Tag Archive for: pdf

Dare the Lair of the Horned Giant, and Enter the First Fantasy AGE Dungeon

Lair of the Horned Giant for Fantasy AGE 2nd edition!

Available Now!

 

As the new Fantasy AGE developer, I’m pleased to share something from the roots of the AGE system, updated for the 2nd edition of Fantasy AGE: a new adventure called Lair of the Horned Giant!

Long ago, a hero confronted a fierce challenge on the sacred fields of Kreyatos, and what transpired became the origin of a thousand legends—of sacred bulls slain, of a curse that fused victims with beasts, and of the Horned Giant and its cult. Now your heroes have come to investigate the legends at the fields themselves, where the cattle of the gods once roamed, and where the servants—or jailers—of a fallen hero, now given horns and an urge for bestial violence, dwell. But is there more to the Horned Giant? Beyond the rumored bull-man, what of the rumors of konotaurs and other beast-people?

Lair of the Horned Giant is an adventure our friend and very cool game designer Will Hindmarch originally created to support fans of the Dragon AGE roleplaying game who wanted to use it to adventure in other settings, but it was never published. I discovered it in our files, loved it, and updated it for Fantasy AGE’s second edition. It features an open-ended presentation like Fantasy AGE Lairs, a book for First Edition Fantasy AGE I really like, but it has a mythic resonance I think would go especially well with Fantasy AGE Trojan War, though it’s designed to slip into the classic fantasy worlds core Fantasy AGE supports.

(As I talk editions, remember that Fantasy AGE editions, and AGE games in general, are easy to convert between.)

This challenging adventure with shades of Greco-Roman and Middle Eastern mythology is best suited to characters of levels 8-10. It includes new creatures and magical treasures for Fantasy AGE suitable for a wide variety of campaigns. The mythology of the Horned Giant is even designed to be easily adapted for your own games, too.

This also inaugurates our series of new adventures called Fantasy AGE Dungeons, though some of these might not be “dungeons” in the usual sense. We’re currently working on another, Menace of the Grave Warrens, and I can’t wait to announce that too. Use them for one shots, side quests—whatever works for your table. Until then, challenge the cursed cult and dare the Bull of Heaven!

The Fantasy AGE Quickstart Arrives!

Fantasy AGE 2nd Edition Quickstart

A neglected ship sales the moonlit seas with no living crew to guide her. Can the heroes unravel the mystery? And more importantly, can they live to tell the tale?

New to AGE games? Looking for more starting adventures for your Fantasy AGE game? That’s the teaser for “Terror of the Ghost Ship,” the adventure included in the new Fantasy AGE Quickstart up above. It’s available today! Get it in PDF at the Green Ronin Online Store and DrivethruRPG —click through to wherever you want it from.

The Fantasy AGE Quickstart also contains streamlined rules and pregenerated characters for Fantasy AGE, the Adventure Game Engine (AGE) game of swords & sorcery adventure. The current, second edition of Fantasy AGE is an evolution of the rules found in Modern AGE, The Expanse Roleplaying Game, Blue Rose: The AGE Roleplaying Game of Romantic Fantasy, and others. The pregenerated characters, rules, and included adventure provide everything you need to run it except at least three six-sided dice, writing materials, and your friends.

AGE is designed to be intuitive and straightforward, while leaning into the swashbuckling side of adventure roleplaying with amazing stunts, cinematic combat, and a loose, four-class system that lets you shape a heroic archetype into a true individual.

After the adventure, move on to the full rules of the Fantasy AGE Core Rulebook. The Stranger Shores await—and that’s for starters. Adventures, new settings, and more are on the horizon, and we can’t wait to share them with you.

Tune in today (Thursday, 21 March 2024) at 2p Pacific, 5p Eastern for ThursdAGE, when Malcolm Sheppard and Ian Lemke join your host, Disembodied Troy Hewitt. We will not only take a look at the new quickstart, we’ll be talking about the future of the Adventure Game Engine!

Revelations of the Bacchae, the GM’s Kit, and DREADCRAWLS: New(ish) Releases for Cthulhu Awakens!

Cthulhu Awakens, the AGE RPG of confronting Mythos horror across the Weird Century, entered electronic release last October—but since then, we’ve released more for the game, with ambitious plans for 2024! Here we go:

Revelations of the Bacchae for Cthulhu Awakens

Revelations of the Bacchae (PDF, Roll20)

Revelations of the Bacchae presents expanded notes on the Cthulhu Awakens actual play session of the same name, run by Ian Lemke during the Cthulhu Awakens Kickstarter campaign. Note that this is not a full scenario—well, not completely. Instead, the basic notes used to run the game have been cleaned up a bit and presented for your perusal or use, as you see fit. This development process means it may vary from the adventure as presented, as elements of improvisation are “set into stone.”

Revelations of the Bacchae is set in the modern day, but with adjustments can be situated earlier. The latest time-dependent element is from 1996, but the exact date isn’t important.

PDF GM's Kit for Cthulhu Awakens

 

Cthulhu Awakens Game Master’s Kit (PDF)

The Cthulhu Awakens Game Master’s Kit is a collection of resources that helps you smoothly deliver terror and adventure to your players. It provides a PDF with 3 Game Master’s screen panels that displays stunts and other essential information. The quick reference card PDF provides further assistance with commonly used rules, and the combat tracker helps you organize the action.

The true secrets of the Game Master’s Kit are revealed in Unexpurgated Texts, a PDF booklet detailing a dozen fell grimoires and their modern counterparts, each in an expanded, 2-page format listing the eldritch workings and other strange secrets each of them contains.

Dreadcrawls PDF 'zine for Cthulhu Awakens

DREADCRAWLS #0: Strange Places (PDF)

Mountains of madness, cave complexes inhabited since before history, and secret temples under moldering ruins are all part of the Mythos horror genre. With DREADCRAWLS #0: Strange Places, you can generate these bizarre, haunted locations with a few dice rolls and simple decisions. From underground complexes to hyper-dimensional locales folded into non-Euclidean shapes, create haunted lairs for the Mythos with a tried-and-true old school, table-based method.

DREADCRAWLS is the official zine for Cthulhu Awakens, the AGE roleplaying game of Mythos horror, across the Weird Century.

More Horror?

Some of these have been mentioned before, specifically for the Roll20 edition, as Jonesy talks about here. Read about Cthulhu Awakens’ full-featured Roll20 version.

Furthermore, we have four more supplements in various stages of development, so rest assured, there’s support here, and support coming. We’ll tell you when!

Valiant Views: Shadowman

Valiant Views: Shadowman

While the Valiant Adventures Quickstart gives you a feel for what it is like to play a tabletop RPG set in the Valiant Universe, due to space limits it doesn’t provide character creation info or a deeper look at some of the signature Valiant characters. In this preview, we look at Valiant’s mystical defender of the Deadside, Shadowman.

Along with Doctor Mirage, Shadowman is our other mystical character, perhaps the one most central to the Valiant Universe’s mystic upheavals. Overall, Shadowman’s Abilities are impressive, but largely because Jack Boniface is bonded with the Shadow Loa: giving him a list of Enhanced Abilites included in those Ranks. The Shadow Loa also makes Shadowman tougher, faster to heal, and essentially unkillable except through mystic means.

Shadowman’s other powers involve his Shadow Scythe, his signature weapon, which is effective against spirits and other creatures of the Deadside and a weapon he can swing in an arc to Multiattack. He also has a considerable Necromancy Array, particularly his power to summon darkness, travel to and from the Deadside, and to Command the Dead and the creatures of the Deadside when necessary. Extra Effort for some power stunts can add other Necromatic Effects to Shadowman’s Array temporarily, but he tends to rely on his physical prowess more than those powers anyway.

Jack has Undead as a Favored Foe Advantage, giving him an additional edge. He has some Combat Advantages, notably Menacing Attack, which lets him Intimidate after felling a foe, especially useful against groups of minions. He also has Leadership, more in the area of helping allies like the Abettors to shake off Conditions, and Fallen Inspiration, which lets him do the same even when he’s taken out of a fight!

His Skills rely fairly heavily on Intimidation and Occult, although his Expertise in History (he started out as a museum curator in New Orleans) comes in handy sometimes. It’s notable that Shadowman is a more effective close combatant, with slightly lower Defense against ranged attacks and no real ranged attacks of his own, unless he does a power stunt or throws something. He prefers to get right up into the fight whenever possible.

Shadowman’s Responsibility Complication is often at-odds with his Isolated Complication: He wants to do good and help others, but at the same time feels like he has to go it alone, making it hard for people to help him, as Alyssa and the other Abettors and his sometime allies will attest.

Check out the Valiant Adventures Roleplaying Game on Kickstarter now!

Valiant Views: Ninjak

Valiant Views: Ninjak!

While the Valiant Adventures Quickstart gives you a feel for what it is like to play a tabletop RPG set in the Valiant Universe, due to space limits it doesn’t provide character creation info or a deeper look at some of the signature Valiant characters. In this preview, we look at Valiant’s ultimate secret agent and super-spy, Ninjak.

Ninjak is a prime example of a “normal human” who, well, isn’t in that some of his abilities (Agility, Dexterity, and Intellect) are above the “normal human” limit that hovers around Rank 6 and his Fighting Ability is truly superhuman at 14, but then Ninjak is one of the best all-around combatants in the Valiant Universe. He relies on that high Attack Bonus because his Damage output is relatively low for his Power Level, meaning Ninjak is going to Power Attack when he can against lower Defense targets (if he’s not using his Gadgets Advantage to simply plant a bomb on them…).

Ninjak’s “powers” are all Devices, particularly built into his uniform. In particular, his Enhanced Armor Mode is a good example of Power Level trade-offs: It exchanges upping his Toughness (Protection) at a reduction in his Dodge and Parry, keeping his Power Level the same, but recognizing situations where Ninjak needs greater Toughness while still maintaining quite high Defense Class against attacks.

He has a formidable set of Equipment, including a variety of weapons, all cutting-edge tech, but not so advanced they count as Devices.

Ninjak was the true test for the layout of the Advantages section! He has a lot of them. Notable is his Gadgets Advantage, a new one in Valiant Adventures that lets him come up with his signature “I have a device for that” move in the comics. He’s naturally got the Assessment, Connected, and Well-Informed Advantages for intelligence gathering, along with a lot of Combat Advantages reflecting his training, cunning, and skill. Of note are new Valiant Adventures Advantages like Exploit Momentum, Opportunity Attack, Riposte, Sleeper Hold, and Split Attack. The first three make use of the addition of a once per Turn Reaction option, letting Ninjak respond to things his opponents are doing. The other two are a revision of the old Chokehold Advantage and an Advantage version of the Split Effect Modifier, allowing him to make two smaller attacks in place of a larger one.

Ninjak is also a Skill monster, adding to his already formidable Abilities in all of the ninja- and espionage-related Skills. In particular, his Skill Mastery in Stealth lets Ninjak routinely disappear and conceal himself under most circumstances unless dealing with an opponent with Senses Effects that allow them to detect him (as X-O Manowar did in their initial encounters).

Check out the Valiant Adventures Roleplaying Game on Kickstarter now!

Uncover the Secrets of the Galaxy with Trades of the Expanse: Journalist

Trades of the Expanse: Journalist Available now!<transmission from Green Ronin Publishing incoming.>
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Today I’m here to tell you about the latest for The Expanse RPG—Trades of the Expanse: Journalist. The 1300 worlds are filled with stories, and it’s the journalist’s job to seek them out, uncover the truth, and share them with the galaxy. This exciting supplement explores the life of journalists in The Expanse. It offers helpful information for players who want to make journalists, groups who want to play a team of journalists, and plenty of source material and new rules, gear, and ships for any GM who wants to expand their campaign.

 

The life of a journalist can be hazardous. Journalists pride themselves on keeping humanity honest by speaking truth to power and exposing dirty secrets. With humanity spread across the galaxy, the sharing of information has become even more important. Journalists help to share the human experience of people from vastly different circumstances and backgrounds. They expose the dirty secrets of the rich and powerful, share the plight of the Belters with the Inners, and shine a light on the truth. Journalists tend to make a lot of enemies. Most folks don’t like having their secrets exposed and sometimes seek revenge or just to stop information from being released.

 

Trades of the Expanse: Journalist follows the same format as the other Trades books. It opens with an in-depth look at the role of journalists in The Expanse universe and explores different kinds of journalism. There’s also a fun section on media lingo and a listing of many of the media outlets journalist characters are likely to interact with. Then, there’s the Finding Work section that provides some charts and tables for GMs to use to determine the types of journalist jobs that are available.

 

The Tools of the Trade section details a trove of new gear for journalists: electronic press IDs, recording drones, and burn keys for quickly deleting data, and even a new augmentation. Following the tools is everyone’s favorite section—Ships! There are new Ship Qualities and a ship designed for the journalist on the move, the Cronkite-class Media Ship.

 

Under Doing the Work there are new rules for journalists and campaigns involving journalists. There’s a Journalist specialization with a new talent that helps with getting access and getting the story out. There are new stunts including Hardball (for getting to the truth when conducting an interview), Fourth Estate (for earning the trust of different organizations), and Press Pass (for getting access). There are even new Churn complications for adventures for journalist-oriented adventures and campaigns.

 

To wrap things up, you’ll find a rogues’ gallery of ready-made sources that GMs can use to build a story around or if they need a quick NPC in a pinch. Finally, there we present an optional system for journalists (although it could easily be adapted to other types of adventures and characters). The No Further Questions! optional system allows a player to add to the Churn tracker in exchange for special journalistic actions such as getting answers to questions, capturing important video, finding a new source, or gaining an important clue.

 

That about wraps it up. The Trades of the Expanse series continues. Next up is Trades of the Expanse: Entertainer. Keep your comms open!

 

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Trades of the Expanse: Journalist is available now in the Green Ronin Online Store, and on DrivethruRPG!

Travel the Stars—Trades of the Expanse: Scout

Scouts! a new supplement in the Trades of the Expanse seriesExplore the galaxy! Chart new systems! Study new stellar phenomena! See what no human has ever seen!

Sign up today and join this new branch of Pope Enterprises family – The Pope Scouting Service!

 

Just a little over a month ago, I brought you the news that the new edition of Trades of the Expanse was coming out. Now I can tell you that the next is ready to go. The PDF for Trades of the Expanse: Scout is now available! So, what exactly are scouts in The Expanse RPG? Well, let me tell you….

The 1300 new worlds beyond the ring gates are ripe for exploration, colonization, and plundering. However, before these worlds can be explored, they must be located and determined and their safety analyzed. While much of the initial exploration and observation is uncrewed, using probes and other remote-operated ships, nothing beats the human touch. A scout can often notice dangers or anomalies that a remote probe might miss. They can also react immediately and make on-the-fly decisions if an unusual situation arises rather than waiting for hours due to the time delay in communications.

Scouts and planetary surveyors often work hand-in-hand, with a scout ship leading the way and then a team of planetary surveyors arriving soon after they give the all-clear. Sometimes, the ships explore a system in tandem, or you may even find planetary surveyors on the same ship.

Of course, not all scouts explore new systems and stellar phenomena. The MCR and UN Navies make heavy use of scouts to monitor their enemies, and the Belters also have their own scouts for spying on the MCR and UN as well as other Belters. The megacorps are also not averse to using scouts to ferret out information about the competition. This type of scout overlaps somewhat into the territory of spying, although in most cases, they never leave the ship. It can also prove to be incredibly dangerous. No military or corporate entity takes well to surreptitious scans of their stations, factories, or colonies. The response to this sort of snooping can often be lethal.

Trades of the Expanse: Scout offers the trove of information folks have come to expect from all of the Trades books. You’ll find lots of fun details about the life of scouts, who hires them, and what kind of jobs they can find. Then there are new rules, including sample advanced and challenge tests for scout-oriented adventures, new stunts, reputations, and a scout specialization. And finally, the fun part—new ships and equipment!

For new equipment, you’ll find expert systems for scout ship computers and an array of probes and drones that can come in handy while exploring new systems. Ships are a necessary tool for any scout, and we’ve got four new designs. The Mosquito-class (dubbed the “Tin Can”) is a tiny one-person scout vessel. The Dove-class Stealth Scout is a slight step up, with serviceable living quarters for its crew of two—both of whom had best get along. This ship is designed for getting into and out of places without being seen. With a standard crew of six (perfect for a group of player characters), the Orion-class Heavy Scout is designed for long-term missions. However, most are constructed on a decommissioned class of  UNN patrol ships, and sometimes the age shows. Last but not least is the Beta-class Scouting Platform. While technically a ship, the Beta is more of a mini-space station meant for long-term missions and observation.

Keep your comms open for more information on upcoming books for The Expanse RPG at a space station near you!

Disembodied Troy and I will be taking a deep dive into the material, during ThursdAGE!, the official livestream Powered buy the Adventure Game Engine. Come join us on YouTube at 2P Pacific, 5P Eastern.

Trades of the Expanse: Scout is also available over on DrivethruRPG

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Exploring the Expanse—Trades of the Expanse: Planetary Surveyor

Trades of the Expanse: Planetary SurveyorI know I’ve been talking about it for a long time, but it’s finally here—Trades of the Expanse: Planetary Surveyor! The perfect companion for Beyond the Ring, this book offers an in-depth look into the dangerous trade of planetary exploration. Not only will you find details about the nuts and bolts of planetary exploration but there are lots of new gadgets and new rules for expanding gameplay.

Prior to the discovery of the ring gates and the 1300 worlds that lie beyond, planetary exploration by humans had become a thing of the past. By the timeframe of The Expanse, all the major worlds and many of the major moons and asteroids in our solar system had been extensively explored. While new discoveries are still being made, the need for human-centered exploration missions has dwindled. However, with the opening up of so many new worlds and systems, planetary surveyors (and their companion scouts) have become hot commodities sought out by governments and mega corporations in the gold rush to the stars.

Planetary Surveyor offers a wealth of new information on the life of a planetary surveyors and includes details on the types of missions surveyors are likely to find and who might be hiring them. Governments, corporations, and even religious and special interest groups are all seeking information about these new worlds. Which planets are habitable (suitable for a colony), what are their resources, what are the dangers. Planetary surveyors are expected to report back with all this information and more. Of course, as the first colony on Ilus/New Terra proved, exploring new worlds is a dangerous task and suitable for only the bravest hardiest individuals.

Of course, scientific exploration breeds innovation and planetary surveyors have a wealth of new tools of the trade to make their job easier and maybe even a little safer. The new gear described in this book includes animal capture gear, chemistry decks, survival kits, drones (reconnaissance, surveying, sampling, snare, and submersible) as well as aircraft, aquatic vehicles, and ground vehicles. They even have their own special designed ships including the Giza-class research vessel, the Liu Hui-class scout, and the Narwhal-type submersible skiff. Yes, you read that correctly, a space craft designed for underwater exploration as well!

The book also features new rules including a planetary surveyor specialization, new reputations, and Churn results targeted specifically at exploration-based stories and campaigns. You’ll also find a few ready-made contacts, clients and fixers who might hire planetary surveyors.

So, what’s next? Trades of the Expanse: Scout, sort of the companion for this Trades book is right around the corner. And this fall, we’ll be bringing you Sol System which has everything you’d want to know about our very own solar system during The Expanse era as well as new rules including augmentations for player characters. And we’re not done yet! The Trades of the Expanse series continues with new entries and we have new books planned that take us through the Free Navy Conflict and beyond! So, keep your eyes on the stars, watch out for killer robots, and stay tuned to this channel for more updates.

 

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Storm Warning: A New Modern AGE Missions Adventure!

Storm Warning a new adventure for Modern AGEIn a small, seaside town, a cult lurks in the shadows and prepares to fulfill the dark prophecies it’s harbored for years. Now, the time is finally right to bring their patron into the world, using an incoming natural disaster as both cover and a source of fell energy. Heroes must work against the clock and the elements to discover the cult’s plot and decide what to do about it, rescuing or dooming the town while doing their best to simply survive.

Written by Jose R. Garcia and developed by Meghan Fitzgerald, Storm Warning is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 1-4, showcasing Modern AGE in the survival horror genre, as the cult, its bizarre servitors and, perhaps, the unspeakable being behind it all, arise in wind and water. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign. Therefore, it requires the Modern AGE Basic Rulebook.

 

 

Storm Warning is part of the Modern AGE Missions adventure series. These adventures aren’t tied to any detailed setting, though they sometimes loosely imply a setting. This makes them ideal for one-shots, as a campaign kickoff, or as a break from your game’s primary story arc. Check out the other Modern AGE Missions:

Warflower

Alchemy, drug dealing, corporate intrigue, and medieval sword fighting combine in a modern-day murder mystery with a side of action and a little mysticism—or is it just strange chemistry? Warflower is an adventure for characters of levels 1-4.

Feral Hogs

After civilization fell apart, and the people of ‘Murica retreated to desperate villages and the enormous walled distribution fortresses of the Bozos clan, a new threat arose—no, not the rise of strange mental powers triggered by energy drinks, the other threat: feral hogs. In case the adventure title didn’t give it away. Whether in squealing hordes of 30-50 or in singular mutants of towering porcine glory, they stand in the way of recovery. Feral Hogs is a lighthearted adventure for characters of levels 1-4.

Flight 1701

A routine flight turns into a challenge to survive and humanity’s first contact with extraterrestrial life, as the plane somehow crashes on another world. The passengers and crew must work together to discover what happened, represent all humans while struggling to communicate with an alien people, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever. An adventure for characters of levels 5-8.

Assault on the Aerie

A skilled strike team must find a way to breach the defenses of a nigh-impenetrable mountain fortress, rescue the hostages inside, stop a threat to humanity, and get out alive. That alone would be hard enough, but the mystical wards and magical creatures standing in their way makes the mission all the more dangerous. Assault on the Aerie is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 13-15, showcasing Modern AGE in the urban fantasy genre.

Fantasy AGE 2nd Edition Preview: Stunts!

Fantasy AGE Core Rulebook

Get the PDF for just $5 with a print copy preorder, and start reading today!

Stunts are a hallmark of the Adventure Game Engine, and something we looked at very carefully for Fantasy AGE’s new edition—one that’s available for preorder (with discount PDF option) and in PDF now, by the way! Look at the PDF and you’ll be able to see all the details for yourself, but this article will still serve you as a general review.

Where Stunts Have Been

Stunts have been part of the Adventure Game Engine since Dragon Age and have proven to be one of the most enjoyable, useful elements of the system. Dragon Age made more central use of stunts restricted to certain character types when it came to magic, to get into the flavor of its video game source material. The first edition of Fantasy AGE was designed in a more setting-neutral fashion with less of this kind of focus, but the rules were otherwise very similar.

The basic way to trigger a stunt remains the same: Roll matching results (doubles) on any two dice on your winning test, and consult the Stunt Die (called the Dragon Die in Dragon Age, and the Drama Die in The Expanse and the upcoming Fifth Season Roleplaying). You get as many stunt points (SP) as the result of that specially marked die. You can then spend the points on the stunt tables for various extraordinary effects, from extra damage to the ability to distract an enemy. Stunt lists for combat, exploration, and “roleplaying” (as social things were called) remained core to Fantasy AGE. Other AGE games, such as Modern AGE, used more and variant tables to hook the system to a particular flavor or expand what stunts could do. Modern AGE presented a large number of stunts in particular.

Stunts let you do all sorts of wild combat actions!

Stunts in the New Fantasy AGE

In looking at prior designs we wanted to better define what stunts are for, how to use them, and how to enhance Fantasy AGE as a distinct game with a (loose) class-based, heroic fantasy design. We also wanted to make stunts easier to pick, since while it usually just takes a session or two to select them on the fly with ease, some players found making that decision a bit flustering. With all that in mind, we kept the basics of stunts, but refined them, as follows:

More about story and function: We introduce stunts with an eye toward how they work in the story of the game, as well as its systems. A stunt has to tell a story that makes sense! Chapter 6 of Fantasy AGE 2nd Edition now makes that clear, along with the roles of stunts to represent exceptional performance and to cover a number of unusual situations (such as grappling and disarming opponents) other games might cover with special subsystems.

More ways to get stunt points: Fantasy AGE now includes the Stunt Attack option, where you can forego normal combat results to gain 2 stunt points for a special maneuver, such as when you want to restrain someone without hurting them. We’ve also introduced Daring, where you might gain extra stunt points in tough times, as failure accumulates and you’ve earned a truly stunning reversal of fortune; and Relationships, where powerful emotions about others can become a reserve of stunt points to call on when those bonds enter the story.

Basic and class stunts: Perhaps the biggest change is the introduction of a distinction between basic stunts, which anyone can use most of the time, and various forms of advanced stunts, including class stunts. Class stunts are earned as characters gain levels, letting them perform tasks supported by the class with true excellence. A few weeks ago we previewed an example Warrior class stunt. Here are a couple of others, from the Warrior and other classes. Be aware that class stunts are a little more potent than their basic counterparts by design, to support what each class is best at.


Envoy Stunt—Dominate Foe (4 SP): You compel an enemy to feel intense fear, confusion, or distraction. Select one target who can perceive you and has a Willpower no higher than your Communication. You impose one of the following conditions on them: Confused, Defenseless, or Frightened. You choose which condition affects your target. It lasts until the end of your next turn.

Mage Stunt—Battle Magic (2 SP; Spell):  You may follow up your spell with an Arcane Blast as an immediate free action, though the blast becomes a simple test that can’t generate or use SP.

Rogue Stunt—Evade (2 SP): You slip past your foes. Until your next turn, you gain +2 to Defense, and each time an attack misses you, you may move 4 yards without using an action.

Warrior Stunt—Limb Strike (3 SP): Your blow injures one of your foe’s appendages, and they take a –3 penalty to tests that use it until your next turn. Furthermore, a blow to a humanoid leg or equivalent levies a –5 penalty to Speed, while one inflicted on a shield arm deprives your opponent of its Defense bonus.


See For Yourself

As we’ve said, the game ready for preorder and out on PDF. Give it a look!