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Explore the forgotten remnants of a once Golden Age when mortals rose to challenge gods.
Rediscover long forgotten ancient technologies that blur the lines between reality and wonder. Stride atop colossal mechanized machines of war from a bygone era. Embrace the discovery of new and exciting cultures in a scarred landscape full of secrets and hidden beauty.
In a world that teeters on the brink of apocalypse, become the dim light of hope that shines
among a sea of darkness or take advantage of the chaos in the world and make your own
mark. Whatever flavour of adventure you choose, you will have to work together to achieve it.
Welcome to Unity.
sampler preface
Thank you for your interest in Unity. What you are currently reading is the Unity Sampler Packet. The next 40 or so
pages are snippets from the Core Rulebook that have been
selected to give you a sense of the spirit and design philosophy embodying the game.
It is my sincere hope that there is something in here
that will excite you and ignite your imagination. Unity is an
opportunity to embrace a new, unique fantasy world full of
wonders and long lost secrets for you and your friends to
discover.
The complete Core Rulebook will contain everything you
will need to play as a GM or player. It will include a full setting guide, rules system, GMs guide, along with characters
and creatures to fight. The Core Rulebook will be available
in both hardcover and PDF formats.
Throughout the sampler packet, you will occasionally
find my voice in this colour long the sidebars of certain
pages. These notes are my suggestions, tips and an avenue
of insight into the design process. I hope you enjoy your
visit to Unity.
- Anson
www.unity-rpg.com
sampler contents
Introduction
The Game
Themes
Customization
Races
Valla
Furian
Human
Afflicted
Basic Rules
What You Need To Play
Resolution Mechanic
Failing Forward
GM Dice Rolling Optional
Benefit & Hindrance
Distances
Glory Points
Creating a Character
Sample Character: Corra
Combat
Combat Preview
Combo Sample
Classes
Dreadnought Intro
Dreadnought Tier 1 Powers
Phantom Intro
Sentinel Intro
Foes and Fiends
Skulker
Soul Eater
Akari
INTRODUCTION
he Mad God sleeps for now. For how long? No one knows. His
children, the people of Unity, struggle to make sense of the crumbling world he left behind. What were once pristine lands, filled with
lush green forests, majestic snow-capped mountains and sparkling
oceans now lay desolate and parched. There was a time when this
world was a glorious beacon among the cosmos, unmatched in its
surreal beauty and harmony. It was a time when the races of Unity
stood united together and created societies and shining cities full of
wonder and technological marvels. That time has long passed.
Now the Mad Gods children struggle to survive a harsh landscape
and the many terrors that beset them from all sides. The Mad God,
once the benevolent Skyfather, sundered the very fabric of reality
causing the catastrophic merging of two worlds the physical and
the energetic. From the great beyond, a world composed of the emotional, spiritual and psychic energies of all living beings spilled forth
into physical reality. This world was called the Drift by the shamanic
elders that possessed a sight beyond sight.
The Drift brought with it many anomalies. The burgeoning spiritual energies spilling forth imbued sentience to the man-made robotic
automaton slaves. It infused the dead corpses buried deep beneath
the ground with a second chance at life and finally, it whispered to
the fantastical creatures of a forgotten age to emerge from the Wilds
once more. But the Drift also brought along the darkness of countless lifetimes that had been continually concentrated over aeons in
the shadowy and hidden places of the Drift. This darkness, manifested as the physical demonic horrors known as the Fell swept across
all of Unity and brought the mighty civilizations to their very knees.
It is here that our story begins. Now more than ever is a time for
heroes. As the world slowly slides towards the brink of apocalypse,
the broken people of Unity need to find a reason to believe again.
They need to believe that something incredible is possible -- that the
light will one day shine upon them again. Be that dim light of hope
flickering in a sea of darkness or not, you dont owe the world a
damn thing. Take advantage of the chaos and make your mark in
history if thats more your speed. Whatever you decide, boundless
adventure and spectacular stories await you.
the game
Unity is a game of cooperation, imagination and collaborative storytelling. As this is a group game, you will need some friends to play
with. Unity is best played with three or more total participants. There
will always be a single Game Master and two or more players. As
a group, you will enter a world prepared by the Game Master and
together, your actions and choices will weave a story that is uniquely
your own and hopefully be full of cherished memories and interesting moments.
Introduction
the players
themes
Below are a few core setting themes that play a
prominent part in how adventuring in Unity will feel.
a world on fire
moral quagmire
Introduction
culture clash
Timeline
Timeline Legend
Exodus Event
First Contact
Humanity is created
Full Contact
Skyfathers Soujourn
Golden Age
Fallen Queen
Age of Strife
Age of Unity
Age of Wrath
technological wonders
Creation
Civil War
Introduction
customization
Unity as presented in
this book will be the
default way I intended
you to play Unity. Its
the way I play Unity.
While I hope youll
enjoy this rich and
immersive world Ive
created, I understand
that a lot of folks like to
tinker and customize.
Ive built Unity with
that creative calling in
mind.
Throughout the book
youll find my notes
similar to the ones
in this sidebar that
provide some tips and
support on how to
make Unity your own
wherever modular
aspects crop up.
Magi-Tech: Magic
powered technology in
a fantasy world.
game types
familiar tropes
setting conversion
Because of its basis on familiar tropes and archetypes, Unity is readily adaptable to your own vision
of a fantasy setting. While it does require a little elbow grease and effort, a lot of Unitys aspects such
as the races and classes can be converted quickly
and customized to your liking lore-wise.
The closer your vision aligns with a fantasy world
where magic and magi-tech are accepted, the easier
it will be to convert various aspects of Unity.
Valla
Together as one.
RACIAL TRAITS
Average Height: 1.70-1.90m
Average Weight: 63-99kg
ATTRIBUTE SCORES
MIGHT
AGILITY
MIND
PRESENCE
races
physical qualities
paradise lost
The loss of the Vallas psychic link was a devastating blow to Vallan society on many levels.
All their greatness was built upon
the foundation of being instantly
connected to each other at all
times.
Now as the Valla begin to
rebuild and explore new ways to
connect with not only each other, but also the outside world
that they neglected for so long.
There is an opportunity for the
Valla nation to be reborn, possibly stronger and more versatile
than before.
Valla left over from the Golden
Age struggle with the loss of paradise and their psychic link. Some have turned
to an addictive herb called the Drifting Glory to
satiate the yearning for connection. Others are just
beginning their journey to rediscover who they are
now that theyve lost such an important piece of
themselves. Newer, post-Calamity Valla see the
world with fresh eyes, not understanding the depth
of loss from the severing of the psychic link. These
young Valla are optimistic, chatty and curious.
names
Furian
Strength, duty and honour.
RACIAL TRAITS
Average Height: 1.85 - 2.10m
Average Weight: 80-160kg
ATTRIBUTE SCORES
MIGHT
AGILITY
MIND
PRESENCE
races
play a furian
if you want...
to come from a
culture that values
strength, honour and
family
to play a class that
favours might and
blunt force trauma
to have a more feral,
bestial side to your
character
to explore themes of restraint
and redemption
physical qualities
blood bonds
fury rising
names
Human
Believe.
RACIAL TRAITS
Average Height: 1.55m - 1.80m
Average Weight: 51 - 95kg
ATTRIBUTE SCORES
MIGHT
AGILITY
MIND
PRESENCE
races
tolerance and civil war broke out. Those stricken with disease were eventually driven from the
Empire.
Humanity has only recently begun to rebuild
itself. Without their greatest minds and innovators,
the process has been slow and arduous. Many
wonder if the Empire will ever reclaim its former
glory.
For a deeper look into the Humans, see page 82.
physical qualities
Humans have the shortest life span of the original three races. Whereas the Valla live up to five
centuries and the Furians for half of that, it is a rare
achievement for a Human to ever reach a century
of life and even then, they will be so hobbled by age
in the twilight of their years to enjoy it.
However, it is precisely this frugal allotment of
time that has caused Humanity to rise faster and
stronger than all those that came before them. For
a Human, every day is a gift and opportunity to be
better, do better, and experience more. They
dont have the luxury of waiting. Its this
constant sense of urgency that drives
Humanity so fiercely to achieve so
much. When they are gone, their
deeds will remain and in some
small way that means that a part
of them gets to live on.
favoured son
names
Afflicted
We will persevere.
RACIAL TRAITS
Average Height: 1.60 - 1.80m
Average Weight: 54 - 95kg
ATTRIBUTE SCORES
MIGHT
AGILITY
MIND
PRESENCE
races
to play an outcast
to be able to excel at a class that
favours the mind
to be part machine
to explore themes of identity
and morality
physical qualities
at any cost
Due to the horrific tragedy the Afflicted have suffered since the onset of the Phage, Afflicted culture
itself is harsh and brutal. There is a great distrust
of outsiders, and a vengeful fire still burns in the
brightest star
names
Rules
Rules
the basics
A standard set of polyhedral dice that includes a: d4, d6, d8, d10, d12, d20 & d100
Pens, pencils or markers
A large sheet to draw on
The Unity Core Rulebook
A Character Sheet or Premade Character
At least a couple of friends
optional materials
Miniatures
Tokens or Poker Chips
resolution mechanic
In Combat Example:
Arathmis the Vallan Phantom attempts to backstab the bur-
The dangling man spills the beans but not before spilling
something else in his pants.
Rules
failing forward
Rules
Inflicting Hindrance
on an enemy is very
powerful. It allows any
of your allies to attack
or defend from that
enemy with Benefit
for the duration of the
effect.
While Very Far is
provided as a distance
band, it should be
used sparingly when
setting up encounters.
Think of artillery or a
commander standing
in the back lines.
Relying heavily on this
distance to create challenge may also create
frustration among your
melee characters as
they will spend most of
their turn attempting
to reach their target.
Using the Very Far
distance to signal
incoming enemies
charging into the fight
however is a great idea
to add tension and give
your players a bit of a
heads up to prepare.
If this is the first time
you are using distance
bands, its important
to clearly state how far
all the characters on
the map are from each
other using the terminology provided on
this page. Over time,
you and your players
will grow accustomed
to the visual spacing
on the map to quickly
assess distances. This
acclimation varies
from group to group
depending on the size
of the sheet you use
to represent the map
and what you dictate
visually as adjacent,
nearby, far or very far.
Encourage your players
to always ask when in
doubt.
I also recommend
ruling in favour of the
players when a misjudgment arises over
distance. Let them pull
off their cool thing
and possibly create a
happy memory -- you
can always toss more
monsters at them later.
distances
Grids are not required to play Unity. Distances are abstracted and simplified into four categories:
ADJACENT: When a character is adjacent to something,
the character is within 2.5m of it. Anything within reach or
a quick step away is considered adjacent.
NEARBY: When a character is nearby to something, the
character is between 2.5m-8m of it. Most characters can
move to a nearby distance using a single move action.
Throughout the game, your character may receive various bonuses and penalties. One of the more common
conditions that will crop up is Benefit/Hindrance. As
mentioned earlier, all tasks combative or otherwise are
resolved through rolling a 2d10 and adding the appropriate modifiers. A state of Benefit or Hindrance affects the
roll as follows:
FAR: When a character is far from something, the character is between 8m-16m of it. Most characters require two
move actions to reach a far distance.
ADJACENT
NEARBY
FAR
VERY FAR
Rules
glory points
for glory
Nicks character, Kelso the Crazed, just
managed to roll double 10s on his attack
roll (critical hit) against a cultist mage
using his Phantom power Garrote.
No Glory: I slice open the mages throat.
Glory: He doesnt see me coming. I toss my
blade from one hand to another gently as I tip
toe up behind the cultist. A devilish smirk appears on my face. With one singular motion, all
you see is a flash of steel across his throat. Its
followed by a spray of blood and the gurgling
death sounds of the poor bastard. He clutches
his throat as he drops to his knees and falls
forward face first onto the ground.
character creation
creating a character
LEVEL 1 CHARACTER
session zero
Select your race. See pg. 32 for available races and their
write ups.
sampler note
Check out the Character Creation Video on Unitys
Website for a walkthrough.
Sample Character
Corra Redhand
Background
Judge
Level 1 Furian
Age: 28 Height: 1.78m Weight: 70kg
Combat Stats
13
Attributes
might
agility
mind
presence
Resource: Fervor
Weapon(s)
Anointed Maul: Melee. 2d6+3 physical damage.
Armour
Justicar Plate: Heavy. +3 Armour
Equipment
Torch x 2
15m Rope
Fathers Heirloom Quill
Holy Water x 2
Tome of Justice
Bedroll
Core Paths
Daughter of a Scholar
His voice rang with such conviction, Corras legs were moving
before she could process what was happening. Corra ran until she
could run no more. Exhausted she turned around and saw nothing
but wet grassy plains and a pillar of smoke off in the distance. It was
the last thing she saw before she collapsed. Upon waking, there was
no sign of her father.
She wandered the wilds in grief for days gradually accepting that
death was coming for her. It was then that a voice whispered to her
from beyond. The voice was warm and loving, it guided her to food,
and to shelter. It was her constant companion for months and eventually led her to a caravan that would take her to the shining city of
Taloran.
It was here as she was ushered into the hallowed halls of the citys
temple, that the voice she had heard, the same voice that had kept
her alive all these months, was made manifest in the glorious image
of Tarsonis the Daybreaker, God of Light. His marble statue exuded
the same warmth and authority that she had felt all these months.
Standing in his presence, she could hear his voice loud and clear.
It was in that moment that her purpose was also made clear. She
would train to become a warrior of the light. She would protect those
that could not protect themselves. She would never let anyone feel
the way she had felt the day she lost both her family and her home.
Corra would also never stop searching for her father for one day she
will be able to tell him how proud she is of him and how much she
loves him.
A Warriors Heart
Lone Survivor
Chosen Powers
RADIANT STRIKE
RIGHTEOUS DEFENSE
standard
Transforming your weapon into a torch for justice, you
illuminate the darkness within your targets soul. You
empower your weapon to detonate in a flash of divine
light upon impact, disorienting your target.
success
reaction
For a brief moment, you are imbued with divine precognition. You readily parry or block your opponents blow,
blunting the impact.
failure
SPEED OF LIGHT
effects
effects
cost
target
range
cost
target
range
cost
target
range
2 Fervor
Single Enemy
Adjacent
2 Fervor
Self
Self
3 Fervor
Enemy or Area
Nearby
COMBAT
Steel yourself! For the enemy comes and it knows no fear, feels no pain,
and has no soul. Set aside your differences! Tonight, we say enough. Tonight, we will fight as one. Together, we will make them remember the
day they challenged our unity!
- Mobius Stormsong, First Commander of Alpha Legion
hether its fighting tooth and nail to save the world against a
demonic Fell horde or busting up giant rats in the cellar of the
local tavern, combat is a staple part of the Unity experience.
The combat system is focused on working together and combining
your powers within your own class and with those of your teammates
to create some spectacular plays.
Simultaneous turns and powers designed with synergy in mind
will provide a fast-paced and exciting fighting environment for your
characters. In Unity, players are encouraged to discuss, plan and
strategize their approach. GMs will have more room to turn up the
intensity of certain encounters, knowing that the players have the
proper tools to fight back.
Embrace the joy of discovery as you find powerful new combos
and creative ways to battle your enemies.
Combat Preview
The Situation
The Play
Our heroes were making their way through the Dread Marshes to answer a distress call from a
small village. A breach to the Drift had recently spawned, pouring forth demonic Fell creatures
that laid siege to the village. In their haste, the party traded caution for speed and were ambushed by marauding Fell spawn -- no doubt spill-off from the recent breach. Caught unaware,
our heroes end up in a dire situation. Outnumbered, badly wounded and poorly positioned, the
group struggles to rally and turn the tide of battle.
Current Battle Scene:
The battlefield is a steamy swampland. Bog mists, croaking frogs and buzzing flies paint
the scene.
The party is initially ambushed by 4 Fell Spawn (grunt) and 1 Fellmancer (caster).
The Fellmancer emerged from across the swamp, far away and wreaks havoc on our heroes.
The 4 Fell Spawn tie up and split the party.
The party manages to down 3 of the 4 Fell Spawn but all the heroes are in pretty bad shape
as the Fellmancer was lobbing artillery on them throughout, forcing them to split up to
avoid area damage.
Just when things were starting to turn around, 4 more new Fell Spawn rise from the middle
of the swamp, their musclebound demonic bodies covered in thick mud.
Things are looking grim for our heroes. Low on health and resources, they have one last
play in them and they need to make it count.
Dreadnought
The players take a moment to discuss their strategy. The problem is the Fellmancer and now the 4 fresh Fell Spawn that have entered the field. Most of the party wont survive
if it goes to another round.
1. The Mystic burns the last of her mana on materializing an Arcane Tether between the dangerous Fellmancer and the partys Dreadnought. They are now bound.
2. The Dreadnought nods at the Mystic and begins a Furious Charge into the heart of the new group of Fell Spawn. Having chosen Juggernaut as a power upgrade, he barely
feels the Provoked Attack from the remaining Fell Spawn he was adjacent to as he launches himself into the center of the swamp. Upon reaching his target he invokes his
Furian racial power Unbound and momentarily takes his strength to meteoric heights. He easily yanks the troublesome Fellmancer from across the swamp and into the
melee. There are now 5 enemies in a clump, Fellmancer included.
3. The badly wounded Priest calls out to the Sentinel for help. She cannot bring her Mark of the Heretic to bear on the new group of Fell Spawn without great risk to herself as
she is still engaged with the lone remaining Fell Spawn from the initial ambush. A successful strike from the Fell Spawn will surely put her down.
4. The Sentinel hears the Priests cry for help. He explodes into action, moving towards the Priest to Intercept the Provoked Attack coming her way as she moves towards the
new group of Fell Spawn in the middle of the swamp. With the Sprint upgrade, the Sentinel is able to bridge that gap quickly and easily. As the Priest moves away, the heavy
yellow claws of the Fell Spawn lash out at her only to meet the thick steel of the Sentinels massive shield.
5. The Priest makes her way to the fresh group of Fell Spawn, chanting to her god, her eyes alight with holy power as her hand bursts into righteous blue flame. She sears a
mark onto the first Fell Spawn she comes in contact with. The Priest then turns towards a large tree in the back and screams Do it now!
6. The Fell Hunter emerges from behind a large rotting tree. Swinging his guns about the trunk, the world slows to a crawl as he falls into a state of Zen Marksmanship.
Everything blurs but the sight of his guns and the Fell Spawn with a glowing blue brand. A shot rings off, it misses. No matter. Time is meaningless to the Fell Hunter in
this state, another shot rings off barely missing yet again. He takes a deep breath -- enough Focus left for one last shot. The crack of his pistol is followed immediately by
a brilliant explosion of blue flame and the screeching howls of Fell demons as five smoking, charred corpses fall back into the swamp and slowly sink beneath the mud.
This sample play is just one of many that are possible. Only 5 powers and 5 classes were on display. Each class has a plethora of compelling powers to choose from and upgrade
choices that provide increased depth and flavour. Even having an entire party of the same class can result in vastly different builds and play experiences for each player. The
combat engine allows elaborate plans like this to be pulled off with consistency, encouraging tactical brilliance and developing synergy with your team.
Mystic
Sentinel
Priest
Fell Hunter
FURIOUS CHARGE
ARCANE TETHER
INTERCEPT
ZEN MARKSMANSHIP
movement
standard
reaction
standard
standard - ranged
The world around you melts away. Nothing exists in this moment but you and your target. You
have bypassed the process of thinking and now
there is only doing. Time itself bows before you
as you unleash shot after shot.
effects
effects
effects
effects
effects
Instead of moving to a NEARBY target and
attacking, you may instead charge at them
increasing both your ATTACK and ATTACK
DAMAGE by +1 (scaling). Cannot Charge if
you have moved already during the round.
cost
target
range
1 Fury
Single
Nearby Only
upgrades
Juggernaut: Become unstoppable. You plow
through everyone with bullheaded determination. Gain your +MIGHT to your AV
against all Provoked Attacks as you charge
to your target.
War Cry: You let out a ferocious battle cry as
you explode across the battlefield. If your attack roll after your charge is successful, you
are not only refunded the Fury cost, but gain
1 additional Fury as well.
cost
target
range
3 Mana
2 Targets
Far
cost
target
range
2-10
11-19
19+
2 Discipline
1 Ally
Adjacent
2d6+MIND
3d6+MIND
4d6+MIND
upgrades
Sprint: You may now expend 1 extra point of Discipline to Intercept an ally NEARBY.
Counterstrike: You may now retaliate with a basic melee attack against your allys aggressor immediately after Intercepting the blow.
cost
target
range
4 Faith
1 Enemy
Adjacent
cost
target
range
2 Focus + 1 Focus
per shot after
1 Enemy
Far
upgrades
Stillness: Initial Focus cost lowered to 1.
Acuity: The penalty remains at -1, no stacking.
Combat
Combo Sample 1
Sentinel
Fell Hunter
DEFLECT
ALPHA STRIKE
passive
reaction
As a hunter and tracker you fully appreciate the element of surprise. Your
stalking abilities have allowed you to
maximize your initial strike.
effects
effects
When you receive RANGED damage
from physical or spell projectiles that
are no larger than the average shield
you may expend Discipline to reduce
damage taken from that attack. 1 Discipline negates 2 points of damage
(scaling).
cost
target
range
Variable
Self
Self
upgrades
Redirection: You may now redirect an
allys physical or spell projectiles with
your shield, increasing the range of
their attack by one range band or allowing them to strike from impossible
angles. Cost: 2 Discipline
The group is deep inside a dark cavernous lair. Reports from the township nearby speak of a massive creature
that emerges late at night and has been abducting people, namely children. The last sighting was here, in this
sprawling cavern of tunnels. The group hears a faint whimper. As they near the source, the whimper turns into
heavy sobs -- it sounds like a small child. The sobbing is coming from around a corner. The Fell Hunter notes
that the walls have started to become slimy and caked with some sort of ichor. As any good group of saavy
adventurers they figure its probably a trap.
The Sentinel takes point and as he rounds the corner, numerous spiked tendrils lash out like fleshy whips
slamming into his shield. The heavy metal is scored from the force of the blows.
The Fell Hunter pauses and imagines if it was him turning the corner and being eviscerated instantly. He
shakes the grim thought off and snaps his head up, narrows his eyes and cocks his guns. Heads up! he calls
out to the Sentinel as he lets a volley of bullets ring out.
The Sentinel angles his shield using the Redirection upgrade to deflect the hot salvo around the corner. The
clang off his steel shield is followed by something hitting the ground with a heavy thud and the flailing tendrils
going dead limp.
Combat
Combo Sample 2
Judge
Mystic
SPARK LANCE
GAVEL OF THUNDER
active - main
effects
success
failure
Target takes no
damage, but is
now afflicted
with Static Residue for 1 round.
The next electric
attack against
the affected
target is an automatic hit.
The target is
affected with a
Static Residue
for 1 round. The
next electric attack against the
affected target is
an automatic hit.
effects
success
failure
The target is so
shaken from
your thunderous
blow, it suffers
Hindrance for 1
round.
cost
target
range
cost
target
range
3 Mana
Single
Far
4 Fervor
Single
Adjacent
Big boss fight. The team wants to bring out the big guns. They need to bring out the big guns. The Judge
has an excellent single target damage spell with a nice debuff on the enemy afterwards. The issue is if the
Judge misses, shes wasted 3/4 of her resource pool even if she does appreciable damage on the failure
condition.
Enter the Mystic. The Mystic has an assortment of powers to choose from but Spark Lance is a nice fit for the
situation. It complements Gavel of Thunders electric damage, making it a sure hit no matter what. With this
power combo they not only chunk the boss but also slap a debuff on him that makes him less likely to land
a hit on the party. This could mean the difference between a battle that spirals downwards towards disaster
versus a controlled win against a tough and dangerous enemy.
This was a fairly obvious and simple way of synergizing two class powers. Imagine the creative combinations possible
across 4 to 5 heroes. Imagine the different character builds to conjure up across a plethora of flavourful powers and
compelling upgrades to choose from within each class. There are layers of tactical depth waiting to be discovered by
players.
Note the FAILURE conditions. We try to always move the game forward where we can and escalate the fight. We
also want to blunt the horrible feeling of missing an expensive attack and make gameplay feel good to varying degrees while avoiding making it feel outright bad.
Classes
Dreadnought
T
he fires of Mount Furia raged on as the Crimson Horde surrounded and pressed what remained of
the Furian army defending their capital city. Down to a mere hundred warriors, the Furians stood their
ground and fought until their weapons broke and their armour shattered. Undaunted, they continued
to use their bare hands to smash the enemy. It was in this deep desperation that a new fighting ideology
was born.
Knowing that they were the last line and the only thing preventing the annihilation of everything that they
have ever loved and cared for, the Furian warriors forewent all ideals of defense to become an absolute
wrecking ball of carnage. They decided that day that they would not die of attrition, they would not let
their survival instinct dictate the fate of their race. Instead, they openly embraced the chaos of battle and
the ear shattering din of war. They dug deep inside themselves and tapped into a fury that they did not
know existed and threw themselves at the enemy with reckless abandon.
The shock and awe of such an explosive and unrelenting assault caught the Crimson Horde off guard and
they died by the hundreds in the initial charge. But even as the Horde gathered to rebuff the onslaught,
they noticed the Furians were not tiring. No, instead they seemed to gain more momentum with every advance and some could swear they saw the Furians wounds healing as they spilt Horde blood everywhere.
Over a thousand of their troops died that day before the Crimson Horde retreated. The Furian capital city
was saved and a new type of soldier was cemented in history.
readnoughts are tanky and offensive powerhouses. They are clad in heavy armor and the weapons they choose are always focused on inflicting as
much damage as possible. They forgo a cautious and
defensive fighting style for a reckless and unrelenting onslaught. The more a Dreadnought fights, the
stronger he gets.
Dreadnoughts thrive in battle and use their Fury
to power their attacks and defenses. Heavy armor
provides a measure of protection, but the ability to
sometimes outright ignore pain through the thrill of
their bloodlust are the hallmarks of Dreadnought defense.
Dreadnought attacks are brutal and massive. Unlike the Phantom, they are most at home when knee
deep in enemies. Dreadnoughts are veritable wrecking balls on the battlefield. They can always be found
wading through throngs of enemies with their gigantic weapons cleaving through bone and sinew.
With adrenaline coursing through the Dreadnoughts veins like liquid fire, even the most grievous strikes against them become mere flesh wounds
as they lose themselves to the chaos of battle.
When it comes to pressing the attack, Dreadnoughts know of only one creed: Keep moving forward.
Classes
Dreadnought
Theyve got us outnumbered and completely surrounded. How unfortunate for them.
CLASS TRAITS
Dreadnoughts
have the highest
Hit Die of all the
classes.
CLASS FEATURES
All Dreadnoughts come with the following features as part of their baseline powers
Powers are colour
coded into three
categories:
SHIELDBREAKER
CLEAVE
passive
standard
ACTIVE
PASSIVE
OVERDRIVE
You strike with such force that even the thickest steel
bends before your might.
effects
When wielding a melee two-handed weapon or two
weapons, gain +1 Armour Penetration.
effects
You attempt to strike multiple enemies with one
attack
While lacking in
options for ranged
attacks, Dreadnoughts have
powers that allow
them to charge
and leap into
battle, enabling
them to stick to
their targets.
cost
target
range
1 Fury
Multiple
Adjacent
DESTRUCTIVE TENDENCIES
perk
perk
Your world is one of blood and rage. The fury that burns
in your heart emanates from your very pores, creating a
fearsome aura around you.
effects
When you attempt an action that involves intimidation or threats you may add your +MIGHT by
spending 1 Fury.
+2 at level 3
+3 at level 6
+5 at level 10
Classes
TIER 1 POWERS
Choose 3 Powers
FURIOUS CHARGE
RECKLESS ASSAULT
standard - movement
standard
You lower your head, steel your gaze and launch yourself explosively at your target.
effects
success
failure
Instead of moving to a NEARBY target and attacking, you may instead charge at them then make a
basic melee attack increasing both your ATTACK
RATING and ATTACK DAMAGE by +1. Cannot
Charge if you have moved already during the round.
+2 at level 3
+3 at level 6
+5 at level 10
Fury cost is refunded immediately if the attack roll
is successful
cost
target
range
1 Fury
Single
Nearby
upgrades
cost
target
range
2 Fury
Single
Adjacent
upgrades
Channeled Fury: Reckless Assault now becomes a
QUICK action allowing you to combine it with other
attack powers.
Juggernaut: Become unstoppable. If currently adjacent to an enemy(s), you plow through everyone
with bullheaded determination. Gain your +MIGHT
to your AV against all Provoked Attacks as you
charge to your target.
War Cry: You let out a ferocious battle cry as you explode across the battlefield. If your attack roll after
your charge is successful, you are not only refunded
the Fury cost, but gain 1 additional Fury as well.
BRING IT ON
passive
effects
If more than 1 enemy is adjacent to you, add +1 to
your attack damage for each extra enemy. Increase
to +2 per enemy at Level 6. Cannot exceed +10.
MIGHTY CLEAVE
standard
Your countless hours of practice identifying effective
angles and developing your follow-through power allow
you to cut through more foes with ease.
effects
target
range
2 Fury
Multiple
Adjacent
effects
You receive your +MIGHT as Damage Resistance
against a single attack. You must declare Brace for
Impact BEFORE rolling damage. Can also be used
outside of combat.
cost
target
range
2 Fury
Self
Self
Classes
IMPALE
Consider pairing
up with a healer or
someone that can
help you prevent or
absorb damage to
become a wrecking
ball.
Impale is a
useful power for
controlling the
battlefield and
reducing the threat
of enemies for your
squishier party
members.
LETS ROLL
standard
standard - movement
success
failure
effects
cost
target
range
2 Fury
Single
Adjacent
upgrades
Fling/Swat: Spend another 2 Fury to Fling/Swat
your successfully impaled target to a nearby location or target. Roll your attack again against target
defense to see if they hit. Successful collision will
result in 1d8 physical damage for both parties.
target
range
3 Fury
Enemy or Area
Nearby
upgrades
Battering Ram: Upon successfully smashing into
your target, you now deal your basic melee attack
damage on top of Staggering them.
Classes
RELENTLESS
passive
While others look into the face of death with fear, you
smile and feed off the heady rush. The fatal thrill of it
all keeps you swinging.
effects
You refuse to go down. When your HP are reduced
to 0 or below, you may make one immediate basic
melee attack at an adjacent enemy and heal for half
the amount of damage you incur. Can only happen
ONCE per battle.
Combining
Reckless Assault
or Mighty Cleave
with Relentless:
Composure
can give your
Dreadnought the
potential to spring
back from the
edge of death in a
massive way once
per battle. It could
also get you killed
quicker in the case
of Reckless Assault.
upgrades
Blaze of Glory: You receive Benefit on your attack
attempt when Relentless is triggered.
Composure: You remain surprisingly poised even in
your critical condition and you may choose to use
an attack power instead of your basic melee attack
when Relentless is triggered.
RAMPAGE
standard
Swept up in the madness of battle, your mighty blows
play a melody of death as each successful strike reverberates louder than the last.
success
failure
cost
target
range
2 Fury
Single
Adjacent
Rampage is an
incredibly potent
power only if you
can maintain your
Rampage stacks.
If there is no one
in the party to buff
your attack rating,
consider going all
in with Rampages
upgrades.
upgrades
Cadence: Rampages Fury cost is now 1.
Encore: Expend 1 additional Fury to immediately reroll a failed Rampage attack. Once per round.
THRIVE ON CHAOS
quick - overdrive
You revel in the chaos of battle as you enter a state
of constant adrenaline. Each blow you land re-invigorgates you.
effects
You are healed for half the damage you incur after
mitigation. Lasts 3 rounds.
cost
target
range
1 Fury
Self
Self
Thrive on Chaos
embodies the
fantasy of the
Dreadnought: a
berserker warrior
that never says die.
While it is a powerful survival tool,
be wary of any
disables or control
abilities an enemy
might throw at
you while you are
under the effects of
Thrive on Chaos -if you cant swing
your weapon, you
cant leech health
back.
Classes
Phantom
D
uring the Age of Wrath, a portion of Humanity was singled out, ostracized and persecuted for being
the victim of the Skyfathers ire. He had sent the Phage, a terrifying disease that hungered for flesh, to
ravage the Human kingdoms and claim Humanitys best and brightest.
With their bodies in a state of constant atrophy and rot, the Afflicted were turned into pariahs by their former Human brethren. Fear gripped the Empire of Man and it was through that fear that the civil war erupted. The kingdoms ran red with the blood of Humans and Afflicted alike. Brother turned against brother,
friendships were shattered and loyalties betrayed as the world tumbled into chaos.
Pushed to the brink of extinction, the Afflicted sought refuge in the dark and horrible places of the world
-- the places where no one else dared to tread. They lived from shadow to shadow fighting their horrific
god-given disease on one front and evading persecution from their former brethren on the other. So adept
did some of the Afflicted become at hiding that they were able to understand the nuances and eventually
the very nature of the shadow.
Embracing the fluidity the darkness afforded them, these special few turned what was once a method of
survival into a lucrative business and an avenue of vengeance on those that had turned their backs on
them. Infiltration, assassination and high profile theft were the calling cards of what their victims would
come to know as the Phantom. As various guilds began to form, their doors opened even to those who
were not Afflicted. Race mattered little to the pragmatic Phantoms as long as the price was right.
Classes
Sentinel
F
rom the darkest depths of the Tempest of Terror dwells the nightmares, fears and malicious thoughts of
all living things made manifest and given flesh. The physical avatars of such darkness, the demons and
fiends collectively known as The Fell, spill forth through the Tempest and threaten all life on Unity.
Far in the Dread Marshes, the Tempest of Terror lights up the night sky like an unholy beacon, ever burning
and crackling with demonic energies. Acting as a direct portal into the realm of the Fell, the Tempest is
a conduit for oblivion. As the largest and most dangerous of all demonic rifts created when the Skyfather
sundered the world of Unity, the Tempest of Terror must be guarded at all costs. Should even a fraction
of the full might of the Fell be able to pour through the Tempest, the loss of life and level of destruction
would be immeasurable.
Shortly after the Great Calamity, when the Tempest was first created, tens of thousands died at its steps
stemming the tide of unrelenting darkness spilling forth from it. Warriors of every creed and colour struggled valiantly to keep the Fell from moving past the portal choke point. By the time the invasion abated,
there were mountains of corpses piled high, the fires of life faded from their eyes.
Such efforts to guard the Tempest of Terror were not sustainable and with every passing day, every recurrent invasion attempt, more and more died until there were so few left. There had to be another way,
another method of guarding the Tempest. The Sentinel was born from this desperation.
he Sentinel is the perfect soldier. Trained relentlessly to fulfill the need for an effective defensive
fighting force, the Sentinel is the armoured embodiment of discipline and martial skill.
Sentinels are never without their shield and their
entire fighting style revolves around utilizing their
shield in both attacking and defending.
Deployed to stem the Fell horde from spilling in
through the Tempest of Terror, they were outstandingly efficient at forming a living dam against the
flood of darkness. Each Sentinel is an extension of
the soldier standing beside him; together and in formation, they were the immovable object that was so
desperately needed to stop all of Unity from being
swallowed by the Fell horde.
Where the Dreadnought is a roiling ball of fury and
burning intensity, the Sentinel is cool, calculated and
disciplined. Possessing strikes and stances honed
over years and years of diligent practice, a Sentinel
on the battlefield is a martial maestro. The sight of
a Sentinel orchestrating a song of death with his
spear to the percussive beat of his massive shield as
it slams through flesh and bone, is a scene of sheer
beauty.
cipline, skill and defense over raw power, brawling and wild untamed strikes.
Utilizing a shield as a weapon. Slamming and
utterly shattering your enemies bones with a giant wall of steel. Crushing their throats with the
heavy metal edge. Eventually learning to launch
your shield across the battlefield to concuss and
decapitate lesser foes.
Being able to absorb and defend against the
heaviest of blows both for yourself and your
teammates.
Skulker
It was during the Age of Strife when the Ivory Queen was
beginning to shape her Crimson Horde that the first of
these humanoid rat-like creatures came to be. The Children of Unity called them Skulkers, a derogatory term intended to demonize them and confirm any prejudice the
more civilized races had about them.
Skulkers were the front runners and scouts of the Crimson Horde. Their size and speed made them ideal for reconnaissance and precision strikes. Re-emerging from the
Great Northern Wilds and without a grand war to be part
of, Skulkers have fractured off into various tribes and now
pilfer the countryside for food and resources.
Slippery. Skulker physiology affords them great agility
and speed. What they lack in muscle, they make up for with
their quickness. A Skulker always seems like it is in motion
as its body has a constant subtle shake to it. This coiled
excitement complements their skittish nature and allows
them to achieve explosive mobility against their foes.
Cunning. Skulkers are wily opponents and tend to set
clever traps and ambushes rather than embrace direct
battle. They utilize their numbers and speed to overwhelm
their enemies after they get the jump on them. Skulkers
are also open to talking and negotiation and prefer these
avenues when they are clearly outmatched.
Cowardly. The Children of Unity have long believed that
Skulker Crossbowman
Skulker Skirmisher
Humanoid
Humanoid
Combat Stats
Combat Stats
9
12
14
12
10
13
12
15
12
10
Attributes
Attributes
might
agility
mind
presence
might
agility
mind
presence
Attacks
Skulker Crossbow: Ranged. 1d6+3 damage.
Rusty Shortsword: Melee. 1d4+1 damage.
Attacks
Spear: Melee. 1d8+2 damage.
Soul Eater
Soul Eater
Large, Demon
Combat Stats
80
16
19
18
18
Attributes
might
agility
mind
presence
Attacks
Razor Appendages: Melee. 2d6+3 damage.
Caustic Spittle: Ranged. Near. 1d8+3 Caustic damage.
Akari Marksman
Medium, Humanoid
Combat Stats
16
14
15
14
13
Attributes
might
agility
mind
presence
Attacks
Longbow: Ranged. Very far. 1d8+3 damage.
Shortblade: Melee. 1d6+3 damage.
Akari