Voyager Tactics v0.5 Prerelease
Voyager Tactics v0.5 Prerelease
T H E T E A M
ARTISTS
SYTOkun
MARKETING LEAD
Joey
PLAYTESTERS
SYTOkun
Lettersandpunctuation
Pedalcoma99
Local Kaibi
Mattloki
BALANCING
SYTOkun
Joey
Joe/Twinky
The artists, writers and contributors of VNTAS Squad and the Switchback Server
discord.gg/xvgsE9u7ez
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Contents [WIP]
INTRODUCTION 006 - 012 III - FACTIONS 111
The Core Idea 11
114
Gameplay Selling Points 12 The Known World
115
Maps of the Known World
117
I - HOW TO PLAY 013 - 044 EXDUS
119
Expectations to Set 14 Aeden
121
Philosophy of Play 15 Cartograph Charter
123
Prologue 16 Shard Banners
125
The Liaison 17 Sol Empire
127
Skills & Action Dice 19 Dust
129
Skills 20 The Eyries
131
Origins 23 Skotos
Exploration 27 Sentinarium
Types of Actions 29 133 - 224
Action Dice & Loadouts 30
Initiative 31 IV - VENTURES 134
MOVE Die 32 135
SAVE Die 33 Ventures Explained 141
HIT Die 34 Heir 145
AIM Die 35 Gamblade 149
CAST Die 36 Jet Corps Trooper 155
Miscellaneous Actions 37 Venator 161
Strategies 38 Armsmaster 165
Techniques 39 Gundrifter 171
Conditions 43 Assassin 175
Progression 45 Field Medic 181
Rest & Downtime 46 Armiger 187
Miscellaneous Concepts 48 Drakenought 193
Danger & Death 49 Wahrsanguis 201
Money & Resources 51 Keybearer 207
Inventory Logist 213
Exsourcer 219
053 - 110 Elemancer
II - YOUR VOYAGER Invoker
54
225
Creating Your Voyager 55
Aedean 57 V - GM TOOLS 229
Shardlander 61
Amerusan 65 INSPIRATIONS
Magoi 69
Xylolith 73
Kaibi 77
Ruaya 81
Orzlaty 85
Síoraí 89
Drachéan 93
Feithean 97
Viemor 101
Kean 105
Variant Traits 109
Languages 111 - 132
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From the Old World...
The rumoured supercolony called Eld aestus was named such by one Dr. Connor Whitebrook, who first
studied the organism. While visiting his hometown of Norwich, England, he had already known of the
existence of the town’s famous White Tree. However, a construction project was intending to clear out the area
and determined themselves to remove it. They tried to use fire in an attempt to burn the stubborn plant, after
digging to chop its roots proved futile.
After pouring gasoline all over and around the tree, even in a ditch dug directly under its roots, Whitebrook
was told that the flames entirely consumed the tree. The locals laughed at the construction crews, who
watched in frustration as the tree didn’t appear to budge. However, after about 40 minutes of continual
burning, the flames directly in contact with the tree began to glow white, as the surrounding flames were
slowly extinguished. The tree then continued to burn in this white flame for the next 3 days. This happened
about 2 weeks before Whitebrook’s arrival.
Whitebrook would go to the site of the tree to investigate. A crowd began to gather around him as he made
known his intent to replicate the burning to confirm it himself, a story all his fellow townspeople swear is true.
Sure enough, after creating a localised fire at the base of the tree, after 31 minutes and 44 seconds, the flame,
in Whitebrook’s words, “appeared to climb the surface of the bark in an unnatural manner, like a spark along
gunpowder or the slow writing of chalk, as if the fire was tracing the surface of the bark in an invisible pattern
- turning yellow, then green, then blue, then a brilliant white within a few seconds.”
“As the flame transformed, it flashed with intense heat as it turned blue, almost burning me, before
turning white. Curious, I placed my hand near the flame, only to sense no heat. Placing a roll of paper in the
flame, the fire danced and swam across the roll of paper without burning it. I decided to place my hand into
the flame, in the presence of my family, friends and lifelong acquaintances. I swear to you, the fire felt cool in
my hands.”
“I beckoned to others to try. Fearful at first, they eventually did, starting with the children. They all felt a
flame, cool to the touch, and continued to burn this way for about 2 hours before disappearing. My mother,
who was religious, said this was an ‘act of God’.”
Whitebrook would go on and share his story, calling it a new species which he named Eld aestus, roughly
translating to “ancient flame”.
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...to the New.
Order and Chaos. The cycles of Life and Death and the transition from the World into the Beyond; Body to
Spirit. With the Emergence of Eld Aestus, these two opposites became One.
From what we could glean from the oldest possible sources, there was a concept deeply familiar to the Old
World: the Tree of Life; Yggdrasil; Ashvattha; Shajarat al-Khold; Aušros medis - all names from different
cultures embodying or evoking the idea of a World Tree - a cosmic pillar, even sometimes interpreted as a
sacred mountain, such as the fabled Olympus, Sinai and Kailash, that connects the cosmic circles and planes of
universe - the crossroads of all worlds above and below, meeting squarely in the world of the Known - what
our ancestors called Earth.
It is in the nature of humanity to Divide - people from people, chaos into order, essence from ideas; but it is
in the nature of the Tree to Unite. Its branches reach into the realm of gods and spirits; its roots reach down
into the darkness where dragons and shadowed waters course and rage. And who is to know what worlds lie
even beyond these that the Tree has reached, and the worlds beyond that?
A thousand years ago, the Tree manifested itself to the World, and in doing so, destroyed it. Death
flourished, and with none to experience it, Time itself died. Chaos reigned and made all equal within its dark
fold. But from the ashes erupted life, from the ruins emerged survivors who would once again redefine what
the World to come would be: Creation. And so, Time flowed once again. Order cleaved into Chaos, and from its
wound created the colours, names and sensations it yearned to experience.
Between the worlds of Perfect Order and Absolute Chaos... that is where we enter the stage.
Magic, a layered and fanciful word simply meant to define... Change. Through Chaos and Order and every
space in between, it flowed like water through the boughs of the Tree, permeating the air and changing the
New World, just as it did for the Old. Magic flowed within the blossom of every flower, the eruption of every
volcano, the tremble of every storm, the breath of every child, the stroke of every brush, the spoken word of
every thought. The Will of creation manifested into form, which we then manifested with every truth we made
reality. It was always there, but with the Emergence of the Tree, humanity finally understood - if but a little -
the reality of its all-encompassing presence. Of how vast our existence truly was.
This is the Apokálupsis - an Old World term meaning "the Uncovering": the laying bare of all things, both
known and unknown - till once again it is hidden, like a seed in the ground, a body awaiting its rebirth -
time and again until the day all things will be revealed, known and experienced. Thus we, the emergent souls
of this New World, animated into action, given the breath of life and driven to reveal, to know, to experience...
are the Beholders of this Apocalypse.
The Known World is before you, and beyond it is every World that has been and will exist. You cannot grasp
it, nor conquer it, nor even understand it - though you may try. But you will Behold it, like a scholar learns a
book, like a lover finds their beloved, like a person knows their name.
This is the Revelation. We Change what we Behold, and we Behold what we Change. To Live is not to search
out for the Revelation, nor is it to hope for the Revelation to show itself; to Live is the spirit and essence of the
Revelation itself.
Go forth, and good luck, my students. I'll see you again - in another form, another name... in a world to
come, where all dreams become reality, and where all realities become dream again.
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"The Earth as we know it is no longer; but by
our memory it shall remain."
Entire mountains and islands were thrown into The Journey - Voyager
the sky, suspended in the Tree’s strange
magic; these were called Shards. The Tree You are a Voyager. Whether you are driven by
changed the very makeup of the world, the promise of adventure and treasure, or
hyperevolving the local wildlife into new and truly believe in EXDUS' conviction of unifying
mythical forms, and even reshaped humanity the Known World, you come from one of
itself into new variants, from the animal-like many different backgrounds - a mercenary,
Kaibi to the sky-dwelling Síoraí - even researcher, or all folks in beteween - being a
creating a new form of intelligent life from its new organisation with lofty ideals, EXDUS will
own flesh: the Phytosapiens. take whoever they can get, and luckily, some
of the best around have answered the call.
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"A new star watches over you."
Voyager: Tactics is a tabletop role-playing game (TRPG) that focuses on tactical anime-style action
and creative teamwork. Its gameplay is inspired from tactics and turn-based JRPG titles like Fire
Emblem and Persona, along with tile-based anime style games like Arknights.
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The Core Idea
Voyager: Tactics is a tabletop role-playing game (TRPG) that focuses on tactical anime-style action
and creative teamwork. Its gameplay is inspired from tactics and turn-based JRPG titles like Fire
Emblem and Persona, along with tile-based anime style games like Arknights.
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Feature Summary for the Discerning Tabletop Gamer
Tactical Reactive Combat The GM Plays
Use a pool of actions to strategise your party's The GM controls a Liaison: an actual character
moves on a grid-based map and execute who communicates with the party and
flashy tag-team attacks. discovers the world alongside them.
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CHAPTER I
THE VOYAGE
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Philosophies of Play
Idealistic Post-Apocalypse Narrative & Combat
The world has ended, but a new one blooms. Voyager: Tactics follow a distinct transition
Life moves on, new nations are formed, and between narrative/exploration and combat:
the slate of history is wiped clean; but these Narrative play is more freeform, where turns
growing pains still lead to conflict, and are not tallied and the Voyagers can freely
Voyager: Tactics is about settling these explore the world and use their actions in a
conflicts in the service of hopefully creating a less structured manner. Short bouts of
better world than the last one left itself in. combat can also be resolved this way.
However, once combat begins in earnest,
Short, Freeform Adventures Players and enemies will take turns attacking
Each adventure, called a Voyage, is usually and defending in a certain order, and will
built around 1-2 major setpieces with perform their actions on a grid map.
narrative play in between. Aside from the
main objective, how you approach the The Liaison Plays Too
problem and solve it depends on your party. During play, the "Game Master" will also be
When faced with a hostile group, does the controlling their own custom character called
party fight them all head-on? Sneak in and a Liaison - the questgiver and ally of the party
capture their leader? Or negotiate a truce? who stays behind at the home base while the
party goes out on adventures, chronicling
Worldbuild Together their exploits and helping them at key points.
While this book covers the main lore of There are also systems in place to easily
Voyager's world, it only covers the Known rotate the Liaison role between players,
World - what is currently recorded and allowing everyone the chance to play and to
archived in EXDUS. Everything else lies in the run adventures easily.
World Beyond, a total mystery to be woven
and discovered together. All the players at the This is to foster a sense of support and
table will help in populating the world with participation between the players as a single
people and cultures: from creating unique group, and to encourage the act of molding
clans to strange relics, which are then the outcomes of the game together.
scattered throughout Revenir, waiting for
Voyagers to unexpectedly encounter them. Post-Discrimination World
While you are free to explore all sorts of social
Narrate Your Experiences issues in Voyager, discrimination of race,
Your character is your own! This game is all culture, gender and others is not one this
about doing cool stuff (within the rules of game supports. Everything in this game is
course), so feel free to narrate how your centred around humanity evolvling into many
Voyager dispatches an enemy or succeeds a forms through magic yet still uniting together
task. Instead of a simple parry, talk about how despite their vast differences. I think there are
your Voyager perfectly times their blade to more thematic and fun conflicts to explore in
deflect another, taunting as they do so. this world without touching close to issues
Through your character, you help build up on many of us still encounter in our daily lives.
the world through your character's actions.
Don't Be Intimidated
Don't feel like you need to limit yourself to "the This is a thick book, but don't feel too nervous!
GM's talking, so I have no input and just listen"; The rules are fairly short, and the large
likewise, GMs shouldn't feel like the entire majority of the pages in this document are
burden of building the world is their own - feel simply lists of options for players, such as
free to add details to each other's playable races, classes and factions. Don't
descriptions, but respect the characters and worry too much about needing to read
who portrays them, as well. everything and just choose which options you
find the coolest or most interesting.
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Voyagers & Liaisons
VOYAGERS LIAISONS
Voyagers are the main playable characters Liaisons are the mission control and
Players control. They have their own character questgivers of Voyager, who is an actual
sheets, abilities and Skills that you would use person the Voyagers interact with regularly. As
to tackle problems, roleplay and engage in part of EXDUS, Voyage parties will meet up
combat. You are playing as the sci-fi + and receive missions from HQ through
fantasy equivalent of an adventurer, exploring Liaisons, who give briefings that set the stage
an uncharted post-apocalypse world and for the rest of the Voyage. From there, the
getting into adventures. Liaison's player would curate the Voyage's
events and the obstacles the Voyagers
While you will be creating your own custom encounter. Since they are a person and not an
Voyager, but you are encouraged to take omniscient observer over the world, the World
control of multiple Voyagers across different Beyond is just as much of a mystery to the
Voyage parties. These Voyagers are Liaison as it is to the Voyage party they
recruitable from a pool of premade coordinate.
characters that you can hire and place into
teams to tackle multiple missions at once. While the Voyagers are out there braving the
World Beyond, their Liaison is their link back to
the Known World - who helps the party
Roleplaying Voyagers conduct research, acquire clearance and
Roleplaying does not mean you need to be a assist them in dire emergencies from EXDUS
great actor, or have a detailed backstory. If Headquarters. It is a more hands-off but
you want to be a catgirl who slashes things nonetheless important character role.
with a katana because you find it cool, you
are free to do so, as long as you are having
fun with the rest of the table. The same goes Playing the Liaison
for the player who wants to play a deep and The Liaison is not obligated to be a master
involved character, as long as the game is fun storyteller or a master of lore. I wrote this
for you and for everyone else. game to be one I can easily play, so as a
player primarily and only an aspiring Game
You do not need a complex character to start Master, if I couldn't make a game that I can
a game, because your character's most easily run for others, then I have fallen short of
important moments are here and now, making an effective game.
alongside the other Voyagers. As long as you
have a solid idea or something cool you want If you can connect different missions one after
to play as, then that should be good enough the other; if you can grab a map and move
to know how to play your Voyager. around monsters, and have those monsters
make strategies and attack players, then you
Above all, remember that this is a group are already doing your job. Think of your bare
game, and while you play a protagonist in this minimal duties as being the "code" of the
game; the world - and the table - doesn't game. The players control the Voyagers and
revolve around you. Allow your allies to shine you control the world in response to their
when it's their turn to shine, and try to make actions, using the rules as a guide.
choices that overall benefit the group.
Respect the integrity of the world you create Anyone Can Be a Liaison
together. Appreciate and shine spotlights on Any players are free to make their own Liaison
each other's ideas, and if there's something in characters and volunteer to curate a session's
the game that you disagree with or find Voyage, switching the role to different players
uncomfortable, let the Liaison or table know in who may have an idea for a fun adventure.
the way you're best able to, so that you can Don't feel that only one person has to be the
best find a way to compromise and run the "designated" Liaison - if you have cool
game smoothly for everyone. adventure idea, this game wants to give you
the tools to run them for your group easily.
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Helping the Liaison
Several roles go into making a Voyage run smoothly. These roles can be fulfilled by multiple players
at once and are not solely done by the Liaison alone.
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Worldbuilding
To set up the world the Players engage in, they will be having a Worldbuilding session to name and
create various aspects of the world.
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Setting Up Voyages
Voyages are your adventures that you play every session. Some Voyages may take only one session
to complete, while some take several.
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Roll 1d12 for the column; Roll 1d20 for the row
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Voyage Briefing
At the start of the session, the Liaison either creates a new mission, or chooses an existing POI planted
on the map. This Voyage may take place over a single session or multiple.
Once concluded, the Voyage party is always assumed to return to EXDUS. After a Voyage, a new
Liaison may volunteer, or the players may choose to field another party to tackle another mission.
If undecided, the table may discuss and Lastly, the Liaison details the nature of their
agree on which POI to undertake prior to that party's deployment - where they are assumed
session. A Liaison may then volunteer to to start their Voyage. They are typically
curate that mission, setting up the next dropped off via an EXDUS transport, such as
session's Voyage. an all-terrain mobile base or an airship. This
skips any unnecessary travel time, and the
All a Liaison needs to start a Voyage is an idea Voyage party is immediately assumed to start
or a good hook, which then the other Players at the location they need to proceed on their
can build on to form the foundation of the journey once the Voyage begins.
mission. They would also need a map as a
combat setpiece, if combat is expected. A When exploring the World Beyond, the party is
more involved Liaison may prepare several typically deployed at the nearest EXDUS
maps or enemies in advance. forward base, or the nearest allied location
friendly enough to receive the party. If you're
Voyage Briefings feeling particularly adventurous, you can have
At the start of each new Voyage, the Liaison an airship fly over the general area and have
gathers the Voyagers at EXDUS HQ and gives the party perform a skydrop from there. But
them their Voyage Briefing. from that point, the party is braving uncharted
territory and is completely on their own - their
Given that this is a matter the Voyagers need Liaison being their only reliable anchor to
to go out and solve, the Liaison only knows return to the Known World.
enough about the POI to give the Voyage
party enough to start. For example: a missing Upon deployment, the Voyage party
relic last seen at a certain location; a missing maintains regular contact with their Liaison,
person last seen by a certain witness; or a who communicates with and assists them.
hostile party last seen in a certain area at a
certain time. Forming Leads
During the Briefing, the Liaison asks each
Imagine yourself as the Liaison, giving out files Voyager if they have a Lead. A Lead is a clue,
or presenting a hologram to your party contact, or other source of information the
around a table, showing pictures and party can act on when the mission starts.
associated documents regarding the mission:
names to investigate, symbols of factions to For example, Tsuki's player may say she knows
look out for, and coordinates to key locations. a contact within the area who may know more
about the objective. Vesper's player may
The Liaison also presents the stakes of the instead know of a rumour about the nature of
mission, the consequences that may arise the objective.
should they fail. This could be a valuable relic
forever lost to the labyrinthine black markets The point of Leads is to create opportunities of
of Dust, possibly to be misused by some play for the party. Not all leads are meant to
upstart crime lord; an innocent person be reliable or even true. A contact may prove
remaining hostage to a band of raiders; or the to be unreliable, or a rumour may prove to be
trail to a once-in-a-lifetime discovery of a false. This can be arrived at through rolling the
sunken city going cold and all hopes of dice and through play.
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Example Briefing Roll a Voyage (1d20)
Use the table below to roll an idea for your
Main Hook
next active Voyage or Point Of Interest:
"Greetings, team. I'm sure you've heard about
the hot new discovery EXDUS has found: an
1 - Spearheading a first expedition into
Old World monument that reaches into the
unknown and dangerous lands
sky, which everyone is now calling the Derelict
of Durj. They sent a few teams into it last
2 - A bounty to hunt a dangerous monster to
week, but they've gone silent - the tower has
neutralise or capture it
become their dungeon. We're part of the
second expedition wave, meant to rescue any
3 - Patrols to guard a certain outpost or
first wave survivors and explore the rest of the
territory
Durj, if possible."
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Parties & Recruits
Recruits Using Recruits
There are several reasons why you would
It is assumed that the custom character your want to field another Voyage party instead of
make for this game is your Main Voyager, i.e. your main one. Among them are:
the player character you invest the most
attention on. This will usually be the person > Your main party is busy and unable to
you send on the most important missions. tackle an urgent mission happening at the
same time that the players are interested in.
However, there will arise times where multiple
POIs are on the map, that are too urgent or > A player is absent for that day's session and
too far apart for your main Voyage party to you don't want to continue the main Voyage
address, because they are currently in the without them.
middle of their own Voyage. To this end, the
players will be fielding additional Voyage > The POI is one that might greatly hinder or
parties. affect your main party (such as a storm,
migrating dragons or raiders that will cross
On Chapter XX, you will find a full list of fully paths with them), and another party must
written, premade Voyagers. These are people help them.
you can use to not only populate the world
and encounter on your games, but also > The main party is incapacitated, resting or
recruit and play as! This is called the recovering somewhere, and cannot return to
Recruitment Pool, and the Voyagers there are action yet. Perhaps their fate is unknown and
called Recruits. the second party is sent to search or
investigate the matter.
Once a player chooses to play as a Recruit,
the table may agree that the Recruit may only When you field a new Voyage party, you may
be controlled by that player from then on, or choose from the Recruits from the
agree that anyone that wants to play as a Recruitment Pool to play as. These Recruits are
Recruit can choose them on a different on standby at EXDUS HQ, and would move
session. Discuss with your table which from there once their mission starts. Some
approach everyone is comfortable with. Recruits would instead be already present on
the map as active parties nearby certain POIs,
Multiple parties are also a way for the Liaison and the table can choose to play as that party
role to rotate between players! This allows the instead, allowing them to play right away and
Liaison's usual player the opportunity to play reach the POI much faster.
as a Voyager on adventures, whether as a
premade recruit or a custom Voyager of their
own, while the other players may create their Recruit Availability
own Liaisons who will curate missions for that If you wish to add some further immersion into
session. your games, especially at the point your
players control multiple Voyagers and
Recruits, the table may determine that some
Recruit Rank Recruits may be "reserved" or busy, pursuing
Each Recruit has their own rank within EXDUS. other clients, missions or personal matters.
A Liaison or party is only able to hire Recruits You may have a "schedule" that means these
equalling their own rank or lower (see Page Recruits would be excluded from the
XX). Recruitment Pool on certain days.
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Voyage Structure [WIP]
[WIP]
Voyage Size
Single Scene
Recommended for beginner Liaisons.
Normally resolved in the span of a day.
Long Voyage
A longer Voyage taking several days.
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Setting the Scene[WIP]
At the start of the session, a Player may be chosen, or volunteer to be the Liaison, who then proceeds
to set up the Voyage. This Voyage may take place over a single session or multiple. Once a Voyage is
concluded, the next Liaison may take over for the next session.
There are 5 slots in a day: Morning, Noon, "We arrive at the Dust market, what do we see?"
Evening, Night and Midnight.
"What do I smell? See? Hear?"
The Party can typically get a certain thing
done per slot, typically:
"What stands out as familiar, and what catches
my attention as totally alien?" My Voyager taps
> Freeplay (interacting within the Known World
or low-risk situations) yours on the shoulder. "Hey, I see this weird
statue. Do you know what it is?"
> Exploration (mainly traversing the world and
using survival and investigative actions) "What is it here that specifically stands out to my
Voyager? Is the sound a song I heard as a child?
> Combat (mainly using combat actions and Have I ran through these streets before? Is the
abilities) smell of stew drawing me to a family restaurant
at the corner?"
Every time one of these activities concludes or
flows into another, the table agrees that the
day has progressed, and the Liaison moves
them forward by one timeslot.
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Pursuing Leads [WIP]
Tsuki
"Come on! My contact should be around the
corner somewhere."
Tsuki
"Crap. I think I see a dragon flying overhead.
Nothing on the horizon looks as big from this far
away."
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Relics [WIP]
As citizens of a renewed Earth and a member of EXDUS, we have a vested interest in the preservation
of the Old World and its artifacts.
Nearly everything from the Old World can be a relic: an alien circuit board, an abandoned
construction machine, or a strange bobble-headed toy. Some are obviously more useful than others,
but they are all nonetheless precious and worthy of preservation. Far be it for us, strangers of a
different age, to ascribe value to what those before held dear.
But this doesn't just apply to the previous world either. The deeds of heroes often become legend, and
soon our possessions too become relics: a hero's broken sword, a legendary cloak, or the manuscript
of an author's last work.
However, memories have a way of seeking All Simulacra then disappear at the end of
their own, and these Simulacra often shift in your Voyage, committing these new
and out of existence, appearing to those who experiences into their structure and before
would give them new life again beyond the they are gathered back into the Dreaming.
confines of glass cases and reliquaries.
For a detailed list of all currently archived
After completing a Voyage, any relics your Simulacra, see Chapter XX: Factions & Paths.
party recovered can be recalled as Simulacra.
These can be brought on your Voyage and
grant powerful boons. Whenever time passes,
New Relics
there is a chance these Simulacra may Besides the currently listed relics, feel free to
appear to your Voyagers, beckoning for you create your own, recover them on your travels
to grasp them and give them newfound and add them to the table.
purpose.
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C H A P T E R II
GAMEPLAY
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Game Concept
Rundown [WIP]
Main Play
Most types of actions you can describe in
Voyager can be grouped into one of three
types: Fast, Medium and Slow.
Spheres
Dice System
Action System
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Spheres
The Spheres, represent the type of attitude of outlook your Voyager may have for any given action
they may take. The same action performed by different people may be done differently and for
different reasons, which is represented through the Instincts.
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SUN SPHERE
POWER | CONVICTION | IMPULSE
To channel the Sun is to charge forward and commit without looking back.
Those who follow it act first, acting with emotion and explosive energy. They
rely on their inward principles and passions for guidance in their actions. Like
the sun heralds the day, they shine and blaze the path forward.
MOON SPHERE
FORESIGHT | WISDOM | KNOWLEDGE
To channel the Moon is to consider before acting. Those who follow it lean back
on their knowledge, learning and foresight to inform their decisions and solve
problems, whether through magic or academic erudition, working slowly but
methodically like the moon pulls the waves, reflecting the truth like water.
EARTH SPHERE
PROTECTION | RESILIENCE | HARMONY
To channel the Earth is to protect and preserve. Those who follow it keep others,
the community and its values safe and nourished, leaning on experience and
tradition. They are sturdy and safe - in guarding the individual, the whole is also
secured, like diverse creatures forming one ecosystem.
SKY SPHERE
INTENT | PRECISION | CONTROL
To channel the Sky is to watch closely, pinpoint with purpose, then act with
decisive intent. Those who follow it value focus and discipline, striking with the
far-reaching influence of wind and the precision of lightning.
STAR SPHERE
POTENTIAL | INNOVATION | SUBTLETY
To channel the Star is to adapt and react, constantly shifting between a duality
of dark and light. Those who follow it are subtle and value versatility, their
manifold talents hidden in darkness before brilliantly unveiling their potential
like the uncountable constellations.
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Spheres & Actions
Sphere Alignment
Certain items, actions and abilities, including
magical spells, may denote the Sphere that
its nature most closely belongs to.
33
Actions
Whenever you perform an action, you roll dice. Instead of representing your Voyager's innate abilities
or stats, they more accurately represent their preferred choices during battle and how well those
choices play out.
All general activities fall into the 10 main Actions. All actions can be used in and out of combat, but
some will have more details when dealing with turn-based combat.
MOVE LORE
You use MOVE when you want to You use LORE is to recall your known
traverse the world, maneuver on experience and knowledge -
the battlefield and performs feats whether navigating certain types of
of movement such as running, familiar terrain or recalling the
jumping and dodging. cultural norms of a region.
DARE CAST
You use DARE for strenuous athletic Your CAST is used for casting various
feats, like resisting rushing rapids or forms of magic, and amplifying its
holding up a steel gate. This also power. This can also be used to cast
includes short bouts of action that magical rituals and to command
do not require turn-based combat, summons and arcane familiars.
or complex actions in combat not
easily explainable with abilities.
SENSE
Your SENSE is used when analysing
HIT the world and its inhabitants -
You use HIT for melee combat, whether it's deciphering carvings,
striking and engaging foes. This can finding tracks or studying someone's
be with your weapon, fists or other body language. This can be through
forms of martial training. your bodily senses or through a sixth
sense.
AIM
You use AIM when performing TOOL
ranged attacks during combat, and Your TOOL is used to determine
for performing actions involving success when using tools or actions
precise aim. Your ranged attacks requiring mechanical skill, such as
can be represented by physical lockpicking, hacking or pitching a
ammunition like bullets and arrows, tent. You would also use this for
or stores of offensive magical crafting and making items.
power.
FACE
SAVE You use FACE when interacting with
You use SAVE when you want to other Sapients in a social context to
avoid, block or otherwise negate a attain a desired outcome - whether
hostile action taken against you or negotiating entry into a restricted
an ally. This is also used for healing area or intimidating someone.
and restoring an ally's Resolve or
Break.
34
Action Duration Dice
The Action Duration Dice (ADD) system is the core dice system for Voyager, and is used for pretty
much anything, from using Skills to combat.
Reactive
Performed in response to someone's action,
whether an ally or foe.
Fast Action | 1 AP
Quick actions, such as dashing, using a light
dagger or catching an item.
Medium Action | 2 AP
Actions of normal duration, such as swinging
a sword, raising a shield or casting a simple
magic spell.
Slow Action | 3 AP
Actions that take focus or effort, such as
clearing thick vegetation, operating a
machine or charging a magical ritual.
35
Action Duration You would then roll your die, based on the
Action duration you want. This is called rolling
Each action has a certain dice value assigned an action. For example, Vesper rolls to HIT an
to it based on its duration. enemy, or rolls TOOL to hack a computer.
Fast actions have a die value of d4. In Voyager: Tactics, what you roll is what you
get. What you roll is how much you move, how
Medium actions have a die value of d8. much damage you deal, etc.
36
Reactions
Calculating Reactions Reacting to Allies
Whenever an entity uses an action, any ally or When you react to an ally's action with an
enemy can React to either help or hinder action of your own, your actions become
them. linked together. If an ally's action aligns with
one of your Origin's Spheres, you would gain
Each action has a reaction limit, meaning it any bonus dice from that Sphere for your
can only be reacted to by an equivalent or reactive action, even if your action itself does
faster actions equal to its AP cost. The not have that Sphere alignment.
maximum number of actions that can React
to that initial action is equal to its AP cost: Reaction Priority
Each turn, a When Reacting to any action, the
Fast Player's Reactions are resolved first, then any
A Fast action (1 AP) can only be Reacted by enemy Reaction.
another Fast action (1 AP).
For example, a Voyager Reacts to dodge out
Medium of the way of the dragon's breath, while an
A Medium action (2 AP) can be Reacted by enemy Reacts to cast a spell to amplify the
another Medium action (2 AP), or up to two dragon's breath. The Voyager's dodge will
Fast actions from a single source or multiple resolve first.
sources (1 AP + 1 AP).
37
Resolve & Break
Resolve and Break
You have two main bars to calculate health:
Resolve and Break. By default, your Voyager
has 20 Resolve for each Break bar.
Damage Rules
> Normal damage can only reduce your
Resolve.
> Brave actions can immediately remove your
Break bar and resets your Resolve.
> If a Condition causes you to Break, you take
the effect from that Condition.
> If you roll more than one matching Brave die
(e.g. two 3s against a foe's 3), then your Brave
action removes multiple Break bars instead of
one.
> Any dice that roll higher than your Brave
number are then dealt to that target's Resolve
as overflow damage.
38
39
40
Action Rolls
Resolving Actions
Any time you wish to resolve an action, you
would roll one die. There will often be times
where an opposing force rolls against you -
whether it's an enemy or a stressful situation.
This is generally called a Target Difficulty
(TD). This can also used for static obstacles
like traps and barriers, in which case the die
the Liaison chooses determines its maximum
Difficulty instead of its duration (d4 is trivial,
d12 is monumentally hard, etc.). By default,
you may use a d8 for an in-combat static TD.
Multiple Dice
You can roll more than one die if your
particular action or ability was aligned to its
relevant Spheres. If there is at least one die
that rolls higher than the TD, then the action is
a normal success. If not, it becomes a
negative outcome instead.
41
BRAVE Actions
A Brave action happens when your action matches a Target Difficulty. Through your innate potential,
burgeoning skill or fateful forces out of your control, your action perfectly aligns with that of the world
attempting to match you.
Brave Action
Given there are no true stats or modifiers in
Voyager, Brave actions are a method for you
to achieve superhuman feats. Whether it is
through your own spirit or through the bonds
you share with your allies, you must take every
advantage you can to overcome the
monumental challenges of the World Beyond.
42
Resolve & Break
Resolve and Break
You have two main bars to calculate health:
Resolve and Break. By default, your Voyager
has 50 Resolve and 5 Break.
Damage Rules
> Normal damage can only reduce your
Resolve to your Break threshold.
> A Break bar and any Resolve below its Break
threshold can only be reduced using a Brave
action.
> If a Condition causes you to Break, you take
the effect from that Condition.
43
Combat Actions
Every Voyager has access to a basic set of combat actions that they can use in battle. Many Voyager
archetypes would have skillsets that synergise well with certain combat actions, based on their
playstyle.
These Actions are available to all Voyagers at the start of the game, so use them well!
Dodge Parry
Fast Action | 1 AP Variable Reaction
MOVE HIT
Instantly dodge a hostile action aimed Instead of rolling to Block or to Dodge a foe's
towards you. Roll a single MOVE die, gaining attack, you can roll a HIT action to Parry it,
Movement equal to the amount rolled. If the crossing weapons with their strike. If this roll
hostile action has an area of effect and your exceeds the hostile roll, you deflect their blow
Dodge does not move you out of its area, you and take no damage.
will be inflicted by it after.
You trigger a Brave Parry if your Parry roll is the
You activate a Brave Dodge when your Dodge same as the foe's hostile roll, and enter Flow.
roll is the same number as the enemy's hostile This also Breaks the foe.
roll, and enter Flow.
Block
Variable Action
SAVE
Attempt to block a hostile action aimed
towards you. If this roll exceeds the hostile roll,
you successfully block their attack and take
no damage. If this roll is lower than the hostile
roll, you reduce its damage and effects by
that amount instead.
44
Liaison Actions [WIP]
The Liaison, like Voyagers, can also perform actios that assist the party in specific remote ways, using
their resources in EXDUS. A Liaison can perform one Liaison Action per timeslot. Some Actions will be
resolved within the same timeslot, while some will only be resolved and its results given in the next
timeslot.
When on the field, you can speak with your Liaison through either a special EXDUS communicator, or
a mental link if one of you is a Phytosapien Magoi.
AIM
You use AIM when performing TOOL
ranged attacks during combat, and Your TOOL is used to determine
for performing actions involving success when using tools or actions
precise aim. Your ranged attacks requiring mechanical skill, such as
can be represented by physical lockpicking, hacking or pitching a
ammunition like bullets and arrows, tent. You would also use this for
or stores of offensive magical crafting and making items.
power.
FACE
SAVE You use FACE when interacting with
You use SAVE when you want to other Sapients in a social context to
45
DARE LORE
Emergency Backup Consult Archives
If prompted by the party's actions, the Liaison If prompted by the party's actions, the Liaison
may call on EXDUS support to directly help the may spend time researching a matter,
party. This can take the form of sending a combing through EXDUS records, Relic
supply drop, an emergency evacuation or Libraries and other related databases. The
sending a reconaissance drone. The further number rolled determines how much
into unknown territory the party is, the more information was gleaned that the Liaison is
limited the help the Liaison is capable of able to find and provide - a low number
giving - but regardless, this cannot be used to suggesting that near to no information exists
instantly solve the party's problems or win regarding the topic.
their battles for them.
SENSE
TOOL
Scan Material
Infiltrate Systems If the party finds a material or object that can
If prompted by the party's actions, the Liaison aid in their Voyage, they can use specialised
may use EXDUS equipment to attempt to EXDUS equipment to scan the object, creating
infiltrate or hack equipment like security a digital replica of the object for inspection.
cameras and turrets. This can only be used on This is then sent to the Liaison to inspect for
technology familiar to the Known World. clues.
This activity may deactivate or disable the For example, it could be a bloodstained statue
target entirely, or with a low roll, cause it to go that could be the key to solving a murder,
berserk or alert its allies. where the Liaison can perform tests to identify
the blood's makeup and what sort of Sapient
it belonged to; an Old World relic that the
FACE Liaison can try to identify and trace back to a
certain culture or time period; or an EXDUS ID
Pull Strings
card scanned to check the person's details
If prompted by the party's actions, the Liaison
and current whereabouts.
may use their connections within EXDUS to
help the party, such as calling a nearby
A Phytosapien Magoi Liaison is able to project
faction for assistance, or gaining clearance to
their consciousness outward, able to remotely
access a normally restricted area.
survey alongside their allies in an ethereal
form, unable to touch anything.
The number rolled determines the success of
the deal struck - a zero outcome may be a
As with LORE, a low roll suggests no
simple refusal; a complication may cause the
information can be gleaned from the scan.
faction to accept but at some cost; and a
disaster may tip the faction off about the
party's intentions and tempt them into taking
the prize for themselves.
46
MOVE & DARE
Tiles Traps & Terrain
All distances in combat are measured on a You may occasionally encounter hazards and
square grid with tiles. During combat, tiles other interactable elements on the map. You
denote the position of allies and enemies; would typically use your DARE action to
there may also be various environmental circumvent these features. This includes:
hazards and objects that can be interacted
with, such as chasms and traps. > Chasms that enemies can be knocked into.
Depending on its depth, an entity that drops in
You will typically encounter single-Tile will take Airborne damage and may spend a
obstacles across the map, which are 1 Tile Slow action to climb out.
high and wide. These include walls, boulders,
holes and such. These obstacles can typically > Difficult terrain which Slows entities moving
be climbed or even destroyed. through them, requiring double the Movment
to traverse them, such as mud, rubble, thick
shrubbery, water and crags.
Movement Rules
The number rolled from your MOVE action > Motion-activated traps such as pressure
determines the amount of Tiles you can move. plates, sentry turrets and laser traps. These
This is called your Movement. For example, if can typically be disabled with a Slow TOOL
you roll a 6, you have 6 Movement and can action or by destroying them.
move up to 6 Tiles.
> Single-tile obstacles like blocks, trees and
You can only move orthogonally, meaning barricades. Depending on its toughness, an
you cannot normally move diagonally. entity can use their attacks or a Slow action to
However, certain abilities like Dodge allow you destroy it.
to do so.
> Locations on the map that may offer
If you want to climb an elevated Tile, you benefits to an entity that occupies it, like
spend 2 Movement for each Tile climbed ladders, tunnels to another area of the map,
instead of 1. If there is an accessible feature manned turrets or short-range teleporters.
like a ramp or ladder, this penalty doesn't
apply.
Dodge
When an enemy attacks you, you can react to
use your MOVE action and Dodge. This lets
you automatically evade any attack meant
for you. You would roll your action die and
gain Movement based on the roll, even
diagonally, but only in a straight line. If an
attack has an area of effect, you must fully
Dodge out of this area to prevent damage.
47
HIT & AIM
You can roll your HIT action to instantly make a melee attack against a target. For Voyagers who
prefer close-quarters combat, this is your primary means of damage.
Conversely, you can roll your AIM action to make a ranged attack. This can be done using bullets,
arrows, elemental magic, commanding a familiar, etc. Rather than meticulously tracking how much
physical ammunition you're carrying, you are always assumed to have enough of it.
What Is HIT Used For? Your ranged attacks have range increments
based on your die's type. If you're firing as a
Damage Fast action, your maximum range is 4 tiles. If
You roll your HIT action to strike a it's a Medium action, its maximum range is 6
target occupying one of the 8 Tiles tiles (if rolling a d6) or 8 tiles (if rolling a d8),
surrounding you, dealing damage and so on.
based on the number rolled.
Think of it as an abstraction of your accuracy
If the target tries to SAVE or react to your - as a Fast action, you're firing from the hip
attack, you must exceed their roll to deal and off the cuff, so its accurate distance is
damage. Otherwise, they successfully greatly diminished. As a Slow action, you're
counteract your strike. If your roll matches carefully training your shot, and as such are
theirs instead, you deal a Brave attack, which fully able to maximise its effective distance
Breaks the target and activates your and accuracy.
weapon's Brave effect, if any.
If a target is behind partial cover and you
Parry attempt an AIM roll, the Liaison may roll a free
You can react to an enemy's melee or ranged die against your roll, representing the Target
attack using a HIT action to parry it. If your roll Difficulty of overcoming the cover. The enemy
exceeds theirs, you successfully deflect their does not spend any actions to do this. If they
weapon or projectile away, taking no are behind full cover, this becomes +2d
damage. If your roll matches the enemy's roll, instead.
this becomes a Brave Parry. This Breaks the
enemy if the parried attack was in melee. Hybrid Damage
Regardless of melee or range, a Brave Parry Some weapons, called hybrid weapons, use
also allows you to Flow. melee and ranged attacks simultaneously to
overwhelm opponents. Used this way, AIM is
usually used to repel the target to push them
What Is AIM Used For? back, or deal additional damage.
Damage
You roll your AIM action to hit a target at
range, dealing damage based on the number
Additional Concepts
rolled. Honed
Some effects grant your attacks the Honed
By default, the effective range is based on trait. This means all damage and effects are
your line of sight - if you can see it, you can doubled for that roll. Honed cannot stack
shoot it. You would resolve damage much like more than once.
you would a HIT action. You can even Parry
with a ranged attack as well. Truestrike
Some effects grant your attacks the Truestrike
However, two exceptions occur: when an trait. This means this attack cannot be
enemy is behind cover, and when an enemy is avoided by any means, even with Dodging or
a certain distance away. Parrying.
48
SAVE & SENSE [WIP]
SAVE Action SENSE Action
Block g
When an enemy uses a hostile action against
you, you can choose to roll a SAVE Die against
it. This typically is a block, using a shield or
magical barrier of some sort. If your SAVE
exceeds the enemy's roll, you successfully
prevent that action from damaging or
affecting you, describing how you do so.
Heal
SAVE can also be rolled to heal an ally's
wounds or encourage them, replenishing their
Resolve by the amount rolled. During combat,
you can only heal an yourself or an ally's
Resolve, but not their Break bar.
Armour
Shields
Some Abilities allow you to grant a Shield to
yourself or allies. A Shield can fully negate any
one hostile instance of damage against you,
which also negates any Conditions it would
have inflicted. Shields cannot be stacked
more than once until the first Shield is
destroyed.
49
LORE & CAST
[WIP]
Casting
You can spend your CAST Die to harness the
World Tree's magic to perform different feats
and cast spells.
Upcasting
[WIP]
50
TOOL & FACE [WIP]
[WIP]
[WIP]
51
52
Starting Combat
Whenever your party enters combat, Initiative begins, where you, your allies and enemies take turns
engaging in battle.
All Voyagers roll a single die of d6 value or There is no initiative order in Voyager: Tactics.
higher, while the GM rolls for the opposition. Instead, the Liaison regularly asks if the
Rather than individually rolling for each players wish to make a move. If not, an enemy
enemy, the GM rolls one die for each unique will act. Whenever someone acts during
group of enemies (i.e. one roll for a group of combat, the Voyagers are free to spend their
soldiers and one for a line of marksmen). Actions to react to their allies' or enemies'
Elites and bosses are always rolled separately. actions. Once an action has been fully reacted
to or no one else wishes to react to it, that turn
All Voyagers or enemies that roll a 5 or above ends. The next one begins and the Players can
are the Initiators. If there are any enemy decide if they want to act next, or let the next
groups that roll over the highest Voyager roll, enemy act and react to them. This happens
then that group goes first. Otherwise, the until all entities in combat spend their actions.
Initiating Voyagers go first. All entities who roll
below 5 will instead be reacting to whatever
the Initiators do.
Player 1: "I will take a Slow action to charge a
shielding spell over our group."
Opening Movement
All entities gain a free amount of opening Liaison: "The enemies are too far to
Movement equal to the number they rolled.
meaningfully react, so they will not react to your
Unless the narrative specifies, the party is
casting. Anything from the rest of you?"
assumed to start from roughly the same
position on the map. This starting position is
where the opening movement is determined. Player 2: "Nothing from me. I want to wait from
inside the circle when it casts."
For example: Player A rolls a 9 and is highest.
As an Initiator, they can act first and may Liaison: "Since no party has reacted, you
move up to 9 Tiles before combat starts. This successfully cast your protective circle. These
can be explained in various ways: they slip minions will spend their Medium actions to move
away to find a better vantage point; they towards you, and that's all they can do. Next, the
sprint forward; they vault over a nearby table, elite lumbers forward, and at this rate it will
etc. Meanwhile, Player B rolls a 2. Since they
surely reach you. This is a Slow action."
rolled below a 5, they are part of the "wait and
see" phase, but can move up to 2 Tiles
beforehand. Player 3: "I'm going to raise an earth wall to
block its advance. Medium action."
When all entities perform their opening
movement, the first Round of combat begins.
The first acting Initiator performs the first
action, which then any other entity on the Once all entities have fully used all of their
map can react to. actions, the Round ends and the next one
begins.
53
Linked Turns
Defeat & Retreat
Whenever two or more Initiators have their
For more information, see Page XX.
starting roll within 2 numbers of each other
(i.e. a 5 and 7), you can choose to Link your
Turns. This means that you may take your
turns simultaneously, coordinating your
actions together.
Momentum
Momentum is a tool the Liaison can use to
pace a combat encounter. Is is a counter that
represents the balance of power between the
party and the opposition.
54
55
Rest & Camping
Rest is necessary to maintain your health and energy while exploring and preparing for combat.
There are two types of rest in the game: Rest and Encampment.
Rest Downtime
Rest is a short period of recovery the party Downtime is a longer period of rest that your
takes. This would typically happen after after party takes between Voyages, which they can
every combat encounter or upon exploring a use to learn new skills and abilities. They are
new area. Rest takes up one timeslot. further explained in Page XX.
Encampment
After a day's worth of exploration, your party
can set up a more permanent rest point in the
wilderness or at a settlement. Your party is
then considered Encamped. Encamping
causes two timeslots to pass.
56
Retreat & Defeat [WIP]
[WIP]
Retreat
The party should not worry about being able
to win every single fight they get into.
57
Danger & Death [WIP]
Endangered Death & Injury
Once your Voyager or a foe has their Break Depending on your choice, your Voyager may
bars and Resolve taken to 0, they become either die or take on a serious injury. The
Endangered: they remain conscious and nature of this death or injury is based on the
active, but their life now hangs on a enemy and attack that inflicted it.
precarious edge.
For example, if the enemy was a swordfighter,
Most foes who become Endangered typically they may have dismembered one of the
will flee battle or surrender - they know Voyager's limbs.
they've lost and will usually make a hasty
retreat. Their morale has been completely
broken and they lose the will to fight. When Recovery
this happens, they are removed from combat.
If your Voyager was Endangered at least once
during their Voyager, you may choose to use
While enemies retreat, Players are still able to
Recovery rules. This Voyager would require
interact with the fleeing foes. They could use
extended rest upon returning to EXDUS HQ to
their actions to pursue and capture them for
heal their wounds and recover to full strength.
interrogation, attempt to plant a tracker on a
This would be the length of one in-game day
foe running back to their hidden base, or kill a
for every time they became Endangered
dangerous creature before it can escape and
during the Voyage.
endanger others.
While Recovering, that Voyager cannot
When the player becomes Endangered, they
participate in any missions until fully healed.
can still choose to take actions. This means
This means the party may have a temporary
they can choose to withdraw to treat
Recruit fill in for them (which the recovering
themselves or in some cases, take on further
Voyager's player would control) or the group
dangers to help their allies.
may choose to play as a totally different party
of Recruits altogether.
Risk
If a Voyager chooses to withdraw upon being
Endangered, the GM may allow them to do so,
and that character leaves combat. They are
assumed to find safety nearby, and cannot
re-enter combat.
58
Conditions
Conditions & Stacks DEBILITATION
Inhibits a target's actions. When a target is
You or an enemy can be afflicted with any
Afflicted by a Debilitation, it continues to take
number of debilitating status effects, called
effect even when cleared, until the end of the
Conditions. These can be crucial in turning the
round or until another Condition of the same
tide of a battle, and can often be followed up
or different type Afflicts or Breaks them.
by further attacks. Inflicting Conditions are
one of your consistent methods to Break foes,
besides Brave attacks and Reactions. Slowed
An entity that is Afflicted with Slow must
An entity can only be marked and inflicted expend double the Movement to move 1 Tile or
with one Condition at a time, but once they perform other movement actions. If this
recover, they can be marked and inflicted Breaks the target, it Roots them instead.
again.
Rooted
An entity Afflicted with Root has their
Condition Die Movement reduced to 0. They cannot be
Whenever an entity is marked with a Displaced or take movement actions while
Condition, they are given a Condition die. This Afflicted, but can still attack and use non-
is a die representing the chance of that movement actions.
Condition inflicting them.
Impaired
Whenever the entity rolls their action, they The entity is blinded, deafened or otherwise
must roll an extra die from that Condition: has their senses disrupted. When the target
rolls an action that also Afflicts them with
> Cleared. If any of their action or bonus dice Impairment, they must instead use the result
roll higher than the Condition, they clear its of the lowest die they rolled for that action. If
effects and nothing happens. The die is then this Breaks them, all their actions for their
removed. entire turn must use the lowest roll.
59
BLIGHT MISCELLANEOUS
Blight is a Condition representing damage Conditions that do not fall under a specific
over time, such as burning or electrocution. category.
The type of Blight is based on the Sphere that
inflicted it. Feel free to apply the effect that Displaced
best fits the action that caused it. Displace and Airborne are resolved
immediately and cannot mark targets.
Whenever a target is marked by Blight and
they roll an Affliction, they take an effect Displace forces movement on the target, and
based on the Sphere that caused it. If they roll can cause them to hit a wall or solid obstacle.
a Break, the Blight explodes and Stuns them, If a target hits something this way, all
causing them to lose all their actions until the remaining Displace stacks are converted into 1
end of the round. This explosion also damage per stack upon impact, which can
damages all foes within 2 tiles of the target. Break. E.g. a target is Displaced +5 and hits a
wall 1 tile away. As such, they would take 4
SUN damage.
Represents burning from fire. If the Blight die
rolls an Affliction, the target takes additional Airborne
damage equal to the roll. On a Break, this A Displaced target can instead be moved
Detonates the target. vertically into the air, which can activate
certain other actions that synergise with it, like
MOON the Armsmaster's Air Juggle. The target takes
Represents the buildup of frost from ice. If the damage based on the number of tiles
Blight die rolls an Affliction, the target is travelled when they hit solid ground, as with
Slowed. On a Break, this Freezes the target. the Displaced condition.
Bleed/Poison/Acid
Unaligned Blight types that can be afflicted by
certain weapons. They deal additional
damage upon an Affliction and can Break, but
have no further effects once cleared.
60
Progression [WIP]
Commendations Voyager Rank [WIP]
Every time your party completes part of their Each Voyager has their own rank, and gaining
Voyage, your GM gives you a number of Commendations allow them to climb higher in
Experience Points (EXP). This EXP can be used EXDUS' leaderboard, allowing them more perks
to purchase different forms of progression for and benefits.
your Voyager.
A Liaison also increases in rank. This allows
At the end of every Voyage, the Liaison gives a them to field more high-rank Recruits from the
report of their performance and their Recruitment pool. At the start of the game,
Commendation level based on how well they Liaisons can only hire Recruits equal to their
did. Think of it as a five-star rating system. own rank.
This is the main way of getting Experience,
and the party gains 1 EXP per Commendation
level. You gain one Commendation level for Personal Experience
each of this criteria fulfilled: [WIP]
> Portrayed EXDUS well (didn't do anything You may also earn up two 1-2 additional EXP
overly criminal or destructive to civilians or for pursuing your own Voyager's goals.
relic sites)
61
Downtime [WIP]
Voyagers can spend time between Voyages
to relax, pursue other interests, etc.
62
Misc. Concepts [WIP]
Size Hybrid
Some portions of this book will mention Size, Weapons/Combat
which occasionally affect spacing and
positioning during combat. In most cases Hybrid weapons use state of the art
though, it is deliberately vague so as to not innovation to combine melee and ranged
overly limit Players from performing cool combat into a single dance of metal and
actions. munitions. This can also be an adept magus-
warrior who uses weapons and magic in swift
tandem.
Tiny
The size of a mouse, fairy or small bottle.
You can choose to give your Voyager a hybrid
Occupies 1 Tile. Can freely move and stop in
weapon during character creation. When
the same space as an entity or object of
doing so, choose a configuration for your
Small Size or bigger.
weapon, and two weapons to combine
together.
Small
The size of a cat, small dog or humanoid child.
Occupies 1 Tile. Can freely move and stop in
Hybrid Weapon Configurations
the same space as an entity or object of
A hybrid weapon can be found in multiple
Medium Size or bigger.
configurations. Some use simple munitions to
amplify their melee attacks; others can use
Medium complex mechanisms to transform between
The size of an average humanoid Sapient, melee and ranged forms.
and animals like large dogs. Occupies 1 Tile.
Synergy
Large A weapon that combines melee and ranged
The size of a horse or car. Occupies 2 Tiles. archetypes, weaving close-range attacks and
harrying fire seamlessly. This can be a
Huge gunblade, firing with each swing of the blade;
The size of a bus or elephant. a rocket axe using jet propulsion to increase
the heft of your swings, and so on.
Colossal
The size of a house. Shifter
A shifter weapon can transform between
multiple different forms during combat,
Companions allowing the wielder to adapt to different
You can choose to have your Voyager bring a situations. It can be a pair of giant scissors
companion on their travels, like a pet, that can merge into a singular giant blade, a
summon or familiar. During combat, the GM scythe that can also turn into a sniper rifle,
simply rules that any Action your companion and so on.
takes is spent from your Actions. However,
your companion would have their own Infused
Resolve, while Bravery is shared between you. An infused weapon is one that doubles as
both weapon and magical focus. The wielder
uses it to channel the World Tree's energy and
hone magic, like a staff or a sword made of
flames.
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64
Money & Resources
Some lore and rules for usage regarding money and other forms of wealth in Voyager: Tactics.
65
Equipment
These are items that the Party will regularly
use, such as weapons, apparel and magical
trinkets. These require Money to be supplied,
or can be crafted or traded with Materials.
Consumables
Based on a common Kaibi folk tale, use of Perishables or items meant for single-use,
Bricks became popularised after what the including food, potions and the like. They are
Kaibi call the Great Siege of Pegoland, in their bought with Money, or can be crafted or
far-off motherland. There, a group of survivors traded with Materials.
were cornered by a massive band of warlords
and raiders, and sought shelter in a place Materials
called Pegoland, where they found a vibrant Component items used to craft other items,
paradise filled with these dreamlike bricks. and are a very useful resource to barter with
They used these bricks to trade with the people who find little use for Money, such as
warlords, who also became enraptured by certain Shard Banners and Raiders. These can
them, believing Pegoland to be the sacred be grains, spices, ores, gems and harvested
realm of an Old World god - turning Pego into parts from monsters, such as scales, vials of
a popular currency ever since. blood or bones.
Money
This represents the Party's overall wealth. Any
money earned by the Party is not tracked
individually, but is added into the party's
Spending Money, or Hoard, which they can
use to buy any number of resources.
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Inventory
During your Voyages, you may encounter objects of interest that you take along with you, usually a
relic or object needed for your objective that you bring back to EXDUS HQ for analysis, processing or
archival. For this purpose, a simple Inventory system is used to keep track of this.
Bulk
Each item has its own Bulk, denoting how
L.O.Q.R
many Inventory slots they occupy. The larger Every Voyage Team in EXDUS has clearance to
or heavier the item is, the greater their Bulk carry one LOQR (pronounced “Locker”) - short
and the more Inventory slots they occupy in for LOcalised Quasidimensional Reliquary. It is
your pack. Once your pack is full, you cannot a remote storage device used to facilitate
carry any more items. long-distance travel by EXDUS operatives and
to transport highly fragile and valuable Old
Light Bulk - 1 Slot World relics.
Any item small or light enough to fit in your
pocket. E.g. small figurines, vials, amulets, The LOQR is a small device that is normally
books and potions. attached to one’s shoulder via a shoulder
strap and is activated by a small wave of the
A purse of 100 Diny costs 1 slot. hand across the shoulder (1 Action). Any item
that is held in the caster’s hands is kept in an
astral pocket dimension until it is recovered
with another 1 Action hand gesture.
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to carry the LOQR, entrusting it and its
Any items inside the LOQR are weightless. The
contents to their care. This Player is called the
LOQR is bound to its user, so only the user is
Quartermaster.
able to access the LOQR’s contents unless
forced open by powerful magic or hacking.
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C H A P T E R III
ORIGINS
69
Creating Voyagers
[WIP]
VENTURE
Choose 1 Core Training from a Venture and
another ability (2 total). This ability can be
learned from the same Venture, or you can
choose a Core Trait from another Venture.
Checklist
By the time character creation is done, your
Voyager should have all these:
That's it!
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Your Sphere Alignment
SUN SPHERE
POWER | CONVICTION | IMPULSE
Like the Sun, I light the way; but in its light I may blind myself to all else.
Like Fire, I burn brightly; but in its blaze I may destroy myself.
Personality I value...
1 - Fiery 1 - A passion for life
2 - Smoldering 2 - Ambition
3 - Bright 3 - Faith
4 - Attractive 4 - Romance and love
5 - Firm 5 - Justice
6 - Strong 6 - A legacy I must uphold
MOON SPHERE
FORESIGHT | WISDOM | KNOWLEDGE
Personality I value...
1 - Cool 1 - Gathering knowledge
2 - Icy 2 - Teaching others
3 - Transparent 3 - Knowing the truth
4 - Mysterious 4 - Understanding myself
5 - Distant 5 - Caution and consideration
6 - Wise 6 - Moderation in all things
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EARTH SPHERE
PROTECTION | RESILIENCE | HARMONY
Like the Earth, I stand firm against all; but in its unyielding I may break into pieces.
Like Nature, I nourish and preserve; but in its life I may decay and lie
Personality I value...
1 - Sturdy 1 - Caring for others
2 - Charitable 2 - Protecting from harm
3 - Protective 3 - Tradition
4 - Experienced 4 - Serving a cause
5 - Unbending 5 - Cooperation
6 - Comforting 6 - Peace
SKY SPHERE
INTENT | PRECISION | CONTROL
Personality I value...
1 - Charismatic 1 - Caring for others
2 - Commanding 2 - Protecting from harm
3 - Precise 3 - Tradition
4 - Disciplined 4 - Serving a cause
5- 5 - Cooperation
6 - Comforting 6 - Peace
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Optional Details [WIP]
Additional details you can add to your Voyager's backstory by rolling on tables.
73
?
74
Visages [WIP]
Emanating from the World Tree is the Dreaming. Does the Dreaming proceed from the magic of the
Tree, or does the Tree proceed from the Dreaming, becoming a gateway into its mysteries?
From the Dreaming, all thoughts proceed from it and enter its fold, eternally born. It sleeps within air
and rages within the fire. It is the past, present and future.
The stars dreamed, and the world awoke. The world dreamed, and humanity awoke. Humanity
dreamed, and the Tree awoke. A new star watches over you.
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Visage of the Fallen
Flame
"I beheld a manlike form, angelic in countenance and enwreathed in flame. This man stole fire and gave it to
mortalkind; plucked a star from heaven and planted it upon the earth. For this he was punished, chained to a
rock to be eaten by eagles. For this he was cast to the earth, regarded as a traitor of order."
1 | Flamebearer
TBA
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Visage of the Doomed
Hero
I behold a champion, child between a god and a human, bathed in immortal waters by the heel. I behold as he
faces trials, plucking fruit from forbidden gardens and slaying great beasts. I watch as he seduces and seizes
death by the heel, until his hubris overtakes him, like death upon the aged.
O, how great are the hero's deeds! But greater still is the hero's fall! Hundreds will cheer at his triumph, but
thousands will weep at his undoing!
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Visage of the Hearth
TBA
Description
Miracles
1 | Cornucopium
Blessing
All members of the Voyage party have +10
increased maximum Resolve. +10 per rank.
3 | Rejuvena
Burst
g
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Visage of the Sky
Regent
I behold a great regent, sitting upon a throne of darkness hovering over the waters of old. I watch him cleave
the unborn world into two, slaying the serpent of deep waters and creating the world from its remains. He
takes its flesh, and with it he shall feed his children.
Description
Miracles
1 | Chain Lightning
Blessing
Whenever any entity in combat performs a
Critical, lightning bursts, striking the closest
entity within 2 tiles.
2 | Realm of Judgement
Bane
The entire Voyage will be plagued by storms
and inclement weather at any location the
Voyage party visits.
3 | Strike
Burst
At the start of every Round in combat,
lightning strikes a random area.
4 | Zehpyrus
Blessing
All entities' HIT or AIM actions also repel the
target by the full amount rolled.
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Visage of the Leviathan
I behold a great endless serpent, winding around all creation and stirring up the waters - waters so black that
it swallows all. I behold it biting its own tail, for there was no other space for it to go, encompassing all things,
until it too, became nothing.
Description
Miracles
1 | TBA
Blessing
2 | Deluvian Manifestation
Break Event
Every Round in combat, a massive spectral
wave sweeps across the map, Slowing all
entities for one Round.
3 | TBA
Burst
g
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Visage of the Creator-
Destroyer
TBA
1 | TBA
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Visage of the Three-
Headed God
TBA
1 | TBA
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Visage of the Great
Hunt
TBA
2 | Worthy Prey
Bane
At the start of combat, the entity with the
highest Resolve is marked by the Hunt.
3 | Beastwalker
Burst
Tannin will not attack you in Skotos.
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Visage of Death
"I behold deep cave, where a lover's voice calls out. An opulent king, adorned with the riches of the earth, a
boatman ferrying me across a wailing river. My heart is measured on the scales.
Description
Miracles
1 | Liminal Space
Blessing
2 | TBA
Bane
3 | TBA
Burst
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Visage of the Fool
TBA
Description
Miracles
1 | TBA
Blessing
All members of the Voyage party have +10
increased maximum Resolve. +10 per rank.
2 | Simian Staff
Blessing
An ally's weapon extends indefinitely, striking
and stopping at the first enemy or obstacle hit
before returning to its normal length.
3 | TBA
Burst
g
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Visage of the Sword
TBA
Description
Miracles
1 | Battle
Blessing
All entities in combat deal more damage
2 | Bloodletter
Bane
All Brave attacks inflict Blight (bleed).
3 | TBA
Burst
g
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C H A P T E R IV
SAPIENTS
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[WIP]
Move to Voyager creation Chapter.
You may freely decide how unique your While your Voyager may not be loyal to their
Voyager looks, from their outfit to their gear. given Faction, it nonetheless is a defining pillar
Your Voyager is either an established figure in to who they are now. For some Voyagers,
their Faction or someone holding great joining EXDUS may be an amusing side gig
potential who was scouted or chose to join that promises new sights and a chance at
EXDUS. As such, they may usually have their glory. For others, the promise of exploring and
own gear that they're comfortable with. unifying a divided and untamed world
resonates deeply with your Voyager, and
This is based on the philosophy that you they've now made it their life's calling.
should be able to take any cool anime
character design you love (non-commercially The Voyager's Faction holds influence over
of course) and be able to play them here Revenir and can even affect the campaign,
without much problem, and shouldn't have to such as encountering soldiers from the Sol
limit yourself by trying to make your character Empire and a minor Shard Banner fighting
fit certain equipment or items. each other, or finding a lone researcher from
the Cartograph Charter camping outside a
cave.
Sapients
A Sapient is a broad term referring to any Here, a Voyager's loyalties may be tested: will
humanoid, intelligent species that have they end up assisting their kinsmen, or will
evolved to inhabit the post-Emergence world they see value in the principles of EXDUS and
of Revenir; some common and some rare. find a middle ground to mediate between two
Because more Sapients are being discovered battling groups?
day by day, this term was coined by EXDUS
and kept open-ended on purpose.
Ventures
The most that EXDUS knows is that a majority Ventures embody the many life callings the
of Sapients were once originally Humans Voyager may belong to, usually based on
themselves, but the magic of the World Tree their choice of Faction. The Factions outlined
combined with their highly demanding here are the ones that are 1) known within
environments caused a state of accelerated Revenir, with enough notable members to be
evolution across the world; and within just a recorded by EXDUS; and 2) typically friendly or
few generations these adaptations began to neutral to EXDUS. There are still many that lie
manifest and reshape their biologies. unknown in the World Beyond, waiting to be
created by the GM and discovered by the
This means that most (though not all) Players.
Sapients owe their origins to the humans of
the Old World: Earth.
Creating a Liaison
This is similar to creating a Voyager, but
Factions having a completed sheet is not necessary,
Every Voyager will have a different upbringing, only their Spheres and Origin. (add special
culture and allegiance prior to joining EXDUS. Liaison skills?)
This is exemplified by their Faction, which
embody the many cultures and organisations
in Revenir, some ancient and some young.
They have their own customs and often
hierarchies that Voyagers can choose to
participate with in exchange for their good
88
Choosing Your Sapient
Your Voyager is no more than 8 inches tall. You either cannot or find difficulty interacting
Tiny entities can move through any Tile with features meant for Medium-sized
occupied by an obstacle or another entity of Sapients, such as doorways, chairs and
any Size. You must spend double the narrow corridors.
Movement to traverse 1 Tile, and require 3
Movement to climb 1 Tile.
Size: Medium
Choice
Common Sapients: Any
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Optional Traits Mixed Parentage
There will be a limit to how many Variant You may freely play as a Voyager of mixed
Traits you can take for your Voyager. However, parentage, having parents from different
you can freely take any of these optional Sapient types.
Variant Traits, as they do not have a huge
mechanical impact on your character, and During character creation, when you choose
are moreso used to help flavour their two of your Sapient's Variant Traits, instead of
interactions with the world or how they fight. choosing both from the same Sapient, you
may instead take one trait from one parent
Bite Sapient and another trait from the second.
Optional Trait
Common Sapients: Kaibi, Ruaya, Orzlaty, Your Voyager may typically exhibit traits from
Drachéan both parents, or may look like a fusion of both,
perhaps leaning towards one more than the
You have sharp teeth or pointed beak with a other. For example, a Human-Síoraí person
powerful bite that you can use for attacking - may look entirely human, save for two pointy
rolling your HIT action as if attacking with it. ears. A Kean-Ruaya person may be a short
reptilian humanoid.
Claws/Talons
Optional Trait
Common Sapients: Kaibi, Ruaya, Orzlaty,
Drachéan
Prehensile Tail
Optional Trait
Common Sapients: Kaibi, Ruaya, Drachéan
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Aedean
Also called Survivors, Homo sapiens or Proto-Sapients, Original Humans are some of the only people
who survived the Emergence of the World Tree largely unchanged genetically, and are the
prototypical template of sapient organism that would hyperevolve into numerous - though not all -
known Sapient species in the New World.
Aedean in life.
"Our ancestors were known for their fear of Aedean religion and collective thought is
death, and in a way we are scarcely different; we often centred around the Fear Of Death: an
fear for our collective fading away." innate sense of internal compulsion to leave
behind a lasting legacy or memory upon the
Origin: Pre-Emergence Original Human world, lest all memory of Earth perish with
them as a people.
Age: Humans reach maturity at about age 20
and live for up to 120 years. Most other Sapients are friendly with or
ambivalent to Aedeans, but largely hold
Prevalence: Common. The most well- respect for their powerful organisations and
documented Sapient in EXDUS records, vast influence over resources. A lot of others
numbering well in the hundreds of thousands. would say that Aedeans tend to always be
stuck in the past, poring over tomes and
Vibe: Vanilla human artifacts, or always in a hurry to accomplish
great things.
Playing an Aedean
As an Original Human, you are just as much of AEDEAN NAMES
an oddity as the other Sapients around you - Aedean names are largely derived from
your defining quirk being that your people are Eglaise, the closest equivalent to Old World
living remnants of the Old World, called Earth. English. Due to the passage of time, these
names may resemble names from the Old
For this reason, Aedean mythology and World, albeit spelled differently - or names
religion paint themselves as the "Chosen taken from words we don't typically use as
Survivors", as their oldest myths recall a small given names on Earth, such as surnames or
group of people being trapped within the place names.
boughs of the World Tree during the
Emergence, and so were sheltered and Vesper, Alma, Calder, Dawne, Emileigh, Soren,
cushioned from most of the cataclysms that Townes, Tenemant, Phileon, Darias, Treu,
harrowed the earth. Caldeneaux, Sterian, Gilhauder, Flo, Frau,
Senny, Tullwise, Ivernon, Pam, Delacourt,
Due to the safety afforded by the World Tree's Lyonessa
protection, Aedean cities, called Relic Cities,
tend to be the most prosperous within Revenir,
and many Aedeans are only familiar with the
comforts and luxuries of these idyllic places,
some calm and rural and some bustling with
activity - your Voyager seeking the hard life of
adventure being something of an anomaly.
These cities have also spread to the nearby
region called the Vinelands. As such, Aedeans
tend to be well-versed in the arts and
academic ventures, pursuing many interests
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92
Aedean Variant Traits
[WIP]
Choose up to two at character creation.
3 | Magical Anomaly
Your Earth genes makes you oddly resistant to
the World Tree's magic. All your rolls from your
CAST actions are halved. Conversely, any
magical action or effect on you also has its
effects halved, whether from an enemy or ally.
This includes elemental magic and magical
healing.
4 | Knife's Edge
You psych yourself up to keep fighting. Once a
combat, if your Resolve gets taken to 0, you
do not become Endangered until you finish
taking your Turn for that Round. You then
become Endangered at the end of the Round.
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Shardlander
95
Shardlander SHARDLANDER NAMES
Most Shardlander names have a given name,
"An earth carved into a thousand Shards; a sky followed by their surname - taking after their
apportioned to a thousand clans." father or mother - and then followed by their
Banner's name.
Origin: Pre-Emergence Original Human
Hroldr Hroldson Vangyr, Caewyr Elansson
Age: Humans reach maturity at about age 20 Droma, Kainvangr, Yngvir Merasdottir Graive,
and live for up to 120 years. Sorja Freasdottir Sponn, Aife, Bryn, Caradhrun,
Volstanga, Anvar, Stahl, Frakke
Prevalence: Common. While scattered
among the different Shards, the larger
Banners are quite populous, holding tens of
thousands of citizens.
Playing a Shardlander
Contrasting with the average Aedean,
Shardlanders are a hardy, rustic people. The
Emergence flung landmasses called Shards
into the sky, cutting them off from nearly all
traces of civilisation or knowledge of the lost
Earth.
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Shardlander Variant
Traits
Choose up to two at character creation.
1 | Shardwalker
Acclimated to the Shardlands in your
formative years, you have natural
Shardlander toughness, and take half
damage from all Displace or Airborne stacks
(rounded down).
3 | Fighting Spirit
While you are Endangered, all Break effects
are halved when rolled, allowing you to
potentially prevent them.
4 | Tenacious Spirit
While you are Endangered, all your actions
gain +1d.
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Amerusan
Amerusan Hawkbrand's Soul
An Amerusan's body is pyrokinetically
A nomadic people of crystal, fire and flesh, charged - their hair is fire and the flesh a
hailing from a faraway land of choked ash and strange obsidian. These flames are warm but
spires of red glass. do not emit enough heat to hurt anyone who
touches you, unless you are under great
Origin: Hyperevolved post-Emergence emotional stress or choose to let loose your
Human inner flame.
Age: Amerusans reach maturity at about age You always glow while in darkness, but can
20 and live for up to 120 years. spend an Action to briefly suppress your
flames. You are also deathly repelled by large
Prevalence: Uncommon. All Amerusans are bodies of water and prefer dry, hot conditions.
those who went on a pilgrimage to the World
Tree and found their passage into the Known You can still eat food and drink water, but
World, a large majority passing through the eating anything that can be treated as
Vinelands and most making their homes at flammable fuel is equally as nourishing for
the Sentinarium and its surrounding regions, you. The more purely it burns without leaving
or at Aeden's outermost Relic Cities. much ash, the more nourishing and tasty it is
to you. Any residue is expelled as smoke and
Vibe: Nomadic fire elementals ash from your mouth - it's considered rude to
do so in good company except in controlled
puffs.
Playing an Amerusan
Amerusans originate from various colonies of When you are hurt, pieces of your skin break
pioneers, arms dealers and mercenaries, off in flecks of black glass and sparks of fire.
hailing from a land called Amerusa. Do note however that you still have something
Interestingly, a vast majority of Amerusans resembling human biology and organs
speak almost perfect Eglaise just like internally, but vastly evolved to adapt to your
Aedeans, suggesting a common Old World new physiology.
ancestry.
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Amerusan Variant Traits
[WIP]
Choose up to two at character creation.
1 | Heartsflare
When attacking a target in melee, you can
spend a Fast CAST action to cause your inner
flame to flare out and burn a nearby entity.
This marks the target with 1 Blight (burning)
and also ignites nearby flammable materials.
2 | Volatile Flame
Whenever you Break, you instantly explode,
dealing 20 damage to all entities (including
allies) in a 3x3 Box around you.
3 | Smokebreather
You can spend 1 Medium CAST action to expel
smoke from your mouth (likely your lunch
from an hour back), covering 1 Tile in front of
you, which lasts until the end of the round. Any
entity standing within the smoke is Impaired.
4 | Cinderfeet
Your body was particularly adapted to the
harsh heat of Amerusa. When passing terrain
associated with fire, like magma or burning
Tiles, you do not treat these Tiles as difficult
terrain, and do not take damage from them.
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Phytosapien Magoi
Phytosapiens are a unique Sapient born directly from the World Tree itself. They are humanoids with
plantlike biology like leaves for hair and bark for skin. The two variants of Phytosapien here are the
magically attuned Magoi and their guardian brethren, the Xyloliths.
The Dreaming
Playing a Magoi Magoi do not require sleep. When you rest,
The Magoi have been the subject of most you can choose to enter a state of collective
mystery and reverence in Aedean mythology, unconscious between all Magoi called the
with many Aedeans of ancient times seeing Dreaming.
them as otherworldly prophets or messengers
of the gods. Nowadays, they share a more While within the Dreaming, you are able to
equitable status with other Sapients, but are contact other Magoi who are also resting, and
nonetheless a subject of much are able to share information with each other
romanticisation in Aedean art and literature. through short conversations or mental
images. You are also able to telepathically
Some Magoi serve as mediators between reach non-Magoi whom you have a bond
Aedean society and the World Tree, with.
interpreting their visions as signs from Eld
Aestus. These often use their visions to seek Additionally, you may randomly gain visions,
out and beknight Heirs to wield the World namely of the past world, which was called
Tree's power in the form of Origin Weapons. Earth. These visions are flashes of memory
from the departed souls of the Old World.
Other Magoi work with EXDUS on a more
secular level, using their visions to help the Your Liaison may require you to roll your SENSE
commission unravel the secrets of the action against a certain TD, and the outcome
unknown world before them, and to glimpse of the roll would determine the clarity of the
into the lives of its bygone people. Others still vision and the amount of information gained
pursue a more individual journey, looking from it, which may aid you on your adventures
inward and using their visions to plumb the or simply add more interesting stories to
depths of the world's memories in order to collect.
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Sundreamer
You become sluggish and lethargic when
separated from sunlight for too long. If you
spend more than 1 day separated from
sunlight, such as underground or travelling in
Skotos, your mind becomes dulled, becoming
sleepy and unfocused.
MAGOI NAMES
Magoi prefer simple names without many
syllables, typically from words they learned at
the Arborice.
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Magoi Variant Traits
[WIP]
Choose up to two at character creation.
Circadian Rhythm
Phytosapiens are also sensitive to sunlight
and water. When underground or somewhere
barren, you are able to sense the direction of
a source of either sunlight, moonlight or water
within a horizon's distance.
Weltengeist
You always know the direction of the World
Tree. You also can innately pinpoint the
location of any World Tree fragment or high
concentration of magic within a vast
distance. The range is roughly 1-3 days'
distance on foot.
Hide on Bush
You can spend 1 Fast DARE action to make
yourself Stealthed when standing on or near
thick vegetation, like trees or bushes.
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Phytosapien Xylolith
107
Xylolith sleepy and unfocused.
Treeguard's Soul
As a Xylolith, you have naturally tough bark
and a robust stature. Being a Phytosapien,
you do not require sleep, owing to your origins
as the ever-vigilant protectors of the World
Tree and its progeny. However, you are not
able to see into the Dreaming like your Magoi
siblings.
Sundreamer
You become sluggish and lethargic when
separated from sunlight for too long. If you
spend more than 1 day separated from
sunlight, such as underground or travelling in
Skotos, your mind becomes dulled, becoming
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Xylolith Variant Traits
[WIP]
Choose up to two at character creation.
Bark Armour
Your Voyager has thick bark that shields them.
You have 1 Armour that regenerates every
time you rest. This cannot overlap with other
Sapient Traits that grant Armour.
Deep Roots
You can plant yourself in the ground and
create firm roots to lock yourself in place as a
Fast DARE action. When doing this, you are
considered Rooted and cannot move or be
Displaced except through teleportation.
I Am Tree
You can spend a Fast DARE action to make
yourself Stealthed when standing next to a
large tree (large enough to be a physical
obstacle on the map) or parts of the World
Tree.
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Kaibi
111
112
Kaibi Variant Traits Ramming Charge
You have powerful horns, antlers or just a very
[WIP] tough cranium. Whenever you Displace a foe,
Choose up to two at character creation. you can also choose to move yourself as you
Displace the target at no cost, landing on the
Heightened Sense Tile next to them when they stop.
You have heightened perception from your
animal features, which can be an enhanced
eyesight, hearing or sense of smell. You and Carnivore
your Liaison would choose which makes the Due to your biology, you can eat raw meat
most sense for the type of mammal your Kaibi without problems. You can also crush bones
embodies. You can then use this as your and consume the marrow for sustenance.
SENSE action, such as sharp eyes to find
distant targets or enhanced sense of smell to
track someone's scent. You would gain +1d Herbivore
when using your senses this way. Due to your biology, you can eat raw
vegetation without problems. You can also
consume normally poisonous and irritating
Roar plants and shrug off its effects.
You can spend 1 Slow DARE action to perform
a fearsome growl or roar, marking all entities
within 3 Tiles of you with Fear. Righting Reflex
You do not take fall damage up till 5 tiles of
elevation, and for any height greater than this,
Sprint you can roll your SAVE action to reduce its
You can use a burst of stamina to run ahead, damage. You still take normal Displace
but become tired afterwards. Once a turn damage from being thrown against solid
when you use a MOVE action, you can choose walls and objects.
to double the number rolled. Afterwards, you
become tired and cannot spend any more
Movement until the start of the next round. Centaur Body
You may have the lower body of an animal.
Depending on the animal’s size (anything that
Pounce is the size of a horse or larger), then your Size
Your Voyager has strong jumping legs like is Large.
that of a cougar or gazelle. Once a turn when
you use your Movement, you can make that If you are a Large centaur, you can carry one
movement into a jump, becoming Airborne Medium size entity on your back (occupying
and flying over obstacles, chasms and Large your Back Tile), or two Kean (occupying your
or smaller entities. Head and Back Tile), and they follow your
Movement during your Turn. It costs a Fast
DARE action for them to climb on your back,
Thick Hide but dismounting has no cost.
Once a round, when you roll your SAVE to
Block against a physical attack, you can reroll Allies can also perform attacks and cast
one of the dice if the outcome was not to your magic while carried by you. Any hostile
liking. actions that hit Tiles you occupy also hit allies
occupying those Tiles.
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Ruaya
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Ruaya RUAYA NAMES
Many Ruaya names are derived from Azka,
A variant of human with reptilian, amphibian one of their languages, which itself is a
and piscine traits that have adapted to living centuries-old conglomeration of different
along rivers and underwater. Southeast Asian languages, which is the
region most Ruaya have originated from
Origin: Hyperevolved post-Emergence along their sea routes and rivers.
Human
Esh-wai, Tilka, Surun, Hesh, Ezta, Ular, Kolel,
Age: Ruaya can be quite long-lived, maturing Matan, Renang, Sawa, Banya, Jalan, Soldek,
at about 12-18 years and living up to 240 Tathi, Mamar, Cichak, Salrash, Kopek, Soseli,
years. Barat, Duri, Ishbak, Sisik
Playing a Ruaya
The Ruaya have a storied history and are
some of the most well-travelled peoples in
Revenir, making their homes in and around
the great rivers and lakes, both charted and
undiscovered.
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Ruaya Variant Traits
True Carnivore
[WIP] Due to your biology, you do not need to eat
Choose up to two at character creation. often, only needing to eat a large meal about
once a week. You can also eat raw meat
Hard Scutes without problems.
Your Voyager has a shell like a tortoise or
turtle. You have 1 Armour that regenerates Mucus
every time you rest. This cannot overlap with You can use a Medium DARE action a to
other Sapient Traits that grant Armour. secrete sticky mucus over your body, and are
covered in it until the end of the Round. Any
Setae attempts to physically restrain or grapple you
Your Voyager has sticky pads on their fail during this duration. Any entity that
extremities like a gecko. They can climb walls touches you also is Slowed until the end of the
and sheer surfaces. Your hands are occupied round unless they spend a Medium action to
when doing this. remove it.
Strong Tendons
Your Voyager has strong jumping legs like Sticky Tongue
that of a frog. Once a turn when you use your You have a long tongue that can be used to
MOVE action, you can make that movement catch things. It can grab any entity or object
into a jump, becoming Airborne and flying that is your Size or smaller. You can use a
over obstacles, chasms and Large or smaller variable AIM action to Displace the target,
entities. moving them towards you. If used on
something larger than you or is Rooted, you
pull yourself to it instead. The distance is
Venom
based on that action die's maximum value.
Once a round, you can make a melee or
ranged attack using your HIT or AIM action by
injecting, spitting or spraying venom. Choose
one effect for your venom: Centaur Body
You may have the lower body of an animal.
Corrosive Depending on the animal’s size (anything that
The target gains 1 Blight (poison). is the size of a horse or larger), then your Size
is Large.
Neurotoxin
If you are a Large centaur, you can carry one
The target's senses are assaulted, Impairing
Medium size entity on your back (occupying
them.
your Back Tile), or two Kean (occupying your
Head and Back Tile), and they follow your
Frenzy
Movement during your Turn. It costs a Fast
The target temporarily goes berserk and is
DARE action for them to climb on your back,
Taunted.
but dismounting has no cost.
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Orzlaty
Orzlaty being able to adjust to new lifestyles and
customs incredibly quickly.
Playing an Orzlaty
The Orzlaty come from far beyond the Known
World. They are highly valued as Voyagers not
only for their natural ability to fly, but also
because of their vast history of having
explored the World Beyond.
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Orzlaty Variant Traits
[WIP]
Choose up to two at character creation.
Light Skeleton
Due to an Orzlaty's semihollow skeleton, you
are able to navigate the skies without much
harm.
Vestigial Wings
Cannot be taken with other traits giving
Wings. You have vestigial wings you can flap
to partially mitigate fall damage. You do not
take fall damage or Displace damage up to 4
tiles.
Functional Wings
Cannot be taken with other traits giving
Wings, and requires Light Skeleton. You have
fully functioning wings you can use to fly.
Once a round when rolling your MOVE action,
you can choose to fly, ignoring chasms,
obstacles and other entities, and are
considered Airborne.
Bright Plumage
You have bright feathers that can be used to
distract. As a Medium action, you can flare
your feathers to mark a target or group of
minions with Taunt, provoking a target to
attack you.
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Síoraí
Síoraí survive at great heights, their skeletons are
very fragile and susceptible to damage,
making the rough-and-tumble life of a
A variant of human adapted to living in the Voyager quite unappealing for most Síoraí.
highest elevations in the sky, with light, You must have a really good reason for it,
semihollow bones and long, feathered ears. then!
Prevalence: Uncommon. Though it is known Velynn, Fflur, Ilwaith, Cimhair, Jaen, Hwyfen,
that the Síoraí have a sprawling monarchy Gwen, Eyvan, Alanna, Eogirn, Niachta, Lellandi,
numbering in the thousands, they are all Dearg, Aedh, Arthnael, Brionna, Corraidhen,
located in the nigh-unreachable Eyries, and Morgant, Tyndear, Druasta
the only representatives known are those who
have chosen to descend from their skybound
fortresses and interact with the rest of
Sapientkind.
Playing a Síoraí
Nearly all Síoraí live or come from the Eyries: a
lonely collection of Shards found in the
highest levels of the atmosphere. The Síoraí
are some of the only people capable of
surviving at such heights where the air is thin
and treacherous winds can fling any person
off for miles.
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Síoraí Variant Traits
[WIP]
Choose up to two at character creation.
Light Skeleton
Due to a Síoraí's semihollow skeleton, you are
able to navigate the high Shards of the Eyries
without much harm.
Stormblood
You have a heightened sensitivity to air
currents. Using the sensitive feathers on your
ears, you can sense the direction of any wind
or air current near you, no matter how subtle.
Magical Attunement
You have an unusual attunement with magic.
[WIP]
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Drachéan Drachéan
An enigmatic people descended from the original
seven Drachéan siblings, hatched from seven eggs
Blood Drachéan scattered from the fallen Dragon Star comet.
Playing a Drachéan
Drachéans are a young Sapient, only
emerging a little over 80 years ago when the
Dragon Star fell to Revenir. The original seven
Drachéans, hatched from seven eggs
scattered to the world from the Dragon Star's
detritus, mated with other Sapients, creating
every single Drachéan alive today. They've
quickly grown to populate every major culture
Fire Drachéan centre in Revenir due to their varied types,
remarkable adaptability and the other
Sapients' fascination with them.
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Dragonstar's Soul DRACHÉAN NAMES
You are born under one of the seven dragon Drachéans name themselves based on the
lineages, originating from the eggs hatched cultures they choose to make their homes in.
from the fallen Dragon Star:
Duadrach, Tylvean, Estre, Gyllvean, Sirdh,
Earth Dragon of Life Ymbra, Vanagant, Ellavere, Cuidere, Dravona,
Earth Drachéans typically pursue peace, Vernach, Brunvair, Taevall, Druin
longevity and coexistence with nature. Your
horns are shaped like short stubs or spiraled
knobs on the top of your head.
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Drachéan Variant cannot Block, Dodge or Parry against. If this
damage causes them to Break, this damage
Traits [ WIP] heals your Resolve to full instead. If you Break
Choose up to two at character creation. from a hostile action, the attacker Breaks as
well.
All Drachéans except for the original Seven
have mixed parentage with other Sapients,
though typically their Drachéan genetics Umbral Scales
manifest more predominantly. You may freely Shadow Drachéan
choose a Variant Trait from any other Sapient You are always Stealthed while in total night
after choosing your Drachéan trait. or darkness. If you attack or take an action
that would reveal you, you become Stealthed
Hardened Scales again at the end of the round as long as you
Earth Drachéan remain in darkness.
Your Voyager has hardened scales and
scutes on their body. You have 1 Armour that
regenerates every time you rest. This cannot
overlap with other Sapient Traits that grant
Armour.
Draconic Charisma
Steel Drachéan
Your FACE actions gain +1d, denoting your
unusual charisma and magnetic aura.
Draconic Mind
Water Drachéan
Your LORE actions gain +1d, denoting your
unusual intelligence and capacity to learn.
Skylord
Sky Drachéan
Whenever you are Airborne, you can spend a
variable MOVE action to fly in a given direction
and landing safely if it is within a similar
height.
Blood Price
Blood Drachéan
You only have 3 Break bars. Whenever you
take Resolve damage, your attacker is
inflicted with the same amount of Resolve
damage they inflicted on you, which they
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Shadow Drachéan Blood Drachéans Water Drachéan
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Feithéan
Feithéan Your Feithéan may have been a survivor of
these collapsed cities who has fled to the
surface, or you may be one of the new
An insectoid variant of human, having emerged generations of Unhidden who have chosen to
from mysterious underground cities years ago. leave the darkness and see the world above.
Playing a Feithéan
Feithéans are former humans with largely
insectoid traits - a hyperevolved adaptation
after fleeing underground during the
Emergence. This led them to create vast
underground kingdoms connected by
labyrinthine tunnels, called the Hidden Cities.
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Feithéan Variant Traits inflicting Root on them immediately if they are
your Size or smaller.
[WIP]
You must stay within 1 Tile of the target to
Choose up to two at character creation. maintain this, and if you take any Movement,
you are Slowed and must drag the target with
you unless you let go.
Exoskeleton
Instead of wearing armour, you have natural
armour called an exoskeleton which acts as Venom
your defense. During Downtime, you undergo Once a round, you can make a melee or
a process called Molting in order to better ranged attack using your HIT or AIM action by
adapt your body. injecting, spitting or spraying venom. Choose
one effect for your venom:
Molting has remarkable regenerative powers.
While Molting, you are able to heal grievous
Corrosive
wounds, such as regenerating a lost limb.
The target gains 1 Blight (poison).
Larger injuries take a longer period to
regenerate across multiple periods of
Neurotoxin
Downtime.
The target's senses are assaulted, Impairing
them.
Swarmchild Frenzy
You are able to sense and read the traces of
The target temporarily goes berserk and is
pheromones left by other Feithéans and local
Taunted.
subterranean life that offer clues about their
location. These pheromone trails are encoded
with simple information about the current
location, its relation to other locations based
Scorpion Tail
You have a long tail you can use to fight. This
on the direction of the trail, cryptic words and
tail can be used to perform attacks using your
messages about its history, as well as
HIT Dice, and can be used to execute
surrounding local landmarks and life.
Techniques. This automatically gains the
Venom trait at no extra cost, but can only be
While your Feithéan would be able to naturally
used in melee.
perceive the general trail itself and where it
leads, deciphering detailed information from
it requires succeeding a SENSE check.
Vestigial Wings
Cannot be taken with other traits giving
Wings. You have vestigial wings you can flap
Multiple Limbs
to partially mitigate fall damage. You do not
You have multiple limbs that you use for
take fall damage or Displace damage up to 4
attacking - rolling your HIT or AIM Dice as if
tiles.
attacking with them. Having a different
weapon in each limb counts as separate
attacks from them.
Insectoid Wings
Cannot be taken with other traits giving
Wings. You have fully functioning wings you
Mantis Limbs/Pincers
can use to fly. When rolling your MOVE Dice,
You have the arms of a mantis or scorpion,
you can spend an additional Action Die of any
which you can use to attack and restrain foes.
type to fly instead when taking your
You cannot perform dextrous tasks that
Movement, ignoring chasms, obstacles and
require hands unless you take Multiple Limbs.
other entities, and are considered Airborne.
You can use your specialised limbs to perform
melee attacks using your HIT action. When
attacking, you can also choose to deal no
damage, but grab onto the target instead,
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Viemor
Viemor
A noble people whose unliving souls are bound to
Immortality
the vast land of Skotos, the Valley of Shadow. All Viemor are souls suspended in thanatotic
stasis, meaning they are functionally
Origin: Thanatotic pre-Emergence Human immortal. You do not need to sleep, eat or
breathe.
Age: Immortal. Your apparent age is that
when you originally died. Every Viemor is also bound to a Memento,
which is an object your soul is tied to while
Prevalence: Rare. Skotos is a dangerous and you were once alive. Your Memento can take
hostile uncharted land. However, the few the form of any personal item. It can be as
Viemor that venture outside Skotos speak of small as a necklace or book, or as large as a
vast underground citadels and armies of chair, vehicle or even an entire house.
spectral riders.
If you take fatal damage after being
Vibe: Zombies, skeletons, ghosts and Endangered and Breaking one last time, the
vampires physical shell of your body loses its form and
your soul returns to your Memento, wherever it
is located. While reforming within your
Playing a Viemor Memento, you are conscious and your voice
The Viemor, also known as the Unliving, are emanates from it. It then takes 1 day for your
citizens of the subterranean region of Skotos: body to reform itself.
a strange rift that appears to trap the souls of
all within it. This rift mysteriously opened If your Memento is destroyed within Skotos,
during the Emergence and swallowed up an your soul is bound to Skotos forever and you
entire nation of people, suspending them in a can never leave its borders again, on pain of
permanent state between life and death. oblivion. If your Memento is taken outside of
Skotos itself and destroyed, your soul has no
As such, the oldest Viemor in Revenir are tether left and is lost forever to an unknown
humans who were alive prior to the fate.
Emergence, and their knowledge of the World
Before is highly sought after by researchers
and archivists. Deathless Soul
Your character belongs to one of two Viemor
Since then, any soul who dies within the variants:
shadowed valleys of Skotos are reborn as
Viemor. If a non-Viemor Sepient happens to
Cadavre
die in Skotos, they are also reborn as a
Your body resembles that of a skeleton or
Viemor.
zombie.
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VIEMOR NAMES
Viemor mainly derive their names from either
Sangrais, the language of the tenebrean
nobility, or Nachtsprache, the speech of the
hardy Khaosjagd warrior folk.
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Viemor Variant Traits Possession
[WIP] Spectre
You attempt to possess an entity within 1 Tile
Choose up to two at character creation. of you as a Slow action. The target can roll to
SAVE against this, and this effect is interrupted
Detachable Body if you Break or if you are no longer 1 Tile apart.
Cadavre
You can detach any of your body parts, and If you fail, nothing happens. If you succeed,
must spend a Fast DARE action to manually you enter their body and control them briefly,
reassemble yourself. until the end of the round. You forego any
actions on your turn, and instead use the
This can be used for tasks like throwing your target's actions when their turn begins.
body parts to certain areas, increasing your Otherwise, the target is Stunned.
weapon's reach by 1 Tile, detaching your head
to peer over walls, etc. When detaching your
body, you perform the detachment and the Blood-drinker
task it's for within the same action. Vampire
You require blood to maintain your physical
form. Whenever a timeslot passes and you
Fall Apart didn't drink any blood, you only have 5 Resolve
Cadavre when you set out. When within 1 tile of an
When a hostile physical action would damage entity or ally that has blood, you can spend a
you, you can choose to instantly collapse into Slow action to drink from them, dealing 15
a pile of bones or body parts upon impact at damage to them and restoring your Resolve
no action cost, which negates its damage to full.
and effects. However, you must then spend a
Slow action to reassemble yourself
afterwards. Torpor
Vampire
If a hostile action was sufficiently impactful,
such as a large explosion, your body parts Who disturbs my rest?!
may be blown to different places on the map,
up to 3 different parts and up to 3 Tiles away. Whenever you Rest or Encamp, you enter
You cannot reassemble yourself alone, but torpor, a state of undead sleep. Your next
any allies who pass by the Tile that body part action immediately after you exit torpor gains
is on automatically picks it up, but must a +3d bonus. You float over the ground, and
spend 1 Fast action to reassemble you your allies can carry you along whenever they
together. travel with no impediment to their movement.
If these allies are all within 1 Tile of each other, You can spend 1 Slow action to reenter torpor
this entire process only costs a Fast action at any time during combat. If you are harmed
from only one of these allies. and lose Resolve while attempting to enter
torpor, you gain all these bonus dice
immediately.
Ectoplanar Body
Spectre
You can spend a variable MOVE action to float
over, pass through and hide in solid terrain.
You can also use this to React to hostile
actions, causing weapons and magic to pass
through you. While in this state, you are
completely intangible and cannot touch or
interact with the physical world in any way,
and you must spend an action of equal
duration to become corporeal again.
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Kean
139
Kean togethers.
Wylkean
Playing a Kean Also called Wilekin, they are known for being
The origins of the first Kean are unknown, more world-wise, preferring the sureness of
though it is agreed to be likely non-human in technology and systems. Where a Majikean
origin. This is a curious rarity as most Sapients may be more carefree and casual, a Wylkean
aside from Phytosapiens were formerly may prefer strict order and hierarchy, or
human in some form. This leads many to conversely, would be daring and prone to
suggest that they share a common origin with tempting fate, having a strange affinity to
Phytosapiens, or spontaneously birthed causal energies around them.. They tend to
themselves from the surplus of magical have more greenish or earthy skintones.
energy from the World Tree.
Kean are not born, but made. Every new Kean Aeya-Duarna, Madi-Valour, Saki-Neru, Lin-
individual must be specially handcrafted by Loros, Phenrare-Bis, Yuormo-Gadal
the community, using techniques that only
they know. This may explain their innate
propensity for magic and their sense of
artistic wit and community.
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Kean Variant Traits
[WIP]
Choose up to two at character creation.
Miraculous Luck
Majikean
You have the Lucky trait. When you roll an
action and the number rolled is 1 number
within the Target Difficulty (e.g. a 3 vs. a 4),
then that counts as a Brave action without
needing to match exactly. This can be done
once a round.
Wild Warp
Majikean
Every time an ally or enemy uses a CAST
action or magic in any way, you can attune to
the surge of magic and blink in a slipstream
of magic, reappearing on any location within
3 Tiles of your initial position. If you used the
CAST action yourself, you blink up to 5 Tiles
instead. You are Invulnerable when
teleporting this way and cannot be Reacted
to.
Prodigious Luck
Wylkean
If an ally rolls their action and their rolled
number doesn't match the TD but is within 1
number of its range, you can spend a Fast
action to react and give their action the Lucky
trait, making it a successful Brave action. This
can be done any number of times as long as
it's applicable.
Fatewarper
Wylkean
If you or an ally roll a Brave action, you attune
to the strands of fate and become animated
with power from within. Your next action after
theirs gains the Lucky trait. This can happen
any number of times as long as an ally rolls a
Brave and you have actions remaining to act
after them.
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CHAPTER V
FACTIONS
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NOTE: All Factions and Venture features are not finalised for
this Pre-release version. Some of the more completed ones
have been left here for reference, but don't expect anything
coherent or playable yet - there's a lot of images and icons
strewn around and incomplete/placeholder paragraphs.
If you plan to skim through though, there are some parts to
look out for:
- Faction Origins that would be chosen at character
creation. Each one grants a Sphere alignment.
- Ventures are now arranged according to the Faction they
belong to.
- Venture Core Trainings, as well as Paths (subclasses)
within some of these Ventures.
144
Languages
There are many languages spoken in the New World, some common and some rare. Your Voyager's
main languages are determined when choosing your starting Faction.
Mastery over a language has three forms: > AMERUSAN RIDER SPEECH
Understanding, Writing and Speaking. The first A rustic dialect spoken by the riders and
EXP is spent Understanding the language. The frontiersmen of the Amerusan Colonies.
second and third EXP spent are spent either Speaking their dialect will more easily gain
learning to Write or Speak the language. their trust, and entry through their territories.
Greet them with firm "Howdey"!
A Voyager may choose to fully master the
language or only know enough for practical
purposes - such as knowing enough to hear Melaidic
and speak Behru to get better deals at the
A poetic language found in Vinelands, and is
bazaars in Dust, but not its written form.
often used in art and literature. It evolved as a
mixture of Old World Romance languages,
During character creation, you may choose to
namely Italian. It is the local language used
spend your starting EXP to learn one new
by the citizens of the Sentinarium.
language of choice or dialects for a language
you already know - integrating them into your
character's background.
Shardlandic Common
Dialects The language spoken by most Shardlanders,
Some Languages span over vast regions that originating from the Icelandic languages of
have various dalects and creoles that share the Old World. Shardlandic Common is
the same origin, but will take time to fully spoken by Shard Banners who have a history
understand and communicate using them. An of cultural exchange with other nearby Shards
astute linguist or dedicated traveler is able to or even with Aeden. The further you go out, the
piece the words together and adapt to the more the language differs and evolves - more
dialects more easily than learning an entirely isolated Shards you find may speak a dialect
new language. of Shardlandic so vastly different from
Common that they are hard to understand.
If you know the parent language the dialect
belongs to, you only need to spend 1 EXP after When Worldbuilding Shard Banners for your
interacting with that dialect's speakers to Voyage, the Players may decide whether their
learn it. Otherwise, treat it as if learning a new custom Shard Banners speak Common or a
language. different dialect. If using the latter, here are
some examples to guide their creation:
The following are a list of languages in the
Known World, with any relevant Dialects listed > CRAG SPEECH
beneath it. Note that many strange, new A rough dialect spoken by the Craglanders
languages await in the World Beyond which who have no home, travelling from Shard to
your Voyager can decipher and learn, should Shard raiding and trading.
they wish to.
> ICEFALLERS
A dialect spoken by the northern peoples of
Eglaise the Icefall Shards, who can be found riding
The common lingua franca of the Known mammoths, trading pelts, ice and preserved
World originating from Aeden, derived from meats.
145
Kannata amount of time adapting their voices to even
replicate its sounds, as well as recognising
The language spoken by most Kaibi, and differentiating the minute differences in
originating from a faraway land they call its sounds.
Yongryun. It is an evolved version of Old World
Japanese. Sangrais &
> KURIN-JI
Nachtsprache
A strange pidgin between Kannata and Two distinct languages spoken within Skotos,
Eglaise using slang from both in combination one by its immortal Viemor nobility and the
with Old World phrases. Popular among the other by its wandering armies called the
Kaibi youth and Feralis street gangs! If you Khaosjagd, respectively. Sangrais has roots in
end up in trouble with them, just say Old World French while Nachtsprache is
"Sorrymasen". derived from Old World German. They must be
learned separately.
Azka
The common tongue spoken by the Ruaya
Machine Speech
living in the rivers, jungles and swamps of A language used by many Old World
Dust. Due to the Ruaya's vast migratory machines to communicate with each other in
patterns along seas and rivers, their language the form of beeps, whistles and whirs. A
has elements from Old World cultures as far person can understand Machine Speech, but
as the remnants of Southeast Asia, all the way cannot speak it without special equipment.
to the Pacific islands. Learning to convey Machine Speech requires
a sound synthesising tool that replicates their
precise mechanical tones.
Chmara
The common language of the avian Orzlaty.
Their language has elements from different
El-Aestra
Old World Slavic languages, such as Polish A celestial language understood and spoken
and Russian. by intelligent magical creatures like
Phytosapiens, powerful elementals and
dragons. El-Aestra is said to be a written and
Avarrach spoken form of the World Tree’s will. Many
Origin Weapons and Heaven’s Keys are
This language may require more EXP to
inscribed with El-Aestra words and phrases.
learn
El-Aestra cannot be understood inherently by
The proudly-guarded language of the Síoraí. any Sapient except for Phytosapien Magoi - it
Based on EXDUS linguistic studies, assisted by cannot be chosen as a starting language by
generous Síoraí dignitaries and diplomats, non-Magoi, only learnt. Even then, mastery of
Avarrach seems to have found its origins in an El-Aestra cannot come through pure
Old World tongue called Welsh. If you speak academic study, but a certain non-seeking
Avarrach in front of any Síoraí and you're not communion with the world. It cannot be
one of themm, be prepared to turn a lot of spoken by mortal means - the only way
heads, or even attract a visit from one of the Phytosapiens communicate using El-Aestra is
Stormqueen's secret police... through the Dreaming.
146
147
The Known World
The Known World is the only fully-mapped and the famous martial cities of the
region in history so far. It is the goal of EXDUS Sentinarium.
to venture out of the Known World and find its
place in the wider universe, and see the true Dust
extent that the world has changed in the wake A vast, largely unexplored and ungoverned
of the Emergence of Eld Aestus. region beyond Aeden that heads out into the
wider uncharted lands of Revenir, dotted by
diverse locales such as jungles, swamps,
Eld Aestus deserts and wastelands covered with ruins of
The World Tree, Eld Aestus, is officially the Old World.
classified as a "metaphysical supercolony". It
is an anomaly in every sense of the word; in The Kaibi made their way through Dust and
spite of its name, it barely qualifies as a tree - met the first Aedeans centuries ago, forming
its bark is pure white, and appears to an early friendship.
resemble marble, granite or perlite in texture.
It is completely fireproof and appears to be
completely indestructible unless worked
Above Ground
through very specific rituals. On occasion, it Shardlands
sheds parts of its "bark", and these are Pieces of Earth that were uprooted and
sometimes used as materials for magical suspended in the sky through the World Tree's
study and refinement; notably used by strange magic, and the home of the
Armiger Orders as magically infused pieces of Shardlanders.
armour and weapons.
The Eyries
Eld Aestus is so massive that most Sapient A mysterious land in the sky - a group of
cultures that found their way into Aeden did Shards so high above the atmosphere that
so by following the World Tree, describing it as the air is thin and the world below seems to
a massive white wall or flame that spans the disappear entirely. It is the home of the Síoraí,
horizon and fades into the sky. who appear to be the only people able to
survive and live there.
The World Tree, Eld Aestus, appears to span all
of Revenir, from east to west and top to
bottom - its trunk reaches into the sky, to such Below Ground
a point where it's no longer visible from a
certain distance; while its roots reach deep far Skotos
below Revenir's crust. Besides mapping the A vast world underground where the World
World Beyond, one of EXDUS' goals is to Tree's roots twist and form vast pillars. Also
journey around the World Tree's called the Valley of Shadows, it has a strange
circumference and see how far it truly spans. aura that suspends the energies of life and
death itself, seemingly sapped of colour and
life, save for the immortal Viemor who either
Ground Level roam its dark lands or rest in their cthonic
castles.
Aeden
The most well-documented region of the Skotos is also populated by Tannin -
Known World and the location of EXDUS fearsome leviathans of the deep with black
Headquarters. Aedean settlements are called scales and glowing heartcores, irresistibly
Relic Cities. drawn with primal hunger to any soul that
bleeds or breathes within the realm of Skotos.
Vinelands
Considered a part of Aeden, though with their
own distinct culture that evolved at a
separate point north of Aeden, before joining
up via sea trade long ago. Most well known for
their verdant vineyards (hence the name)
148
E.X.D.U.S.
EXPLORERS OF A WORLD REBORN
Having several active forward bases > Your Voyager is the newly-assigned pilot of
scattered throughout the Known World and an airship, ferrying other EXDUS members and
armed with the latest technology reverse- transporting cargo, and have encountered
engineered from Old World tech and imbued many stories in their airborne travels.
with the World Tree’s magic, the goals of
EXDUS are centred around exploring the world Faction Scenario Ideas
of Revenir and unifying its numerous > Your Voyager is tasked with delving into a
scattered peoples in the wake of the recently-discovered Old World military
Emergence. complex rumoured to have intact samples
and research documents into DNA research.
Every member of EXDUS who participates in However, the complex is occupied by Dust
forward expeditions and response teams are Raiders using it as a base of operations,
called Voyagers, which is the character you oblivious to the knowledge they’re sitting on.
play. Voyagers are scouted and recruited
from all across the Known World from all > Your Voyager is tasked with infiltrating a
walks of life. high-profile auction on Dust. A valuable Old
World artifact is at risk of being sold to the
While it is assumed by default that your highest bidder, one of them being a notorious
Voyager is a member of EXDUS, how involved crime boss. To complicate matters, one of the
they are in its main body operations is up to Eyries’ spies is rumoured to be present, and
you - whether they are simply temporarily undoubtedly will not hesitate to crash the
contracted, or if they are part of its permanent auction and kill everyone present in order to
on-call staff. seize the artifact for the Stormqueen. Deter
this spy at all costs; and destroy the artifact if
EXDUS' permanent staff are usually made up you absolutely must.
of Phytosapien consultants and liaisons, Kaibi
pilots, Human soldiers from the Armiger > The Bestiodus are planning a siege on a
Orders, and others. As a member of EXDUS, the helpless Shard House whose scout travelled 3
cutting edge of technology and research is at days without food to warn EXDUS of their
your Voyager's disposal. intentions. Your Voyage party are to infiltrate
a Bestiodus garrison, two days’ journey away
from the Shard, where they are outfitting their
war beasts with armour.
149
Worldbuilding the GM controls - they may cross paths with
your party from time to time, make camp with
Have each Player at the table help create and you for a fun night of stories and
name one or two of the following: marshmallows by the fire, and may even
come in as the cavalry during a desparate
1. EXDUS Staff moment.
Populate EXDUS with a regular staff that your
Voyage party can interact with between
missions. They could be a pilot that helps
Disposition
escort you to rendezvous points, a friendly > EXDUS is generally well-respected across
liaison of a different team - who in contrast most of the Known World, and most regions
see your party as rivals, or a mechanic that and groups around will view it in a friendly or
helps maintain and upgrade your weapons. at least an amicable manner, unless the
faction is outright hostile or criminal in nature.
2. Tech
Create some interesting gadgets or > EXDUS typically offers relief aid to places in
technology, which can be used to flavour the need, such as smaller Shards that are
world, and perhaps even introduced and understocked for winter or frontier Relic Cities
balanced by the GM for the party to use in a that are just starting to grow their roots. Given
future scenario, like an all-terrain buggy that their goals of unifying the New World, they
can climb sheer cliff faces, a portable railgun always seek to prevent and mediate conflict
that requires carrying around a heavy battery whenever possible, though there will often
pack, or a navigator's gauntlet that displays a come points where it's inevitable.
holographic map of nearby Relic Cities.
Faction Boons
> Most EXDUS facilities are readily open to your
Voyage party, such as weapon maintenance,
CHARACTER CREATION
training programs and air escorts, but
Take if your Voyager mainly identifies with
seniority within the organisation will grant
EXDUS over any other Faction option.
more reliable support, even to the point of
sending backup Voyagers to assist in
moments of need. Most new Voyagers can Freeborn
also call on an EXDUS transport to take an
incapacitated ally back for medical care, You are familiar with the history of EXDUS, the
though it may take them a while to arrive layout of its HQ and its operations, along with its
based on how deep your party is in uncharted general relations and standings with any given
territory. Faction or group within the Known World.
> Your Voyage party is able to take refuge in You know Eglaise and up to two other
any of EXDUS' forward bases, if one is nearby. languages of choice.
These are outposts that provide food, shelter
and suitable protection from the elements
and most conventional hostile forces.
150
EXDUS // ORIGINS
1 | Researcher 3 | Shipwright
MOON STAR
151
152
EXDUS // EQUIPMENT
Gyroscopic Frame
Brave: You also gain the same amount rolled
as Movement, allowing you to move as you
fire.
4 | Sniper Railgun
Weapon - Heavy
Ranged - AIM
Scoped
Gain +1d for attacks with this weapon if you
have not moved or reacted at the start of your
Turn.
153
EXDUS // SIMULACRA
2 | Defective Teleporter
At the start of each Round in combat, a player
besides the holder picks a spot on the map
that must be at least 6 Tiles away from them.
The holder must then teleport there.
154
Aeden
GARDEN BENEATH THE WHITE SHADOW
These various settlements are called Relic > Your Voyager is an Armiger Knight, wielding
Cities: typically rustic and homely towns an energy-core longsword into battle.
unified by a common humanity and culture,
each governed by a Mayor or Governor. Its > Your Voyager is a member of the Jet Corps,
common language - which later would soldiers trained in the use of firearms and
become the lingua franca of the Known World highly mobile jetpacks who defend the
- is Eglaise, a language derived from Old scattered Relic Cities.
World English.
Faction Scenario Ideas
Aeden is a culture painted by its love for > A new Relic City was recently built 2 years
knowledge, heraldry and ritual. Its people ago after the discovery of a valuable artifact
venerate the World Tree as its great protector there, and its people are thriving in idyllic
- their earliest myths speaking of how Eld peace. However, news of a violently
Aestus enveloped the first Aedeans during the marauding band of Dust Raiders has put
destruction of the World Before, so that the them at unease, and your Voyage party has
memory of the First Humankind would never been sent to defend the town and investigate
be lost. this Raider gang.
Aeden has a long history of knighthood, with > A high-ranking Aeden official was found
many of its Armiger Orders, warriors who assassinated in his own home, with a dagger
helped guard and secure trade between the by his bedside bearing the insignia of the Sol
Relic Cities, adapting to modern technology Empire. Your Voyage party are to go directly
and equipment while still maintaining their to Sol Empire's capital Shard and investigate
code of honour and iconic heraldic symbols. the matter.
Typically, each individual Relic City has their
own local Armiger Order that presides over its > Your Voyager's sister, whom they grew up
defenses and protection. with and enlisted together into the Armiger
Order of Florentia their entire life, has
In recent times, the Orders have evolved to disappeared. Their superiors claim that she
adopt a more standardised system of training was last seen killing two of her squadmates
and tactics for all new Knights. This eventually and betraying the others to the Eyries' secret
led to the formation of the Jet Corps in police.
collaboration with EXDUS: a specialised
branch of the Armigers who are fitted with
modern jetpack technology and Attrition
Rifles, trained in modern tactics and threat
155
Worldbuilding > While there are many Armiger Orders
throughout Aeden, they are largely friendly
If your setting is expected to be set in or with each other as long their jurisdictions and
involve Aeden, have each Player at the table areas of expertise don't overlap too much.
help create and name one or two of the Most of them are unified through a shared
following: pride in their Aedean heritage.
1. Relic Cities
Define each Relic City with a certain
identifying trade or attraction. They may be
known for their beers, or for a popular family
bookstore. It may or may not have a museum
built there, but would most likely have a
school and branch of the Cartograph Charter
there.
CHARACTER CREATION
2. Armiger Orders
Define a Knightly Order with a heraldic symbol
and tenet. This symbol could be a lion holding
Relicborn
a rose, or a many-headed crane. Their prime
Your access to the Relic Cities and their relative
tenet may be focused on patrolling trade
safety often leads to a comfortable life to freely
routes, fighting monsters of the night or
pursue many hobbies.
escorting pilgrimages to the World Tree.
Disposition
> While most Relic Cities are friendly to
Voyagers as a whole, given the varied
backgrounds of different Voyagers, some
Cities are skeptical towards Voyagers known
for a criminal or morally dubious past, and
may also be inhospitable if they had a history
of rowdy Voyagers crashing their bars and
inns.
156
Aeden // ORIGINS
GOALS 4 | Gourmet
1 | TBA EARTH
2 | TBA
3 | TBA You are a connoisseur of the culinary arts.
4 | TBA
Restorative Meal
QUIRKS While Resting or Encamping, you can spend
1 | TBA one Rest action to prepare a tasty, warm meal
2 | TBA for your party. When eaten, this meal restores
3 | TBA 1 additional Break bar for yourself and all
4 | TBA allies.
GOALS
1 | TBA
2 | TBA
3 | TBA
4 | TBA
QUIRKS
1 | TBA
2 | TBA
3 | TBA
4 | TBA
157
158
Aeden // EQUIPMENT
1 | Gunblade
Weapon - Medium
Hybrid - HIT or AIM
Hybrid Attack
This weapon can perform both melee and
ranged attacks.
2 | Tower Shield
Weapon - Medium
Melee - HIT, SAVE
Strong Defense
Brave: Doubles your SAVE against the hostile
action.
3 | Eldite Armour
Apparel
159
Aeden // SIMULACRA
2 | Elder Fruit
3 | Prismlight Shield
When the wearer Breaks, the enemy side does
not gain Momentum.
160
Cartograph Charter
THE GREAT ROYAL ARCHIVE
161
Worldbuilding > Typically tries to foster a relationship of trust
with any locale populace when searching for
If your setting is expected to involve the artifacts. As a principle, most staff will try their
Cartograph Charter, have each Player at the best to act in a manner that is in the best
table help create and name one or two of the interests of the greater culture the artifact
following: was preserved in.
1. Relics
Have the Players each suggest a unique
artifact from the Old World, whether CHARACTER CREATION
impressive or humorous: a piece of a past war
memorial, a perfectly preserved handmade Schoolborn
wooden puzzle, or an unopened can of a rare
flavour of potato crisps. The GM can then You are familiar with the locations and
distribute them in different museums across operations of the Cartograph Charter's many
the Relic Cities, with perhaps some of them holdings, from its schools and supply shops, to
even being their main tourist attraction. its museums and their most well-known
exhibits.
2. Charter Staff
Create some representatives of the Charter You know Eglaise and up to 3 other languages
who may assist your Voyage party whenever of choice.
you need to conduct research or gain access
to something. This could be a kindly museum
curator, a sleep-deprived dean of a university
or a librarian who always sings to herself.
Faction Boons
> The Charter typically grants all EXDUS
members access to their facilities and
materials, but will be far more cooperative
and willing to go the extra mile the more you
prove yourself as a mainstay of the
organisation, and not just an adventure-
crazed new recruit.
Disposition
> Well-regarded in nearly all of the Relic Cities
and is a close, trusted partner of EXDUS. You
can find someone almost anywhere who's at
least partially related to the Charter, from
teachers in schools to museum staff,
cartographers and field navigators.
162
Cartograph Charter // ORIGINS
GOALS
GOALS 1 | TBA
1 | TBA 2 | TBA
2 | TBA 3 | TBA
3 | TBA 4 | TBA
4 | TBA
QUIRKS
QUIRKS 1 | TBA
1 | TBA 2 | TBA
2 | TBA 3 | TBA
3 | TBA 4 | TBA
4 | TBA
GOALS
GOALS 1 | TBA
1 | TBA 2 | TBA
2 | TBA 3 | TBA
3 | TBA 4 | TBA
4 | TBA
QUIRKS
QUIRKS 1 | TBA
1 | TBA 2 | TBA
2 | TBA 3 | TBA
3 | TBA 4 | TBA
4 | TBA
163
164
Cartograph Charter // EQUIPMENT
1 | Book Bag
+1d on all LORE checks.
2 | Thermos
3 | Drill
Weapon - Medium
Melee - HIT
Digger
As a Slow action, you can dig into the ground,
becoming untargetable to any above-ground
entities. At the end of the Round, you reappear
at an unoccupied ground Tile up to 6 Tiles
away.
165
Cartograph Charter // SIMULACRA
1 | Midnight Oil
166
Shard Banners
SKY OF A HUNDRED LORDS
Each Shard is ruled by a Banner, which may > Storm clouds loom on the horizon. A great
answer to another, stronger Banner, or may dragon migration is moving, and your
be part of a confederation or alliance. The Voyager's Shard is in the path of their bestial
manifold relationships and politics going on path. Worse still, the migration threatens to
between the Houses is like an asteroid field, raise a terrible Stormherald Elder Dragon from
constantly shifting and occasionally crashing its slumber, which will spell certain doom for
into each other, causing ripples throughout your Voyager's home. The Voyage party must
the other Shards. overtake the migration and somehow and
stop them from waking it.
Nearly every Shard Banner is proud and
fiercely territorial over their home - after all, > Your Voyager's father is dying of frostbite. As
it’s the only home they have. They proudly his daughter and last remaining heir, she
display their crests, mottos and creeds on must journey from her Shard, hundreds of
their heraldry and their raiment. Nearly all miles from home, and seek for either the Sol
Shards also have a strong martial culture and Empire or EXDUS to send food and supplies
sense of community, as all of them must work before winter, eventually encountering the
together to fiercely defend their homes from rest of the Voyage party.
167
Worldbuilding their own Shard's technology, they will likely
treat any different technology, and by
If your setting is expected to be set in or extension EXDUS, with a sense of novelty and
involve the Shardlands, have each Player at wonder.
the table help create and name one or two of
the following: > Typically either hate, fear or love the Sol
Empire, depending if they share the Empire's
1. Shard Banners same views of unification and expansion, or if
Define a few of the hundreds of Banners that they value their own Banner's pride, identity
populate the Shardlands, determining their and autonomy.
general size and their technology level or
what they're known for. It could be a tiny
Shard whose town hall is a half-fallen Old
World lighthouse, a small Shard who use
repurposed pre-Emergence military
exoskeletons to fight dragons, or a large
CHARACTER CREATION
Shard whose constant rainfall leads to it
having many beautiful waterfalls.
Shardborn
2. Hyperevolved Wildlife
You know how to navigate Shards well, and any
Let the Players come up with a quick and fun
tasks that need you to navigate them, discern
flora or fauna idea that may be encountered
their terrain or estimate their elevation.
while they explore the Shardlands, such as a
giant porcupine whose quills are harvested
You know Eglaise and Shardlandic Common.
for spears, a tiny dragon that camouflages as
local flowers, or a red berry that explodes
when touched.
Beast Steward
168
Shard Banners // ORIGINS
1 | Warrior 3 | Wanderer
SUN EARTH
169
170
Shard Banners // EQUIPMENT
1 | Greatsword/Warglaive
Weapon - Heavy
Melee - HIT
Lunge
Beave: Your attack range increases by +2
Tiles, hitting up to 3 enemies. If there are less
than 3 enemies, you instead strike an
additional time for each absent enemy.
2 | Great Hammer
Weapon - Heavy
Melee - HIT
Skullsmasher
3 | Spiked Targe
Weapon - Medium
Melee - HIT, SAVE
Thorns
Any melee damage you SAVE against is dealt
back to your attacker.
171
Shard Banners // SIMULACRA
2|
Weapon
Melee - HIT
172
Sol Empire
BLAZING UNIFIER OF THE SHARDLANDS
Bearing the banner of the twin-headed > Your Voyager is an Iron Judicator, tasked
Phoenix, the Empire is young but spirited, and with smoking out rebel and barbarian forces,
is currently undergoing the peak of its first and quelling them, equipped to even take on
industrial revolution. Strange and fearsome members of the barbaric Bestiodus.
machines of war are constructed daily in their
factories, with cannons of bolt and fire that > Your Voyager is a member of the Phoenix
can fell the fiercest dragons and Shards alike. Watch, sent to guard the Sol Empire's capital
Shard or garrison its territories through
At its head are the Twin Imperators, a young intense martial training and perfect strategy.
and ambitious brother and sister pair who
currently share the throne. The twins, having Faction Scenario Ideas
witnessed the rampant division, isolationism > The Sol Empire is expanding further upwards,
and backwardness of so many Banners, preparing for conflict with the Eyries. In the
believe that a unified Shardlands is what their dead of night, your Voyager's brother-in-arms
people need for the promise of a better future is captured by the Síoraí. They tell your party
in the long run, even if it means they will face to either turn back or watch him die. Forced to
fierce opposition from those not prepared for stay your hand, you now journey in search of
change. Diplomacy is key, but where that him.
fails… dragon fire is a reliable last resort.
> A family of red drakes have been terrorising
While growing at a fast rate, the Empire still one of the Sol Empire's territories, and your
uses relatively outdated technology Voyager has been tasked with culling their
compared to EXDUS. Their armed forces rely numbers. However, your commanding officer
largely on incendiary weapons and orders you to find a nearby Khaosjagd
combustion engines that use Vehementium: a Willbreaker, in the hopes of controlling the
powerful but highly reactive crystal propellant. drakes for the Sol army. You must convince
They hope to more closely match EXDUS so as the Willbreaker to join their party while also
to reliably prevent their likely intervention into defending the Shard from drake attacks.
Imperial affairs in the foreseeable future.
> The plans for SIGUR, one of the Empire’s
As a member of the Empire, your Voyager's secret weapons projects, have been stolen by
purpose for joining EXDUS may hardly be a Shardland rebel who seeks refuge in the
simple. You may be well aware of the shaky Relic Cities. Your Voyager must apprehend
relationship the Empire has with EXDUS, and him without revealing the details of the plans
are using their genial relations with other to Aeden - and even your Voyage party,
Shards to gather intelligence while you still which is a source of conflict that constantly
173
Worldbuilding > Has some relations with EXDUS and Aeden,
usually trading resources and artifacts in
If your setting is expected to be set in or exchange for EXDUS' technology, but this
involve the Sol Empire, have each Player at the relationship is tenuous at best the more
table help create and name one or two of the EXDUS learns about the Empire's aggressive
following: expansion.
Faction Boons
> Your accomplished deeds may impress the
Twin Imperators, who may ask your party to
present themselves for a tour of the Imperial
grounds.
Disposition
> A divisive force in the Shardland; most other
Banners either are fiercely loyal to them, hate
them or fear them. The only Shards neutral to
them are the ones so isolated they don't know
of their existence... yet.
174
Sol Empire // ORIGINS
1 | Soldier 3 | Machinist
SUN SKY
175
176
Sol Empire // EQUIPMENT
1 | Incendiary Rifle
Weapon - Medium
Ranged - AIM
Flamebreath Rounds
Brave: Adds +1 Blight (burn) to the target.
2 | Wyrmsplitter Lance
Weapon - Heavy
Hybrid - HIT, AIM
3 | Portable Grenadier
Weapon- Heavy
AIM
Ranged attack with this weapon explode in an
area of a 1 Tile Star. This can fire over small
obstacles, and therefore does not require
pure line of sight to hit.
4 | Dragonskin Cloak
Apparel - Medium
Flamebreath Rounds
When you SAVE against an elemental attack,
this cloak halves all damage from that
element's Sphere, and you do not gain Blight
from it.
177
Sol Empire // SIMULACRA
2 | Ash Engine
3 | Experimental Armour
The holder is always Slowed, but all damage
against them is halved.
178
Alliance Clans
GATE TO THE WORLD BEYOND
Voyager Ideas
> Your Voyager is a Kaibi researcher based in
a peaceful abandoned university, working at
a recently restored greenhouse.
179
Worldbuilding
Disposition
If your setting is expected to be set in or
involve Dust, have each Player at the table > Dust is a melting pot of different cultures
help create and name one or two of the and so would be quite welcoming to anyone,
following: but don't expect to find consistent order or a
head government there.
1. Clans
Define one of the many Clans of the Alliance,
their main trait and general disposition. They
could be a small Clan of hobbyist treasure
hunters, a large Clan with a strict family
structure, or a famous crime family whose
front is a reputable noodle stall franchise. CHARACTER CREATION
2. Contacts Dustborn
Create a Dust citizen who may help, Faction Origin
doublecross or otherwise intrigue your party,
which a Voyager may or may not know as a You know how to navigate the lands of Dust,
personal contact. This character would which regions to avoid which of the Clans are
normally be a Kaibi, Ruaya or Ozlaty. It could friendly with who.
be a smuggler who deals in dubious artifacts,
a wandering merchant who always crosses You know Eglaise and Kannata.
paths with the party to sell them overpriced
stuff, or a rival treasure hunter who's
constantly on your party's tail.
Faction Boons
> The Alliance Clans are filled with groups of
all sorts, all with interesting relationships and
rivalries with each other. Earning the esteem
of one may raise the ire of another, so be
careful with your dealings in Dust, and keep
your hand a secret from others.
180
Alliance Clans // ORIGINS
1 | Retainer 3 | Ascetic
EARTH EARTH
GOALS
1 | Early retirement
2 | Making a profit 4 | Alliance Militia
3 | Being known for the finest wares SUN
4|
GOALS
QUIRKS 1 | TBA
1 | An item you would never put for sale 2 | TBA
2 | A seafarer with a knowledge of sailing 3 | TBA
3| 4 | TBA
4|
QUIRKS
1 | TBA
2 | TBA
3 | TBA
4 | TBA
181
182
Alliance Clans // EQUIPMENT
1 | Katanattha
Weapon - Medium
Melee - HIT
Crescent Slash
On Crit: You attack the 3 Tiles in front of you,
hitting up to 3 enemies. If there are less than
3 enemies, you instead strike an additional
time for each absent enemy.
Precise Dagger
Weapon - Light
Melee - HIT
Backstab
On Crit: Gains Truestrike, reducing the target's
Resolve regardless of SAVE.
Guitar
Weapon
Melee - HIT
Blade Cloak
Apparel - Light
Knife Compartment
When you make a Dodge action, you may roll
a Fast AIM action towards an enemy in range
at no cost.
183
Alliance Clans // SIMULACRA
184
Ruin Chasers
GATE TO THE WORLD BEYOND
Voyager Ideas
> Your Voyager is a Kaibi researcher based in
a peaceful abandoned university, working at
a recently restored greenhouse.
185
Worldbuilding
Disposition
If your setting is expected to be set in or
involve Dust, have each Player at the table > Dust is a melting pot of different cultures
help create and name one or two of the and so would be quite welcoming to anyone,
following: but don't expect to find consistent order or a
head government there.
1. Clans
Define one of the many Clans of the Alliance,
their main trait and general disposition. They
could be a small Clan of hobbyist treasure
hunters, a large Clan with a strict family
structure, or a famous crime family whose
front is a reputable noodle stall franchise. CHARACTER CREATION
2. Contacts Dustborn
Create a Dust citizen who may help, Faction Origin
doublecross or otherwise intrigue your party,
which a Voyager may or may not know as a You know how to navigate the lands of Dust,
personal contact. This character would which regions to avoid which of the Clans are
normally be a Kaibi, Ruaya or Ozlaty. It could friendly with who.
be a smuggler who deals in dubious artifacts,
a wandering merchant who always crosses You know Eglaise and a choice between
paths with the party to sell them overpriced Kannata, Azka or Chmara.
stuff, or a rival treasure hunter who's
constantly on your party's tail.
Faction Boons
> The Alliance Clans are filled with groups of
all sorts, all with interesting relationships and
rivalries with each other. Earning the esteem
of one may raise the ire of another, so be
careful with your dealings in Dust, and keep
your hand a secret from others.
186
Ruin Chasers // ORIGINS
1 | Renegade 3 | Scrapper
STAR STAR
2 | Performer
STAR
4 | Wage Slave
You gain +1d when using your TOOL action to STAR
improve or repair mundane armour and
weapons. You are a simple person simply trying to make
ends meet. If you
GOALS
1 | Being a household name GOALS
2 | Sharing your creations with the world 1 | Your own house
3 | Bringing joy to others 2 | A fulfilling work-life balance
4 | Becoming someone bigger than yourself 3 | A consistent friend group in your 20s
4 | Happy parents
QUIRKS
1 | Followed and recognised everywhere QUIRKS
2 | A mesmerising voice or performance 1 | Overly punctual
3 | A magnetic personality 2 | Loves drinking and karaoke
4 | Able to change personas on the fly 3 | Only friend is your cat
4 | A secret but financially unstable passion
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188
Ruin Chasers // EQUIPMENT
1 | Boundless Boots
Apparel - Light
2 | Pierced Fedora
Apparel - Light
189
Ruin Chasers // SIMULACRA
190
The Eyries
REALM OF THE STORM
Background
Your Voyager is a citizen of the Eyries and a
subject of the Stormqueen, ruling from the
skies to claim the New World. The Stormqueen
Voyager Ideas
has never been seen except by the most
> Your Voyager is a Drachéan War Minister,
select of Her children - Her Court operating
skilled in both diplomacy and closely-
instead through Her War Ministers, secret
guarded magical secrets.
police and spies all throughout Revenir.
> Your Voyager is a Síoraí Gryphon Skyrider,
The Stormqueen is the undisputed and
riding their flying steed into battle.
supreme monarch of the Eyries and a large
majority of the Síoraí people. Her Court rules
> Your Voyager is a member of the
with an iron fist and the steadfast belief in the
Stormqueen’s secret police, spreading Her
supremacy of the Síoraí people as the
influence to the rest of the world below Her
inheritors of the greater incarnations of
through whisper and blade.
knowledge. To Her, she is a mother raising a
child, young and uncertain, but with amazing
talents and untold potential. Faction Scenario Ideas
> The Stormqueen's Court has sensed an
Your Voyager serves the Stormqueen likely ancient power lying deep underground in the
because they believe in those same tenets, Feithéan Hidden Cities, a relic of the ancients
serving as part of Her Court, her royal guard, that She greatly desires, currently used by the
one of her many avian-riding warriors, or even Feithéan to plot the movement of the World
as part of Her secret police. Tree's roots, which power their subterranean
city. Your Voyager must negotiate for its
The Eyries are a realm of intrigue and relinquishment while maintaining good
subterfuge. Sometimes direct military relations with our Feithéan subjects.
expansion happens, but the most effective
use of power is to use the enemy’s own petty > Two sisters from the edges of the Eyries have
earthly feuds against each other. been born under a blessed star and are to be
adopted by the Queen as her Stormchildren.
One known trait of the Eyries' citizens is that Your Voyager must gain their trust and bring
they appreciate beauty - specifically the them to the Celestial Chain for training before
austere, timeless beauty of the Old World and others seize them.
its monuments. It is said that many buildings
in the Eyries are ancient cathedrals and stone > The Stormqueen's Court has commissioned
buildings that miraculously remained upright your Voyager to oversee the acquisition and
during the Emergence. The people of the restoration of a newly-discovered Shard
Eyries place great spiritual significance to cathedral, which your Voyager finds is on a
these buildings and their contents - treating collision course with another Shard. Should
them as the few remnants worthy of standing you fail to divert its course safely or at least
eternal in the wake of the great raising of the recover some of its holy artifacts, the
world. consequences will be dire.
191
Worldbuilding Faction Boons
In a typical setting, most non-Síoraí Voyagers > Gaining the esteem of the Eyries, especially
would know very little if at all about the Eyries for a non-Síoraí is very difficult, though not
and their society. As such, if your setting is impossible. A trusted enough ally of the Storm
expected to be set in or involve the Eyries, Court may enlist the services of their nobles,
have each Player at the table help create and though keep in mind that these services are
name one or two of the following: rarely if ever rendered without some
underlying motive.
1. Rumour
The Storm Court operates on the trade of
secrets and information. Occasionally, their Disposition
highly trained assassins and secret police > Most citizens of the Eyrie are largely
descend from the Eyries and to the world distrusting of outsiders. Some are also
below in order to seize powerful relics or haughty, treating themselves as above
apprehend runaways and dissidents of their everyone else in every sense of the word. Their
rule. Have the Players create a rumour - a relations with EXDUS and other factions are
clue about an artifact, the name of a fugitive largely transactional in nature, usually forged
Síoraí or a secret magical manuscript - that out of necessity. Your character themselves
the GM may believe would rouse the Storm would likely need a good reason to be
Court's attention. cavorting around as a Voyager - perhaps a
sense of wanderlust, or a lasting bond you
2. Storm Court Member made with someone outside of the Eyries.
The only Síoraí who are allowed, or really
express any desire to leave the Eyries are
those with enough station to do so, to the
point where if a Síoraí is walking around in CHARACTER CREATION
Aeden, they are likely a big-shot there on
official business. Have the Players create and Skyborn
name some of these nobles. Note that since
these are public figures, this does not include Being a citizen of the Eyries, you are intimately
assassins or members of the secret police. If familiar with the various territories within the
they are, their clandestine identity is known Eyries, largely out of reach from all other
only to the GM. Sapients. You know their names, rough locations
and customs.
These nobles typically include: Storm Children,
noble children adopted from poorer families You know Eglaise and Avarrach, the closely-
to serve as the Stormqueen's scions; War guarded language of the Síoraí, rarely if ever
Ministers, strategists and military lords with a spoken or written in the presence of outsiders.
strong command over powerful magic; and
Skyriders, soldiers who fly gryphons and other
avian creatures who often patrol and guard
the Eyries, but who may occasionally be sent
outside the Eyries on escort or reconaissance
missions.
192
The Eyries // ORIGINS
1 | Noble 3 | Bodyguard
SKY SUN
GOALS GOALS
1 | TBA 1 | TBA
2 | TBA 2 | TBA
3 | TBA 3 | TBA
4 | TBA 4 | TBA
QUIRKS QUIRKS
1 | TBA 1 | TBA
2 | TBA 2 | TBA
3 | TBA 3 | TBA
4 | TBA 4 | TBA
4 | Mystic
2 | Scion MOON
STAR
GOALS
Stormchildren 1 | TBA
2 | TBA
3 | TBA
GOALS 4 | TBA
1 | TBA
2 | TBA QUIRKS
3 | TBA 1 | TBA
4 | TBA 2 | TBA
3 | TBA
QUIRKS 4 | TBA
1 | TBA
2 | TBA
3 | TBA
4 | TBA
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194
The Eyries // EQUIPMENT
1 | Dragonfly Glaive
Weapon - Medium
Hybrid - HIT, AIM
2 | Perlhide Cloak
Apparel - Light
3 | Sky Javelin
Weapon - Heavy
Melee - HIT
4| Poison Dagger
Weapon - Light
Melee - HIT
Backstab
Brave: Target gains 1 Blight (poison).
5 | Shadow Cloak
Apparel
Light
Shadow Dodge
When you succeed a Dodge technique, you
instantly become Stealthed.
195
The Eyries // SIMULACRA
2 | Black Arrowhead
All the holder's AIM Actions gain +1d.
196
Skotos
VALLEY OF SHADOW
The Khaosjagd are a roving army that learned > Your Voyager is a young initiate of the Hunt,
to hunt and dominate the shadowed determined to prove their strength by
creatures of Skotos called Tannin - defeating their master in combat and killing
supernatural beasts constantly born from the them, awaiting the day their master revives to
primordial oceans of Chaos around the World succeed them in turn.
Tree's roots, riding these creatures into battle.
The Tannin are wild creatures who are > Your Voyager is one of the immortal nobles
irresistibly attracted to the energy of blood of Skotos, used to living in beautiful gothic
and lifeforce, and will quickly pursue and kill edifices and finding romance in this dreary,
any soul unfortunate enough to fall into colourless underworld. The nobility of Skotos
Skotos, thereby creating more Viemor. are quite welcoming; they view every Viemor
as an immortal simply putting on a mask and
While surfacers who hear and tell bedtime playing a role. Some choose the eternal chase
tales to children think of them as vile, ghostly and warrior's charade of the Khaosjagd, while
riders who would rise from Skotos to wage war the more refined choose to live sumptuously
and pillage, the Khaosjagd are actually a and celebrate their eternal lives with dignity
morally ambivalent group at best. There is no and grace.
want or need in Skotos; no need for food or
money - the living have nothing they desire. Faction Scenario Ideas
> Your Voyager has prepared their whole life
While the nobles of Skotos live in their to defeat and kill their master in order to learn
darkened castles, eternally engaged in courtly a secret he has kept from them since they
games and dances, the Khaosjagd find were reborn as a Viemor. However, on the day
pleasure in the hunt instead, riding the vast of their Rite, their master was somehow found
wastes of the Valley of Shadow in search of outside of Skotos - along with his Memento -
new prey. They are not interested in hunting and dragged away by the Sol Empire, to be
feeble prey like hapless travelers and upstart executed in three days. Frustrated, you
adventurers who find their way in Skotos, and journey out to find him, stumbling into the rest
will in fact assist them in escape provided this of the Voyage party.
guest gives a good enough reason to garner
their respect. > Your Voyager was a researcher of EXDUS,
compelled to delve into the darkness of
Failing that, their living scent will always draw
197
Worldbuilding Disposition
If your setting is expected to be set in or > Outside of individual actions, the factions in
involve Skotos, have each Player at the table Skotos are largely unconcerned with the
help create and name one or two of the affairs of the living. There is no scarcity for
following: them to fear, and the fear of death has long
lost its power. However, this also makes them
1. Threshold unusually hospitable in spite of their initially
Being a vast underground world, Skotos is frightening appearances or strange customs.
typically hidden from the surface world, Anyone who asks them for help usually will
unless you know where to look. Have the find it, as long as it isn't too incovenient or
Players describe one of these entryways into contrary to their principles. Even the dead
Skotos: a jungle cave, an abandoned mine have standards, you know.
network or a giant sinkhole that famously
opened and ate an entire Relic City whole.
Depending on the entryway, the GM
determines whether such an entrance would
be publicly known or hidden to others. If the
latter, the Player simply gives the description CHARACTER CREATION
but only the GM knows its location. Choose between Timeless Noble or Eternal
Hunter.
2. Unliving Traveler
On occasion, many Viemor travel outside of Immortal Noble
Skotos, some for adventure, some for some You are familiar with the eccentric nobility of
greater purpose beyond the monotony of Skotos, whose various rules and etiquette can
their immortal lives, and others to satisfy change on a whim. You know about their
some eccentric curiosity. Have the Players favourite pasttimes and a good number of their
name and describe some of these travelers names, being good associates with them.
from below. They could be a wandering
headless merchant, a skeletal bookkeeper, or You know Eglaise and Sangrais.
a famous zombie performer known for
iconically wearing a single, bejeweled glove.
Eternal Hunter
As a member of the Khaosjagd, or simply a
Faction Boons wandering soul in Skotos, you are familiar with
the treacherous topography of Skotos, the
> Gaining the favour of a Skotos noble of territories of its various lords and hotspots of
Khaosjagd hunter may earn you enough Tannin activity, vaguely knowing which places
esteem that they are willing to lend their to steer clear of and safely navigate the
services or manpower. However, being darkness.
Viemor, they will almost never put themselves
in a situation where they would endanger You know Eglaise and Nachtsprache.
their Memento. Sharing information about a
Memento is a great secret each Viemor holds,
only shared with the closest of lovers, friends
and allies.
198
Skotos // ORIGINS
GOALS
GOALS 1 | Obsession with a legendary beast
1 | Throwing lavish parties 2 | Immortality
2 | Making connections 3|
3 | Riches 4|
4 | Uplifting the common people
QUIRKS
QUIRKS 1 | TBA
1 | TBA 2 | TBA
2 | TBA 3 | TBA
3 | TBA 4 | TBA
4 | TBA
4 | Mentor
2 | Loyal Servant MOON
EARTH
GOALS
GOALS 1 | TBA
1 | TBA 2 | TB
2 | TBA 3 | TBA
3 | TBA 4|
4 | TBA
QUIRKS
QUIRKS 1 | TBA
1 | TBA 2 | TBA
2 | TBA 3 | TBA
3 | TBA 4 | TBA
4 | TBA
199
200
Skotos // EQUIPMENT
1 | Ritual Dagger
Weapon - Medium
Melee - HIT
2 | Tannin Tooth
Weapon - Light
Melee - HIT
3 | Abzudian Blade
Weapon
Melee - HIT
4 | Blood Mantle
201
Skotos // SIMULACRA
2 | Warhound's Mane
2 Slots
5 | Selfish Doll
6 | Canid Skull
7 | Ethereal Lantern
The holder becomes intangible.
202
SENTINARIUM
CITY OF GOLD & GLADIATORS
Gladiatorial Houses
Your Voyager may belong to one of the
Gladiator Houses. In the Sentinarium, its many
noble houses are descended from great
warriors or teachers who revolutionised the
art of combat, some being past Marquels.
203
Worldbuilding spokesperson to spread the word of their
superior martial techniques.
If your setting is expected to be set in or
involve the Sentinarium, have each Player at
the table help create and name one or two of Disposition
the following: > The citizens of the Sentinarium and the
Vinelands are largely welcoming - if you can
1. Gladiatorial Houses fight, you are as good as home. The walled
Create a House to populate the Sentinarium, cities of the Sentinarium houses a proud and
specifying their main martial identity and a strong people made up of Sapients all over
quirk about their founder. It could be a House the Known World. While many of them are the
focused on dueling whose founder famously most peerless warriors in the Known World,
died for refusing to duel their lover; a House many are also given to a sense of
whose still-living founder and followers are complacency, believing only a fool would ever
obsessed with overly long blades; or a House try to pick a fight with three nigh-unassailable
everyone hates, whose entire schtick is not cities populated almost entirely by warriors
about using weapons, but using misdirection, and killers.
cheap tricks and insane patience to run away
and wait indoors until they're the last
remaining competitors of the Iron Fete.
CHARACTER CREATION
2. Champion
Create a famous figure in Sentinarium, Steelborn
whether still living or deceased. They could be
Faction Origin
the head of a Gladiatorial house, a famous
master blacksmith, or a previous winner of the
You are well-versed in the history of the
Iron Fete or even the Feast of Tributes.
Sentinarium, its Marquels and Houses, along
with its three cities and the surrounding region
Faction Boons of the Vinelands. You also know the timings,
history and figures associated with the Iron
> The martial citizenry of the Sentinarium are Fetes and the triennal Feast of Tributes.
always looking for opportunities to improve
and test their martial skill. With enough You know Eglaise and Melaidic, the language of
compensation, they would be willing to work the Vinelands.
as mercenaries for nearly any cause - some
are crazy enough to do it for free, but they'll kill
you if you don't deliver them a good enough
challenge to undertake.
204
Sentinarium // ORIGINS
1 | Duelist 3 | Gladiator
SKY SUN
Pit fighter
GOALS
1 | TBA GOALS
2 | TBA 1 | Becoming the best
3 | TBA 2 | Fear and renown
4 | TBA 3 | Buying your freedom
4 | Uplifting the common people
QUIRKS
1 | TBA QUIRKS
2 | TBA 1 | TBA
3 | TBA 2 | TBA
4 | TBA 3 | TBA
4 | TBA
2 | Craftsman 4 | Builder
MOON EARTH
GOALS GOALS
1 | Creating a masterwork 1 | TBA
2 | Arming a new generation 2 | TBA
3 | Saving lives 3 | TBA
4 | Uplifting the common people 4 | TBA
QUIRKS QUIRKS
1 | TBA 1 | TBA
2 | TBA 2 | TBA
3 | TBA 3 | TBA
4 | TBA 4 | TBA
205
206
Sentinarium // EQUIPMENT
Swordcatcher
2 | Cutter Brave: Doubles your SAVE against a hostile
Weapon - Light action involving a melee weapon.
Melee - HIT
3 | Buckler
Weapon - Light
Melee - HIT, SAVE
Finesse Deflect
On a sucessful SAVE against a hostile action,
gain the same amount as Movement, moving
immediately.
Brave: Roll 1 HIT die against your attacker if
they are in range at no cost.
4 | Gladiator's Gauntlet
Apparel
Light
5 | Pointed Dagger
Weapon
Melee - HIT
First Strike
When a foe attacks you in melee, you may
use a Fast action to HIT them before they hit
you at no cost.
6 | Precise Dagger
Weapon - Light
Melee - HIT
Backstab
Brave: The attack gains Truestrike.
207
Sentinarium // SIMULACRA
2 | Torn Cape
5 | Gladiator's Gauntlet
Apparel
Light
208
Amerusan Colonies // Equipment
2 | Frontier Rifle
Weapon - Heavy
Ranged - AIM
3 | Greynox Gryphon
Weapon
Melee - HIT
4 | Gambler's Cloak
Apparel
Light
Shadow Dodge
When you succeed an AIM action, roll MOVE as
a free Fast action.
209
Amerusan Colonies // Simulacra
2 | Holey Scriptures
A black leatherbound book covered in bulletholes.
Once, these words not only saved the soul, but the
body too.
Divine Protection
If an action would Break you, this relic takes
the hit instead, which then disappears.
4 | Magic Bullet
Homing ranged attacks.
210
TRAVELLING TOWER
THE ARCANIST COLLECTIVE
Background
Sensei's Travelling Tower appeared a little
over 50 years ago. , the Tower is now the hub
of the Arcanists' Collective, a guild of mancers,
mages and logists from all over the Known
World.
211
212
Travelling Tower // ORIGINS
GOALS QUIRKS
1 | TBA 1 | TBA
2 | TBA 2 | TBA
3 | TBA 3 | TBA
4 | TBA 4 | TBA
QUIRKS 4|
1 | TBA MOON
2 | TBA
3 | TBA
GOALS
4 | TBA
1 | TBA
2 | TBA
3 | TBA
2 | Mousy Magus 4 | TBA
MOON
QUIRKS
You always have a collection of books or
1 | TBA
tomes on you. You can spend a LORE action of
2 | TBA
any duration to pull out a book and find out a
3 | TBA
detail about a given topic, gaining +1d for this
4 | TBA
task.
GOALS
1 | TBA
2 | TBA
3 | TBA
4 | TBA
QUIRKS
1 | TBA
2 | TBA
3 | TBA
4 | TBA
213
214
Travelling Tower // EQUIPMENT
1 | Wand
Weapon - Medium
Melee - HIT
2 | Arcane Tome
Weapon - Light
Melee - HIT
3 | Staff
Weapon
Melee - HIT
4 | Catalyst
Weapon - Light
Melee - HIT
5 | Sigil Glove
Apparel
Light
6 | Magus Robe
Apparel
Light
215
Travelling Tower // SIMULACRA
1 | Godshadow's Tooth
2 | Astral Hourglass
Every Round, the first and last acting entities
switch places.
4 | Strange Polyhedral
Replaces itself and all Simulacra in
possession with random ones.
216
CHAPTER VI
VENTURES
217
Ventures Explained Venture Info
Ventures represent the different life paths a Standard Equipment
person in the world of Revenir may take: a The typical gear used by this Venture, which
bounty hunter from Dust, a studied Aedean you can choose at character creation.
mage or a warrior of the Shardlands. For your
Voyager, this is their main profession or life's Core Trainings
work at the time they joined EXDUS. Think of Choose 1 Core Training from one Venture and
them less as restrictive classes, and more as then another Training from the same or any
jobs or archetypes. other Ventures. To learn any other Venture,
you must learn its Core Training first.
Each Venture represents an actual profession
or pursuit in Revenir, with their own skillsets, Paths
equipment and approach to combat. Some Ventures will have branching Paths that
allow you to specialise into a certain playstyle.
For more experienced Players, you are freely To be eligible to walk down a path, your
able to mix and match other Ventures that Voyager must:
match your character's personality, life
decisions or just your desired playstyle for > Learn all Core Trainings of its main Venture
them. > Meet the Sphere requirement of that Path
Special
A unique ability to that Venture.
Assist
A unique Reactive action that this Venture can
use to catalyse or continue a tagteam
maneuver with your allies.
Ultimate
Highly powerful abilities that can be learned
when you learn a Path.
218
219
220
Mizuno, Jet Corps Trooper of the
Order of Vigilant Flame
221
Jet Corps Trooper
Mobile Aerial Gunner
Suggested Faction Favoured Spheres
EXDUS SKY
222
Jet Corps Trooper // Core Trainings
Rescue Flight
When you activate Flight Burst and there is an
ally 1 Tile next to you, you may carry them
along with you on your flight, and when you
land they also land in a Tile next to you. Your
Movement is halved when doing this.
Aerial Marksmanship
Attack
Variable Action
AIM
223
224
225
Venator
Weapon-shifting Wunderkind
Suggested Faction Favoured Spheres
EXDUS STAR
226
Venator // Core Trainings
Tagteam Strike
Aerial Weaponry Assist
Variable Reaction
Attack HIT or AIM
Variable Action
HIT, AIM When you perform a Linked Turn with an ally
and you both perform an attack on a foe, you
Your hybrid Iconic Weapon is able to grant can activate both your weapons' Brave effects
you increased mobility. regardless of the number rolled. You can do
this once per Linked Turn every on any Round
Blast Jump if you are the Initiator.
Whenever you perform an AIM action, you can
propel yourself into the air from the force of
the blast, in the opposite direction of where
you shoot. The number rolled is gained as
Movement, ignoring obstacles and chasms.
You are considered Airborne.
Landing Strategy
Whenever you are Displaced or launched
Airborne, you can perform Blast Jump as a
Reaction to recover yourself and change your
trajectory.
227
Venator // Master Abilities
Visage Actualisation
Venator's Visage [WIP] Potential II
As a Venator, you are not only taught the As with Visage Evolution, your GM determines
weaponsmithing arts at your Academy, but when you would awaken your Visage again.
also educated about the ancient tales of the
Old World - tales that no doubt inspired you to Your Visage awakens a second and final time,
take up the mantle of a Venator in the first growing into its full potential. You learn the
place. nature of your legend and its resonance with
you. You no longer walk as a mirror of its echo
Sometimes, the World Tree's strange on the New World, but in many ways become
ontological power reaches through time and that legend itself, reborn into the second
space, and your soul becomes intertwined world under a new name and body - yours.
with the legend of someone from the past,
whose name you may not recognise,
awakening you to your Visage.
Visage Evolution
Potential I
You unlock more of your Visage's potential,
learning more about the legend behind its
power and granting it stronger effects.
228
Vesper, Heir of Voyage Team Aquila
229
Heir of Avalon
Chosen of the World Tree
Suggested Faction Favoured Spheres
Aeden STAR
Play as an Heir if you like: Sometimes, your weapon guides you towards
> Being a versatile jack-of-all-trades in fulfilling this greater purpose, usually through
combat a strange feeling of familiarity or a sense of
> Having a magical weapon that changes nostalgia, as you resonate with memories
forms within your hand that are familiar, yet not entirely your own.
> Commanding an arsenal of floating spectral
weapons that can fly and attack LORE - The Kathedra & Claritas Immersio
independently ritual
DARE - Remotely controlling your Origin
Strengths Weapon
Long distance spells and teamwide buffs SENSE - Meditating upon your Origin Weapon
TOOL - Flourishing weapon, using a sidearm
(pistol and/or dagger)
Weaknesses
FACE - Commanding respect as an Heir,
Requires heavy EXP investment to bring out
heroic presence
full potential
230
Heir of Avalon // Core Abilities
Standard Equipment
Sidearm
Wayfarer Boots
Starclimber
Attack
Variable Action
Origin Weapon HIT or AIM
Core Trait
Whenever you Brave using your Origin
You receive a unique, blessed weapon or tool Weapon, you generate.
given to you from the World Tree, along with a
Vision from the Weapon that alludes to its
past or true purpose. The Weapon is
indestructible, magical in nature and almost Weapon Warp
living, improving and growing as you do, Special
guiding you on your path. It is also the source
Variable Action
of your power.
231
WEAPONCALLER
Heir // Path of the Soul Wielder
Starclimber
Variable Action
MOVE
When holding your Origin Weapon, you can
use a variable MOVE action to have it fly,
carrying you with it and ignoring terrain and
obstacles, gaining Movement based on the
number rolled.
232
233
Armiger
Heroic Standardbearing Knight
Suggested Faction Favoured Spheres
Aeden EARTH, SUN
234
Armiger // Trainings
Standard Equipment
Tower Shield Dauntless Guardian
Eldite Armour Assist
Variable Reaction
TBA SAVE
Battle Presence
Any actions that your allies roll from within
your Presence gains a +1d bonus.
235
AURA KNIGHT
Armiger // Path of the Standardbearer
I beheld as Joanna stood as a flag upon the battlefield, like an immortal maiden of old, come to redeem her
people. The spirits of all around me were lifted, and they rose once more, and the spears rose as her voice did.
"Not one more shall fall this day!"
Courageous Presence
Special Battlefield's Anchor
Medium Action
SAVE For every point of Momentum that the party
You can activate a Presence that boosts the has, you gain an equivalent bonus to your
morale of others and lifts their hearts. All allies SAVE rolls.
in your Presence immediately restore 5
Resolve. At the start of every Round after
activation, your Presence grants
Regeneration, restoring the Resolve of all allies
by +5.
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237
Shinobi
Deadly Stealth Infiltrator
Suggested Faction Favoured Spheres
Dust, Eyries SKY
Strengths
Highly consistent single-target damage and
elimination, with a decent selection of survival
options for yourself.
Weaknesses
May end up vulnerable if caught far away
from allies without good options, and may
sometimes end up too far away from the
party to benefit from buffs or other forms of
help.
238
Shinobi // Core Abilities
239
KAGERYUU
Shinobi // Path of the Shadowraith
240
241
Skardkriger
Beast Reaver
242
Jedaine, Drakenought of Voyage Team Aquila
243
Drakenought
Jet-propelled Artillery Fortress
Recommended Faction Favoured Spheres
Sol Empire SUN, EARTH
Strengths
Superior zone control and durability, amazing
against larger foes and bosses.
Weaknesses
Very slow-moving and cumbersome unless
you activate your rocket engines to move.
244
245
Phoenix Guard
Formation Riflemen
Suggested Faction Favoured Spheres
Sol Empire EARTH, SKY
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Phoenix Guard // Trainings
Standard Equipment
Incendiary Rifle
Portable Grenadier
Focus Fire
Augmented Attack
Variable Action
HIT
Firing Line
When you succeed an AIM action against a
target, any ally within 4 Tiles of you may
perform a ranged attack against the same
target. They would spend an equivalent
action that you spent on this attack, but their
attacks automatically hit, dealing the same
damage you dealt.
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Iron Judicator
Silver-scaled Inquisitor
Suggested Faction Favoured Spheres
Sol Empire SKY, SUN
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Tsuki, Armsmaster of Voyage Team
Aquila
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Bladeguard
Peerless Adaptive Blademaster
Suggested Faction Favoured Spheres
Alliance Clan SKY
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Bladeguard // Core Skillset
Iai Strike
Attack
Variable Action
HIT
Imperceptible Steel
"As you prepare your slash, the foe in front of you
tries to raise their shield in response, but your
blade flashes before they can even twitch their
muscle, striking them."
After-Image
Special
CAST
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ECHO BLADE
Bladeguard // Path of the Steel Shadow
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Aestelle, Keybearer of Voyage Team
Aquila
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Keybearer
Noble Skyborn Warrior
Suggested Faction Favoured Spheres
Eyries MOON, SKY
Strengths
Long distance spells and teamwide buffs
Weaknesses
Requires heavy EXP investment to bring out
full potential
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Keybearer // Trainings
You can also spend 1 Action Die to have your Brave: The rune explodes in a 3x3 area
Key materialise at an unoccupied Tile within 5 instead.
Tiles of you.
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TEMPEST BEARER
Keybearer // Path of the Storm Archer
You were born to be as a storm, as strong as thunder and as potent as lightning. The Tempest School is
normally characterised by Stormchildren with sharp wits, a quick tongue and sometimes biting personality -
though the Court usually makes sure that misbehaviour gets weeded out...
Nevertheless, Tempestuous Stormchildren also tend to be quite independent and self-driven, sometimes to the
vexation of the Court's handlers. These children are, as the handlers would call them - "lightning straying
from the thunder".
"Step lightly if you choose to approach." "Only the worthy may pass and be absolved."
Your rune evolves to contain the power of a You can fire multiple arrows that act as
miniature storm. When it explodes, it inflicts lightning rods, shocking all foes caught
Blight (choose wind or lightning) on all targets between them. When using a Fast AIM action,
in its area. you may fire a special storm arrow that
embeds itself onto a solid surface or an entity,
This Blight can be stacked multiple times at creating a pylon. These pylons last until
once if overlapped by multiple rune detonated.
explosions.
After firing your third arrow this way, lightning
arcs in a straight line between all of these
Oracular Gate - arrows, piercing and damaging all enemies in
Storm's Eye between. Additionally, this lightning instantly
supercharges and detonates any active
Burst Explosive Runes in its path.
Slow Action
CAST
Storm Key Attunement
"The Stormqueen judges you!" All hostile Displacement or Airborne effects
are halved against you.
You hold your Key and channel
a powerful ritual. While casting You can learn this ability a second time to
it, a thick cloud of turbulent wind enhance it: If a hostile Displacement or
and fog surrounds you in a 2 Tile Airborne effect fails to move you, you reflect
Star area, which makes the area difficult its effects onto the source instead.
terrain for all enemies.
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STAR BEARER
Keybearer // Path of the Light Archer
You were born to be as the stars, clear in purpose and manifold in your talents. The Astral School is normally
the calling of Stormchildren who exhibit bright and/or energetic personalities, always eager to please the
Stormqueen, and quick learners who grasp many talents easily, including the intricacies of Court etiquette and
various noble hobbies such as skyriding and performing ceremonial dances and duels for the Court.
They tend to be a favourite among handlers due to their natural charisma and eagerness to learn, though the
other Stormchildren are quite well aware that not all of this of this enthusiasm is born out of genuine
passion...
Shield Rune
Special Stellar Key Attunement
Medium Action
You gain 1 Shield at the start of every round of
CAST
combat.
Oracular Gate -
Divining Star
Burst
Slow Action
CAST
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VOID BEARER
Keybearer // Path of the Void Archer
You were born to be as the eclipse, subtle and cunning in all your ways. An arcane School born from studies
into void magic, Stormchildren who exhibit talent for the Eclipse School tend to be hyperfocused workers,
practical and composed in their thinking. They tend to also make excellent War Ministers due to their realistic
outlooks and quiet intelligence.
Ecliptic Stormchildren, perhaps as an accepted status quo of their school, tend to be private and secretive
individuals, with the ocassional Child given to stealth and mischief, stealing from the handlers or playing
tricks on them.
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Rivaan, Wahrsanguis of Voyage Team Scorpio
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Wahrsanguis
Blood Magic Healer
Suggested Faction Favoured Spheres
Skotos MOON, EARTH
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Wahrsanguis // Trainings
Conceal Blood
Using your basic control over blood, you are
able to conceal your living presence from
Tannin.
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DEATHSEEKER
Keybearer // Path of the Blood Warrior
The Sword give life; the Sword takes away.
Vendetta Well
Vendetta
Every time you take or deal an instance of
damage, you store 1 stack of Vendetta, up to a
maximum of 5 stacks (you can represent this
using physical tokens on your character
sheet). This adds +1d to your next HIT action.
Siphon Blade
Fast Action
HIT
Consume Resolve to charge your Weapon.
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Isshou, Gamblade of Voyage Team Scorpio
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Armsmaster
Daredevil Arena Fighter
Suggested Faction Favoured Spheres
Sentinarium SUN, SKY
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Armsmaster // Core Abilities
Weapon Switch
Attack
Variable Action
HIT or AIM
Whenever you Brave with a Prize Weapon and
enter Flow, you may switch to a different Prize
Weapon and attack with it.
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Armsmaster // Master Abilities
Rhythm
Whenever you take Actions, you build up
stacks of Rhythm. There are five ranks of
Rhythm, each represented by a letter and die
value. Your Rhythm starts at D rank, which is a
d4. C rank is a d6; B rank is d8; A rank is d10
and the highest, S rank, is a d12.
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Gundrifter
Wandering Mystic Gunslinger
Suggested Faction Favoured Spheres
Sentinarium SKY
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Gundrifter // Trainings
Truthseeker
Special
AIM
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Chambersaint/Golden Penitent
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MINI-CHAPTER
GM TOOLS
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Enemy Design Endangered Enemies
Once an enemy reaches 0 Break and Resolve,
The following is a quick example of enemy
they will remain on the map until the next
design and statblocks that you as a GM can
Round starts. Only when their Turn starts, you
use for your Voyages, to be fully expanded in
may have them spend their Actions to run
the full release version. Some general
away, surrender, etc. This also gives Players
approaches when designing enemies:
time to chase and restrain these enemies if
needed.
Not Just Damage In most cases, it's fair to assume that once an
Think of ways to affect Players other than just enemy is Endangered, the Players no longer
pure damage. Use Conditions against them, need to focus on that enemy and turn their
create temporary barriers that split them attentions towards the ones that are still
apart. You may choose to jeopardise their fighting, and should (most of the time) not
Voyage mission's sucess instead, like stealing have to worry about an enemy once they are
a key relic or kidnapping an escort. fully Broken.
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Inspirations
masaki_hirooka
World v8turbocharger
ZhaoP
- RWBY Arcticcave
- Land of the Lustrous YUJIFantasia
- Destiny Erhong1111
- Alchemy Stars No33no/Susumu Maeya
- Arknights masaki_hirooka
- How to Train Your Dragon LIN+
- Horizon: Zero Dawn ovopack/Ryota Murayama
- Shardbound Anato Finnstark
- Guild Wars 2 Piotr Jablonski
- Final Fantasy XIV Omer Tunc
- NieR: Automata Akitsu Taira
- Anthem Masahiro Tsukuba
- Hollow Knight Ryota-H
- Recettear Taiki99
Toridamono
Yoneyama Mai
Games 7ZEL
- Arknights (Tactical tile-based format) IERotAK
- Fire Emblem (Tactical tile-based format) Shirow Miwa
- Etrian Odyssey (Exploration) _Chuzenji_
- Hades (Boons and gods) Kuroblood
- Persona 3 & 4 (Turn-based combat & telsonknife/knifedragon
personas) 68mo
- Devil May Cry ORiHiRA_
- Monster Hunter szmyu
- Genshin Impact SIXMOREVODKA
- League of Legends hizani_ya
- Legends of Runeterra
- Ruined King
- Dungeons & Dragons
- Degenesis
- Pathfinder 2nd Edition
- Fabula Ultima
- Lancer RPG
- Dungeons & Dragons 4th & 5th Edition
- Advance Wars / War Groove
- Ryuutama
- ICON RPG
- Fate/Grand Order
- Honkai: Star Rail
- City of Mist
- Potionomics
- Candela Obscura (Illuminated Worlds)
- Daggerheart
- MCDM RPG
- DC20 RPG
- Forbidden Lands
- Slay the Spire
- Final Fantasy 7 (Materia)
- Wilderfeast (Struggles)
Artists
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Congrats, you made it to the end.
Checklist for future features below. I may not implement them, specifically because I'd
like to keep this system as streamlined as possible:
- Inventory system (either a tile-based one like Resident Evil, or a simplified slot-based
one like Fabula Ultima or Break!! RPG)
- Weapons that have special abilities and tile ranges (again, not implementing at the
moment for streamline reasons)
Thank you for reading and participating! Feel f ree to head down to our
D i s c o r d s e r v e r t o c h a t w i t h f e l l o w Vo y a g e r s a n d L i a i s o n s , o r l e a v e y o u r
t h o u g h t s t o h e l p u s i m p r o v e Vo y a g e r : T a c t i c s t o g r e a t e r h e i g h t s !
d i s c o r d . g g /x v g s E 9 u 7 e z
" A n e w s t a r w a t c h e s o v e r y o u ."
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