SUNREAVER
With your open Hands, Cleave the Sky in half
SETUP
Accuracy (ACC) Accuracy is added to your ranged Harm Rolls.
Valor (VLR) Valor is added to your Relic Rolls as well as certain weapon Harm Rolls.
Spirit (SPR) Spirit is added to your Cast Rolls as well as maximum MP.
Strength (STR) Strength is added to your melee Harm Rolls.
ARMOR OF FOOLS
Your Reaver determines a number of things: first off each Reaver has Hit Points (HP), Base
Armor (BP), Magic Points (MP), a number of Passive Abilities as well as an Unleash Ability.
AOIFE
Reform: As an Action, the Aoife can transform into its soaring form.
ARTORIAS
HP 8
BP 1
MP 2
Knight of the Wind: Windstrider, knight of hope, faster than sight and quicker than breath. Before
or after making a melee Harm Roll, the Artorias can Move a Lane; this movement doesn't
trigger Opportunity.
Blademaster: Befit for a knight; swing with your heart and slay with your soul. Blade prefix
weapons wielded by the Artorias have their WPN DICE increased by one step.
Unleash Ability:
HAND OF SWORDS
My king, my liege; my master unfit for mortal worries! Guide my thousand arms so that they may
only draw blood from the wicked. The Artorias draws forth four arms. For the rest of the
engagement, whenever the Artorias makes a Harm Roll with a Blade prefix weapon, it can
make an additional Harm Roll against any adjacent target.
SPECIALIZE 1: Knight of the Wind now lets the Artorias move two Lanes. Increase its BP by
1.
SPECIALIZE 2: Blademaster makes all Blade prefix weapons wielded by the Artorias deal
magic damage. Whenever the Artorias makes a Harm Roll with a Blade prefix weapon, it can
do so up to 2 Lanes away; wind magic creates a torrent of steel that strikes the Reaver's foe.
MASTERY: Hand of Swords is now active at all times. When the Artorias Unleashes Hand of
Swords it draws forth four more arms (for a total of ten); for the rest of the engagement,
when the Artorias makes a Harm Roll with a Blade prefix weapon it deals maximum damage.
Roll your dice still, since they now explode on a maximum roll, potentially increasing your
damage.
BAEL
HP 6
BP 0
MP 4
Bastion of Heart: You of corrupted soul; you who know the kindness of the heart. The Bael is
immune to corruption. Allies within line of sight gain +2 advantage on Corruption Saves.
Internal Hellgate: Engine of hell, channeler of evil, warrior of light. After making a ranged Harm
Roll, mark one stack of Hellgate. At two stacks of Hellgate, the Bael can make a Darklight
attack by spending 1 MP, the effects of which are determined by its Hellgate stacks.
2-4 Hellgate The Darklight is a ranged attack with range 6; it deals d8 + SPR + 1 magic
damage on a hit.
4-6 Hellgate The Darklight is a ranged attack with range 10; it deals d8 + SPR + 2 magic
damage on a hit.
7+ Hellgate The Darklight is a ranged attack with range 20; it deals d10 + SPR + 2 magic
damage on a hit, an additional SPR + 3 magic damage to foes adjacent to its target and
doesn't spend MP.
Unleash Ability:
BURN IN THE EVERLASTING LIGHT OF CREATION
AVENGER, HEALER, NOBLE SOUL; CLEANSE THE SINS OF THE PURE AND BURN AWAY
ALL EVIL. You can only Unleash if you have Hellgate stacks. The Bael gains two stacks of
Hellgate and fires off both of its Darklights. Immediately make two Harm Rolls using your
Darklights. Deal increased magic damage equal to your current MP and purify all conditions
of allies within line of sight. For every condition purified, you gain one stack of Hellgate.
SPECIALIZE 1: The Bael regains an additional 2 points of MP when resting. Increase your
MP maximum by 1.
SPECIALIZE 2: You can now choose to target an ally with Darklight; if you do so you can
choose to purify one condition currently affecting the targeted ally. You regain 2 HP
whenever you use Darklight to purify a condition.
MASTERY: Increase the damage dealt by Darklight by one step. Allies adjacent to the Bael
are immune to corruption. Whenever an ally would make a save against corruption within
line of sight, the Bael regains 1 MP.
HERCULES
Unwavering Spirit The Hercules can use VLR, instead of ACC or STR for weapon Harm
Rolls.
One Step Beyond Every time the Hercules takes damage, mark one stack of Spiral. For
every stack of Spiral the Hercules gains +1 advantage on Corruption Saves,
HANDS OF WAR
A knowing man kills with words; a hero like you, however, must stand proud against the tides
of darkness with a weapon in hand. Each weapon lists its Weapon Dice (WPN DICE) and
equivalent damage STAT, as well as damage type and Techniques available.
Loadouts
You can designate two sets of loadouts: your loadouts include two hand items (weapons and
Relics), a chest item and a shoulder item. Whenever you Switch to a different loadout, your
previous loadout becomes inaccessible until you Swap back to it.
Weapon Types
Melee: A lance, sword, ax, all you can stick into a beast close-quarters to make it dead.
Ranged: Balistas, warcasters, staves, if it makes a projectile you can fire off from far away,
it's ranged.
Blade: d6 (STR or VLR) Slashing; Sun-Split, Arc Reverie.
Sun-Split: Swing your weapon down with the wrath of a thousand suns. Gain +1 advantage
to your next Harm Roll; if there's a target one Lane above you target them instead.
Arc Reverie: Spin in a flurry wide enough to chop down trees. Target two Lines with your next
Harm Roll.
Lance: d8 (STR) Piercing; Gigacharge, Dragon Leap
Gigacharge: Lift your weapon, lit your thrusters, charge with reckless abandon. If your next
Action is a CHARGE, move an additional Line or Lane and gain +2 advantage on your next
Harm Roll instead of +1.
Dragon Leap: Fly like a wyrm, strike with all of their might. Move a Lane. If you end your
movement in melee range of a foe, make a Harm Roll against them.
Pilebunker: d6 (STR) Piercing; Revolving Eruption (3), Mithril Grapple
Revolving Eruption: Strike, pull the lever and watch them bleed. If your next Action is to make
a Harm Roll, gain +1 advantage and convert all piercing damage to explosion damage;
ignore any and all damage reduction and deal WPN DICE + advantage to any Lane or Line
adjacent foes. Subtract one point from Revolving Eruption.
Mithril Grapple: Come here fool. Choose one foe within 4 Lanes; you fire off one of your
Pilebunker's stakes and pull them adjacent to you. The same foe is immune to Mithril
Grapple until the end of the engagement.
THE DRUMS OF BATTLE
Every turn, you get to spend 2 Actions and choose to either Move two Lanes or one Line.
Each Action can only be taken once per turn, unless stated otherwise.
Line. A sector of the battlefield. By default engagements are fought in 3 Lines. Think of them
as 'rails' to move your Sunreavers on.
Lane. A section of a Line. By default each Line has 8 Lanes, but sizes can vary by
engagements.
ACTIONS
- HARM: You fire one of your weapons. Make a Harm Roll (d6 + STAT + WPN DICE)
and deal damage accordingly.
- DEFEND: You overcharge your defense. Gain +1 advantage on your next Defense
Roll.
- CHARGE: You advance with fury. Move 2 Lanes or 1 Line. If your next action is to
make a melee Harm Roll, gain +1 advantage.
- CAST: You channel magic. Activate the effects of a Relic or a Technique.
- UNLEASH: You unleash the power of your burning soul. Activate your Sunreaver's
Unleash entry. If your Unleash is interrupted, or otherwise wasn't able to activate its
effect, gain your Unleash charge back.
- SWITCH: Swap one of your Loadouts for another one.