exiting combat
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characters get this ability on each of their turns as your movement costs +2 more spaces rather than
a free action basic ability. +3.
Movement can’t be broken up • Dash: When you dash, your movement ignores
• You can stop at any point during a movement to engagement, so you can move past other
use an ability, but if you do, the movement ends. characters normally.
Some effects slow you down, causing your Some abilities require removing or placing
movement to cost more. characters on the battlefield. The most common
form is summoning a new character.
• If you try to exit a space adjacent to a hostile
character, it costs +1 more space. This is Characters that are picked up or placed on the
called engagement. battlefield do not count as moving and don’t
• Moving through certain terrain on the trigger effects, interrupts, or abilities that trigger
battlefield can also slow your movement. off movement, such as the powerful vigilance or
Difficult terrain, like mud, snow, or swamp, rampart effects of some characters that would
increases the cost to exit a space by +1 space. normally stop or hinder such movement.
• Moving up elevation costs +1 space to enter
per difference in elevation, up to a maximum of While a character is removed from the battlefield,
+3. Spaces 4 or more spaces higher cannot be they don’t take turns until they return.
entered with normal movement.
Sharing Spaces
In general, when moving, take the highest penalty
only (they don’t stack). For example, if you’re Characters can never end their movement sharing
trying to move up 2 levels of elevation (+2 space with an obstruction or with another
movement) out of difficult terrain (+1 movement), character, even an allied one, unless specified. If
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The Edge
Normally characters can’t move or be moved off
the edge of a battlefield unless they flee.
Sometimes the GM wants to put a cliff, bottomless
pit, open portal to another dimension, or some
other kind of massive hazard on the map. In that
case, the GM can rule that characters that are
shoved off the edge or into that hazard are
removed from play. They may choose to make
flying characters exempt from this rule if the edge
is a cliff or hole. Since having a hazard of this type
greatly effects combat flow, it’s always an optional
rule.
Modifying terrain
Characters can often create or modify terrain, or
place objects with their abilities. For more detail
on this, see the Effects part of the Abilities section
just below.
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• Self: You! Abilities can’t target yourself unless height higher than the elevation they are
specified. currently standing on. If they do, they gain cover
• Ally: An allied character other than you against all characters past the row of spaces on
• Foe: A hostile character that battlefield that their cover is currently
• Summon: A summon. Summons don’t count occupying. They must be adjacent to that object
as foes or allies and can only be targeted if an or terrain to gain the effects of cover.
ability can target all characters, or if specifically • Characters on a higher elevation ignore cover
mentioned. against all characters on a lower elevation.
• Characters: All of the above • Characters cannot benefit from cover against
• Others: All of the above except you. adjacent foes.
• Space: Any space in range, and any characters
or objects occupying it. Line of Sight
• Object: Any object in range
Line of sight means being able to see and interact
Range with a character. Some effects like clouds of
poison or smog can block lines of sight, or
You can only use abilities against characters in impassable terrain, like a dungeon wall. By
range and line of sight, unless specified. default, objects, characters, and all terrain other
than impassable terrain do not block line of sight.
Line of sight means you can both see and
interact with the character. Usually the only way Line of sight operates by two rules:
line of sight is blocked is with terrain. • If there’s any ambiguity about line of sight, draw
a straight line from the any edge of your
Range is a number (usually from 2 or up) that can character’s space to the edge of another
be measured in any direction, including character’s space. If the line does not intersect
diagonally. To be in range , a target must have at with impassable terrain or an effect that
least 1 space of its area within the listed range of explicitly blocks line of sight, then you have line
the ability to be a valid target. of sight to that character.
• If there’s any further ambiguity about line of
If an ability has no listed range, it can only be sight, the GM can arbitrate according to their
used on adjacent characters or spaces. Adjacent table.
means within 1 space in any direction, even
diagonal, and even if that space is higher or lower.
The space under a character is also considered Damage
adjacent to it. Many abilities in ICON deal damage. Damage
mostly comes from attacks and directly reduces
Cover hp. When HP is reduced to 0, a character is
defeated.
Abilities deal half damage to characters in cover.
These characters are hiding behind objects, walls, Damage in ICON is based on job and typically has
terrain, etc and are harder to hit. Cover follows two values: fray damage and a damage die
the following rules: [D]
• Characters in cover take half damage. • Damage dice depend on class, such as 1d6, 1d8,
• Cover is always determined when and where or 1d10, and are written as [D]. When that
damage is applied, and not when the ability is symbol shows up, roll the die to see how much
actually used. For example a character might be damage you do. When this is written, like 2[D]
able to fly or dash a short distance before or 3[D], roll that many dice (so 2 for 2D and 3
attacking, or a character might throw a bomb for 3D)
that damages adjacent foes. • Fray damage is a fixed value based on job.
• Characters don’t grant cover by default. When you deal fray damage, deal the damage
• A character can take cover by moving adjacent listed, (you don’t need to roll anything!), or add
to an object or terrain space that is 1 or more
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it to the total. All attacks usually deal fray common way to do this is resistance or cover.
damage, hit or miss. Damage can only be halved once, even if
• Some damage is listed as X, Y times. For halved by multiple effects. For example, a
example: [D], 3 times. In this case, roll [D] once, character that deals half damage attacking a
then apply the total damage three separate character in cover with a ranged attack would
times. still deal half damage, not a quarter damage.
• Some damage is just listed as a flat, fixed value,
like 2, 6 or 10. If that’s the case, just apply it as Weakened
normal. • The Weakened status decreases all damage dealt
by 2, each time a character deals damage. This
Increasing Damage stacks with armor.
Damage can be increased three ways in ICON,
bonus damage, critical hits, and the vulnerable Applying damage reduction
status. • You always apply reduction before halving
damage. For example, if an attack would do 10
Bonus Damage damage, it would be reduced to 8 first (by
• If an ability lets you increased damage, it will armor, for example), then halved to 4.
usually grant you bonus damage. If you deal
bonus damage, roll 1 more die than normal and Attacks
pick the highest total result. For example, an
attack that deals [D] normally, you would roll 2 Attacks are strong abilities that allow you to strike
dice (1 base, 1 from bonus damage) and pick the out with your martial and magical might, dealing
highest 1. For an attack that deals 2[D], you damage to your foes.
would roll 3 dice and pick the highest 2, etc.
Characters can only make one ability with the
Critical Hits attack tag per turn in ICON, no matter what
• Attacks that roll a 20+ increase their total base the action cost is. Every character can perform
damage by +[D]. There’s more on this in the basic attacks.
attack section.
Attacks have a (1 or 2) action cost like any other
Vulnerable ability, and may have a range. Attacks can only
• A character that is vulnerable takes 1 more target foes.
damage each time they take damage.
To use any attack ability, including basic attacks,
Reducing Damage choose a foe in range and line of sight. Roll
1d20 plus any boon or curse. This is called an
Damage can be reduced in three ways: from attack roll. If your total equals or surpasses your
armor, from halving damage, and from the target’s defense, you hit. If not, you miss. If your
weakened status. total roll is 20 or higher, you critical hit. Attacks
have different effects depending on hit, miss, or
Armor critical hit.
• Armor reduces all incoming damage by a
fixed amount, each time that damage is All attacks roll a die for damage, depending on
applied. Usually this amount is 2. For example, job, which is written as [D], and either deal or add
an ability that deals 6 damage would only deal 4 flat damage as well, which is called Fray damage.
against armor. An ability that deals 4 damage
twice would deal 2 twice instead. Armor does Basic Attacks
not stack, but instead take the highest • Light attack (1 action): Make an attack roll.
amount. On hit: [D] + fray. Miss: fray
• Heavy Attack (2 actions): Make an attack
Half Damage
roll. On hit: 2[D] + fray Miss: fray
• Halving damage reduces the total damage by
half, after any other reductions. The most
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You’ll notice that most attacks always do fray On an 10 or higher, you save successfully,
damage, hit or miss. This is because characters usually ignoring or reducing the effect.
in ICON are heroes - their blows usually strike
their mark. STATUS
Let’s break down attacks a little more: Many effects apply a status or force a save to
avoid gaining a status. Statuses apply ongoing
Attack Targeting negative effects to a character. At the end of their
own turn, characters can save to clear each status
Attacks can normally only target foes. they are affected by, ending each one on a
• To make an attack, a foe needs to be within the successful save.
listed range, or adjacent.
• Making an attack against a character in cover Ongoing (+)
from you grants resistance to that character,
halving the attack’s damage. Attacks against A status or effect with a ‘+’ next to it is ongoing
adjacent characters always ignore cover. (example: weakened+, slashed+). Ongoing
• Attacking characters get terrain advantage statuses or effects cannot be saved against,
and disadvantage: +1 boon against targets removed, or ignored until whatever is causing
standing on lower terrain per height difference, them is lifted (sometimes a mark or ability) and
and ignore cover against those characters. If a are sometimes caused by an ability you used
character attacks a target on higher terrain, get yourself.
+1 curse per height difference instead.
Special States
Critical Hit
There are three special states that abilities may
A critical hit is an especially nasty or powerful care about.
strike from an attack. Critical hits trigger on any • Bloodied - When a character is at or under
total attack roll of 20+. Only attacks can 50% maximum HP, they are bloodied.
critical hit, and they trigger on a total roll of 20+. • Immobile - An immobile character or object
can’t move or be moved or removed from the
• If you critical hit, deal +[D]. This is added base battlefield in any way
damage. • Incapacitated - When a character is reduced
• A critical hit still counts as a hit for the purposes to 0 hp, they are incapacitated and can’t do
of abilities and effects anything. Any effects or statuses on them end or
turn off, and they don’t take a turn. Any
Effects summons, objects, or other effects they have
created disappear.
Many abilities apply effects, including most
attacks. Effects simply take place when specified Triggered effects
and don’t require a to-hit roll. Even if effects deal
damage, they don’t count as attacks unless they Some effects trigger off certain conditions, like
have the attack tag. charge (when you use this ability on a slow turn),
slay (when you reduce a character to 0 hp with
Some effects can take place out of turn, and this ability), or critical hit (when you score a
don’t have a cost, making them quite powerful. critical hit).
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• Chain Reaction: Wright only. Triggers when a Some effects are very powerful but slow. When
character damages two or more foes with this you use a delay effect, your next turn must be a
ability slow turn. At the start of that turn, before any
• Charge: Triggers when used on a slow turn other abilities or effects take place, the delay effect
• Collide: Triggers on any character that is activates.
shoved into an obstruction as part of this ability
• Comeback: Triggers if the character using this
Summons
ability is bloodied.
• Heroic: Stalwart only. Triggers when its special
Many abilities create summons. Summons are
condition is fulfilled, depending on job (shove a
characters that are by default size 1 and
character, sacrifice health, etc).
intangible, so they can’t be affected by foes and
• Infuse: Wright only. Triggers when Aether is
don’t cause obstruction or engagement. Summons
spent on an ability.
do not count as foes or allies for abilities or effects
• Exceed: Triggers when a character makes a
that count foes and allies, though abilities that
total attack roll of 15+.
specify summons or characters can target or
• Finishing Blow: Vagabond only. Triggers if
count them normally.
this ability targets a bloodied foe.
• Slay: Triggers when this ability reduces at least
Unless specified, summons can only be placed in
one character to 0 hp
free space in line of sight and range.
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AoE attacks
AoE patterns
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• Party Resolve goes up by 1 at the start of each
Resolve and Limit round in combat, and depletes to 0 after combat
ends. You can use a die to track it.
Break • Personal resolve is gained the following ways:
• All characters gain 1 personal resolve after
every combat
Limit breaks are the most powerful abilities in
• When you limit break, you may give 1
ICON. Every character unlocks limit break at level
personal resolve to another character who has
2.
not used a limit break this expedition.
• Personal resolve resets to 0 after you camp,
Limit breaks are special abilities (with an action
meaning you might want to push on instead of
cost, etc) that do not count against the max
resting in order to get the most out of your
number of abilities taken. All Limit Breaks depend
abilities.
on a unique resource, called Resolve, to use, and
• When you spend Resolve to use a limit break,
a character can only use a limit break once per
you can use any combination of party or
combat unless specified.
personal resolve, but party resolve is shared
between all members of the group, so any use of
Resolve is split into two pools, party and
it must be used with the consent of your your
personal resolve.
team members. Resolve is always spent at the
beginning of the action.
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Victory and Defeat Depending on the tone of your game, you could
decide that a character that goes to 4 wounds is
When any character (hostile or player character) simply dead. You could also decide a character
is reduced to 0 hit points, they are defeated. that maxes out on wounds and is fallen becomes
Defeated characters clear all statuses, marks, permanently altered (loses an arm, an eye, is
stances, vigor, and other effects on them. Any scarred, etc), cursed, or changed in some way.
summons or effects created or placed by them Such a character can return during the next camp
disappear, other than terrain effects and objects. or interlude.
A defeated character doesn’t take a turn.
A quest to recover a fallen character such as
Defeated player characters are incapacitated saving their soul from the underworld, finding a
(can’t do anything), don’t cause engagement, are way to redeem their corruption or curse, or
immune to damage and effects, gain a wound, finding a successor to carry on their legacy, can be
and remain that way until someone uses the a powerful campaign moment.
rescue action or effect to bring them back to their
feet. If a player character with 3 woulds would Ending Combat
become defeated and gain a 4th wound, they Combat ends when the stakes of the combat have
instead are fallen (see below). been decided. That could mean every character of
one side is defeated, dead, or has fled the
Defeated NPCs are incapacitated, don’t cause battlefield, or simply the players or NPCs have
engagement or obstruction, and are immune to accomplished their objective.
damage and effects.
Calling combat early
Defeated doesn’t mean dead The GM can also choose to call a combat early any
By default, defeated in ICON means defeated, time if it seems like one side is going to
including for foes. Decide what this means for the overwhelm the other and things are going to play
tone of your game. Whether foes are subdued, get out as expected. There’s no reason to continue
up and run away at the end of combat, or are slain combat when the tension and stakes are gone!
outright depends on the tone of your table - but by
default, battles are never to the death in ICON. Total defeat
You can set the stakes.
If all player characters are defeated, they are
Fleeing totally defeated as a party. The outcome of this
Characters can flee the battlefield by spending will depend on your GM, the tone of your game,
1 space of movement at the edge of the grid, as and the situation, but if you’re totally defeated,
long as there aren’t any foes adjacent to them. you’re at the mercy of your foes. It’s up to
Doing so removes them from the battlefield for the GM whether your foes use the opportunity to
the rest of combat. escape, accomplish a goal, capture you, leave you
tied up, or dump you in a pit somewhere.
FALLEN
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When you use the base ability, gain a combo • Mark - Places a mark, an ongoing effect, on a
token. Any time you use a combo ability and specific character. Each ability can only place
have a token, you use the combo version one mark at a time, and a character can mark
instead, discarding the token . You can only another character with one mark at a time. If
have one combo token at once, and discard all you place a new mark on a character with a
tokens at the end of combat. mark from you, you can choose which to keep or
• Comeback - A triggered effect that turns on if which to discard. Marks end when the character
the character using this ability is bloodied that placed the mark is defeated, or under other
• Cover - If a character has cover from an ability, listed conditions.
it halves all damage from that ability. • Obstruction - A character can’t normally enter
• Critical Hit - Increase total attack damage by + a space occupied by an obstruction. By default
[D]. Can only apply to an attack, can only apply this means foes, terrain, and objects.
once, and can trigger normally on a total attack • Ongoing (+) - A status or effect that is ongoing
roll of 20+. can’t be ended until the thing causing it (a mark,
• Dangerous Terrain - Entering or exiting a a stance) is ended. Indicated by a + symbol.
dangerous terrain space causes a character to • Power Die -A die set out and and ticked up or
take 2 piercing damage. Characters can only down depending on certain conditions. You can
take this damage once a turn. use a physical die to represent it, or just a
• Difficult Terrain - Costs +1 space of tracker. Each power die is unique to the ability
movement to exit. that granted it. You typically gain power dice at
• [D] - Your class damage die. Roll that die when 1 tick, and if a power die ticks to 0, discard it.
you see this symbol. • Rebound - An ability that is rebounded can be
• Dash - Special movement that ignores bounced off a character in range. The ability has
engagement. no effect, but is instead redirected from that
• Delay - Slow but powerful effect that typically character’s space as the origin space, taking into
ends your turn. When you use a delay effect, account cover, line of sight, and other similar
your next turn must be slow. The effect occurs at effects from their space. Any effects that apply
the start of that turn, before anything else to the original user of the ability still apply to
happens. them (such as sacrificing hp, or moving).
• End turn - This ability ends your turn. If Rebound does not stack.
multiple abilities or effects would end your turn • Resistance - Take half damage, rounded up.
at the same time, you can only choose one. • Rush X - Move X spaces. You are unstoppable
• Effect - A part of an ability that simply happens and immune to all damage while moving.
and is applied to all targets, no roll or save • Sacrifice X- Reduce your hp by X, usually as a
required. cost for an ability. Sacrifice costs are paid at the
• Engagement - A character must spend +1 start of an ability, cannot be reduced, ignored,
space of movement to exit a space adjacent to a transferred, or resisted, cannot bring your hp
foe. below 1, and you can pay them even if you don’t
• Exceed: A triggered effect that takes place on a have enough hp left.
total attack roll of 15+. • Shove X - Move a character involuntarily X
• Finishing Blow - Vagabond only. Vagabond spaces in a straight line away from you. If they
only. Triggered effect that triggers if this ability would move into another character’s space, an
targets a bloodied foe. object, or into a higher elevation space, they
• Fray damage - Fixed damage. Usually added Collide and stop moving.
to all attacks on hit or miss. • Slay - A triggered effect that activates when
• Gamble - Roll 1d6, then trigger an effect on a this ability reduces a character to 0 hp.
certain result or higher • Slow Turn - Go after all other characters. If
• Heroic: Stalwart only triggered effect. Triggers multiple characters take slow turns, it takes the
when its special condition is fulfilled, depending same order as regular turns (ally/enemy/ally)
on job (shove a character, sacrifice health, etc). • Stance - An ongoing, positive effect. A
• Immune to X - Not affected by X in any way. A character can only have one stance active at a
character that’s immune to damage or effects time and can drop a stance by taking a new
doesn’t even count as taking them. stance or as a free action at the start of their
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turn. When a stance refreshes, regain its or engagement, can’t move, take actions, or use
effects. abilities or traits. All effects on that character
• Standard move - An ability all characters can end. All effects, marks and summons created by
take as a free action to move their speed that character are removed. Objects and terrain
• Status - A negative effect. effects remain.
• Summon - A character controlled by its
Summoner. Summons are intangible, and Ongoing Statuses (+)
cannot be marked, and do not count as allies or Ongoing statuses cannot be purged, removed, or
foes for the purposes of abilities. Summons do avoided (for example, by becoming sturdy or
not take turns. Instead, they have a summon unstoppable).
action that they use on their summoner’s turn,
or a summon effect that is always active, and Positive effects
otherwise don’t take actions or move on their • Counter - When damaged by an ability, deal 2
own. Summons are removed from the battlefield damage back, each time damage is applied.
when their summoner is defeated. • Defiance - Prevents hit points from being
• Teleport - Special movement that allows you to reduced past 1 hp. When this triggers, remove
instantly move to unoccupied space within this effect and character becomes immune to all
range X. damage for the rest of the current turn.
• Terrain effect - Something that creates or • Divine - Damage from this ability cannot be
modifies the terrain spaces on the battlefield. reduced, mitigated, or negated in any way
• Triggered effect - An effect that actives under except immunity (ignores armor, weak,
a certain condition. Common effects are critical resistance, defiance, and bypasses vigor).
hit, slay, collide, finishing blow, and charge. • Dodge - Immune to all damage from misses,
Each unique effect can only trigger once per successful saves, and area effects.
ability, and once per trigger. • Evasion - Roll a d6 when attacked. On a 4+,
the attack automatically misses. Check before
Statuses the attack roll.
• Flying - A flying character ignores terrain
• Slashed - Take 4 damage after you or an ally damage and movement penalties, height
uses an ability that moves you, but no more than movement penalties, obstruction, and
once a turn. engagement.
• Blind - Max range of all abilities is 2 • Intangible - Immune to damage and effects
• Dazed - +1 curse on attacks from foes. Does not provide obstruction or
• Hatred of X - Deal half damage to all foes engagement.
other than foe X. End this status at the end of • Phasing - Can ignore obstruction and pass
your turn, or if foe X becomes immune to through, but not end your turn in, terrain,
damage or un-targetable. objects, or characters.
• Pacified - Character deals half damage. Breaks • Pierce - Damage cannot be reduced by armor
when damaged by a foe’s ability. or weakened.
• Sealed - Character cannot inflict statuses. • Rampart - Foes cannot enter or exit a space
• Shattered - Character cannot gain or benefit affected by a rampart effect by dashing, flying,
from vigor. or teleporting.
• Stunned - Can’t take interrupts. Your next • Regeneration - If bloodied, gain 4 vigor at the
ability used ends your turn, then end this status. end of your turn.
• Weakened - All damage dealt reduced by 2. • Skirmisher - Can move diagonally, and dash is
• Vulnerable - All damage taken increased by 1 full speed
• Stealth - Cannot be directly targeted except
Special states from an adjacent space. Breaks on using any
• Bloodied - At or under 50% hp ability other than dash or standard move.
• Immobile - Can’t move, be moved, or be • Sturdy - When moved or removed and placed
removed from the battlefield in any way. by a foe, can only be moved max 1 space a turn.
• Incapacitated - An incapacitated character • True strike - Ignores dodge, blind, evasion,
doesn’t take turns, doesn’t provide obstruction and stealth
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Ability stacking In ICON, you can’t move straight up, just along
the ground. Even flying characters are always
Any abilities or effects of the same name do not treated as reachable by melee characters - we just
stack. For example, if a character is already don't track vertical space. If something is too high
affected by the Harvester’s Death Sentence, they to be reached in tactical combat, either don’t
can’t be affected again. This comes up most often include it, or make it a flying object or character.
with marks. It’s a little abstract - but it’s a game.
Effects that improve the ‘on hit’ , ‘on miss’, or ‘on Interrupts that have the same trigger resolve in
crit’ portion of an ability only improve the attack the same order as turns (player character/npc,
portion (that requires an attack roll). Effects that alternating).
empower the whole ability apply to everything.
Effects never trigger or inherit effects meant for Effect and Interrupt Order
hits, misses, or critical hits (unless specified).
Critical hits may always trigger ‘hit’ effects. Unless specified, effects happen in the order they
are listed. If a character owns multiple effects, and
Adjacent characters
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Unless an effect says you may or can do You can still summon objects on map terrain of
something, the effect is not optional. For example, any height, giving you a pretty lofty perch if you
an effect that says ‘dash 1 and repeat the attack summon a height 3 object tower on top of height 3
area’, you must dash and repeat the attack area terrain.
unless it says ‘you may dash 1 and repeat the
attack area’ When objects are removed, characters standing
on them are placed back on the terrain space
Range Increases under them.
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on the first character will fade. If I use a different Vulnerable and weak apply or reduce damage
mark ability on my target, my first mark will end. eqach time a character takes or deals damage,
respectively.
The same applies for marks on allies (using a
mark on an ally will override any existing mark For example, vulnerable applies +1 damage for
placed by you). each separate instance of damage. If as part of an
action character takes 3 damage twice, they would
Pacified take 3+1 and 3+1 = 8 damage, not 3+3+1=7
Pacified only breaks on taking damage from a damage.
foe’s ability or action, ie taking damage from self
or from dangerous terrain won’t break it. Vulnerable itself is not a separate instance of
damage, but increases the damage dealt with each
Stealth instance. It is applied when damage is applied,
Characters with stealth cannot be targeted directly after all damage is calculated on the attacker’s
except from an adjacent space, but could still be end.
hit by an area effect, or effects that hit a certain
range from a character. It’s a good combo with
dodge, since dodge allows characters to ignore
area effects.
Unstoppable
Unstoppable characters are immune to all
statuses, ignore engagement and rampart, and
cannot be moved, immobilized, or have their
movement halted by foes. Unstoppable characters
can still be moved and placed on the battlefield.
Vigilance
Use a counter to indicate when a character has
vigilance charges remaining (if playing in person,
a number of d6s or a coin could be used).
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JOBS
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STALWART 116
Bastion 119
Colossus 133
Knave 139
VAGABOND 145
Fool 147
Freelancer 153
Shade 159
Warden 166
MENDICANT 172
Chanter 174
Harvester 182
Seer 197
WRIGHT 204
Enochian 206
Geomancer 215
Spellblade 222
Stormbender 230
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jobs or unlock a talent for an existing ability,
Choosing your job choosing either the first or second choice.
To make the tactical combat part of your character At other levels you will also gain additional bonus
at level 0, pick a Job and two abilities from your ability points, which can be spent along the way.
job. You get all the traits or actions from your
class (basically a meta-job, of which there are 4), At level 4 and 8 you will get the opportunity to
plus the traits from your job itself. pick up a new job and two bonus ap, or keep the
same job and get an extra mastery. You can
If you’re unsure about which abilities to pick, pick choose to train broadly or deeply - choose wisely!
the first two abilities listed, you’ll have plenty of
opportunities to choose others. ABILITY LIMITS
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When you level up, you will eventually get the Relics
opportunity at level 4 and 8 to pick up another
At level 2, then at levels 6 and 9, characters pick
job. This allows you to swap from Expedition to
up a Relic.
Expedition to different jobs as needed.
Relics represent ordinary weapons or armor that
If you choose a new job, you gain +2 ap, to help
become legendary and powerful over time simply
you diversify your abilities.
by being picked up by an Icon. Over time, these
relics take on particular aspects of heroes or
When you embark on an expedition, you must
legends of old, and can be infused with power,
decide which job is your primary job. You only
tempered, and refined as their wielder also gains
get the traits and limit break from your
power.
primary job (both class and job traits).
Relics can be enchanted weapons, armor, jewelry,
You can mix and match abilities from your other
cloaks, figurines - something cool and significant
jobs as you wish, as long as you take at most 6
to your character. There’s a suggestion for each
abilities, and at least half of your abilities
Relic as to the form it takes, but this can be loose.
match the same class as your primary job. You
can use the color as an easy reference.
It’s up to the player to decide what piece of their
gear turns into a relic. It could be something they
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found on the last expedition, something they - Round Invoke: Activates automatically at a
pulled from a ruin, something they’ve had since certain round of combat or later. These effects
childhood, or something they are working on are always active. For example (Round 5+)
creating themselves. They don’t have to take any relics have effects that are always active at
action to receive the relic, but will have to work on round 5 or later.
it by infusing Dust into it to unlock it’s benefits.
Infusing relics
You can find the full list of relics on pg. XX, in Relics can be leveled up by infusing them with
the Book of Adventure. Characters can take any Dust, which is the magical essence sought after by
relic they like when they acquire one. the powerful factions of Arden Eld. You get a little
Dust in each relic for fighting in tactical combat,
Relics have three ranks of power. They start with but the rest you’ll have to do yourself.
one rank unlocked and provide powerful bonuses
to a character in combat, no matter what job they Aspects
currently have. Each further level gives increasing The fourth level of a Relic is called an Aspect, and
benefits. provides more powerful benefits. Aspects can be
unlocked either by spending 12 Dust or by
Invoking relics completing an aspect quest and undertaking
In combat, some relics have abilities that can be some kind of legendary task. The quest can be
invoked for a powerful effect. Invokes have three determined by the GM as fitting for your table
types: and the tale you want to tell, but there are
- Attack Invoke: When you make an attack, if suggested aspect quests in each relic description.
the die used for the attack roll is a certain
number or higher, you can invoke the relic. This If the aspect quest is completed once by any
only counts the d20, and not the total attack character, aspecting the same relic costs only 4
roll. For example, in an (Attack, 15+) invoke, dust from that point onwards.
you could invoke the relic’s power when you
make any attack roll and the die is 15 or higher. Changing Relics
If you wouldn’t make an attack roll, such as an
auto hit attack, roll a d20 anyway to check. A character can swap any or all relics around at
- Gambit Invoke: An invoke that can be level 4 and level 8 when they choose a new job. If
triggered under the listed conditions, but only they do so, however, any new relics start un-
once per combat. For example (Gambit: Free infused and reset to rank I.
action: fly 3)
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11 3 Gain +1ap 17
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STALWART
Weapon master and unparalleled soldier
Strengths: Tough, good at punishing foes, protecting allies, and controlling the battlefield.
Weaknesses: Lower mobility and weak to ranged attackers
Complexity: Low
Stalwarts are tough and vigorous warriors, with heavy armor and abilities that let them stand their
ground, protect their allies, and control space. They largely eschew the use of ranged attacks but are
mythic soldiers and gods of the battlefield, able to perform incredible feats of physical prowess and
resilience.
Stalwarts boast Slashed and Weakened, which allow them to slow down speedy foes and lower their
damage, and have access to Rampart and Vigilance, which makes it much more risky for characters to
move around them. They also easily gain Sturdy, making them resistant to being moved, and can in turn
Shove their foes, knocking them around the battlefield.
Stalwarts are strong against skirmisher foes and weaker against artillery foes.
Stalwart Gambit.
If you take a Stalwart ability as a non-Stalwart
class, you get Heroics, and the ability to trigger a
Heroic ability for free once a combat.
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RAMPART STURDY
Foes cannot enter or exit any space affected by a When moved or removed and placed by a foe, can
character’s Rampart by dashing, flying, or only be moved max 1 space a turn.
teleporting.
Sturdy allows you to hold your ground and stops
Rampart is like a super-engagement. Foes can’t you from getting shoved around by foes and
use any special movement in adjacent spaces to pushed away from allies or objectives.
you, so good positioning will let you slow them
down. TRUE STRIKE
Ignores dodge, evasion, blind, and stealth.
RUSH X
Move X spaces. You are unstoppable and immune These effects are all common ways for foes to
to all damage while moving. avoid damage. True strike avoids all of this and
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Bastion
Unbreakable Knight
The Bastions are the shield lords of Arden Eld, larger than life figures that tread the ancient imperial
roads with their heads held high and armor gleaming. From town to town they act as errant knights
and mercenaries, protecting the weak and vulnerable, and driving back the Blights with hammer-like
blows from their greatshields, which they throw like a discus with incredible force. The imperious and
mighty presence of a Bastion in town is a stabilizing force and can become an event for a whole village.
All Bastions follow an ancient and long-forgotten hero’s code, an old oath to stand against chaos in all
its forms.
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Relevant Rules
• Shove X - Move a character involuntarily X
spaces in a straight line away from you. If they
would move into another character’s space, an
object, or into a higher elevation space, they
Collide and stop moving.
• Collide - A triggered effect that occurs on any
character shoved into an obstruction by this
ability.
• Aura X: This ability is a continuous, ongoing
effect that affects all characters specified within
range X of an origin point, usually a character.
Characters are only affected by an aura while
inside
• End turn - This ability ends your turn. If
multiple abilities or effects would end your turn
at the same time, you can only choose one.
• Hatred of X - Deal half damage to all foes
other than foe X. End this status at the end of
your turn, or if foe X becomes immune to
damage or un-targetable.
• Mark - Places a mark, an ongoing effect, on a
specific character. Each ability can only place
one mark at a time, and a character can mark
another character with one mark at a time. If
you place a new mark on a character with a
mark from you, you can choose which to keep or
which to discard. Marks end when the character
that placed the mark is defeated, or under other
listed conditions.
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LAND WASTER
Abilities 2 actions, Attack, Burst 1 (target)
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CATAPULT ROOK
Interrupt 1 2 actions, Attack
Aura
Use your shield as a springboard to set up ally
maneuvers or to deflect projectiles Your stance is powerful as you strike, and stand
Trigger: An ally ends a movement in an adjacent tall, an armored sentinel. No enemy can safely
space set foot where your gaze falls.
Effect: Shove that ally 2 in any direction. Attack: On hit: [D]+fray. Miss: fray damage.
Collide or Heroic: That ally gains 2 vigor and Effect: Shove 1
may rush 1. Effect: You gain aura 1 until the end of your next
turn. Any foe in the aura that is shoved is shoved
Talents: +1. If any foe ends their turn in the aura, you may
I. Your shield becomes a valid target for allied deal fray damage to them and shove them 1.
abilities. You can expend this interrupt to Collide: Character is slashed.
grant them rebound. Heroic: Gains true strike, and increase aura to
II. Catapult can also be triggered on foes. When Aura 2
triggered on foes, the effect becomes effect:
shove 1. Collide: you may rush 1 Talents:
I. You also have counter while Rook’s aura is
Mastery: MANGONEL active.
Catapult becomes Interrupt 3
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Chapter 3
Black Rock Vanguard: You can take any
number of interrupts per turn. When you take an
interrupt, you may rush 1 after it resolves.
GREAT GIORGIOS
1 action
End turn
Talents:
I. You gain phasing while rushing. Foes you
passed through take 2 damage after your
movement resolves, and are shoved 1 to either
side of your movement.
II. Allies adjacent to you during any part of this
rush are shoved 1 in any direction after this
ability resolves.
Mastery: DRAGONSLAYER
You can choose to Delay Great Giorgios. Your
next turn must be slow, but the effect activates at
the start of that turn instead of at the end of your
target’s turn, and it deals double damage.
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Demon Slayer
Master of the Forbidden Arts
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Warriors of impossible strength and insane bravado, demon slayers are warriors that specialize in
fighting the largest and most dangerous monsters to crawl out of the pits that riddle the land. They
relish in fighting against impossible odds, training themselves in forbidden techniques, arcane arts, and
oversized weaponry that normal Kin would quake at wielding. They organize themselves into loose
orders and train and hunt together, sharing tales and trophies of the colossal horrors they have slain.
Some say in order to fight their quarries, the slayers must ingest demon blood to gain their strength,
giving them dark and forbidden power that makes other Kin fear and respect them in equal measure.
Relevant Rules
• Charge - A triggered effect that activates when
the ability is used on a slow turn.
• Delay - Slow but powerful effect that typically
ends your turn. When you use a delay effect,
your next turn must be slow. The effect occurs at
the start of that turn, before anything else
happens.
• End turn - This ability ends your turn. If
multiple abilities or effects would end your turn
at the same time, you can only choose one.
• Exceed: A triggered effect that takes place on a
total attack roll of 15+.
• Rampart - Foes cannot enter or exit a space
affected by a rampart effect by dashing, flying,
or teleporting.
• Slow Turn - Go after all other characters. If
multiple characters take slow turns, it takes the
same order as regular turns (ally/enemy/ally)
• Power Die -A die set out and and ticked up or
down depending on certain conditions. You can
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Chapter 3
Rangiri: If you trigger Hissatsu twice in a row,
your attack ability becomes upgraded further. The
entire ability now deals double damage. Roll and
determine all damage on the attacker’s end when
making it, then double the total before applying it.
WICKED SHEATH
1 action, attack
True Strike, Power die
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Falling Blossom School Slayer
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Colossus
High Flying Grappler
Ferocious followers of Arenheir, the Wolf Titan, the Colossi are a martial order of berserkers,
pankrationists, and warriors that reaches across all of Arden Eld. They travel throughout the land
seeking powerful foes, and taking trophies to return to their great lodges to offer in tribute to Arenheir
in fierce hope of resurrecting their god. At their lodges they feast and drink to their deeds, companions,
and boasts.
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Colossi seek glory and challenge through battle, and will often go for only the absolute strongest
warriors and monsters, heedless of their own safety. They fight with wild abandon and unconventional
techniques that would make even the dirtiest Knave raise an eyebrow.
Relevant Rules
• Bloodied - At or under 50% hp
• Comeback - A triggered effect that happens
when this ability is used while bloodied
• Charge - A triggered effect that activates when
the ability is used on a slow turn.
• Defiance - Prevents hit points from being
reduced past 1 hp. When this triggers, remove
this effect and character becomes immune to all
damage for the rest of the current turn.
• Exceed: A triggered effect that takes place on a
total attack roll of 15+.
• Flying - A flying character ignores terrain
damage and movement penalties, height
movement penalties, obstruction, and
engagement.
• Regeneration - If bloodied, gain 4 vigor at the
end of your turn.
• Sacrifice X- Reduce your hp by X, usually as a
cost for an ability. Sacrifice costs are paid at the
start of an ability, cannot be reduced, ignored,
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1 Action
Abilities Sacrifice
Throwing caution to the wind, you crash your
whole body into your foe, sending you both
VALKYRIE flying.
1 action, attack Effect: Fly 1.
True strike Effect: Sacrifice 6. An adjacent foe takes [D]
+fray damage.
Soaring through the air like a vengeful spirit, you Heroic: You may rush 2 before or after using this
crash into your enemy. ability.
Effect: You may fly 1
Attack: On hit: [D] + fray. Miss: fray. Talents
Effect: Attack target is weakened. I. Comeback: Hit your foe so hard that you
Exceed or Heroic: Create a pit under your create 2 spaces of difficult terrain in adjacent
target. spaces after this ability resolves.
II. Shove your foe 1, then shove yourself 1 away
Talents: from your foe. Charge: Increase shoves to 2
I. Valkyrie gains range 4.
II. You are unstoppable and immune to all Mastery: GIANT KICKER
damage while flying with Valkyrie. Charge: At round 4 or later, dropkick gains true strike and
You may fly 3 instead a line 4 area effect that must include your target.
The area deals fray damage to all characters other
Mastery: CALL OF ERENHELION than your target.
When you use Valkyrie, all allies may fly 1. If they
end this flight on a lower elevation than they MASSIVE OVERHEAD
started, they may fly 1 again.
1 action
End turn
UPHEAVAL
1 Action, Range 3 End your turn. Your next attack strikes with
such force that it deals bonus damage and creates
The disciples of the wolf titan exhibit such a pit under its target after it resolves.
legendary strength that they can rip up the earth Special Effect: If your target was already in a pit
itself with their bare hands. before the triggering attack, it also activates all
Terrain Effect: Smash the battlefield, creating a exceed effects.
height 1 boulder object in free space in range. Comeback or Heroic: Attack may also create a
Adjacent characters are shoved 1 away from the small blast area effect on its target, dealing 2
terrain when it appears. damage to all characters inside.
Comeback or Heroic: Create difficult terrain
underneath any character shoved by this ability. Talent:
I. Attack gains Exceed: Also create a height 1
Talents: boulder object adjacent to your foe.
I. The boulder bounces before landing, dealing 2 II. Attack gains Exceed: The pit also becomes
damage in a small blast area effect anywhere dangerous terrain.
in range. Charge: Large blast
II. The boulder bounces before landing, creating Mastery: BLOOD RUSH
a pit anywhere in free space in range. At round 4 or later, Massive Overhead also grants
you 4 vigor and no longer ends your turn.
Mastery: TITAN STRENGTH
Gains range 5 and Comeback: Boulder may be
placed as a height 2 pillar instead.
TAKEDOWN
2 actions, attack
DROPKICK
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Talents:
I. You can voluntarily reduce yourself to 1 hp
before using Raging Wolf.
II. While you’re at 1 hp, increase flight to 3
Chapter 3
Unbreakable: If defeated, you can rescue
yourself and take a turn as normal. This doesn’t
take an action and takes place at the start of your
turn. In addition, after being rescued in any way,
including as part of this trait. you can rush 1 and
deal 2 damage to all adjacent characters.
BOILING BLOOD
Interrupt 1
Defy Death
Trigger: You are defeated
Effect: You fight on, remaining standing at 1 hp
and do not become defeated until the end of your
next turn, or if combat ends before then. During
that time, damage cannot reduce you past 1 hp
and you deal bonus damage with all abilities.
Heroic: Also deal fray damage twice to all
adjacent foes.
Talents:
I. While Defy Death is active, all abilities also
trigger all exceed effects.
II. You can rush or fly 1 before using any ability
while Defy Death is active.
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Knave
Absolute Bastard
The advent of the Churning Age has coincided with the rise of a certain class of person with heavy
pockets and a long list of ‘problems’ to solve. The Knaves are the solution. Hedge knights, rogue
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warriors, duelists, deserters, and veterans, they roam the land offering their services to whoever has the
dust to spare. Though some of them are altruistically minded, they tend to go where the work, food, and
fighting is thickest, and never stay for long in one location.
Knaves operate under a loose moral code and an even looser no-holds-barred fighting style, using hilts,
head butts, and gauntleted fists to inflict pain, punishment, and humiliation on their opponents in equal
measure. These braggadocios warriors spare no effort in flexing their incredible strength - if the price is
right. For a freshly roasted chicken, a pocket full of dust, and a polish of their boots, they’ll do just about
anything.
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TRAITS:
Martial Master: You can take two stances at
once.
Blackheart: While you’re suffering from a
status, gain vigilance +1 at the end of your turn. If
you are suffering from two or more, also deal
bonus damage with all abilities.
Taunt (1 action): A foe in range 3 gains hatred
of you.
Spite: You can choose to use the Heroic effects of
any ability when you use it. However, after it
resolves, gain Hatred+ of the closest foe to you
until the end of your next turn and you can’t use
Heroics again for the same duration. If multiple
foes are equidistant, you can choose.
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REVENGE
Abilities 2 actions, attack
Combo
LOW BLOW
1 action, Attack No matter how hard pressed, your hands, feet,
Combo, True strike and armor are ready to retaliate.
Attack: On hit: [D]+fray. Miss: fray
Hit them right in the gronch. Effect: Gain unstoppable and counter until the
Effect: You may Rush 1 end of your next turn
Attack: On hit: [D] + fray. Miss: fray. Slay or Heroic: While this ability’s effect is
Effect: Foe is slashed. If they are already slashed, active, you can rush 1 as an effect if you are
they gain hatred of you. damaged by a foe’s ability, but no more than once
Slay or Heroic: You may cure yourself. a turn.
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Refresh: Refresh this stance when a foe damages characters. Stop and collide if your foe would hit
you or an adjacent ally with an ability. an obstruction.
Heroic: Also gain vigor equal to your gamble Effect: Your foe takes 2 damage once for each foe
result after this ability resolves. or ally they pass through, to a maximum of 3
times, and those characters are shoved 1. Then,
Talents: shove your foe 1.
I. You can also sacrifice 2 to roll 1 more d6 while Collide: Foes are weakened.
gambling. Heroic: Shove your foe 1 space, then 1 additional
II. Comeback: Gain vigilance +1 after Riposte space for every character they passed through
resolves. instead, to a maximum of 4 extra spaces.
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Talents:
I. You can sacrifice 2 after using this interrupt to
immediately regain it.
II. Comeback: This ability is interrupt 2.
Chapter 3
Way of the Crow: If any ally is defeated, cure
yourself and become unstoppable until the end of
your next turn.
BLEAK MERCY
2 actions, attack
Melee, combo
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VAGABOND
Rogue, Scoundrel, and Blade for Hire
Strengths: High mobility and damage, strong summons and marks, strong against isolated foes
Weaknesses: Relatively low durability, relies on support
Complexity: Medium
Vagabonds are the mercenaries and wanderers of Arden Eld. They know how to aim a crossbow bolt
through the helmet slit of a knight or the weak spot of a monster, how to move quietly and quickly, and
how to fling a knife with deadly precision.
Vagabonds boast high damage and even higher mobility. Skirmisher lets them move faster and further
than other classes, while Dodge lets them avoid damage unless targeted directly. They make use of
numerous tools such as Stealth, Evasion, and Finishing Blow to crush weak, isolated, or ranged
enemies and avoid their counterattacks.
Vagabonds are strong against artillery foes and weaker against heavy foes.
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Statuses Dash
Vagabonds specialize in the Blinded and Dazed Special movement that ignores engagement.
statuses and use Blights.
Teleport
Blinded Instantly move to a free space within range X.
Max range of all abilities is 2.
You don’t have to be able to see a space to
Blinded is very strong against ranged attackers teleport there.
and much weaker against melee attackers, but it
can also make it very hard for characters to use Finally, Vagabonds have potent summons
abilities on allies in tight situations.
Summon
Dazed A character controlled by its Summoner.
+1 curse on attacks Summons are intangible and do not count as foes
or allies for the purposes of abilities. Summons do
Dazed makes it harder to hit attacks, and even not take turns. Instead, they have a summon
harder to activate effects such as exceed or crit. It action that they use on their summoner’s turn, or
stacks well with your naturally high defense. a summon effect that is always active, and
otherwise don’t take actions or move on their
Other effects own. Summons are removed from the battlefield
when their summoner is defeated.
Vagabonds also make heavy use of Evasion and
Stealth. Summons are characters you can create under
your control. They can often be hurt and
damaged but doing so is usually a waste of a
Evasion foe’s turn. Summons typically act on your turn
Roll a d6 when targeted by an attack. On a 4+, the
and have limited effects - they are not full
attack automatically misses. Check before the
characters and cannot take actions or move
attack roll.
normally. Each summon does something unique
that’s described in the ability that summons
Evasion is a very potent combo with dodge
them.
because characters with dodge take no damage
from missed attacks. It does nothing against
effect damage or abilities, so it doesn’t cover
everything.
Stealth
Cannot be directly targeted except from an
adjacent space. Breaks on using any ability other
than dash or standard move.
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Fool
Masked Avenger
Fools are dedicated defenders of the common people of Arden Eld, part folk hero, and part hired killer.
They have no official organization, and cover their faces with masks to hide their identity, wearing bells
and motley to cover their collections of deadly weapons and explosives.
Some people fear the Fools, calling them self-interested thugs or anarchic cultists of the Laughing God.
They may not be entirely wrong, but none can deny their flair for the theatrical.
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They are feared rightly by all would-be tyrants, under-barons, and aspiring imperial lords. Wherever
kin labor under oppression, someone will take up the mask and knives and sent cold jolts of fear into the
hearts of the rich and comfortable.
Relevant Rules
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TRAITS: Summons
Tumbling: You may phase through characters.
Entering the space of any character, including Many fool abilities summon bombs. When a bomb
summons, always costs a maximum of 1 is summoned, it can be summoned in free space in
movement. range 2 unless a different range is specified. You
Curse of Chaos: You have evasion against can have a maximum of six active bombs.
characters that are 3 or more spaces away from
you. Bomb
Cheap Trick: When an attack misses you, you Size 1, intangible
may teleport 1 space, then leave a bomb in an Summon effect: The bomb can be shoved or
adjacent space. teleported and can share space with other
Stack Dice: Once a round, when you trigger a characters, though it can’t share space with other
finishing blow or slay effect, gain a Stacked Die bombs. When any character enters a bomb’s
after that ability resolves. You can use this die space, they can remove it from the battlefield. At
when you gamble to make the gamble result 6, the end of their turn, they may place it any any
consuming the die. You can only hold on to one free adjacent space. Characters can only carry one
Stacked Die at once, and lose all of them at the bomb at once.
end of combat. Summon effect: Once a round, you may gamble
at the end of any other turn than yours, after all
bombs have been placed. All bombs explode,
Limit Break: CURTAIN dealing damage equal to the gamble result in a
small blast area effect centered on them.
CALL Characters in the area of multiple explosions are
only affected once.
4 resolve
2 actions
Divine, Gamble, True Strike
3-5 spaces: x2
6-7 spaces: x3
8 spaces: x4 and character is stunned.
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damage, then summon it in range 2 of that
Abilities character.
SPINNING TOP
CAVALIERE
1 action
1 action, Attack
Gamble
+1 boon
A blur of cape, a flash of color, the gleaming of
It is not enough to rudely and plainly strike your
blades.
foe down. One must make it entertaining.
Effect: Gamble, then dash that many spaces +2
Effect: Dash 3, then dash 1 space to the side of
in a whirling dance.
your movement. This movement ignores all
• You must move as far as possible before an
movement penalties and has phasing. However:
obstruction causes you to stop
• You must move if able
• You must make all movement in the same
• You must move as far as possible
direction.
• You cannot move diagonally during this
• You cannot move diagonally using this
movement.
movement
Attack: On hit: [D]+fray. Miss: fray.
• However, you can interrupt spinning top with
Effect: Foe is dazed.
any number of other abilities without causing
Finishing Blow or Slay: Summon a bomb
the movement to end.
Effect: If you move the maximum distance rolled
Talents by Spinning top, gain evasion until the start of
I. If you pass through an ally or summon during your next turn.
this movement, deal bonus damage
II. Allies you pass through during this movement
Talents:
can dash 1.
I. You can always choose to dash 3 spaces with
spinning top after seeing your gamble result.
Mastery: PEGASO II. Charge: Spinning top becomes fly instead.
After Cavaliere resolves, you may fly 4.
Mastery: VORTICE DI FOLLIA
CARNEVALE If you triggered a slay effect during your turn
1 action before using spinning top, it becomes a free
Summon action.
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Talents:
I. If you catch 2 or more foes or allies in the end
spaces of the cross, summon a bomb in the
center space if it is free.
II. Allies in the area can fly 1. Charge: Allies in
the area can fly 3.
Chapter 3
Death’s Apprentice: You can hold on to 2
stacked dice at once.
CHRONOTEMPER
1 action
Mark, Power die
Cheat Time
Interrupt 1.
Trigger: The start or end of any turn other
than yours
Effect: Gamble, then the marked character
dashes a number of spaces equal to the
gamble result, 1 space at a time. Each time
they finish a dash, they may deal 2 damage to
an adjacent foe, but cannot damage the same
foe more than once in the same turn.
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Freelancer
Divine Punisher
Freelancers are free-roaming exorcists and hired guns, roaming the land and fighting blights, demons
and bandits in the name of justice. They tend to act as wild cards: highly independent, highly effective,
and sticking to their codes of honor.
Freelancers have their history in an ancient disgraced knightly order from one of the Seven Families of
the Thrynn. They each wield a bright metal six gun, a bow, or a long rifle with extreme skill, the bullets,
shot, or arrows of which they infuse with raw Aether drawn from their very souls. Each weapon is a
relic passed down from master to student over the years, and can only be won in a duel with another
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freelancer. The freelancer’s ultimate weapon is the Astral Chain, a holy gauntlet which they use to purge
and bind demons and rogue spirits into their service as Seraphim.
Relevant Rules
• Exceed: A triggered effect that takes place on a
total attack roll of 15+.
• Aura X: This ability is a continuous, ongoing
effect that affects all characters specified within
range X of an origin point, usually a character.
Characters are only affected by an aura while
inside
• Cover - If a character has cover from an ability
with, it halves all damage from that ability.
• Flying - A flying character ignores terrain
damage and movement penalties, height
movement penalties, obstruction, and
engagement.
• Mark - Places a mark, an ongoing effect, on a
specific character. Each ability can only place
one mark at a time, and a character can mark
another character with one mark at a time. If
you place a new mark on a character with a
mark from you, you can choose which to keep or
which to discard. Marks end when the character
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