Band of Blades Beta - Playbooks (BW) 1.0 PDF
Band of Blades Beta - Playbooks (BW) 1.0 PDF
+1 resist
notes: Bulwark: You can spend anchor uses
as special armor against consequences to a research
squad you are defending. scout
Backup: When you protect a squadmate,
rig
resist with +1d. When you assist someone,
their pushes only cost 1 stress. prowess
Tenacious: Penalties from harm are one level less severe
wreck
+1 resist
(though level 4 harm is still fatal).
skirmish
Vanguard: You're known as a Weaponmaster even
shoot
stress trauma outside the Legion. When you push yourself, you also
gain potency in melee combat.
maneuver
trauma: cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
Vigorous: When you check wounds during rest &
corruption blight recovery, place one free check. When you take harm, resolve
clear 1 stress. consort
+1 resist
War Machine: When you push yourself you can do
discipline
one of the following: perform a feat of physical force that marshal
harm armor verges on the superhuman — reduce the Threat level of all
the enemies you're facing by one.
sway
heavy
Against the Darkness: You and all squadmates that
4 Death
shield can see you gain +1d to resist fear and corruption. specialist
3
need Elite: Gain mastery of two actions (they can go to 4).
aim
help special
Hardened: You can mark 2 additional stress boxes
channels
2
-1d
before taking a trauma. doctor
uses Survivor: You can take +1 trauma before dying.
grit
1
less Veteran: Take a special ability from another source.
scrounge
effect uses weave
heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.
+1 resist
notes: Medicinal Alchemicals (Chemist) Attaché: You may deploy on any mission
even outside the usual specialist caps. Gain
research
Owlsight: See in the dark. Blind the next day.
scout
this ability for free when you become a medic.
Chembalm: Neutralizes most poisons & toxins.
rig
Deep: Lets you hold your breath for a scene.
First Aid: You can spend 1 use of Medical
Supplies to remove appropriate level 1 harm
Rage Venom: Gain physical potency for a scene.
Resolve resist not attack friend and foe. Addictive.
on any one person on your mission. prowess
Not Today: You can spend a doctor use immediately
wreck
+1 resist
after a soldier takes level 4 harm on a mission. You treat skirmish
them and reduce the wound to level 3 harm instead.
shoot
stress trauma Doctor Feelgood: Expend 1 use of Medical Supplies
maneuver
trauma: cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious to grant one person potency for a physical action.
corruption blight
Field Dressing: At the end of a mission you may expend
remaining doctor uses to add 1 check to a Legionnaire's
resolve
level 2 or 3 harm, once per person. consort
+1 resist
heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.
+1 resist
notes: Ghost: You can spend scrounge uses as
special armor against traps or detection.
research
scout
Panther-Like Grace: When carrying no
rig
armor, and under light load, any harm you
take starts as 1 level lower.
Like the Wind: Whenever there's a question of who
prowess
goes first, the answer is you. Also take +1d when dodging wreck
+1 resist
attacks with prowess. skirmish
shoot
stress trauma Infiltrator: When you gather info through clandestine
observation, or attempt to bypass traps and security
maneuver
trauma: cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
measures gain potency.
corruption blight Sixth Sense: You just know when there are undead
resolve
nearby. You can gather info on them with resolve.
consort
+1 resist
Ready for Anything: When being ambushed, your
discipline
flashbacks cost 0 stress and you gain potency to all actions marshal
harm armor during those flashbacks. You also take 1 less level of harm
on secondary missions.
sway
heavy
Daredevil: When you make a desperate roll gain +1d.
4 Death
shield Elite: Gain mastery of two actions (they can go to 4).
specialist
3
need aim
help special Hardened: You can mark 2 additional stress boxes
before taking a trauma. anchor
2
-1d channels
uses Survivor: You can take +1 trauma before dying.
doctor
1
less Veteran: Take a special ability from another source.
grit
effect uses weave
heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.
OF
your heritage, background, friends,
Shoot a target with precision from a
or rivals to gain access to resources, distance; find a perch with clear lines
information, people, or places. of fire; make trick shots; repair and
Discipline a fellow soldier; command maintain firearms.
obedience with your force of Skirmish with an opponent in close
personality; intimidate or threaten. combat; assault or hold a position;
brawl and wrestle.
Maneuver into position and traverse
Sway someone with charm, logic,
obstacles; climb, swim, run, jump, and
deception, disguise, or bluff;
tumble; handle a pack animal; ride a change attitudes or behavior with
mount. manipulation or seduction. Playtest Version 1.0 Beta
Marshal a squad or larger group to Rig together mechanical solutions;
action; command attention amidst
chaos; lift morale in the field; stretch
disable, repair, or create mechanisms;
disable a trap, pick a lock; build
fortifications; repair siege weapons.
playbook: sniper
resources.
Wreck a place, item, or obstacle with Name:
Research a person, document, or
savage force or careful sabotage; distract
item with close scrutiny to gather and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —a famous band of sell-swords. You and
information and apply knowledge; force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
gain a deeper understanding. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action Pick a starting ability. Any will do, but if you’re stumped, choose the first.
Aim is an action that Snipers specialize and train in. Unlike most actions it's not Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
usually rolled, but it's rating determines its uses per mission. While on a mission, Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
you may spend aim uses to increase the effect level of a shot. This means you can Report for duty.
sometimes take out large, dangerous enemies with a single bullet.
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
sniper advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
If you survived the mission.
If you helped your squad through keen observation or key shots. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
sniper name special abilities insight
aim
+1 resist
notes: One Eye: You've replaced an eye with an
alchemical construct. You can see invisible
research
targets clearly and identify supernatural forces. scout
rig
Ambush: When you attack from hiding or
spring a trap, you get +1d.
Akimbo: When dueling in close range with two pistols
prowess
gain potency. wreck
+1 resist
+1 resist
Cover Fire: If you set up someone with shoot or provide
discipline
covering fire they gain potency on their next action. marshal
harm armor
Crimson Shot: You're authorized to bring one Crimson
sway
heavy Seeker Shell on missions. Firing it counts as a Threat 4
attack, and you must mark a Trauma.
4 Death
shield Elite: Gain mastery of two actions (they can go to 4).
specialist
3
need anchor
help special Hardened: You can mark 2 additional stress boxes
before taking a trauma. channels
2
-1d doctor
uses Survivor: You can take +1 trauma before dying.
grit
1
less Veteran: Take a special ability from another source.
scrounge
effect uses weave
heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.
+1 resist
notes: Tactician: When you lead a group action
you may suffer at most 2 stress, and can spend research
a channels use to take none. scout
Mission First: Add the following to "at the
rig
end of mission" xp trigger: If anyone died
following your orders.
Obedience: An npc squadmate, on your orders, sacrifices
prowess
themselves. They die, and absorb all the harm for you or wreck
+1 resist
another specialist from one attack. Remember that the
Legion takes -1 morale each time this occurs. skirmish
shoot
stress trauma Lead from the Front: Whenever you lead a group
action, gain +1 scale (ex: a small group counts as a medium
maneuver
trauma: cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious group). If you lead a group action in combat, you may
count multiple 6's from different rolls as a critical.
corruption blight Logistical Support: channels uses can be spent
to assist a squadmate. Tell us how your preparation or
resolve
consort
+1 resist
supplies help them against this threat or obstacle.
heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.
+1 resist
notes: Relentless: You may spend grit uses (1-
for-1) to push yourself.
research
scout
Over the Top: When you charge into the
teeth of an enemy that outnumbers or outguns rig
you clear 1 stress and take +1d to maneuver.
Iron Will: You can spend grit uses as
prowess
special armor vs fear, paralysis, corruption and fatigue. wreck
+1 resist
Loaded for Bear: When selecting load you may select
skirmish
4 utility load instead of 2. shoot
stress trauma Eat Iron, Shit Nails: When you push yourself you
maneuver
trauma: cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious may ignore all harm penalties. Also take +1d to resist the
consequence of any roll you pushed yourself on.
corruption blight Grenadier: You have had explosives training and can
resolve
bring a grenade (1 load) or explosive charges (2 load) consort
+1 resist
as part of you soldier gear. discipline
Cavalry: If the Quartermaster has any Horses available,
marshal
harm armor
all members of your squad start missions mounted.
sway
heavy Specialist Training: You can promote to a Specialist
(Heavy, Medic, Officer, Scout, or Sniper). Gain 1 special
4 Death
shield ability, and starting Specialist action (if applicable). specialist
3
need Elite: Gain mastery of two actions (they can go to 4).
aim
help special
Hardened: You can mark 2 additional stress boxes
anchor
2
-1d
before taking a trauma. channels
uses Survivor: You can take +1 trauma before dying.
doctor
1
less Veteran: Take a special ability from another source.
scrounge
effect uses weave
heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.
+1 resist
notes: Devil's Own Luck: You gain +1d to all
resistance rolls. This ability cannot be taken research
as a Veteran advance. scout
Every Inch A ...: You start with 2 additional
rig
Heritage traits. If taken as a Veteran advance,
this must be taken as your first ability. prowess
Hard Knocks: Mark 2 xp (any category) at the end of
wreck
+1 resist
any mission where you took level 2 harm or higher.
skirmish
Just a Kid: When someone suffers harm when protecting
shoot
stress trauma you they may mark an xp. When you promote choose a
second special ability from your new playbook to replace maneuver
trauma: cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious this one. This ability cannot be taken as a Veteran advance.
Gotta Make it Out Alive: You can take 1 additonal
resolve
corruption blight trauma before dying. When you promote replace this consort
+1 resist
ability with a level of Survivor. This ability cannot be taken
as a Veteran advance. discipline
marshal
Home Cooking: If a mission takes multiple days, use
harm armor your Fresh Food. Say what you cook. Everyone in the
squad that partakes clears 1 stress. This ability cannot be
sway
heavy taken as a Veteran advance.
4 Death
shield Jack of all trades: You gain 2 additional action dots to
specialist
place in skill you have 0 in at the start. This ability cannot aim
need be taken as a Veteran advance. anchor
3 help special
Not a Rookie Anymore: You may not take this as your
channels
starting ability. You are promoted! You become a Soldier. doctor
2 -1d Gain one special ability and 1 rank of your specialist action.
uses You must specialize as your first playbook advance. This grit
less ability cannot be taken as a Veteran advance. scrounge
1 effect uses
weave
heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.
Engagement rolls determine unit disposition at the start of a primary mission and
the outcome of secondary missions. As the one sending troops into battle, it's the
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Marshal's duty to assemble the dice and make the engagement rolls.
Before Every Mission. Assemble the engagement roll by asking the following: role: marshal
Legion Loyalty. Are all on the mission oathsworn to the Legion? Take +1d.
Intel. Did the Commander spend 1 intel to give you foresight and info? Take +1d. This is a required role for the campaign.
Veteran. Is everyone on the mission a specialist or soldier? Take +1d. The Marshal orders soldiers into battle. Assign squads and specialists to the missions
Leadership. Does any soldier distrust or not fear the leadership enough to obey the Commander undertakes—you're responsible for making sure they have the best
orders on the battlefield? Take -1d. chance of making it back to camp. You track morale, troop experience and health.
Parameters. Are required specialists or equipment not on the mission? Take -1d. You decide who's in charge on a mission.
Assault Mission. On each assault mission also ask the following: Before Play. To prepare the Legion for the campaign do the following:
Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d. Describe the Marshal. Select Marshal traits from the lists below.
Wounds. Is any soldier starting the mission wounded? Take -1d. Starting Morale. Set to 7.
Fill a Squad. Ask for the Cultures and Time Line sheet—it has names. Name the
Scouting Mission. On each scouting mission also ask the following: rookies in one squad. Fill in others when you select a squad to go on a mission.
Speed. Did the Quartermaster spend horses to equip the mission? Take +1d. Starting Specialists. Have each player make a specialist. Note their names.
Stealth. Is any soldier starting with heavy load? Take -1d. Additional Specialists. Select additional specialists until you have five. Write
them on the sheet now, fill in details when they are first assigned to a mission.
Religious Mission. On each religious mission also ask the following: Report for duty.
Arcane. Did the Quartermaster send religious supplies to ward and protect
the soldiers? Take +1d. Marshal Traits. Before the game select from of each of the following:
Corruption. Is any soldier starting with blight? Take -1d. Heritage (1): Bartan Orite Zemyati Panyar Other
Reputation (1): Callous Fearless Honorable Proud Protective
Supply Mission. On each supply mission also ask the following: Traits (1-2): Bold Cold Cautious Fierce Vengeful
Supplies. Did the Quartermaster spent food to equip the mission? Take +1d.
Look (1-3): Grizzled Scarred One Eyed Stylish Crisp
Enemies. Is the current pressure higher than 2? Take -1d.
Your Duties. During the game do the following:
engagement roll outcomes Track Morale. It increases during liberties campaign action and from mission
Critical. Primary Mission: You've overcome the first obstacle and are in a rewards. It decreases from mission penalties, when soldiers die (-1 per), or you
must lose supply and you have none (-1 per).
controlled position at the next. Secondary Mission: You succeed at the mission,
and promote one squadmember (see Rookie/Soldier special abilities for details). Track Squads and Specialists. Hang on to the specialist sheets. Mark losses,
wounds, veteran status, and missions completed. Name all squadmembers sent
6. Primary Missions: You're in a controlled position when the action starts. on-mission. Fill out the details of any specialists the Legion gains.
Secondary Mission: You succeed at the mission, all specialists take level 1 harm,
Appraise the Other Generals. Morale limits the Quartermaster's campaign
and you may choose to lose 2 squadmates to promote a rookie to soldier. actions. Soldier status impacts the Commander's mission choices. Work with
4-5. Primary Missions: You're in a risky position when the action starts. both as they request.
Secondary Mission: Fail the mission or you can succeed, two squadmembers Decide who's in charge. Say who's in charge. If there's an Officer on a mission,
die, and all specialists take level 2 harm. they're in charge.
1-3. Primary Mission: You're in a desperate position when the action starts. Assign who goes on missions. Decide which specialists & squads go based on
Secondary Mission: You fail the mission, lose 3 squadmembers, and all specialists the requirements and make the appropriate engagement rolls. Your decisions are
take level 3 harm. final. Your duty is first to the Legion and not the Commander or Quartermaster.
ember wolves shattered lions specialists
soldier name wounds stress soldier name wounds stress
heavy — assault and supply missions
name stress wounds abilities actions
medic — assault and religious missions
name stress wounds abilities actions
grinning ravens ghost owls
soldier name wounds stress soldier name wounds stress
scout — scout and supply missions
name stress wounds abilities actions
star vipers cloud hawks
sniper — assault and scout missions
soldier name wounds stress soldier name wounds stress
name stress wounds abilities actions
officer — religious and supply missions
name stress wounds abilities actions
morale
campaign actions: After missions and time passes gain... 3-: None. 4-7: One. 8-10: Two.
other
Gain morale from: Lose morale from:
Missions. Penalties for failure or loss.
name / type stress wounds abilities actions
Missions. Successful mission rewards.
No Supply. Can't pay supply (-2 per).
Liberty. Whenever the Quartermaster
chooses the liberty campaign action. Death. Whenever a soldier dies (-1 per).
desertion: If you lose morale and have none, soldiers desert (one per morale you can't pay).
You lose rookies, then soldiers. If fewer than 2 full squads, end the game. The Legion is no more.
pressure A measure of how surrounded you are by undead
pressure: When you advance, roll pressure minus horses spent and add
time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure to
0. Add pressure when time passes (after campaign actions), or when there is
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a pressure penalty for a failed mission.
time How long you have to get to Skydagger, and when undead strength grows
role: commander
time: Add 1 tick when time passes, or when you advance and roll pressure, and when This is a required role for the campaign.
missions have a time penalty. Reduce the clocks when mission rewards include time. If you do
not complete the missions at Skydagger Keep before the last clock is filled, you lose the game. The Commaander is the Legion's purpose and direction personified. Choose the
Legion's path. Pick mission focus and emphasis. The Legion cannot spare many
summer ends fall deepens soldiers, so prioritize missions you need, and accept the penalties when you cannot.
The South falls. Panya burns.
Before Play. To prepare the Legion for the campaign do the following:
Describe the Commander. Select Commander traits from the lists below.
intel A measure of how much you know about undead movements and the war Starting Time & Pressure. Set pressure to 1 and time to 3-ticks respectively.
Starting Position. The legion starts retreating towards the western front. Note
intel: Spend 1 intel to add +1d to any engagement roll, or to access a special where you will end up after the first mission..
mission in a location in addition to your mission priorities. Gain intel from
scout mission rewards. Before you pick the primary and secondary missions, Starting Intel. Set intel to 0. Read the 0 intel questions and be ready to ask
ask intel questions based on how much intel you hold (see below). one before the start of the first mission.
Report for duty.
if you hold 0+ intel ask one of the if you hold 2+ intel also ask one of
following questions of an upcoming the following questions: Commander Traits. Before the game select from of each of the following:
mission: Which Infamous or Lieutenant might we Heritage (1): Bartan Orite Zemyati Panyar Other
What’s the highest threat we can expect? face on this mission if any? Reputation (1): Fierce Fearless Unstoppable Proud Ambitious
How much travel should we expect? What's the main weakness of the undead Traits (1-2): Bold Cold Calculating Stoic Prideful
What would be a useful item to bring? position on this mision?
Look (1-3): Fit Graceful Fresh-faced Scarred Grizzled
What are 2 approaches we could use here? Is this related to a previous mision? How?
How does our Chosen feel about this Your Duties. During the game do the following:
Which squads distrust or don't fear the
leadership? mission? Track Time and Pressure. Increse pressure when time passes. Pressure
Which way are the Broken moving? resets to 0 when you advance. Increase time by 1 when time passes. When you
if you hold 1+ intel also ask one What news of the Cinder King?
advance, roll pressure and add the appropriate number of time ticks to the Time
of the following questions: clocks based on the roll. (1-3: One. 4/5: Two. 6: Three. crit: Five)
What challenges or problems are
What's useful to bring on this mision? Track Location and Movement. Decide when the Legion advances. Behind
inherent in a specific location ahead?
Who's invested in this mission? are only undead—never backtrack. Mark Legion position and route on your map.
What's a challenge on this mission? if you hold 3+ intel also ask one of Track and Spend Intel. Intel comes from mission rewards. Spend intel to
the following questions: add +1d to any mission engagement roll or gain access to a special mission at a
Whose troops might we expect to location. Holding intel lets you ask better questions about missions and the area.
encounter on this mission? What is the weakness of a lieutenant we've
encountered previously? Pick Missions. Decide what missions you're looking for (assault, scout, religious
What resourecs or benefits might we or supply) and tell the gm. The gm will tell you what's available (usually 3). Pick
What is a craving or instinct of a lieutenant
find at a specific location ahead? two missions to perform (you automatically fail the last). Designate one of the
we've encountered previously?
What might be a weakness of an elite missions 'priority', to be played out by the table. The other is secondary.
What is a specific Broken researching?
we have encountered? Apprise the Other Generals. Work with the Marshal and Quartermaster to
What might be a craving or instinct of What are special missions we may have select missions and appropriate priorities. The fate of the Legion, however, is in
an elite we have encountered? heard of at a location up ahead? your hands. Your decisions are final. Do not fail your troops. Good luck.
missions
Skydagger
Choose one to prioritize each time. Bold means more likely.
Keep
Assault Raids. Ambushes. Attacks. Religious Pilgrimmages. Rituals.
rewards: failure cost: rewards: failure cost:
Morale
Pressure
Fine Assets
Pressure
Supply
Supply
Time
Troop Loss
The Maw
Time
Time
Specialist
Morale
Scout Supply
High Road
Infiltrations. Patrols. Surveys. Scrounging. Mercenary work.
rewards: failure cost: rewards: failure cost:
Intel
Pressure
Supply
Morale
Fort Calisco
Asset
Troop Loss
Assets
Supply
Troops
Time
locations
Eastlake
Location name, notes and mission availability.
Talgon Forest
plainsworth Once prosperous plains town, protected by an ancient wall.
Westlake
barrak mines Rich mine for Blackshot supplies.
Gallows Pass
gallows pass Narrow mountain pillgrimate route.
Duresh Forest
sunstrider camp Plains camp used by many. Refugees.
Sunstrider Camp
duresh forest Beasts. Hunters. Hard to navigate.
Barrak Mine
talgon forest Forest heart holy to the Horned god.
Long Road
Plainsworth
eastlake Rich city. Very religious. Very proud.
Western Front
fort calisco A besieged military outpost at the base of the mountains.
skydagger keep Controls the pass. Your mission is to hold it until snows stop undead advance.
campaign actions
After missions, perform campaign actions based on morale (ask the Marshal).
Take addtional campaign actions by expending supply one-for-one. Spend a
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supply to boost an action in addition to any other costs. You can do each action
once per cycle (except acquire assets and long-term projects).
role: quartermaster
re s t and re c uperation
This is a required role for the campaign.
Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick in
any wound row. If a row's healing ticks are full, erase the wounds in that row. If The Quartermaster commands non-combat personnel, and holds keys to all Legion
you wound a Mercy, one specialist gains an extra healing tick. At the end, heal supplies and weapons. Decide what to equip squads with to prepare for the missions
any Mercies wounded before this recuperation action. ahead. Declare campaign actions between missions to resupply troops, prepare nasty
boost: Every Legionnaire gains a second healing tick. surprises, and acquire much needed supplies for the march.
Before Play. To prepare the Legion for the campaign do the following:
liberty Describe the Quartermaster. Select traits from the lists below.
Some Legionnaires are given leave of their responsibilities for a few days, Starting Supply. You start with 2 supply.
and often good food and drink is provided to the soldiers. During this time,
Legionnaires at Liberty can party, fraternize, or relax as they see fit. Each Non-Legion Personnel. Start with a mercy or an alchemist.
specialist clears up to 3 stress. Increase Legion morale by 2. Starting Materiel. Mark one Food box. Pick 5 additional boxes (some have
boost: Legionnaires clear all stress. Increase Legion morale by 4 (total). charges like Horses, while others are one-for-one like Supply Carts or Laborers).
Report for duty.
ac q uire as sets Quartermaster Traits. Before the game select from of each of the following:
Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The Heritage (1): Bartan Orite Zemyati Panyar Other
result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: Reputation (1): Precise Greedy Calculating Miserly Cautious
Exceptional). Laborers, Siege Weapons and Alchemical concoctions are Fine
quality minimum. Alchemists and Mercies are Exceptional. Traits (1-2): Clever Kind Resourceful Miserly Haughty
Look (1-3): Stylish Opulent Colorful Scarred Grizzled
boost: Upgrade result by one level. You may spend multiple supply.
Your Duties. During the game do the following:
recruit Track and Spend Supply. You gain supply from Supply mission rewards.
You can spend supply to perform an additional campaign actions, or improve
The war has left soldiers crawling home, and mercenaries guarding villages and
roads—or worse raiding them. Send folks out to recruit and convince them to a campaign action. When the commander advances the Legion, lose any supply
throw in with you. Gain up to five rookies for the Marshall to replenish the you can't take with you (maximum 2 supply, plus 2 per cart).
rosters with. Perform Campaign Actions. After each mission you may perform a number
boost: Two of those rookies are soldiers instead. of campaign actions according to troop morale (speak to the Marshal). You can
perform addtional actions by expending supply one-for-one.
long - term project Track and Use Materiel and Non-Legion Personel. Manage Black Shot,
food stores, horses, and religious supplies. Expend materiel to make missions
Work on a long-term project, if you have the means. Pick a specialist to lead the more successful. Decide when to use which of these resources to give the legion
project. They roll an action and mark segments on the project clock based on the best results. Track Mercy and Alchemist statuses (wounds and corruption).
the result. (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign
action multiple times, but only if working on a different project each time. Apprise Commander and Marshal. What resources you have determines
what missions the Legion should undertake. Work with the other generals to make
boost: Upgrade result by one level. You may spend multiple supply. good decisions. Use your materiel to aid the troops as you see fit. Your call is final.
materiel details supply A measure of the legions spare gear, liquid funds and trade goods.
Black Shot: A rare metal transmuted Supply Carts: Logistics carts enable
supply: Gain from mission rewards. Lose from mission penalties. If you
to become anathema to undead. the Legion to carry more supplies and lose supply and have none lose 2 morale instead. Spend supply to boost
Mechanics: You may spend 1 Black food stores and still push forward at campaign actions, and to take additional campaign actions. You can keep
Shot (circle, not square) to add +1d to the same speed. a max of 2 supply +2 per supply cart (see materiel below) when advancing.
an Assault mission engagement roll. Mechanics: Adds 2 to your maximum
When you do, all specialists on the
mission equip Black Shot for free.
supply and extends each food store
by one per cart (max 6).
non—legion personel
Food Stores: An army moves on its Religious Supplies: Bones of saints,
Mercy wounded? Alchemist corruption
stomach. Grains, cured meats etc. pages of holy books and other mystic
Mechanics: You must consume 1 food supplies used to help fight the undead.
(circle) when time passes. If you can't Mechanics: Spend 1 religious supply Mercy wounded? Alchemist corruption
lose 2 morale. Spend 1 food to add (circle) to add +1d to a Religious
+1d to a Supply mission engagement mission engagement roll. When you
Mercy wounded? Alchemist corruption
roll. When you do, all specialists on do, all specialists on the mission equip
the mission equip Supplies for free. a Reliquary for free.
Horses: Used to outfit scouts, pull Siege Weapons: Balista, catapult,
supplies, etc. Critical to logistics.
trebuchet, or cannon. Used to assault
materiel
Mechanics: Spend horses (1 circle) fortified positions or powerful undead.
Food Stores
You must spend 1 food when
to add +1d to a Scout mission Mechanics: Used on some special
time passes or lose 2 morale.
engagement roll or reduce pressure missions. Can reduce Threat or scale Carry up to 6 food per food
by 1 when advancing (may spend of enemies when deployed. Increases Food Stores store with supply carts.
multiple horses when advancing). final score.
Food Stores Supply Carts
Spies lead dangerous lives. Sometimes you have to recruit more. Traits (1-2): Cold Quiet Calculating Smug Gracious
Look (1-3): Comely Colorful Nondescript Scarred Grizzled
complete: If you've lost a spy, add one to the roster. You can
only have 2 spies at a time, or 3 if you have "Acquisition" in Your Duties. During the game do the following:
your spy network. Dispatch Spies. Dispatch spies on assignments during campaign actions.
Simple assignments complete immediately (though interrogation takes
place right before missions). Long-term assignments take time to finish, and
expand network different spies may take turns working on them. Grow your network to maximize
effectiveness, but remember your true enemies are the Broken.
Take the time to build contacts, informants and local resources
in the area.
complete: Choose a new spy network advancement connected simple assignments
to any piece of the network you have. During campaign actions spies can be given simple assignements. Spies on
simple assignment cannot undertake long-term assignments (back).
lay trap Recover. The spy heals and recuperates. Remove their wounded condition.
Sometimes you must take the fight to an enemy. Goading an Interrogate. Ask the Commander for the intel questions list. Your spy is
sent on a mission and can answer one question from any list (regardless of the
enemy using a known weakness or desire.
Commanders intel total) whenever missions are presented by the gm.
complete: The next mission list will include an assault Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.
mission to attack a specific Lieutenant or Infamous. Help. Spy facilitates or networks as needed. Add +1d to a long-term project roll.
spy network spies
training investments Antoinette: Denied nobility by birth, this Orite seamstress found
a better calling in life. She's broken countless hearts, poisoned nobles
One of your Trained spies becomes a Spies roll +1d on Expand
and warriors both, and has yet to fail a mission.
Master spy. This may be taken twice. Network assignments.
Specialty: Antoinette always starts as a master spy.
Trained Master Wounded
analysts Onyetin: This friendly bear of a man is also one of the deadliest
acquisition
assassins in the Kingdoms. He knows exactly how to spot or uncover
Gain another spy. Mark Spies roll +1d on Research hidden targets and caches.
their Trained box. assignments.
Specialty: Onyetin rolls +1d on augument mission assignments.
Trained Master Wounded
sources Liya: This Bartan bears none of the usual jewelry signifying kinship
role: lorekeeper
This is an optional role for the campaign.
The Legionnaires look to the Lorekeeper to remind them of trials and tribulations
survived, and connect them with heroes of the past. Confer with the other Generals
so they make decisions consistent with the Legion's values. You're entrusted with
recording events and remembering the dead within the Annals of the Fallen.
Before Play. To prepare the Legion for the campaign do the following:
Describe the Lorekeeper. Select Lorekeeper traits from the lists below.
Remember the Battle of Ettenmark Fields. Tell us the tale of the battle
where the Legion’s offensive was shattered. What mistake did the Legion make?
Which Broken did you face? What did you see? Who saved you? What did you learn?
Reinforce the Values of the Legion. Claim the Skydagger Sheet. Strike one
option (circle) from each of the three morale categories for the Back at Camp lists.
Final Scoring. If the Annals and Histories get to Skydagger keep, earn 10 points.
Report for Duty.
Lorekeeper Traits. Before the game select from of each of the following:
Heritage (1): Bartan Orite Zemyati Panyar Other
Reputation (1): Wise Friendly Inquisitive Dedicated Famous
Traits (1-2): Warm Clever Eloquent Young Curious
Tell a Tale of the Legion's Unyielding Will Choose 1 Effect on the Legion:
We have fought holy and unholy since our inception, even in Your Chosen is moved. Your Chosen gains 1
the God Wars, when Chosen took arms against Chosen... favor as if they completed a favored mission.
Which previous Chosen did the Legion fight beside? Never give up. Next mission all Legionnaires gain
+1d to all resistance rolls.
Against which supernatural threat did they fight? Soldiers prepare to face the unholy. Next
How many survived and how did they rebuild the Legion? mission all Legionnaires get +2d to resolve resists.
3 Undead 3 4 Morale 3 Supply Specialist Correlation. Missions can take 2 Specialists and 1 squad normally.
Each requires one of the following. Assault: Heavy, Medic or Sniper. Scout: Sniper or
4 Undead 4 2 Morale + Supply 4 Pressure
Scout. Religious: Medic or Officer. Supply: Heavy, Officer or Scout.
5 Powerful Undead 5 2 Morale + Intel 5 Pressure
6 Powerful Undead 6 2 Morale + Time 6 Pressure devil' s bargains specialists
1 Cleansing 1 Time + 2 xp 1 Moralle + Pressure Collateral damage. Unintended harm. 1 Heavy
2 Defense 2 2 Moralle + 10 pts 2 Pressure Sacrifice a supply. Destroy an item. 2 Medic
religious
Their enemies are frightening, untiring, and horrific. Use the flavor and monsters
4 Infiltration 4 Intel + Asset or Troops 4 Pressure
on the Broken sheets to inspire you, but improvise. Unded line troops feasting on
5 Exfiltration 5 Intel + Time 5 Pressure rotting corpses. Best friends returned with nothing but hunger and hatred in their
6 Pick Above +Danger 6 2 Intel or Intel + Asset 6 None undead gaze. Talk to your table on where and when to cut away from the gruesome.
Humanize the Legion. These are soldiers, but they are not just soldiers. They
1 Scrounge or Trade 1 Asset 1 Morale + Supply
have lives back home, they each come from their own culture and values, and
2 Scrounge or Trade 2 Asset 2 Supply while they agree about what they’re fighting for, they may not agree about the way
in which to fight.
supply
alanna chosen of ostarra Chosen are the divinely infused humans that accepted the rite of Choosing, swearing
their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is
known to often burn out any trace of the former person. Once a Bartan war-general,
favor : holy — mystic — mercy Alanna is now the Chosen of Ostarra, the Bartan goddess of mercy and healing.
Alanna’s tactical mind and nearly supernatural understanding of strategy were the
reason the armies of the Eastern Kingdoms pushed forth in this latest offensive.
features : alluring — ferocious Counted by humanity as a major defeat, it is unclear if she has even registered the
fearsome — monstrous — radiant cost. Her demeanor can be inscrutable and intimidating. She is said to stand guard
sinister — serene — transcendent at odd hours, staring into the darkness for unseen signs of danger—a practice si-
multaneously comforting and unnerving.
chosen abilities Before Play. To prepare the Chosen for the campaign do the following:
Ostarra's Blessing: When gaining
Ostarra's Favor. Ostarra provides Alanna with one favor. Completing a
corruption Legionnaires take 1 less. mission of this type will gain your Chosen a mission favor, and every four grant
Ostarra's Tears: When you mourn,
your Chosen a new ability. Ask the players which they prefer.
you feel a profound sense of peace. Divine Features. Pick two features Ostarra's Grace causes Alanna to manifest.
Liberty campaign actions provide +1
morale and and additional -1 stress. Chosen Ability. Players choose. Alanna's presence within the Legion provides
it with a tangible benefit. Chosen abilities are gained slowly, so choose wisely.
Ostarra's Mercy: When the Legion
recuperates, place 1 additional healing
tick on all specialists. motives , goals and agendas
Blood of the Chosen: When you
Intensely driven by Ostarra’s fury over the undead breach of the mercy of death,
spend a religious supply you also get
a sanctified melee weapon on that Alanna is aggressive in her pursuit of their destruction. She is willing to sacrifice
mission. It is potent against undead. much, including those in the Legion, if the reward is great enough. Her top priority
Start with 1 free religious supply. is defeating the Broken in this theater of war while staging a tactical retreat.
Annointed: Holy, Mystic, and Mercy
missions all grant favor. Start with 1 The Chosen that became the Blighter was once a lover of Alanna’s and it seems that
mission favor filled in. Alanna has a particular hatred for Blighter. She won't speak of it, and it’s unclear
Book of Hours: All specialists start
what, if any, emotions remain. She will not hesitate to join in a mission where
with 2 extra action points. Blighter is personally present.
War-Saint: The quartermaster may
select a training campaign action. Each Alana is very sensitive to corruption and does not suffer the blighted to live around
specialist may mark 3 resolve xp. her. While she is merciful in her executions of those suffering from corruption, she
Battle-Saint: Alanna is Threat 5 and
cannot be swayed to stay her hand. As a result, if any of the legionaires become
she has potency against all opponents. blighted, they must keep this corruption hidden or be killed.
STARTING MISSION after the mis sion
Go through the phases of the mission and campaign cycle:
With the Crafting of Black Shot, the undead armies had been at a stand-still in the
Mission Rewards. Successfully completing a missions nets rewards. This one
Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller provides the following benefits. +1 morale: Troops feel better knowing they'll
but better equipped forces. That changed at the battle of Ettenmark Fields. have time to set up a fortified position. -1 time: The enemy is cut off. You've bought
Now, The Legion has been shattered and the Cinder King’s troops march east, bolstered yourself more time to make it to Skydagger Keep. -1 pressure: Undead won't be
with heretofore unseen horrors to fight humanity. You and your squad must secure a mounting solid offensive against your camp and troops on the road any time soon.
retreat for your comrades. To make it worse, Alanna has gone off on her own mission, Mission Penalties. Failed or skipped missions apply penalties. No further missions
and left you to make do without her fighting beside the Legion. this time, so the Marshal doesn't need to roll. If the troops retreated before setting
all the charges apply the following: +1 time, +1 pressure. Enemy troops are past
The Legion has marched across the Hozelbrucke bridge - the only easy passage over the the Taigeria in force. Enemies will be more numerous and aggressive.
Taigeria river for miles, but the undead are ceaseless in their advance. Your mission is to
blow the bridge with alchemical charges; the enemy must be delayed if the Legion is to Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
gain enough time to advance and set up a defensive position closer to the mountains. Back at Camp. The starting mission has a specific back at camp scene pre-picked.
If you have a Lorekeeper ask them to frame the following: Alanna returns, covered
Can you stay alive long enough to blow the bridge? Who, if anyone, will make it back in wounds, bearing the head of an Infamous undead (cross one out, it will not
to camp? How will you deal with the advance forces the Broken have sent to stop you? appear again in your campaign). Corrupted flesh sizzles when her blood touches
We play to find out. it. How do the troops react? How do the soldiers returning from the mission? Have
the mission soldiers debrief.
the first mis sion Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1
(Commander) and consume 1 Food (the circle, Quartermaster).
After they make characters and the Legion, have them each pick a character to play for
this assault mission (rookies are acceptable) and tell them this: Campaign Actions. The Quartermaster declares campaign actions based on morale
and supply expenditure. If you have a Spymaster, they send spies on assignments.
The commander has issued orders, the Marshal hand-picked you all, the quartermaster
Legion Advances. Usually the Commander says if the Legion advances at this point.
left the last of the alchemicals, and the army continues its march into the distance. On This time they must advance to a more secure location. Have the Commander do the
the horizon, the dust of the undead army heads this way. If they are to be slowed at all, steps of Legion advancement (roll 1d per pressure, and mark time as appropriate,
you must destroy this bridge. Do not let anything stop you. then reset pressure to 0). The Legion is now at the Western Front.
Create a 10-segment "Bridge Demolition" clock. The charges must be placed in several Generate Missions. Consult with the Commander on which mission type they
hard-to-reach locations about the bridge. The bridge is long, and covered in makeshift want to focus on (Assault or Scout at the Western Front), generate missions (GM role
fortifications—crates left behind by desperate escapees, and carts turned into makeshift sheet), and answer intel questions as appropriate. Have the commander pick one
barricades. A few central pillars descend into the raging waters far below. primary and one secondary mission. Explain that base camp is frequently attacked,
and only 2 squads can be spared and equiped for missions.
Have the Marshal roll the appropriate Assault mission engagement roll and use it to
set the starting position. the campaign
Two major obstacles stand in the way of success. The above is the basic cycle of the game. Each of the Generals should have an
Environmental Hazards: It's night, visibility is low, and the recent rains have understanding of their role now (Commander, Quartermaster and Marshal).
swollen the river, and slicked the stones of the bridge. Placing charges where they go Remember to carry the results of the starting (and all future) missions in the fiction. If
is dangerous, requiring climbing (maneuver) or demolitions (wreck) expertise. the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they
Undead: The undead know their prey is close. They've sent advance scouts and raiding fail to rescue a village from the enemy armies, bring back those villagers as recognizeable
parties sporting some of their new horrors and to make sure the Legion didn't leave undead. Everything the Legion does or doesn’t do has an impact on the story.
them any nasty surprises. Expect company when you least want it. Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
chosen advancement mis sion
Your chosen gains a chosen ability when...
favor
OF
Playtest Version 1.0 Beta
You first select your Chosen.
You complete a campaign.
You complete four missions of their chosen favor type. chosen: horned one
This is a handout for the gm role.
chosen of the horned one Chosen are the divinely infused humans that accepted the rite of Choosing, swearing
their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is
known to often burn out any trace of the former person. A young girl at a holy site
favor : holy – mystic – wild at the wrong time, Silver Dancing Moonlight is now the Chosen of the Horned One.
Panyãr god of beasts and forests.
The moment the Chosen of Nyx (Panyar goddess of the moon) was Broken and the
features : alluring — bestial moon in the sky shattered, The Horned One Chose. This wasn't a normal Choos-
fearsome — monstrous — radiant ing, and his vessel is not the usual priest or warrior. The 14-year-old is all but gone,
sinister — feral — transcendent demanding to be called by her god's name. A shapeshifter, the Horned One spies
out enemy tactics before engaging, and guides through cunning rather than force.
chosen abilities Before Play. To prepare the Chosen for the campaign do the following:
Horned One's Bounty: During
Horned One's Favor. The Horned One starts with one favor. Completing a
time passes, ask if the Legion will mission of this type will gain your Chosen a mission favor, and every four grant
advance. If it does, do not spend food. your Chosen a new ability. Ask the players which they prefer.
Horned One's Eyes: If there is a
Divine Features. Pick two features the Horned One to manifests.
Panyãr specialist on a scouting mission
the engagement roll takes +1d. Chosen Ability. Players choose. The Horned One's presence provides the
Horned One's Thews: Legionnaires
Legion with a tangible benefit. Chosen abilities are gained slowly, so choose wisely.
chosen of the living god Chosen are the divinely infused humans that accepted the rite of Choosing, swearing
their bodies to the service of a deity. The ritual that binds the divine Grace to flesh
is known to often burn out any trace of the former person. Chosen long ago, Zora is
favor : holy – mystic – glory often dubbed the Ancient. She's been a Chosen of the Living God for centuries.
The Living God of the Zemyati ages ago created nine Chosen, and unlike the
Chosen of other gods they've never burnt out or faded, only dying when called
features : alluring — blazing to their task. Zora, however, did not end. She broke Dar long ago, and ended the
fearsome — monstrous — radiant Godwar using some terrifying magic to strike the god within a Chosen before
shining — vicious — transcendent walking off the battlefield and into rumor and legend. As the Legion was about to
be shattered in this latest offensive, Zora reappeared to save them.
chosen abilities Before Play. To prepare the Chosen for the campaign do the following:
Living God's Vigor: Specialists can
Living God's Favor. Zora starts with one favor. Completing a mission of this
take an extra level 2 harm (3 total). type will gain your Chosen a mission favor, and every four grant your Chosen a
Living God's Fury: Quartermaster
new ability. Ask the players which they prefer.
may spend a religious supply before Divine Features. Pick two features Zora manifests.
an Assault mission to add +1d to the Chosen Ability. Players choose. Zora's presence provides the Legion with a
engagement roll (bonus stacks with
Black Shot). tangible benefit. Chosen abilities are gained slowly, so choose wisely.
Living God's Kiss: When the Legion
rests and recovers, each Legionnaire
removes 2 corruption in addition to
motives , goals and agendas
healing. Zora is a challenging Chosen for the rank and file; on one hand, she's by far the most
Heart of Heroes: All Legionnaires
personable of the Chosen, seeming to genuinely like people and engaging with them.
add the xp trigger—If you engaged a On the other hand, she is constantly challenging those around her in little ways,
higher Threat opponent by yourself. seeking to hone them into a fine blade. There are stories of Legionnaires waking up
Star of the Dawn: When you
in a tree in the woods, a single knife strapped to their chest and miles of territory
advance, roll pressure as if 1 lower. to cross back to camp. Or warriors that wake to a battle cry as she strikes a blow to
Annointed: Holy, Mystic, and Glory
start morning training. She drinks with victors, and shows sad disappointment to
missions all grant favor. Start with 1 those that retreat from battle.
mission favor filled in.
Blood of Fire: When a religious
Zora has said it is her appointed task to kill the Cinder King, which is odd since
supply is spent on a mission, all she's claimed other tasks previously. Vlaisim—now called Render—also said this
soldiers may equip a Fire Oil. right before he was Broken. In battle, she bears a fiery circlet above her head, and
Sacred Seals: All Legionnaires gain
holds an empty hilt that nevertheless cuts with invisible blade. The troops have taken
special armor versuss magical effects.
to calling her The Fire, though none would risk such casualness with her directly.
STARTING MISSION after the mis sion
Go through the phases of the mission and campaign cycle:
With the Crafting of Black Shot, the undead armies had been at a stand-still in the
Mission Rewards. Successfully completing a missions nets rewards. This one
Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller provides the following benefits. +2 morale: Knowing the Commander won't
but better equipped forces. That changed at the battle of Ettenmark Fields. betray the Legion bolsters morale. +1 favor: This is a Glory mission. Zora gains
Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered one mission favor. -1 pressure: The undead take time to recoup and find the
with heretofore unseen horrors to fight humanity. The Legion Commander was captured Legion again.
holding the retreat, and taken to an Aldermani mountain castle on the border of Dar. Mission Penalties. Failed missions apply penalties. If the troops can't avoid the
commander leaking secrets, add one 1 time. If the Commander dies on the mission,
The red banners of the Cinder King were sighted by scouts entering the keep, and Zora
moralle will suffer by 1 (as a member of the legion died), though the mission will
claims a special interrogator was sent to turn the Commander with his mind intact. be successful. The Commander role generated during set-up is for the replacement.
The Generals have decided on one last ditch rescue attempt. Castles aren't meant to be
Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
breached, but there is a drainage pipe beneath the mountain that might provide a way in.
Back at Camp. Select an event from the Back at Camp list. Remember to carry
Can you rescue the Commander before he is turned, and all Legion secrets extracted forward with the results of the mission. If the soldiers return unsuccessful, describe
from him, or end him before it's too late? Can you make it out alive? We play to find out. the desperate looks on the Legionnaire’s faces. If they came through, describe the
relief palpable at camp or the signs of celebration. Remember that whatever event
the first mis sion you select should be crossed off the list so that it does not repeat. Have the mission
soldiers debrief with the commanders.
After they make characters and the Legion. Have them select up to four specialists and
one squad for this mission. Then tell them this: Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1
(Commander) and consume 1 Food (the circle, Quartermaster).
The rain and thunder is punctuated by the howls of undead above. The rainwater exits the
Campaign Actions. The Quartermaster declares campaign actions based on morale
drainage pipe. Your Chosen will lead an assault on the main gates as a distraction shortly.
and supply expenditure. If you have a Spymaster, they send spies on assignments.
This is a stealth and speed mission. Get in. Get the Commander. Get out. Whatever you
do don't let the undead learn all the Legion's secrets. Do not fail. Legion Advances. Usually the Commander says if the Legion advances at this point.
This time they must advance to a more secure location. Have the Commander do the
Set up an 8-clock for the castle alert and an 10-clock for the Commander breaking steps of Legion advancement (roll 1d per pressure, and mark time as appropriate,
(they're very strong willed). Make a 10-clock for Zora (4d) fighting an Infamous led then reset pressure to 0). The Legion is now at the Western Front.
troops at the gates. Roll for the battle whenever it seems like time has passed. The Generate Missions. Consult with the Commander on which mission type they
Legion and the Chosen retreat when the clock is full, and all the undead can focus on want to focus on (Assault or Scout at the Western Front), generate missions (GM role
searching the castle. The mission is to recover the Commander, not kill everything. sheet), and answer intel questions as appropriate. Have the commander pick one
Have the Marshal roll the appropriate assault mission engagement roll (Quartermaster primary and one secondary mission. Explain that base camp is frequently attacked,
may spend Black Shot as appropriate) and use it to set the starting position. and only 2 squads can be spared and equiped for missions.
Obstacles across three instances (sewers, grounds and keep) stand in the way of success.
Remember the night is dark and there is a storm, if folks try to climb or hide.
the campaign
The above is the basic cycle of the game. Each of the Generals should have an
Undead: The sewers have some packs of feral undead prowling, and grates to overcome. understanding of their role now (Commander, Quartermaster and Marshal).
The grounds and keep have patrols of undead line troops (they are under orders,
Remember to carry the results of the starting (and all future) missions in the fiction. If
suspicious or loud activity may raise the alarm clock, but they will usually look first
the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they
where the activity occurred) with a few elites on the grounds overseeing them. The
fail to rescue a village from the enemy armies, bring back those villagers as recognizeable
Legion Commander is in the keep dungeon in a room with a red-hooded, pale Inquisitor
undead. Everything the Legion does or doesn’t do has an impact on the story.
(threat 2, pale, hooded, unsettling) and two black-flame containing Cinder Guards
(threat 3, armored, brutal, potent). Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
broken advancement
Blighter starts with the Abominable Science ability. OF
Playtest Version 1.0 Beta
Blighter gains an additional Broken ability when...
You first select your Broken.
An Undead Advance clock is filled (see Commander sheet) broken: blighter
This is a handout for the gm role.
blighter Also called the The Foul, and Corruptor of Flesh. The Broken were once Chosen. But when facing the Cinder King three years ago, he
Broke them, creating undead generals that now serve him. When humanity levied
new armies and crossed the Eastwall with Black Shot to fight again, they were not
broken abilities prepared for the new horrors the Broken had created. Now, the Broken advance
eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last
Abominable Science: Blighter’s
large scale bastion of humanity on the continent.
chirurgeons learn to stitch writhing Blighter was once Elenessa, a high engineer-priestess of the Orite triumverate of
undead together. Horrors can appear crafter gods—the Builder, the Maker and the Crafter. When Alanna (a famous
in any mission. Bartan warrior) won her favor during an Orite knightly competition, their
Attrition Strategies: Blighter
romance became the stuff of poems and song. Once the Cinder King rose in the
attacks & poisons supply lines. Supply West and began his march, she was Bound to the Crafter—a god whose devout
mission engagement rolls take -1d. practice the great Craft of Alchemy. Once Broken, the Craft itself became tainted,
Cruel Gluttony: Blighter Crafts
and now its practicioners eventually corrupt and become undead themselves.
fluids that brew acid inside undead. The weakest of the Broken, she uses her Craft, intellect, and cunning to make up
Gut-sacks can appear in any mission. for a lack of raw power. Her full title is Flesh Blighter, and she's also called the Foul,
Plague-Bearer: Gut-sacks and
Corruptor of Flesh, and Plaguebringer. The troops tend to just call her Blighter.
Spitters cause festering wounds. At the
end of a mission, untreated festering Before Play. To prepare the Broken for the campaign do the following:
wounds cause +1 corruption each. Broken Abilities. Check the Broken advancement section. Each broken
Modern Warfare: Blighter's troops
starts with one ability, and you get to choose one more to start your campaign.
carry apporpriate fine arms and armor.
Your Duties. During the game do the following:
Scars of War: Blighter's troops can
corrupt the land. Poison mists erupt Make Your Broken Terrifying. Make the undead worthy adversaries
and plague the countryside. While capable of threatening humanity's very existence. Showcase the particular flavor
not ever-present, they may rise up of horror this Broken's troops embody.
suddenly, as consequences of a roll. Make Them Mysterious. Though regularly facing the undead, humanity
Toxic Mutagen: Blighter’s troops
knows relatively little about the Broken. Let them find out in play, and keep
coat their weapons in an alchemical them off balance by introducing new tactics and horrors as the undead advance.
oil, causing an additional corruption
Make Them Petty. Though individuals seldom catch a Broken's eye, the undead
when they wound someone.
generals will notice when they are slighted. Have them set traps, and retaliate for
Violent Emulsion: Blighter Crafts
major victories, and wait patiently for a chance to return the favor. Though bound
undead to overdrive bile production.
to serve the Cinder King, the Broken often fight amongst each other, and their
Spitters can appear in any mission.
petty squabbles and rivalries might snatch victory away when it should be certain.
undead armies infamous threat 3 - You need a plan, friends, and some good equipment.
Red Hook (infamous horror): After a nasty encounter with a fortified position,
line tro ops threat 1 - Well equipped soldiers can fight a few. this Horror lost a hand, which was replaced by a hook on a chain. It uses this hook to
scale walls and drag about soldiers screaming—hoping to lure their friends out.
Rotters: Undead burning with a hate for the living; these corpses
continue to rot, even as dark sorcery compels them into battle. To The Doctor (infamous crow): Once in a while, Crows regain their former intellect.
make Rotters, corpses have a Crafted liquid forced through their The Doctor is one of these. A chirurgeon, he can be found improvising repairs and
veins. Carts with cannisters of this liquid make good mission targets. modifications on rotters, often with parts carved from still-dying Legionnaires.
Blighter is always tinkering with Crafted plagues and toxins which,
Wailer (infamous horror): Most horrors have one head. Wailer has nine embedded
given they're in a person before death, can raise rotters.
about its body, all crying and screaming in horrific dissonance. The creature also has
Crows: A striking sight on the field of battle, these undead make half a dozen spikes inset into it that it often uses to carry back bodies for "repairs".
no sound, but wear plague masks and cloaks. The troops nicknamed
them after watching them walk amongst the dead, marking corpses
to be taken and raised. Their very presence focuses and organizes the
lieutenants threat 4 - Some of you will die. Good luck.
undead. The process of their creation is unclear, but their movements Viktor Karhowl, Macabre Scientist: A corrupted engineer that, while not dead,
are incredibly fluid, and their bodies rapidly decay if killed. has long since traded in his humanity for a seat at the Cinder King’s table. Blighter uses
his clever designs for siege weapons and advanced clockworks to build up her army.
Black Rotting Gale, the Abomination: A joint venture of Viktor and Blighter,
elites threat 2 - A dangerous fight. Bring friends.
this Horror exchanged raw size for tubes and tanks of alchemicals. As it walks, it vents
Elite troops take a lot more resources and time to create, so they aren't as common a cloud that's toxic to all organic matter. It yearns to deprive the land of all natural life.
as the line troops. Each should worry Legionnaires when spotted. Infamous elites are
Lugos, the Clockwork Assassin: This Crow has much of its body replaced with
ones that have survived numerous battles.
advanced clockworks, enhancing strength and vision. Its armor makes it immune to
Gut-Sacks: Failed attempts at crafting Spitters, Gut-sacks are more Black Shot and most blades. It habitually winds itself. Feels only when surrounded by fear.
numerous than other Elites. Their pendulous and corpulent bodies
might be almost comical if it wasn't for their terrifying effect. When
killed, their bodies explode in a shower of poison and flesh melting look, themes, and tactics
acid. Most troops with Gut-sacks tend to have a few, or another Elite Blighter's legions are packs of Rotters (6-12) controlled by a Crow or Elite. Without
or Crow once the Gut-sacks charge in and explode. supervision Rotters are feral and unfocused, showcasing a bestial desire to chew apart
enemies without discipline or tactics. Supplementing her troops are engineered weapons
Horrors: Freakish amalgamation of parts of different people,
stitched together into a towering beast of festering anger. These used to deliver acids, toxic mists and poisons.
eight-to-ten foot tall giants fall only to concentrated fire or heavy Blighter: Blighter is a pale, hooded, leather-clad figure with dark hair and green eyes.
weaponry—Black Shot does not kill them outright. Many are She bears alchemical Seals on her gloves and bandoliers of chemicals about her body.
augumented by metal or machined parts or armor screwed into Reports say she maintains the illusion of life. She fights as a Threat 5 enemy.
flesh. Some have multiple bodies stitched together.
Tactics: Blighter wields powerful Craft (alchemy). Not physically potent, she mixes
Spitters: Blighter captures and transports cages of people to make human ingenuity with alchemy, creating siege weapons, and having her undead bear
Spitters. They must be injected alive, and their mouths sewn shut arms and armor. When possible she prefers guile and cunning to open battle. Blighter
while their insides transform. If the formula is off, or they die before tolerates living among her ranks, and treats them better than the other Broken.
transforming they become Gut-sacks. Spitters constantly dribble Themes: Body horror. Surgery and science gone wrong. Toxic gasses and the horrors
flesh-melting acid, and can projectile-vomit it at surprising distances. of trench warfare. Troops oozing pus and disease. Bodies knitted together in disturbing
As a troop they are used for area denial and mid-range engagements. ways. Limbs and organs where they shouldn't be. Open sores. Bolted-on parts.
broken advancement
Breaker starts with the The Coven ability. OF
Playtest Version 1.0 Beta
Breaker gains an additional Broken ability when...
You first select your Broken.
An Undead Advance clock is filled (see Commander sheet) broken: breaker
This is a handout for the gm role.
breaker Also called the Stormbreaker, and Bringer of Thunder. The Broken were once Chosen. But when facing the Cinder King three years ago, he
Broke them, creating undead generals that now serve him. When humanity levied
new armies and crossed the Eastwall with Black Shot to fight again, they were not
broken abilities prepared for the new horrors the Broken had created. Now, the Broken advance
eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last
The Coven: Breaker imbues still
large scale bastion of humanity on the continent.
living bodies with pieces of herself Breaker was once Myniika Arya, a priestess of the Bartan godess Kara-anima.
to craft acolytes. Shadow Witches
can appear in any mission.
Unlike many of her fellow chosen, she was not world-famous, or of high birth.
An orphan adopted by a priestess, she dedicated her life to traveling the Bartan
The Changing Curse: Shadow
coast—as the way of her order—praying to alleviate the worst of storms, warding
Witches twist the living. Transformed boats, and living a quiet life of meditation on coastal islands. A mystic powerhouse
can appear in any mission.
among the Chosen, she rode in the Vanguard of the assault on the Cinder King.
Breeding Pits: Breaker makes a
Her breaking site is still scorched from lightning that kept striking it for a week.
ziggurat of wailng bodies to summon
and corrupt sacred beasts. Devourers Her full title is Stormbreaker, also called the Bringer of Thunder or The Weather
can appear in any mission. Witch. Her ability to weave hexes and dark magic impressed even the Cinder King.
Nature's Fury: Breaker & Witches
With Breaker on the field, the natural order cannot be trusted.
can hex nature, covering troops with
fog and storms, and animating trees Before Play. To prepare the Broken for the campaign do the following:
in combat. Broken Abilities. Check the Broken advancement section. Each broken
Storm Riding: Shadow Witches
starts with one ability, and you get to choose one more to start your campaign.
learn to use the lightning forces inside
Burned to jump from body to body, Your Duties. During the game do the following:
allowing them to escape death.
Make Your Broken Terrifying. Make the undead worthy adversaries
Wild Awakening: Shadow Witches
and Breaker hex animals into spies capable of threatening humanity's very existence. Showcase the particular flavor
and packs for the Transformed to of horror this Broken's troops embody.
run with. Make Them Mysterious. Though regularly facing the undead, humanity
Dark Visions: Breaker hexes the
knows relatively little about the Broken. Let them find out in play, and keep
Legion with screaming nightmares. them off balance by introducing new tactics and horrors as the undead advance.
Liberties restores 1 less stress and
morale. Make Them Petty. Though individuals seldom catch a Broken's eye, the undead
Defilement: Breaker’s defilement of
generals will notice when they are slighted. Have them set traps, and retaliate for
religious sites has diminished the holy major victories, and wait patiently for a chance to return the favor. Though bound
influences in this region. Religious to serve the Cinder King, the Broken often fight amongst each other, and their
mission engagement rolls take -1d. petty squabbles and rivalries might snatch victory away when it should be certain.
undead armies infamous threat 3 - You need a plan, friends, and some good equipment.
Chimera (infamous transformed): An early Changing Curse experiment,
line tro ops threat 1 - Well equipped soldiers can fight a few. Chimera somehow survived. Unlike most Transformed, he's a mix of several animal
parts, the heads of a few which keep trying to bite and chew apart his body constantly.
Burned: Burned are are made by taking freshly killed or still
living people and impaling them on specially prepared trees with Silver (infamous devourer): Breaker's personal steed, Silver is named for his color.
sharpened branches, then summoning near-perpetual storms to With a fourteen foot wingspan, potent strength, he's a terror on the battlefield known
blast them with lightning. Burned often give off sparks and minor for riding storms, and dropping soldiers on their friends from vast heights.
shocks when struck, and are still warm inside unlike other undead.
Walker, the Passing Curse: A Hexed that carves his sigils on others, and has
Destroying such trees should be a priority for the Legion.
learned to transfer his essence—Walker works alone. Many Legionnaire squads have
Hexed: Breaker and her acolytes carve sigils into flesh that can realized far too late that one of their members was not who they seeemed.
dominate minds of victims, breaking their soul down directly
without killing them first. While under the supervision of one of
her Shadow Witches, a Hexed can pass to casual inspection as a
lieutenants threat 4 - Some of you will die. Good luck.
normal person. With these in her arsenal, even the most docile of Ogiyer, the Cinder Guard: Red armored, this decayed body is hollow and filled
villages remains a threat. with Black Flame. Why the Cinder King wants oversight on Breaker is unclear, but
this potent, armored monstrosity is never too far from her side.
The Hag: The Hag killed and devoured her coven and decorates herself with their
elites threat 2 - A dangerous fight. Bring friends.
skulls. She's warped into a far more powerful force, capable of sustaining multiple
Elite troops take a lot more resources and time to create, so they aren't as common hexes at once. She looks for opportunities to devour more Breaker essence at every turn.
as the line troops. Each should worry Legionnaires when spotted. Infamous elites are
Bhed, the Wolf: A Transformed who shrugs off most wounds, this nine-foot tall
ones that have survived numerous battles.
wolf-headed beast-man is always sorrounded by a circle of five shadow witches, to
Shadow Witches: Infused with a piece of Breaker stitched into make sure his mental bindings never slip, and his rage never turns instead on Breaker.
their body, these former people beg for forgiveness in combat, but
are controlled from within. No longer human, Shadow Witches
use hexes to twist the world around them to their whim, binding look, themes, and tactics
limbs, corrupting animals, befouling supplies, and weakening troops Breaker's legions are mixes of Burned and Hexed (12-18) guarding and supporting
before setting rank and file undead on them. a single Shadow Witch. Without supervision, Burned are feral and Hexed dull and
unfocused unless provoked. Her troops will often attempt ambushes, using hexes and
Transformed: The sigils carved into Hexed, are changed to also
warp bodies, changing pieces of people into animal parts. These magic to weaken their foes before striking, but are not afraid to engage if needed.
transformations are never clean, some limbs never making the full Breaker: Breaker is a gaunt, pale figure, using illusion to accent her beauty. In mockery
transformation, and others becoming twisted or enlarged. Always of Bartan tradition, she has replaced the bond-jewelry crafted of tokens family and
consumed by the pain of their transformation, they are a terrifyingly friends have given you, with bones of family and friends she's murdered. The rattling
effective shock troop in Breaker’s forces. of this garb often preceeds her, and Legion fears it. She fights as a Threat 5 enemy.
Devourers: Once the sacread, rainbow-feathered beasts of Kara- Tactics: Breaker’s likes to inspire fear in her targets, toying with people as she confuses
anima, Breaker summons these large, bat-like creatures and shares their senses, instills doubt, and takes away their choices. She relies on her inherent
her corruption with them, making Devourers. Now covered in black control of lightning, and monstrous things bound to her when it's time to deploy force.
feathers, and mange-ridden fur, they strike from the skies with razor Themes: Long blood rituals. Tension, uncertainty and psychological horror. Perversion
sharp teeth, dragging off fully armored soliers. Their shrieking caw of natural order. Wind, thunder, lightning and wailing. Monstrous transformations of
can strike fear into the heart of any Legionnaire. beautiful things. Hexes that bind the bones, and make you doubt what you see.
broken advancement
Render starts with the The Sworn ability. OF
Playtest Version 1.0 Beta
Render gains an additional Broken ability when...
You first select your Broken.
An Undead Advance clock is filled (see Commander sheet) broken: render
This is a handout for the gm role.
render Also called the Bonerender, and The Hollow Knight. The Broken were once Chosen. But when facing the Cinder King three years ago, he
Broke them, creating undead generals that now serve him. When humanity levied
new armies and crossed the Eastwall with Black Shot to fight again, they were not
broken abilities prepared for the new horrors the Broken had created. Now, the Broken advance
eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last
The Sworn: Some oaths transcend
large scale bastion of humanity on the continent.
death. Knights of the Black Oak can The Living God of the Zemyati ages ago created nine Chosen, and unlike the
appear in any mission. Chosen of other gods they've never burnt out or faded, only dying when called to
The Forge: Render Forges blades of
their task. Legends of figures in the forests and mountains performing miracles, or
the fallen and cinderblood into Elites. saving the lost are common in Zemya. Vlaisim—the Shining One—stepped out of
Thorns can appear in any mission. the mountains three years ago, saying he was called to end the war. When Breaking
Heartless: Render grants those that
him, the Cinder King burned Vlasim's face, and refuses to let him hide it. Now
carve out their own hearts strength. clad in black armor, he's only filled with hate, which he infects his legions with.
Heartless can appear in any mission. His full title is Bonerender, also called the Hollow Knight, or the Burned One
Spearforge: Render smiths massive,
(never to his face). His physical prowess is unmatched among the Broken and the
bladed, corrupting, black-iron spears Cinder King has granted him the secret of Cinderblood to warp his armies further.
that Heartless carry and Knights fire A precious resource, it has powers beyond that of alchemy.
from ballistae.
Before Play. To prepare the Broken for the campaign do the following:
Fury: Render learns to spread his hate
to his line troops. Gaunt now move
Broken Abilities. Check the Broken advancement section. Each broken
swiftly and can act with cunning if their starts with one ability, and you get to choose one more to start your campaign.
elite dies.
Your Duties. During the game do the following:
Shredders: Remnants of Thorns,
Make Your Broken Terrifying. Make the undead worthy adversaries
these balls of blades and Renders blood
explode when near troops. Often buried capable of threatening humanity's very existence. Showcase the particular flavor
in the ground, or thrown into squads. of horror this Broken's troops embody.
Forced March: Render's troops, Make Them Mysterious. Though regularly facing the undead, humanity
fueled by rage, push forward. Add 3 ticks knows relatively little about the Broken. Let them find out in play, and keep
to the Time clock (Commander). them off balance by introducing new tactics and horrors as the undead advance.
Massacre: Render's savage tactics and
Make Them Petty. Though individuals seldom catch a Broken's eye, the undead
defiling use of the dead instills fear in all generals will notice when they are slighted. Have them set traps, and retaliate for
soldiers. Assault mission engagement major victories, and wait patiently for a chance to return the favor. Though bound
rolls take -1d. to serve the Cinder King, the Broken often fight amongst each other, and their
petty squabbles and rivalries might snatch victory away when it should be certain.
undead armies infamous threat 3 - You need a plan, friends, and some good equipment.
Ache (infamous heartless): Born with his heart on the right, Ache has two holes in
line tro ops threat 1 - Well equipped soldiers can fight a few. his chest. His heart-hole stays empty, but he places the head of his most recent conquest
in the other. This dessicated head tells him secrets that only the dead could know.
The Gaunt: Humans drained over the course of months, their
blood infused with Cinderblood and reinjected, these monsters Eater (infamous hound): This black-skinned hound feasts on the last breath of
have had armor and plates bolted and fused directly onto their flesh. the dying, stealing a touch of their essence. The voices of many dead echo through its
None survive the process, reanimating after they are so equipped. baying, and cause physical pain or hallucinations in the minds of its prey.
They are slower than most undead but the armor can make landing
Shatter (infamous thorn): A Thorn forged including blades of two dead Chosen,
shots particularly tricky.
it's movements are precise and the metal sounds of it's movements exude malice. It's
Hounds: Hounds were once people, now with eyes sewn shut, lips said Chosen blood is mixed inside it, and it seems to seek any remnant of more.
ripped off, teeth filed to points, and chains attached to their ribs,
spines or collar bones. They smell the breath of the living—holding
your breath can help you hide—and most elites in Render's army
lieutenants threat 4 - Some of you will die. Good luck.
hold a few on a leash to find any escaped enemies, rewarding a good Irag, the Flayed: A Knight reknowned as a weaponmaster, he has removed all his
hunt with a limb of the hunted to feast on. skin as a show of loyalty to Render. Arrows and bullets are lodged in his flesh, but
he feels no pain. Render feeds him pure Cinderblood, giving him immense strength.
Mihkin, the Black General: Astride on an armored steed, Mihkin bears a holy
elites threat 2 - A dangerous fight. Bring friends.
lance, cut from his family tree, now blackened and twisted. On his shoulders are the
Elite troops take a lot more resources and time to create, so they aren't as common skulls of those that disagreed with his choice to keep the Knights loyal to Render.
as the line troops. Each should worry Legionnaires when spotted. Infamous elites are
Zenya, the Black Archer: A beautiful black-haired woman, Zenya is the primary
ones that have survived numerous battles.
scout for the Black Oak. Her quiver is filled with arrows Render has gifted her with,
Knights of the Black Oak: A holy order sworn to Vlaisim who each causing corruption, and disease that can burn a man from inside.
have chosen to remain loyal after his Breaking. They are a mix of
pikemen and heavy cavalry, but their time with Render has changed
them. Many bear grisly trophies, and carve their flesh as gestures of look, themes, and tactics
loyalty. Many use hooks on chains to drag back the still living to be Render's legions are Gaunt (6-12) supporting a Heartless, or units of Knights of the Oak
converted. Being living, they are unphased by Black Shot. (6-8) on foot or horseback. Both will usually have a few hounds chained for tracking
or a single Thorn as a shock troop. Without supervision Gaunt are are destructive, and
Heartless: Often taken from the ranks of the Knights, these giant
men wear ornate metal armor, except on their torsos. There, they Hounds vicious but each Knight is intelligent and a trained soldier.
bare their flesh, to show the hole where their heart was brutally Render: Render is 7-feet tall and covered in solid black armor, wielding a massive
removed always on proud display for Render's inspection. They solid-metal-spear. His echoing voice sounds like grinding iron. The few that have seen
posess immense strength, and wield oversized metal weapons they him say he is pale, with a palmprint burned onto his face that still smoulders. He fights
use to sever limbs and armor. as a Threat 5 enemy, potent in melee.
Thorns: Monstrosities made of the blades of the fallen killed by Tactics: Render echoes edicts categorically, brooking neither indecision nor
Renders troops, they are (mostly) humanoid figures composed of compromise. He is knowledgeable in military strategy, and knows how to delegate to
knives bound by Cinderblood. They need blood to refresh their supply his knights, but prefers direct approaches that utlize his troops strength and potency.
frequenlty, often hugging people to themselves and shredding them as Themes: Brutal simplicity. Overwhelming force. Hunger for blood. The unstoppable
they absorb what they need. When alone, they might capture people tide of undead. Metal and smoke and fire and soot. The depersonalization of war.
and slowly amputate parts over days to sustain themselves. Totalitarianism and rigidity. Piles of dead bodies. Rivers running red with blood.
SKYDAGGER KEEP
Skydagger—the keep named after its tall, pointed spire—whose walls guard the only pass
through the Westwall mountains. The only thing standing between the Broken hordes
in Aldemark and passage into Barta and the Eastern Kingdoms. The Legion has a few
precious hours before the bulk of the undead bring their numbers to bear—hours that must
be spent readying the old, unused Keep to hold a sizeable force amidst the bitter, biting cold. the final wave the last objective
Preparing the Keep and defending it from the oncoming horde plays out out as a series This is it. A broken assaults the wall and the keep must hold. This is the final wave
of vignettes or missions. Each vignette or mission is occuring at approximately the of this campaign, and it's resolved as a fortune roll, to see how prepared the Legion
same time, so a specialist or squad assigned to one cannot be reused for another. The is to weather it. Assemble the dice based on the following:
commander decides in what order the vignettes will be done, the Marshal for who is The Survivors. Always start with 1d for making it to the final wave.
assigned to which, and the quartermaster for what resources are assigned to each task. The Blessed. Take +1d if your Chosen is still alive and with the Legion.
The Prepared. Take +1d for each Siege Weapon the Quartermaster has.
vignettes The Resourceful. Take +1d if the Legion has both a Mercy and Alchemist.
There are six objectives that need to be completed before the keep can hold against the
undead during the winter months. Skip any of these, and tremendous risks will make The Brave. Take +1d if you've lit the fires at Kevala.
it almost impossible to keep the Eastern Kingdoms from being overrun. The Blessed. Take +1d if someone in the Legion can weave moonlight.
Reinforce the Ramparts and Gates. Skydagger has not been upkept in
The Angry. Take +1d if the Legion has Flame Oil supplies.
decades, or ever been besieged. Start a 10-segment long term project, and assign a The Godslayers. Take +1d if you can ring a bell to end Broken power.
specialist and a squad to it. Roll once before each mission. Add +1d to each roll for The Graverobbers. Take +1d if you have the head or chain of a past Chosen.
each Laborers squad the Legion has. Completing the project completes this mission.
The Warded. Take +1d if the Legion carries an Old Empire warding stone
Hold the Lower Pass. One squad and up to 3 specialists must hold the pass. If
for protection at the gates.
they manage to hold of 3 enemy units, and an infamous, the mission is complete.
This counts as an assault mission. If at least one enemy Broken is dead, you do not The Weary. Take -1d if Legion Morale is 3 or less.
need to do this mission. Enemy at the Gates. Take -1d if you have 3 or fewer time remaining.
Stop the Main Force. Assign one squad and 2 specilists to a dangerous scouting
The Endless Foes. Take -1d for each Lieutenant or Infamous left alive.
mission that involved dangerous climbs and undead patrols. The objective is to start
an avalanche and seal stall the undead main force while their advance units are held Your final totals are affected as follows: Poor (1-3, -20 points to final score): The
at the lower pass. Legion is hard pressed to survive the winter, much less the unead. Bitter (4-5,
-10 points to final score): The Legion may hold, but this will likely be their last
Assemble the Siege Weapons. There are a few underground routes to siege
stand. Victors (6, no moifiers to final score): The Legion is well prepared to hold
weapon positions on the cliffs above. Nobody knows if the undead have sent more the keep, and will have strong footing when it's time to do so. The Legends (Crit,
nimble units to reach them overland, or what might be nesting amidst the tunnels. +10 points to final score): The Legion scores a massive victory and the undead
Assign one squad and 2 specialists to this supply mission. Take +1d to the Engagement are cautious to challenge them.
roll if the legion has Siege Weapons, or you must repair the old, unused ones above.
Hold the Second Wave. Fight off the Lieutenant and the undead at the walls.
Your Chosen will take the field (make a 10-clock for the chosen and the Lieutenant
as they clash). They will attempt to scale the walls an get in. If the ramparts and
gates mission is complete, add +1d to your engagement roll. Assign 1 unit and up
to 3 specialists.
BACK AT CAMP FINAL SCORING
After missions are done but before Campaign actions - play out a small scene about Here is how you calculate your final score for the campaign. Although it might be fun
what happened at camp during or shortly after the mission. Remember to carry the to see how good (or disastrous) your campaign was - it's most relevant if you want to
story forward (ex: soldier desertions and deaths still cause morale loss). Explore the continue your game. The final score for each campaign is used to set up the next chapter
struggles of life on the road while together with soldiers from many different cultures. of the Legion's story (such as the defense of Skydagger Keep).
The GM should select an event below based on morale (1-3: low, 4-7 medium and 8+ Low scores mean that you'll start weaker in the next round and might have trouble
high). Mark it off, and frame the scene. If no events are unmarked, use the next bracket catching up as the story advances. It's a metric to have an idea whether your Legion
down (life in battle and on the run eventually grinds everyone down). Ask the Marshal will be able to survive to the last campaign (or if you feel like jumping into a future
for an appropriate Legionnaire if you don't immediately know who's present. chapter to begin with - to let you decide how you want to play).
The prompts are loose inspiration. Experimentation on undead might be a soldier After the Final Mission at Skydagger keep.
trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may
Survivors. You made it! Before winter! Gain 20 points.
seek protection, donation of food supplies, or be emissaries from a nearby settlement.
Soldiers and Troops. Have the Marshal condense troops to fill out squads then:
type Soldiers Live. For each squad annihilated (0 survivors) subtract 10 points.
Soldiers hold a remembrance for the fallen. Formation. For each wounded squad (<5 survivors) subtract 5 points.
Specialists. For each surviving specialist gain 5 points.
A young soldier is detonating munitions, egged on by other soldiers.
high morale
After an undead attack the Legion must break camp and relocate. Path. Have the Commander answer the following:
A soldier is caught selling supplies to locals for special treats or favors. Special Missions. For each Special mission complete gain 5 points.
News arives of devastation from a different front. Relics. Are you bearing any relics found on special missions? Gain 10 points.
Lieutenants. For each enemy Lieutenant slain gain 10 points.
A squad refuses to go into the field until their captain is replaced
Broken. If you slew a broken? Gain 30 points.
A band of refugees stumbles upon your camp and begs for help.
A festering blight wound covered up by a soldier is revealed.
A bunch of Legion medical supplies are missing, The wounded cry. your final score:
low morale
An ancient cataclysm broke Dar. Now shadow demons are bound to its confines - 191 The Godswar
and the Legion becomes a mercenary The Chosen battle each other. Legion is
and walk the ashen wasteland of it, with few arable cities and paths warded by
ancient stones. North of it is the Gap, a pit so deep the ocean flows into it at high unit, selling services to nations that can reduced to a handful before rebuilding.
tide and it has not filled. At the center of Dar is a basalt throne, which once had a afford them.
crown of True Fire floating above it. Why would anyone stay in such a hellish land?
- 11 Cinder King Appears - 9 The First Breaking
The pale haired, pale skinned Dar can't leave. After a few years away, the bodies
of anyone born in Dar start bleeding until they die or return to the cursed land. The Cinder King gains a crown of True A Chosen manifests itself in the western
Many refuse to take the Dar black coinage, and are superstitious about catching the Fire and emerges in the West. He uses kingdom to face the Cinder King. The
curse of the pale folk. They are haunted, but iron willed, and do what they must. sorceries to slay a city and build his army. First Breaking occurs.
First Name: Basar, Birosh, Garanj, Hirem, Kibak, Mekan, Okosh, Pogan, Sarkar;
Akara, Orosha, Gada, Beila, Hikata, Mekuna, Okona, Paya, Sakara, Zagona. -8 to - 7 Conquest of Royin - 6 Battle for Aldemark
Last Name: Bekatief, Lahazar, Mehalsun, Omonar, Royota, Siharun, Zohitar. Cinder king conquers the Confederacy of Cinder king faces the Aldermani armies.
other places Royin. Their Chosen does not manifest.
Aldermark marshals its armies, and the
When he breaks one of the Twins nine
Chosen appear immeiately in the Eastern
West of Aldemark are some notable areas that may be noted in the Legions Annals. Twin Gods Choose. Kingdoms. Eastern Kingdoms marshal
The Confederacy of Royin. A theocracy that worships a single god, but whose their armies.
-6 to -3 Aldemark Conquest
Chosen often leave offsprng which bear powers that can be passed on through
bloodlines. Many tales are told of these Blooded heroes, but most were killed Cinder King pushes east. The Aldermani
- 3 Great Breaking
when the Cinder King razed the country almost a decade ago. fight a retreating battle buying time.
Cinder King crosses the Tigeria. Black shot helps the Eastern armies push
The Great Cities of the Wastes. The Bone Wastes are considered an inhospitable the Cinder King back. In a decisive battle
desert land, except for the Great Cities. Each boasting a unique culture, they exist -3 to -1 New Muster five Chosen are Broken, but the line holds.
as treasured stops and the backbone of the trade routes through the Wastes. Each
has a powerful ruler claiming a different title. Stories abide of Sorcerer Kings and Alanna returns to the Eastern Kingdom
Queens, and chained Wastes beasts. for fresh levies. She posits a new plan and 0 Ettanmark Fields
The Principalities of Andrastus. Nobody is sure how many tiny city states are part is granted fresh armies. A Bartan general The Armies lose. What remains retreats
of Andrastus at any given time (the Andrasti Great Families there war constantly, enlists the Legion from their contract in east hoping to hold the Eastern Kingdoms
and some are annexed, or conquered regularly). The one thing known about this the Isles. They march with the armies. in a final stand.
war-torn land is that they will band together if outsider try to claim territory. The
Cinder King has sent one of his Broken to conquer them. TODAY (821 OEF)
CULTURES OF THE east
bartan pañyar
Barta is the largest of the Eastern Kingdoms. Once—long ago—they were invaders Pañya is a land called blessed by the Pañyar and cursed by everyone else. It's a deep
from across the seas, landing in the eastern Kingdoms fleeing a disaster from distant forest sparsely populated, and peppered with ancient ruins. Dangerous beasts roam,
shores. They have been part of the region since before the Old Empire. Barta is a fertile and paths appear and change with the moon cycles. Its inhospitability is why Or
land, and provides food for most of the Eastern Kingdoms. They are a republic, with and Aledermark haven't tried invading each other since the fall of the Old Empire.
each major sub-region electing a religious, and civil head, which together comprise
the Circle (their ruling body). They are matriarchal, and value age and wisdom. Being Pañyar isn't exactly a question of an ethnicity, but of habitation. Anyone that
lives a dozen or so years in the forest gains an animal trait (cat-like eyes, stripped or
Bartans are tall, dark haired people, with skin of varying shades of brown, with red spotted hair, fangs, etc), and once they do, the more dangerous beasts of the woods
or black eyes. They have strong kinship and family alliances, and most Bartans wear tend to leave them alone. The Pañyar build villages and small towns out of wooden
jewelry made of tokens granted to them by family, and people they have forged strong structures and hold to ancient traditions. Their gods (the Horned God of the forest,
friendships with. Contracts and alliances are sealed with such tokens, and many and Nyx the godess of the moon) are more physically present in the world than other
Bartan tales start with such a token being used to gain hospitality, or ask for favors deities, embodying the physical realm in the way others do not.
via ancient alliances. Their dress favors wraps and flowing cloth, where they show
off their mastery of brilliant dyes, and many Bartan decorate their skin with complex Pañyar names have three parts. The first name (a color) is granted by a mother, though
tattoos and detailed, painted designs. There are seven major churches, including the some have special meaning. Silver (the moon's color) means the Panyar is an orphan.
church to the Prophet Godess where daily the priesthood attempts to form a Chosen, Black means their color was taken from them—they are an exile. The second name
which is often how the call to danger is heard across the East. is given by elders when a childs mark appears, as a means of recognizing adulthood.
Bartan names use the Old Empire format (first and family name). Family names are The Pañyar have traditional quests they perform for their third name (some only
always passed on through the mother. have two). They are fluid and will sometimes change their name after a great deed.
First Name: Adikar, Arun, Karoj, Kirish, Makit, Nadit, Parkresh, Raghav, Rakash; First Name: Amber, Azure, Russet, Scarlet, Sapphire, Silver, Vermillion, Violet.
Adisha, Aswina, Rahika, Kalyika, Mitali, Rashi, Kaviya, Riya, Seneha, Shimya, Vani. Second Name: Charging, Dancing, Flowing, Growing, Raging, Surging, Standing.
Family Name: Arani, Chabarti, Dardhi, Dewa, Kapatia, Khatri, Pakshi, Manabur. Third Name: Blaze, Ember, Flood, Grove, Glade, Reef, Storm, Tempest, Tide, Weald.
orite zemyati
Once a grouping of disparate tiny city states, Or was unified by a priesthood of what The Zemyati are a pale-skinned people that inhibit the mountain region of Zemya.
they dub the three Gods of Civilization—The Maker, The Shaper and the Builder. They are organized into clans and often raid to supplement their food, supplies
They forged a nation by proposing an unheard of accord—instead of having one and treasure. They tend to wear heavier cloth with high collars, often with detailed
monarchy and noble structure, Or would recognize all of them at once, and in return embroidery in gold and silver. Both men and women wear jewelry of braided metals,
the priesthood would give to each equal advances. Hence most people in Or have a and decorate clothes with forged pieces reminiscent of armor.
noble title or another (being a Prince of a principality the size of a village), though Each Zemyati bears a small dagger on their person to swear blood oaths with, or
families powerful in trade and holdings are well known among their peers. Orites seal contracts, and is used as part of many of their rituals (such as mourning). Each
first meeting often ask each other probing questions to determine lineage and title. Clan has planted a tree watered at some point with blood of all who would become
Their priesthoods study alchemy and a variety of sciences, and have created many of clan-members, and each family grows in turn a tree in their family home cut from
the wonders seen in the world today. From a variety of clockwork inventions, steam their clan tree. The Zemyati believe each tree is is an abode for their Living God, who
powered engines, to precision ground lenses, and meticulously machined guns. Their answers no Zemyati prayers, but who they believe curses those that break rules of
achievements in metalurgy, math and science are reknown well past the Or borders, hospitality or oaths sworn before such trees. Trees growing inside houses, and caves
and their port capital hosts ships from many nations seeking these wonders. are often signs of Zemyati holy places.
Their cities are cosmopolitan, and Orites are people of many different skin, hair and Zemyati 'last names' are always tied to their Clan. Since all clansfolk share the same
eye colors. They prefer complex inlays in their metalwork and armor, and garments last name, they identify each other by patronymics and monikers. A patronymic
of linen and velvet cloth. As a matter of fashion Orites prefer to wear masks to hats, is usually a parent name with an ending. So Vikei son of Boryev, could be Vikei
and maskmakers are often very distinguished if they are skilled. Boryevich. Kariya daughter of Eleya would be Kariya Eleyovna. Monikers (ex: Vikei
Noble Titles: Princips, Graf, Reina, Viscount, Contessa, Baronet, Dame, Gallant. One Eye, Boryev Keen-axe, Eleya Fire-hair, or Ananika Deer-swift) are also common.
First Name: Alben, Anton, Blas, Cyprian, Elrik, Farian, Leon, Marilo, Rubin, Silvin; First Name: Adrimir, Colay, Gabridyor, Liavel, Maleksei, Melislav, Theonin, Viltory;
Aurora, Chiara, Emetta, Hadriana, Katovica, Livia, Millia, Severina, Tiana, Valeria. Alika, Dania, Emilinya, Freriya, Isalana, Klarina, Sverena, Tatinika, Valentina, Zaya.
Family Name: Albrekt, Garossi, Rodano, Loprio, Martiko, Sanicci, Zardani. Patronymic: -ovich, -evich, -ich; -yevna, -ovna or -ichna.