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Gubat Banwa (Joaquin Saavedra, Dylan Briones) (Z-Library)-pages-2

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Gubat Banwa (Joaquin Saavedra, Dylan Briones) (Z-Library)-pages-2

Gubat Banwa (Joaquin Saavedra, Dylan Briones) (Z-Library)-pages-2

432 I Healing Gourd You bring out a gourd of refreshing, healing springwater infused with peaflower and jasmine. Choose yourself or 1 ally in range 6: heal 1/4 of the fighter’s max HP, then roll Faith, healing an extra +1 per Hit. 00 Nourishing Gourd Extend the healing range to all allies in burst 1 of the target. 000 Naga-River Potion Extend the healing effect to all allies in the battlefield. Healing gourds, elixirs, and tinctures heal The Vigor Soul first, before diving into the intricacies of an ailment. The Vigor is the life principle, known usually as Diwa. It is what makes us alive. II Barrier Herb You crush barrier herbs and lawaan flower petals together, utter a mentala, and then bless your allies. Give yourself or 1 ally in burst 3 +1d to all Defense rolls until the end of their next riff. 00 Kalasag Tambal Give yourself and all allies in the burst the defense bonus. Make it +2d if they’re Staggered. 000 Arboreal Canopy Catches The Rain Also give all targets in the burst Block 3. Barrier herbs are exceedingly rare, only found in gorges and ravines deep in the islands of the Central Sword Isles. These azure herbs are tears of Sri Dewa Agas. Signature Techniques


433 IV Remedfy You give an ally a cleansing concoction, burning bright with flakes of gold, blessed cinnamon, pink-herbs, and cloud-forest jade vine seeds. Choose yourself or 1 ally in range 5. Cleanse all statuses and grant the chosen fighter Block 2. Additionally, until the end of their next riff, the target gains Accuracy to all Defense Rolls. 00 Hi-Remedy Grant the target Block 4 instead and Overwhelming Defenses until the end of your next riff. 000 Max Remedy The target gains +1 Beat on their next riff. You can only use this 1/Violence. The most difficult elixir is the Remedy (Lunas, Gamot, Tambal). It costs your own spirit and blood to create, along with being the perfect time: you can only make it on the sixth waning moon of a harvest, with ground horns of dragons. III Rumsua Palm You utter mantras and imbue your palm with the power of your soul, and then strike with an open meridian. Ranged 3 Attack, Faith Afterwards, push the target’s soul out of their body by 4 tiles. Anything that happens to the target’s soul is considered as happening to the original owner of the soul (they can only suffer effects from attacks and techniques once, an area attack cannot affect them twice). The owner must move through their soul’s tile to stop this effect. All non-area attacks against the soul is overwhelming and skewering. 00 Eye of God Fist The target becomes unable to move voluntarily until the end of their next riff. The Rumsua is the Eye of Dewa Agas, the symbol of healing and faith. It blasts away all violence.


434 Starshooter Masters of the Art of Sending Meteors, Perfection of Improvisation, Those that Perfect Play Through Violence. Style: Sharpshooter Complexity: Complex


435 War is a sport, and you are the Ace. The sport of sipa or sepak takraw is a competitive sport played between two teams, and is popular among children and teenagers. When not warring, sipa is what the youngerfolk of the Sword Isles spend their free time doing, other than drinking, dancing, or learning important lessons. One night, Bulalakaw the Comet, descended upon the people of The Sword Isles with a ball of stardust. With this, he began kicking, and he launched it at people. The people caught it with their feet, and soon the volley began. At the end of the play session, Bulalakaw the Comet said: “Such is life, like a great volley, yet just a part of the entire game, and not the entire game itself. Sunder the world.” Sipa is thus taught by comet-guro, teachers of shooting stars, and has spread far and wide across the archipelago, from the smallest of shore settlements to the greatest of mountain cities, played with rattan balls instead of shooting stars. Every end of harvest, those settlements dedicated to playing Sipa would go and have a sipa tournament in the most prestigious tournament of all: The Shooting Star Massacre, wherein the main stage is two large war barges lashed together. In recent times, the best of Comet-Guro have passed down a particular style of Sipa passed down from Bulalakaw themself, and kept away from the rest of competitive Sipa. Practitioners of this particular form of Sipa, known as the Shooting Star, are known as Starshooters, and they use their superior kicking ability to bring violence upon the islands. With their skill, they can use anything-- even the smallest mote of dust--as a shooting star that they can kick at the victims of their scorn. The Star of Morning martial art focuses precisely on catching all things, even if they are bullets or javelins. This is a technique that they have primarily developed, and many other Kadungganan have begun to use them. Every part of the battlefield is fair game. As a Starshooter, your volley continues as long as your ball does not fall to the ground. In the same way, life goes on. As a Starshooter, ask yourself why you have turned this gift from the heavens into a Technique. The beauty of the shooting star now tarnished, turned into a horrible horrible sight in the battlefield, one that can decapitate and puncture. Do you enjoy using something seemingly more innocent than a sword as a killing instrument? Do you enjoy treating war as a sport?


436 With their skill, they can use anything-- even the smallest mote of dust--as a shooting star that they can kick at the victims of their scorn. The Starshooter art focuses precisely on catching all things, even if they are bullets or javelins. This is always ineffect if this is your active Discipline! Weapons: Balls, stones, motes of dust, embers, kicks, knees, elbows, forehead Armors: Silk jackets, silk vests, feetwrap, handwraps, headwraps Discipline Philosophy: Astral volley You have 7 HP, 4 Speed, 3 Jump, and +1 to your Bravery and Posture. Your allies can target you to make you the origin point of their ranged attacks. When you start violence, kick out a sipa ball (size 1/2 object, indestructible) into the battlefield within 2 tiles of you. Whenever you or an ally moves through the ball, they may push it 1 tile. Every time it is pushed, it gains Momentum, to a maximum of 5. When the sipa ball collides, it inflicts 1 Hit + X Attack Die, with X being the current number of momentum. It then loses all momentum. In recent times, the best of Comet-Guro have passed down a particular style of Sipa passed down from Bulalakaw themself, and kept away from the rest of competitive Sipa. Practitioners of this particular form of Sipa, known as the Shooting Star, are known as Starshooters, and they use their superior kicking ability to bring violence upon the islands. Inflict Violence: Bouncing LIghtning These are what you do to inflict violence while this is your active Discipline! Punt: Melee Attack, Bravery, Push 2. If a sipa ball is adjacent to you, push it 2 tiles as well. If it collides: push it 1 tile away from the thing it collided with. Shoot: Ranged 5 Attack, Bravery. You can target any vertical space (like a wall, or a higher elevation) to make it bounce off of it, making that the origin point of this attack. This attack can only bounce once in this way. If the sipa ball is adjacent to you during the first attack, you may say that you kick the ball instead. If you do, after the attack, you may inflict 1 Hit on an enemy in range 3 of the target, as the ball bounces violently. The ball then falls adjacent to either the target or the enemy it bounced to, gaining 1 Momentum. Axe Kick: Line 5 Area Attack, Bravery, Push 1 the last fighter in the line


437 Enlightenment: Rolling Thunder 1/Violence, when an enemy makes a non-area attack on an ally, you can burst into a run: rush your Speed + 1. If you: move into the attack’s line of effect, end adjacent to the enemy, or end adjacent to the ally, you can knock the attack away, cancelling it completely. However, you suffer 2 True Hits. “ATARAKA! Do you not understand! This is the Will of Lightning! Streak brighter and illuminate the entire sky, even for a second! That’s all we have to do for people to remember our names! Now get up, GET UP! OUR WORK IS NOT DONE!” - Usisi, The Fulmination, to her ally Sajira Ataraka of the Shattered Javelin. Liberation: Star of Morning Resound 2+, 1 Beat You kick anything into the sky. The kicked thing scintillates in heaven, and then turns into a meteor slowly falling into the battlefield, bursting through the clouds. It starts as a Size 2 object. Every beginning of a Resound, its size grows by 1. For 1 Beat, you may teleport to the sky and then axe kick the meteor to the ground, dealing 1 + Size Hits to every fighter in the battlefield that is not behind blocking terrain (the meteor hits the centermost tile of the battlefield, the burst emanating from that). This technique, taught only to those fully inducted into the arts of the Starshooter, emulates the first Sipa game with the comet god. In this alternative interpretation, Bulalakaw kills all of the 85 that saw the first game, and in the violence, the 85 became the 85 Sidereal Mansions, burning in the sky and dictating destinies if one should seek them. To this day, the Sidereal Mansions play this violent starversion of Bulalakaw’s game, and it is said that they were the ones that taught this violent version of the game to the first Starshooters.. Unlock this when you learn 2 Techniques in this Discipline! Unlock this when you learn 4 Techniques in this Discipline!


438 Signature Techniques I Ratu Receive You raise your knees and ready to receive a strike. Stance Take on the Ratu Receive Stance until the start of your next riff. While in this stance: you have +1 Speed and cannot be pushed or pulled. When an ally targets you or an enemy’s ranged attack goes through your tile, end the stance to catch the attack and launch it at any other fighter in the attack’s range. 00 Rahu Rebuff Also: the caught attack gains +2 attack dice and you may fly 2 before releasing it. 000 Kedu Catches The Moon You gain +2 Speed and Jump while in the Stance, and you can now catch up to 2 attacks, which you keep until the end of your next riff. You launch the attacks when you lose them, and you lose your stance only then. “THE GREAT IWAS-IWAS HAS DODGED THE DIMAKAUSOG’S FIREBALL STRIKE! HIS COUNTERATTACK IS SET TO FINISH THIS MATCH! CATCH HEAVEN! ” - Shoutcaster Basaka Tagaka, during the semifinals match point of the Shooting Star Massacre. II Naga Breaker Straight You kick with the force to puncture the universe. Ranged 6 Attack, Bravery, Dazzling, Sets Aflame If they’re already Dazzled, the attack gains +1d and pushes 1. 00 Mahanaga Punctures The Cosmos The attack becomes a Line 6 Area Attack 000 Serpent Of The Galaxy The attack is upgraded to Path 8 Area Attack. Stun the fighter in the last tile of the path. HE’S DONE IT! HE HAS PERFORMED A PERFECT SHOOTING STAR SET UP! KABAKA TAKES THE SETUP AND PERFORMS THAT IMMORTAL FORBIDDEN TECHNIQUE, THE ONE TO END IT ALL: NAGA! BREAKER! STRAIGHT!!!” - Shoutcaster Sinuka-angbala, during the grand finals of the Shooting Star Massacre between the Balangiga Crimson Pudongs and Obertura Straightened Axes.


439 III Sidereal setup style You whistle, calling out a killing move, and then you and your allies burst into a practiced maneuver. Mark a single fighter that you can see. When you or an ally makes an attack against the marked fighter, gain +1 Attack Dice. The mark doesn’t go away until the fighter has suffered a number of attacks equal to the number of Kadungganan in the battlefield. 00 Break! You and all allies in burst 4 of the marked fighter may also rush 3 immediately and gain Evade against the next attack, as they’re moving into position. You dig down and kick a projectile up into the air, and your allies see this as a proper signal. The Star of Morning is a style that turns play into violence. An important aspect of Sipa is the rule that you lose if you lose your volley. The ball must always be in the air. Therefore so do you keep your burning star aloft. IV Giant Scaring Boast You shout so loud that it throws your opponents off--a classic tactic. All enemies in blast 3 are blown wide open and slow them. 00 Soul-Breaking Screech Instead: Stun all enemies in burst 2. 000 Soul-Piercing Smash Also: after stunning the enemies, make the following attack: Ranged 6 Attack, Bravery. If the attacker is exactly 6 tiles away, they are stunned, blown wide open, and they Parry on 8s until the end of their next riff. “WALAAAAAA PUKININGINA MO DUKHA WALA ANG HINA MO TANGINA HAHA TANGINA BA’T KA PA NAGLALARO TANGINAMO WEAKSHIT KALANG EH ANO ANO ANO ANO IIYAK KA ANO ANO ANO—“ - Boasting by Team Naga-nagaan in the Match in the Cold Lonely Valley deep in Kalanawan.


440 Warsmith Artisans of Violence, Architects of Sorcerous Wonders, Blessed of the Forge Gods. Style: Witch Complexity: Complex


441 “The islands were forged in war, and in war it will be destroyed.” This is an adage that holds true in most of the modern Sword Isles, and none dare to refute it. Warsmiths are blacksmiths that have taken up their hammers and drenched them in blood. The Tradition of the Blood-Soaked Hammer of Hari is founded from the god Hari, known as Dewa Wisnu before becoming known as Hari in the Sword Isles. The All-Pervading Preserver, Wisnu was the protector of the World from dangers outside of the Trichiliocosm and anything that would upset the balance. In Annuvaran, they are known as the protector of Dharma. Hari taught the Blood-Soaked Hammer to a settlement that lived in the heart of a volcano, where Naga Hasohas, the Dragon of the Forge, father of the Forge Gods, lived. After Hari (in the incarnation of Krisna) quenched Naga Hasohas’ wrath, he granted a number of panday the ability to quick-craft, as well as to create implements that would win them war. Warsmiths to this day have patronage of the 120 Forge Gods. A particularly large settlement of Warsmiths, in the region of Kumintang, allied with Ba-e, are made entirely of smiths, led by a single Kadanay king who claims that Kadanay are descended from when Hari arrived in the isles. The Kadanay are an ancient people with burning magenta eyes, said to be one of the oldest people on the island. They are the heirs of an ancient kingdom of gold and jade that they have now forgotten. Another notable settlement is the island of Tugas, an island full of sorcerers, witches, and crafters all ruled over by four Kadanay datu, near the island of Pannai. They are allied with both Pannai, Ba-e, and Gatusan. Guro of Warsmiths are often warriors or Datu themselves. They teach a particular brand of combat, one that focuses on turning the battlefield itself into their anvil, their forge, their work sheds. The Blood- Soaked Hammer lets one embody the Preserver, letting Warsmiths to craft small items in an instant. Warsmiths are brought up and taught in the ways of the usual smith, but they are taught to control and use the BloodSoaked Hammer to create battlefield creations and to give it to the tradition of preserving balance. The God-Body is usually their most impressive creation, and it is usually something made in the visage of Wisnu. Witness this and learn the truth: nothing created all things in the beginning. All things are born from cause- effect, loveevisceration. Therefore the act of creation is one both inherently divine-mortal, one that you embody. Transcend mortality. If you take up the Discipline of the Warsmith, ask yourself why you have made such a creative Discipline into one of the most destructive ones. Why do you blaspheme your craft? The weapons used to spill so much blood become forged encapsulations of your sins. When you see your steel, do you not feel guilt?


442 Channel Wisnu, great Hari, who created this world according to the Niharis (the worshippers of Hari). In addition to creating the world, He is also sanctioned to protect it at all times from every possible danger from outside the Trichiliocosm. As a Warsmith, claim the Blood-Soaked Hammer, and pave a way for a better world. Thus is the only way to preserve it. Discipline Philosophy: Mystic prasad fabrication This is always in-effect if this is your active Discipline! You have 7 HP, 4 Speed, 2 Jump, and +1 to your Bravery and Posture. At the start of Violence: place down 3 Materiel in the battlefield at least 3+ squares away from you, and you begin with 1 Materiel. At the start of a Resound past the first, put down another Materiel within 3+ squares of you. Whenever a fighter goes through a Materiel’s square, they pick up the Materiel. Attacking an enemy that is holding materiel lets you take 1 Materiel from them. Any adjacent ally can spend 1 Beat to give you any Materiel they have as well. While you have Materiel: all your attacks inflict Push +X and all forced movement against you is reduced X: X being the number of materiel on you. If forced movement against you goes below 0, you inflict the negative value on the mover. (Example: If you have 3 Materiel, and you are Pushed 1, you instead Push 2 to them, as 3 - 1 is equal to -2.) If you have no Materiel: Gain Speed+1, and you may rush 1 after being attacked. Inflict Violence: The blood-soaked hammer of hari These are what you do to inflict violence while this is your active Discipline! Siwa’s Eye: Spend X materiel. Choose 1+X tiles within burst 2 and turn them into hindering terrain. If already a hindering terrain, turn them into blocking terrain. Lasts until the end of your next riff. Brahma’s Fist: Spend X materiel. Melee Attack, Bravery + X, Blasts Wide Open. If already Wide Open, Stuns. Rudra’s Trident: Spend X materiel. Line 3 +X Area Attack, Bravery, The fighter in the last line starts bleeding, the fighter on the first tile is Slowed. Weapons: Hammers, axes, pestles, anvils (tied to a rope), shields, blunt swords, maces, mallets, bludgeons, arquebuses, hand cannons, swivel guns, cannons Armors: Cuirasses, sabatons, longcoats, steel shinguards, breastplates, steel gauntlets, iron helmets


443 Enlightenment: wield the hammer Unlock this when you learn 2 Techniques in this Discipline! When you start violence, choose a part of the God-Body you have equipped. 0 Sheathe of Ghatotkacha: 1/Resound, when an enemy within 3 tiles attacks with Bravery, you may slide them 2 tiles before the attack. 0 Foot of Sagarawivara: 1/Resound, when an enemy in 2 tiles leaves a tile, you may immobilize them: they cannot move voluntarily until the end of their next riff. 0 Crown of Kuwanchin: 1/Resound, when an enemy in 4 tiles makes attacks with Faith, inflict 1 Hit against them after the attack. The Godbody is the magnum opus of Warsmiths. Warsmith training is usually done in conjunction with the formation of a personal Godbody. When they achieve Master level, only then will they have the techniques required to finish the crafting of the ancient Godbody, which will become their holy implement against darkness and violence. Liberation: Katawan batara Unlock this when you learn 4 Techniques in this Discipline! On Resound 3+, you can summon from the heavens the God Body, gleaming pure gold. Spend 2 Beats to initiate godfall and climb into your God Body. Your Size becomes 2, gain Block 4, and all your attacks slide 3. All enemies adjacent to you must target you, and all enemies in 2 tiles of you are wide open. You submerge yourself into the blood of the battle and you are quenched. The battlefield becomes your anvil. Your arms become your hammers. And the VIOLENCE YOU BRING WILL BE THE SWORD YOU FORGE! Katawan Batara [kahtah-wahn baht-Arah] The God-Body. God Bodies are never mass-produced. Each one is the collective expression and effort of at least 50 goldsmiths, blacksmiths, and sorcerers. On top of that, there are at least 3 primary God Body Artists who specialize in the creation, design, and allow for the connection of the various different parts of a God Body together.


444 Gada - Mace. Palo - Hammer. Keep in mind: you can forcibly move objects! I Gada Shatteres Earth You strike with a mace empowered by nephrite jade-tek. Melee Attack, Bravery, Push 1 00 Mahagada Breaks Hell Upgrade the attack to: Blast 3 Area Attack, Bravery, Slide 2 000 Palo Destroys Heaven Upgrade the attack to: Blast 5 Area Attack, Bravery, Slide 2 (if they collide, Stun). Use your hammer to make a better world. Warsmiths wield all sorts of weapons, constantly shifting, masters of every possible armament so that they are never caught off-guard. Their strikes are thus universal, across all weapons, a skill and feature that makes them feared across the martial arts world. II Fabrication Technick You craft something quickly, meditating upon the teachings of the Blood-Soaked Hammer. Put down an Obstacle (Size 1 Height 1, 5 Durability, unclimbable) in an adjacent square. The obstacle doesn’t suffer hits from collides. When you make it collide with another fighter, inflict 2 Hits instead. 00 Wiswakama Architecture Put down a Size 2 Height 2 obstacle instead. A popular technick of warsmiths, who are taught it since the first day of their training. The Warsmith revels in the holy act of Creation. The sacred act, the first act, done without an extant cause. With hammer and anvil and ingenuity they become more than what they are. Signature Techniques


445 III Kinnara statue Utter incantations, meditate upon the great architect god and grow multiple hands to craft the statue of a kinnara. Put a gold kinnara (Size 1 Height 2, 6 Durability) on an adjacent square. All enemies adjacent to the kinnara suffer - 2 Bravery. You can only have one kinnara statue at a time, putting down a new one dismantles the last one. 00 Kinnara Icon Put down a Size 2 Height 3 version of the gold kinnara instead. Kinnara statues judge the savage, as a Kinnara is created to protect her royalty. Gold is a holy metal in the isles. It is abundant, but only because the spirits grant it. Gold is so abundant, in fact, that entire houses are covered in sheets of it. However, it is still a mark of royalty. Gold is often used in sorcerous pursuits as well. IV Jade Naga Statue You utter the incantations and pray for a moment, and then perform a striking anyo. Every strike creates a scale and a part of a jade naga statue. Melee Attack, Bravery, Rush 3 You leave a part of a jade naga in every tile you move out of. The jade naga is a single object (Blocking Terrain, Durability 6). At the end of your next riff, the naga crumbles into the earth, Slowing all enemies adjacent to the naga. 00 Great Nagaraja Larawan You can now rush 5 instead. The jade naga gains Durability 8 and is immune to ranged attacks. 000 Lakingsawa Diraja Coils Around Batalang Maykapal Instead: You can now rush 10 and the naga has Durability 10 instead. If you create a diamond or square shape, all those within suffer 1 True Hit, Stun, and Wide Open but the naga is immediately destroyed. Naga are water and air serpent-spirits of protection, and are one of the dragonkind in the Sword Isles, the others being the Sawa earth- underworld serpents, and the Buwaya earth-water crocodiles. By brandishing a Jade Naga you create a spiritual boundary that prevents the targets of your hatred from inflicting violence. Kinnara: Avian celestial dancers. Kinnara are protective maidens, part swan and part bamboofolk. They descend upon the world from the Forests of Himavala, the Sacred Mountain of the Continent, which Jamiyun Kulisa struck down. These beautiful beings have become the subject of many goldsmiths’ art and expression.


446 Anting The most important protective measures in the islands of The Sword Isles are Anting (charms or talismans). Akai and Ba-e know this as agimat or ajimat. Items filled with occult-spiritual power that can grant extraordinary skills and feats. Anting can be items (mud, pearls), armor (magical cuirasses and breasplates), or weapons (heirloom swords, holy shields). The Limits of Glory Your Legend is directly related to your spiritual attainment. Too much magick power upon you and you will be weighed down instead of stronger: you cannot go into Violence while weighed down. Weaker warriors are clad scantily in jewels, while kings and datu are clad in so much gold and rubies that they look like they are fully armored. For you, Kadungganan, this means you can only benefit from 1 Anting at Warrior Rank, 2 at Hero Rank, and 3 at King Rank. Anting are explicitly magical items: you can be clad in armor if you want! Unless you want to be broken by hammers. Living Anting Some Anting scale: they will have X/Y/Z. These pertain to the three ranks: Warrior/Hero/King. You get the appropriate benefit relative to your current Rank. Acquiring Anting In general, you are supposed to acquire new Anting by exploring the world, delving into ancient ruins, helping gods or defeating them, taking them from villainous warriors or being granted them by appreciative lords. By Legend 3, you should have your first Anting. By Legend 6, your second Anting slot opens up and you should already have another at the ready. At Legend 9, you should have all slots filled. You can have multiple Anting, and Anting are usually good barter fodder, but you can only equip so many at a time.


447 Anting List Amihan Jasper A gleaming precious stone that can commonly be fitted into weapons. When done, imbues the weapon with a chilling wind. Effect: All your non-area attacks now chill, and blow out fires, and inflict Vulnerability to Chill until the end of your next riff. Gimas Armor Gimas are beings that have six arms and three heads, considered demigods in the sense that they are partly divine, thrown out of heaven for having drunk too much of the Rasa, the drink of immortality from Heavenly Banana Trees. Gimas wander the world as antigods, wrathful eternally at heaven. Effect: 1/Resound, when an enemy collides with you, you may inflict violence against them immediately after the collision. Blaze Mutya A burning teardrop of crimson flame. When ingested, fills your body with a warm light, and then rouses you to action. You cannot contain yourself. Effect: On Non-Area Attacks, when you roll a 10, the attack now Sets Aflame. Boar Tusk Armlets Worn around the biceps, made of babuy ramo tusk. Imbued with the strength of the juggernaut. Effect: When you move with Tumbling, your next melee attack gains +1d, to a maximum of +3d. Bow Astra A bow made from nephrite, engraved with the ancient script of Jhaga, from which most modern writing systems in the Sword Isles arises from. When activated, the script burns a bright gold, and a drawstring of pure golden light materializes. When pulled, an arrow immediately scintillates into life. Effect: All your ranged attacks gain +1d. Bulawan Vestments Bulawan is that reddish Bloodgold, but it is also a holy color, of scarlet, that has pine-like fibers soaked in the reddest of reds–so red that they are gold. The bulawan color is only saved for the most brave of warriors, and within it is the unyielding spirit of one thousand warriors. These vestments and earwings attune your soul to the slaughter, and causes you to sink into ultraviolence when you can smell blood. Bloodgold is the purest form of gold in the Isles, and is said to represent the God of Crimson War Idda Mangubat, the Greatest Warrior of the Echoing Annals, who now travels the isles as a warrior-for-hire for those datu that he deems worthy. Effect: When you first become Staggered in Violence, gain +1 to your Speed and +1d to all attacks until the end of your next riff. Calcified Lightning A piece of lightning that has been frozen and put into a necklace or a bangle. Turns one’s eyes bright orange and their hair white. Effect: When you roll an 10 on a non-area attack, the attack now Shocks.


448 Chthonian Balyan Raiments Raiments of bone and blacksilk, of ruddy blood gold and deep cavernous stones. Decorated with the boar tusk and crocodile faces of the earthen gods. Sumpoy is the Slaver of Souls and Batara Yamakala is the God of the Underworld, the Keeper of Justice, and of all Death. The God of Life, funnily enough, is Si Dapa, The Kneeling One, whom many–due to the fact that Life is an antecedent of Death–worship wrongfully as the God of Death. By bearing Si Dapa’s face upon the shield, you can enact the retort of the living. Effect: When you heal an ally, you gain Block 2 and they gain +1d on their next attack (can only gain +1 from this Anting). Copper Cat Vestiges Contains fingernail ornaments that create the visage of musang claws that can rend entire ships, copper ear ornaments that, instead of depicting the wings of an eagle, showcase razor sharp feline ears, and a mask depicting a tusked bearcat, grinning indefinitely, in defiance of the sun. Effect: All your attacks against bleeding targets gain +1d. On Non-Area Attacks, when you roll a 10, the attack now Bleeds. Counter Knives A knife used for countering. Could be a balaraw or karambit. Used for catching blades and strikes. Effect: 1/Resound, after suffering a melee attack, you may make an attack against the triggering fighter with Bravery. Coral Armaments A set of coral armaments, complete with a peaked helmet, a breastplate, greaves, and gauntlets. Effect: You become resistant to any attack that douses or chills, and you become immune to being chilled. You do not need to spend extra speed to move through water terrain. Dukha Paduka “Beggar’s Sandals.” Wooden sandals with a simple abaca fiber fit over it to keep the foot in place. It is raised on two rectangular platforms. It is not very notable otherwise. Beggar sandals are what Makinaadmanon wear to travel the lands, wandering mendicants, who have nothing to ride on but their feet. Effect: When you suffer dangerous terrain, you heal 1 instead of suffering any hits instead. 1/Riff. Eagle Eye Talisman A talisman of a hawk-eagle’s eye, burning with certain fervor. Very expensive to have. Effect: Gain +1 to the ranges of all effects with Range X. Gan Idol An idol depicting the elephant-headed god Gan, brought to the isles by Ashinin Missionaries. Gan is the God of Beginnings and Intelligence. Effect: 1/Violence, when you make a Bravery attack, you can choose to make it into a Faith Attack instead.


449 Garoda Armaments A golden breastplate, coat, and winghelm that covers almost the entire body, but is surprisingly light. Decorated with intricate gold jewelry patterned into the wings of a garoda. Effect: When you suffer an attack, you may fly 1 after the attack. Gold Jewelry Armament A set of jewelry that grants you a gold crown, winged ear ornaments, ear loops with rubies, gold neck trinkets, golden angklets, and golden armbands so numerous that it covers your entire chest and arms. Effect: 1/Violence, when you suffer a Bravery attack, you may use your Resilience to defend against it. Afterward, gain Block 2. Great Shield This is a giant kalasag made of holy strangler fig fibers and wood, strengthened by balyan ritual. Effect: 1/Violence, you can use your Posture to defend against a Faith attack. Afterwards, you may Rush 2. Healer’s Vestments A holy diadem made of palm leaf and gold, a cloak woven with holy patterns of the sacred spirits, and a beautiful multicolor sarong that touches the ground to better channel the healing properties of nature. Effect: All your healing gains +1. When you end your riff without making an attack, heal 1 all adjacent allies. Kaji Armor Kaji is the god of fire found in the isles, from the Ashinin god of fire Ajki. The armor dances with the smokeless flame of sacrificial ritual fire. The first to find and wield this armor was known as the Magmabreaker Tunggadiraja, who conquered the volcano naga of the isle of Kadaki. Must be obtained from Kajibalyan, priests of Kaji. Effect: You’re immune to being set aflame and fire, and you’re Resistant to Fire and attacks that set aflame. Kawacha A cuirass with the face of a vengeant deity in front. Worn by high- ranking warriors. Effect: Start violence with Block 2 and every start of Riff, gain Block 1. Kinnara Raiment Robes and cloaks that make one look like the kinnara, celestial dancers that are part bird. They look like angels, with wings attached to their backs. Effect: Gain +1/+2/+3 to your Speed. If you move with Tumbling, also gain Float for the duration of the movement. Lunar Taming A shield in the shape of a crescent. Common in Akai, though this one is made of moonstone. Very expensive to find. Effect: Gain +1 to your Posture. When you suffer aflame, douse, shock, or poison, you have a 50% chance of ignoring the status.


450 Makinaadmanon Robes “Sage’s Robe-Cloak.” Long flowing hooded robes that look similar to a raincoat or a poncho, decorated with textiles depicting dragons and skies and seas and leviathans and devil-apes. Effect: When a fighter in burst 3 of you is Defeated, you may put them at 1 HP instead. 1/Violence. Mending Sash A brightly brocaded and embroidered sash, showcasing phoenixes and dragons. Woven with bright magick spells. Effect: 1/Resound, when you are healed to a surplus of your max HP, you may Fly 1 and then give the surplus healing to all allies in burst 3 instead. Mystick Blade An edged weapon used for magickal rituals, for carving magicked formulas and for inflicting spells upon others. Effect: Adds +1 to all non-area attacks with Faith, and if you roll a 10, you may teleport 1 after the attack. Naga Mystic Raiments Naga are dragons, but commonly are guardians against fire, while serpents are guardians against earth, sickness, and beast, while crocodiles are guardians against water and death. Includes a periapt made of gold that wraps around the lower half of the face and flanges into two wing-shaped peaks that elongate the ears, giving the illusion that the wearer is a naga itself. The robe intricate cloth attire embroidered and decorated with gold. Worn by gods and kings of The Sword Isles, one can only wear this periapt when allowed by Balyan. If not, both spirits and demons will follow you. Effect: You become Resistant against attacks that douse, chill, and set aflame. Parrying Palisay A palisay is a smaller shield, almost a buckler, as opposed to the full body kalasag. Only the greatest of warriors can afford to wield a palisay–the lightness lets them be quick in their parrying. Effect: When you gain more parries than the attacker has hits, inflict Hits back at the attacker equal to the difference.


451 Peakflower Diadem This sheathes the wearer in a veil of chill, and causes them to cough out peakflower petals. As your legend grows, its flower grows, and begins strangling you. The Peakflower is a colorful blossom with multiple petals, reminiscent of chrysanthemum, that can only grow in the coldest areas at the peak of mountains in the Sword Isles, where the caps are sheathed in frost and snow. Effect: 1/Violence, when you suffer an attack from an adjacent enemy, you may root them in place: they cannot move or be moved until the end of their next riff or until they suffer an attack that sets aflame (which they’re vulnerable to as long as they’re rooted). Pestilent Knife A ritual knife crusted with the blood of divine beings. When used to attack, brings pestilence upon the target of your scorn. Virulences and plagues are said to belong to the old Sky God Makaptan, who was so distant from mortals that he does not know the threat of plagues upon them. Effect: When you attack one fighter with Bravery and roll at least one 10, inflict Pestilence on the target. While they have Pestilence, they suffer -1d to all Defenses and suffer 1 Attack Die at the end of their riff. When they are healed, they do not gain benefits of the healing and then Pestilence is removed. Raiding Rope A rope made of abaca, with a hook at the end. Used for boats, but equally useful against warriors. Effect: When you rush, you can instead choose a tile in range 3, and then pull yourself to that tile or move into any tile adjacent to it. Ritualist Robes Robes belonging to balyan: a white gown, a shawl of indigo, a diadem of flowers with hornbill plumage, white gold bangles and anklets and necklaces. Imbues you with spiritual merit. Effect: When you suffer a status effect that you don’t want, you have a 25% chance of clearing it immediately. Sage Staff A pewter staff that wherein cocoons blossom from, wherein scarlet butterflies erupt whenever the bell is rung. Scarlet Butterflies are an important symbol of metamorphosis and symbiosis for the First Makinaadmanon, who ascertained that it was nature’s beauty, cyclical nature and inherent unity condensed into a single being. Its fluttering and beauty is brief, but the fact that it ends make it important, and the spores it spreads with its wings ensure that life continues evermore. Effect: You gain +1 to your Resilience and when you are forcibly moved, you have a 50% chance of ignoring that movement.


452 Satariya Armor Heavy and thick armor and helms made of elephant hide and steel. Commonly worn by the knights (satariya) of Akai and northern Gatusanon, and even by Apunon. Effect: 1/Resound, when an enemy leaves an adjacent tile to you, you may attack them with Bravery. Sorcerer Robes Robes of bright gold, embroidered with flowers and dragons. Designs common to Baikhan Agama Goh religion. Grants one a certain gravity. Agama Goh is a folk religion in Baik Hu. Professes the existence of a supreme principle known as GOH, or, The Way. Effect: All your area attacks increase their pattern size by 1. Spiraling Dagger A dagger that spins around, like a furling wave. Effect: All your melee attacks always deal 1 Hit, minimum. This does not ignore resistances or immunity. Third Eye Anting A ruby with a live flame within, worn in a necklace or upon the brow. Gives on preternatural reflexes. Effect: You are immune to--but cannot benefit from--vantage, flanking, and proximity. Gimas Mask A colorful half-mask showcasing a grinning tusked demon. The full mask version has bulging eyes. Burns with the dark mandate of Gimas. Effect: After making an attack, inflict the following on all targets of that attack: Vulnerability to Attacks that Set Aflame until the end of your next riff. Vajra Bell A vajra with a bell on the other end, rang when performing important rituals. Diwata dance nearby, ancestor gods look down at you. Sometimes given by Sri Dewi Wetsuwan in the northern regions of the Footsteps of the Gods, where she makes her ministry as one of the Four Warlords Under Heaven, ruling over the northern quadrant of Gubat Banwa, where she sits wielding her embroidered trident Makarishula and consorts of 180 Valkyrie Poet-Warriors, each one married to her. Effect: 1/Violence, when you suffer Hits from a Faith attack, you can choose to inflict that much Hits back at the attacker.


"TJ[ANDI] SINGASARI" FROM LEYDIE MELVILLE, H.L., UNDER CC BY 4.0 453 Wairakawa War Attire Golden armor with a sun-tiger on the chest plate. This includes a set of armor: a peaked helmet, gold-and-brass lamellar, gilded dragon bracers, a golden dragonfly belt woven with a veil-thin silk as a skirt, and golden tail-eating dragon bangles. Once belonged to the ancient warriors of Put’wan. Wairakawa is one of the fierce forms of the great god Rayasaiwa, who destroyed the past world to pave the way for this one. Effect: Gain +2/+3/+4 HP. Warrior’s Pudong A headdress or headscarf, bleeding crimson, with its cloth flapping in the wind. Reserved only for the greatest warriors. Effect: All your melee attacks with Bravery gain +1d, and then you can choose to shove after the attack: 50% chance of the attack pushing 1. Wicked Panabas A giant, broad-bladed panabas, once used only for ceremony, now used for inflicting violence. Moonflowers are inscribed upon the base of its blade. Effect: All your melee attacks while flanking or while in vantage gain Overwhelming. If you already have Overwhelming, your attack gains Accuracy instead. Witch Robes Consists of frayed and ruddy robes with embroidered patterns of spider-lilies, a talisman with a magical beast’s tooth, nail, eye, or hair lock tied to it, a veil made of blacksilk attached to a bone diadem that stretches down to one’s eyes. Effect: When you roll a 10 on a Faith Attack, inflict Debilitated on all targets hit.


454 Non-Player Characters


455 Non-Player Characters (NPCs) follow much of the same rules of the Kadungganan. Much of the difference is that they are played by the Umalagad, and they cannot gain Thunderbolts. They are less hardier, but they are no less important. In fact, NPCs are more important than the Kadungganan: the Kadungganan are built up by them, after all. In Violence, enemy NPCs are known as just that, Enemies. They are split into 0 Threat Tiers, with Threat 0 being less-skilled martial artists to Threat 6 being supreme grandmasters and violence gods. Threat 0-2 are appropriate for Warrior Rank Kadungganan, Threat 3-4 are for Hero Rank Kadungganan, and Threat 5-6 are for King Rank Kadungganan. Rank 0 Enemies are always going to be Rank-1, even against Legend 0 Kadungganan. 0 Threat 0 are weaker enemies. Servants, squires, beginner warriors, imps, gobs, little demons. Appropriate for Legend 0-1 Kadungganan. Rank 1 Enemies 0 Threat 1 are warriors that can handle their own. Appropriate for Legend 1-2 Kadungganan. 0 Threat 2 are stronger warriors, outfitted with better abilities and the like. Appropriate for Legend 3-4 Kadungganan. Rank 2 Enemies 0 Threat 3 are warriors who have grown in prowess. Appropriate for Legend 5-6 Kadungganan. 0 Threat 4 warriors are indomitable, wielding some form of anting. Appropriate for Legend 7-8 Kadungganan. Rank 3 Enemies 0 Threat 5 warriors are some of the best of the best, grandmasters of their art. Appropriate for Legend 9-10 Kadungganan. 0 Threat 6 warriors are sages, god-kings, chakravartins, fabled hari. Demon Emperors and ancient gods, faraway fey. Appropriate for Legend 11-12 Kadungganan.


456 The Blood Price The Blood Price is the budget you have for violences. It will determine which are hard fights and which are not, relative to the Kadungganan’s strength. Your fights have a Violence Score, made up of field traits, weather changes, and the enemy numbers and types. Blood Price = Number of Kadungganan + 2. Easy fights are anywhere where the Violence Score is half or below of the Blood Price, rounded up. Normal fights are where the Violence Score is within half to equal of the Blood Price. Hard fights are where the Violence Score is higher than the Blood Price. Very Hard fights are double the Blood Price. Violence Score What follows is the budget you must work with, relative to your Blood Price. 0 Standard Warriors of the same Rank value 1. 0 Standard warriors of a lower Rank value 1/2. 0 Standard warriors of a higher Rank value 1 1/2. 0 Braves value 2. 0 Chiefs value equal to the Blood Price + 1. When to use Higher Rank Warriors: When it makes sense in the fiction, or you want to show off warriors that have more abilities, as higher rank enemies have more abilities to use and higher stats. If you want a stronger fight that is appropriate for your Kadungganan’s skill, resort to Braves. Use higher rank warriors sparingly. Use lower rank liberally! They take the space of minions in other tactics RPGs.


457 Braves Ready your blades, for when the honored warriors arrive upon clouded wings and fulminating haloes, the earth shall tremble. Braves are more powerful warriors that have some sort of advantage in the fiction, whether that be some sort of elixir that strengthens them, superior training, superior weaponry, or blessing of the gods. You can turn any non-Chief enemy type into a Brave, just establish it in the fiction. Braves get the following: 0 Axe Eye. Braves riff twice per Resound. 0 Superior. Braves get +1 to their Bravery, Faith, Posture, and Resilience. 0 Reveling. Braves double their HP. Companions Not all NPCs are strictly enemies. Some NPCs can be companions to the Kadungganan. Companions are always allies, and are costed as 1/2 Kadungganan for the purposes of calculating the Blood Price. You can turn any enemy type, even Unique Fighters, into Companions by applying the following template: 0 Fireforged Bonds. Companions have +1 HP. Their Prowesses rises alongside the Kadungganan: a Legend 10 Kadungganan might have a Threat 6 Companion that has grown alongside them. Enemy Types In the following pages are going to be five generic enemies per Style. Afterwards there will be the Origins which are Templates that you can add onto these generic enemies to customize them, as well as having their own unique fighters each.


458 Statistics Enemies have the same statistics as Kadungganan for the most part. However, they are simpler as many must be controlled at a time, and they have Gambits. Defeat: NPCs that fall to 0 HP are immediately Defeated, unlike Kadungganan who can suffer Wounds. Gambits Gambits are the intelligence or the tactical plans of an enemy. When you start an enemy’s riff, you roll their Gambit Die (as dictated by their stat block) and perform the gambit as stated below. If the Gambit is invalid--like with melee fighters inflicting violence without adjacent fighters--choose from the three options which best applies in the fiction. Many fighters are smart: they can Rush, Inflict Violence, or Deflect. Play your best, try to imagine their convictions and why they fight! Taking Control When the rolled gambit or a part of a gambit doesn’t make sense in the fiction, or it just isn’t fun, any player can take control of that fighter and choose to spend 3 Beats (or any remaining beats) in any way they want, including the special techniques each fighter has access to (it’s why they have Beat costs in their Gambit!) Very often, Umalagad will be using this. If you’re not tactically minded, Umalagad, then you can depend on the gambits! Customizing If you want to customize enemies, you can raise or lower them to an appropriate Threat by improving or reducing their Prowesses by 2 points per Threat, and raising or lowering their HP by 1. So from Threat 1 to 3 would give that enemy +4 new points across their Prowesses, while Threat 3 to Threat 1 should take away 4 points. When reducing, generally, reduce their highest Prowess first, and then their second highest. Remember that no Prowess can go below 1. The special effects listed in Gambits are also that NPCs special techniques. Just like Signature Techniques, you cannot use a special technique more than once in a riff, unless otherwise stated. Battle Meditation An optional rule you can do is rolling Gambits for all enemies at the start of a Resound. This does two things: the Gambit result decides what order the enemies riff, and the Kadungganan can see what they will do on their riff, letting them plan accordingly. This makes the game play a bit more similarly to Into The Breach (2018), but also can cause decision paralysis for lesstactically minded players.


459 Rank 1 Enemies Threat 0 Servant Folk captured in war or born into it and turned into warriors. Easy to dispatch. They commonly work as squires for their warrior-masters. Trait: Tenacity. If the Servant hits with Blade, they push 1 as well. Inflict Violence: Blade. Melee Attack, Bravery Gambit: Rush to flank or gain vantage > Inflict Violence > Deflect Prentice An apprentice to a balyan or a witch. Carries concoctions and little magick formulas on lontar. Trait: Prentice Aura. All allies in burst 4 of the Prentice gain +1d to all Attack Rolls. Inflict Violence: Invisible Lance. Ranged 4 Attack, Faith Gambit: Rush > Inflict Violence > Deflect Medium HP 5 Speed 3 Jump 2 Bravery 2 Faith 5 Posture 3 Resilience 4 Raider HP 5 Speed 4 Jump 1 Bravery 5 Faith 4 Posture 3 Resilience 2


460 Threat 1 Appropriate for Legend 1-2 Kadungganan. Lancer A spearman, strong and true. Their spear is tasselled and embroidered and decorated with palm leaves. They know how to fight. Will the Sword Isles reward them? Trait: Charge. If the spearman rushes their full speed, their next inflict violence gains +1d. Inflict Violence: Spear. Melee Attack (range 2). Bravery. Special Techniques Polearm Master [1]: Slide 1 a fighter in Inflict Violence range. Naga Skewer [2]: Line 2 Area Attack. Bravery. Blasts wide open. Gambits [d8] 1-2: Rush > Inflict Violence > Rush 3-4: Rush toward enemy with lowest HP > Inflict Violence > Polearm Master 5-6: Rush > Inflict Violence > Inflict Violence 7-8: Rush > Naga Skewer Archer A sniper that has not yet completed their training. A few kills to their name for sure. Trait: Harmony. On ranged attacks against fighters 4+ squares away, after the archer rolls attack dice, they may reroll any number of attack dice up to their Faith, but they must take the new result. Inflict Violence: Longbow. Ranged 5 Attack. Bravery. This attack arcs ignoring blocking terrain of up to +2 Elevation. Being on higher elevation increases the range of the longbow by 1 per Elevation difference. Special Techniques Aim [1]: Get +1d on next ranged attack. Barrage [2]: Must be used after an Inflict Violence: Inflict Violence again, ignoring Combo Breaker. Deadshot [1]: Inflict 1 Hit on a fighter in range 5 with the highest HP. Gambits [d10] 1-3: Aim > Aim > Aim or if already +3d or up: Inflict Violence 4-6: Rush to get better distance > Inflict Violence > Deadshot 7-9: Rush to create better distance > Aim > Inflict Violence 10: Inflict Violence > Barrage Raider HP 8 Speed 5 Jump 2 Bravery 7 Faith 2 Posture 4 Resilience 3 Sharpshooter HP 7 Speed 3 Jump 3 Bravery 6 Faith 5 Posture 2 Resilience 3


461 Guard A warrior well-versed with the arts of protection. Not just for themselves but their allies as well. Despite their strength, they’re vulnerable particularly to fire. Trait: Guardian. All allies adjacent to the guard are guarded by them. They are however vulnerable to attacks that set aflame. Inflict Violence: Sword and Shield. Melee Attack. Bravery. Taunt until the end of the guard’s next riff. Special Techniques Mass Threat [2]: Roll 1 attack die against all enemies in burst 3, and then taunt them until the end of the Guard’s next riff. Shield Bash [1]: Attack an adjacent fighter with Bravery, and then 50% chance of stunning them. Shield Charge [1]: The Guard rushes double their Speed, Tumbling. Any enemies moved through are Slowed. Gambits [d4] 1: Rush > Rush to a better position to guard allies > Inflict Violence 2: Rush > Mass Threat 3: Rush > Inflict Violence > Shield Bash 4: Shield Charge > Shield Bash > Inflict Violence Arcanist A young witch still learning the hinterland secrets and arcana. Can summon flame and curses and break enemy carapaces. Trait: Evil Eye. When a fighter is hit by a Arcanist’s attack, they suffer -1d on their next attack. Inflict Violence: Incantation. Ranged 4 Attack. Faith. Target is Blasted Wide Open. Ignores Line of Sight. Special Techniques Summon Flame [2]: Range 3 Burst 1 Area Attack. Faith. Sets Aflame. Utterance [1]: Slide 2 all enemies in blast 5. Insect Swarm [2]: Range 3 Blast 4 Area Attack. Faith. Debilitates. Slows. Gambits [d6] 1-2: Rush to a better position > Summon Flame 3-4: Rush > Inflict Violence > Rush 5: Rush > Inflict Violence > Utterance 6: Rush > Insect Swarm Sentinel HP 10 Speed 4 Jump 1 Bravery 4 Faith 2 Posture 7 Resilience 3 Witch HP 6 Speed 3 Jump 1 Bravery 2 Faith 7 Posture 3 Resilience 4


462 Balyan Balyan are common across all the Sword Isles. Sorcerers, philosophers, priests, and shamans all the same. Trait: Blessing. All allies in burst 2 add +1d on all attack rolls. Inflict Violence: Smite. Ranged 3 Attack. Faith. Dazzles. One ally in line of sight gains Evade against the next attack against them. Special Techniques Shelter [1]: Give the closest ally in range 3 Block 2 Invigoration [2]: Heal 1 all allies in burst 2. Fire God Blessing [2]: Give all allies in burst 3 the following benefits: their next attack now gains sets aflame and Accuracy. Gambits [d12] 1-3: Rush > Inflict Violence > Rush to allies 4-6: Rush > Shelter > Inflict Violence 7-9: Rush > Invigoration 10-12: Inflict Violence > Fire God Blessing Threat 2 Appropriate for Legend 3-4 Kadungganan. Swordmaiden Sword wielding warriors that carry with them the prestige of the blade. They can set up attacks for allies as they batter down their foes. Trait: Blade Grace. Can rush 2 before or after an attack. Inflict Violence: Sword Dance. Burst 1 Area Attack. Bravery. Special Techniques Blade Beam [2]: Line 3 Area Attack. Bravery. Relentless. Overwhelming. Sword Smear [2]: Rush 6, Floating and Tumbling. Make the following attack to each enemy moved through: Melee Attack. Bravery. Ignores Combo Breaker. Triggers Blade Grace only once. Kalis Sayaw [3]: Fly 2 and then Inflict Violence. Do this effect twice more, ignoring combo breaker. Gambits [d8] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Blade Beam 5-6: Rush > Sword Smear 7-8: Kalis Sayaw [3] Medium HP 9 Speed 4 Jump 2 Bravery 2 Faith 5 Posture 3 Resilience 6 Raider HP 8 Speed 5 Jump 2 Bravery 8 Faith 2 Posture 5 Resilience 3


463 Gunner Warriors trained in the arts of explosion and destruction. Focused blasting swathes of the battlefield. Trait: Blaster. Rush 1 before making an area attack. All their area attacks are Overwhelming. Inflict Violence: Cannon. Range 5 Burst 1 Area Attack. Bravery. Special Techniques Dragon Flame [2]: Blast 5 Area Attack. Bravery. Sets Aflame. Lantaka Swing [1]: Push 3 all enemies in blast 3. Mameleu’s Burning Ray [2]: Line 10 Area Attack. Bravery + Faith. Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Dragon Flame 7-9: Lantaka Swing > Rush > Inflict Violence 10: Rush > Mameleu’s Burning Ray Ironclad Slow moving inevitability clad in the fullest of armors in the Isles, wielding large weapons that smash through. Trait: Armored. Ignores non-attack Hits and cannot be forcibly pushed. Inflict Violence: Great Hammer. Rush 1. Blast 3 Area Attack. Bravery. Slows. Safe. Special Techniques Armor Meditation [1]: Gain Block 3. Challenge [1]: Taunt a fighter in range 5 until the end of the Ironclad’s next riff. Skull Crack [1]: Melee Attack. Bravery. Stuns. Gambits [d4] 1: Rush > Inflict Violence > Armor Meditation 2: Rush > Challenge > Inflict Violence. 3: Rush > Inflict Violence > Armor Meditation 4: Rush > Armor Meditation > Skull Crack Sharpshooter HP 7 Speed 3 Jump 3 Bravery 6 Faith 5 Posture 3 Resilience 4 Sentinel HP 10 Speed 4 Jump 1 Bravery 5 Faith 2 Posture 8 Resilience 3


464 Hexer Hexers are witches that bombard victims with ailments to slow them down and whittle their will. Trait: Hex. All the hexer’s attacks confuse. Inflict Violence: Curse. Ranged 5 Attack. Faith. Debilitates. Special Techniques Sickness [1]: Poison all enemies in range 4 burst 1. Afflict Enervation [2]: Range 4 Burst 1 Area Attack. Faith. Debilitates. Bloodletting Spell [2]: Range 4 Burst 1 Area Attack. Faith. Bleeds. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Inflict Violence > Sickness 5: Rush > Afflict Enervation 6: Rush > Bloodletting Spell Healer A field medic who uses herbs and incantations to mend wounds and make others stronger. Trait: Sympathy. Whenever the healer gives Block or heals, they also gain Block 1. Inflict Violence: Ritual Knife Implement. Ranged 4 Attack. Faith. Give 1 ally in range 6 Block 2. Special Techniques Heal [1]: Heal 2 an ally in range 3. Putri [1]: Cleanse a status effect from an ally in range 5, Pag-Uli [2]: A Defeated ally in range 2 is revived, brought back to 2 HP. Gambits [d12] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Heal > Rush 7-9: Rush > Putri > Inflict Violence 10-12: Rush > Pag-Uli Witch HP 6 Speed 3 Jump 2 Bravery 2 Faith 8 Posture 3 Resilience 5 Medium HP 9 Speed 4 Jump 2 Bravery 2 Faith 5 Posture 5 Resilience 6


465 Threat 3 Appropriate for Legend 5-6 Kadungganan, Rank 2. Assassin Extremely close quarters warriors that are super fast and have phases where they cannot be hit at all. Used to get through enemy lines. Trait: Lurker. When an assassin ends their riff without any enemy adjacent, they gain Stealth. Whenever they move while in Stealth, they have Tumbling. Inflict Violence: Assassinate. Melee Attack. Bravery. Gain Accuracy if from Stealth. Special Techniques Shadowstep [1]: Gain Stealth. If already in Stealth, teleport 4. Dual Wield [1]: Can only be used after an attack. Deal 2 True Hits on the attacked fighter and then inflict Debilitate. Garrote Combo [3]: Teleport 4 and then make a Melee Attack (Bravery). Then teleport 4, teleporting the target with the Assassin, bringing them to an adjacent tile. Gambits [d8] 1-2: Rush > Deflect > Inflict Violence 3-4: Shadowstep > Rush > Inflict Violence 5-6: Rush > Inflict Violence > Dual Wield 7-8: Garrote Combo Rank 2 Enemies Sorcerer Powerful magick-users and spellcasters that have the strength and power of artillery. They very often channel the teachings of either destruction gods (such as Siwa Priests or Nibatala Katalonan) or rely on the knowledge of old mystic arts passed down from generations. Trait: Atman Resonance. At Resound 3+, the Sorcerer gains Overwhelming, Relentless, Accuracy, +2 to Faith, and they begin Floating. Inflict Violence: Hati. Range 4 Burst 1 Area Attack. Faith. Special Techniques Kataposan [3]: Range 4 Burst 2. Bravery +Faith. Skewering. True. Ajna Siwa [1]: Inflict 1 True Hit on any enemy that the sorcerer can see in the battlefield. Otherwise, Rush again. Pandita Lantaka [2]: Range 3 Path 6 Area Attack. Faith. Sets Aflame. Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Inflict Violence > Ajna Siwa 7-9: Rush > Pandita Lantaka 10: Kataposan Raider HP 9 Speed 6 Jump 3 Bravery 9 Faith 3 Posture 6 Resilience 3 Sharpshooter HP 8 Speed 3 Jump 3 Bravery 5 Faith 6 Posture 4 Resilience 5


466 Destroyer Powerful warrior-priests blessed with Siwa-Makaobus Flame, capable of great conflagrations. Trait: Burning Gimas. Immune to attacks that set aflame and to being set aflame. All fighters set aflame by the Destroyer become taunted to them. Inflict Violence: Searing Sundang. Melee Attack. Faith. Sets Aflame. Special Techniques Stoke Flame [1]: All enemies set aflame by the Destroyer suffers 1 True Hit. Makaobus Blade [2]: Blast 3 Area Attack. Faith. Sets Aflame. Safe. Vehemence [1]: Rend armor: the Destroyer gains +3 to their Attack Dice, but -3 to their Defense Dice, until the end of their next riff. Gambits [d4] 1: Rush > Inflict Violence > Rush 2: Rush > Inflict Violence > Stoke Flame 3: Rush > Makaobus Blade 4: Vehemence > Rush > Inflict Violence Hunter Skilled hunter martial artists that lock down the battlefield with intricate traps. Trait: Unleash Trap. Every start of the Hunter’s riff, they choose a tile in range 3. Put down a burst 1 of dangerous terrain centered on the tile. Inflict Violence: Shoot. Line 5 Area Attack. Bravery. Bleeds. Safe. Special Techniques Hobbling Trap [1]: Choose a tile in range 3. Any enemy that steps into burst 1 of the tile triggers the trap, making all enemies in the burst slowed. Rope [1]: Choose an enemy in range 5. 50% chance of the Hunter sliding them 5 tiles. Otherwise, slide 2 instead. Pit Trap [1]: Choose a tile in range 3. Any enemy that steps into burst 1 of the tile triggers the trap, making all tiles that have enemies in them fall by 2 Elevations and inflicting 1 True Hit. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Hobbling Trap > Rope 5: Rush > Pit Trap > Inflict Violence 6: Hobbling Trap [1] > Pit Trap [1] > Rope [1] Sentinel HP 11 Speed 5 Jump 1 Bravery 3 Faith 6 Posture 9 Resilience 3 Witch HP 7 Speed 4 Jump 2 Bravery 9 Faith 4 Posture 6 Resilience 3


467 Warlord Frontline warriors that lead their allies to supreme victory. Trait: War Mien. All allies in burst 3 of the Warlord gain +1 to all Prowesses. Inflict Violence: Mandate: Melee Attack. Bravery. Give +1d to an ally in the battlefield’s next attack. Special Techniques Bodyong [1]: One ally in range 5 that can hear the warlord may inflict violence. Great Control [2]: All allies in burst 5 may inflict violence. Grand Burning Mandate [3]: All allies in the battlefield may fly 3 and then gain +Warlord’s Faith on their next attack. Gambits [d12] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Inflict Violence > Bodyong 7-9: Rush > Great Control 10-12: Grand Burning Mandate Threat 4 Appropriate for Legend 7-8 Kadungganan, Rank 2. Fist Powerful front line pugilists who can grapple enemies and break their bones. Trait: Grappler. All fighters must spend +1 Speed to leave the Fist’s adjacency. Inflict Violence: Lone Dog Fists. Melee Attack. Bravery. If the target is flanked or the Fist has vantage on the attacker, this attack ignores Combo Breaker. Special Techniques Gahum Internalization [2]: The Fist flies 1 and then makes an attack: Melee Attack. Bravery. Then they gain +2d on their next attack. Blazing Wind Star [1]: Ranged 3 Melee Attack. Bravery. Blast Wide Open. Instant Transmission [1]: Teleport 1 three times. Buddha Palm [2]: The Fist flies into the air and choose a tile in range 3. A burst 1 explodes from there as the Fist fires buddha’s palm down: Area Attack. Bravery. Dazzles. Then, fly into any tile within range 2 of the burst. Gambits [d8] 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Gahum Internalization 5-6: Rush > Blazing Wind Star [1]: Attack an enemy in range 3 with Faith, and then blow them wide open. > Instant Transmission 7-8: Rush > Buddha Palm Medium HP 10 Speed 5 Jump 3 Bravery 6 Faith 4 Posture 5 Resilience 5 Raider HP 9 Speed 6 Jump 4 Bravery 9 Faith 6 Posture 4 Resilience 3


468 Blowgunner Treetop assassins that inflict poisons and other lethal effects from afar with imbued darts. Trait: Treetop Assassin. When attacking from Vantage, the Blowgunner’s attacks are always True, Relentless and Overwhelming. Inflict Violence: Dart. Ranged 5 Attack. Bravery. Poisons. Special Techniques Berserk Dart [1]: Choose an enemy in range 4, and then choose one of their allies. They become taunted to that chosen ally of theirs until they suffer Hits from or inflict Hits on the ally they’re taunted to. Poison Dart [1]: Poison a fighter in range 5. Barrage [2]: Inflict Violence three times against three different enemies, ignoring Combo Breaker. Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Inflict Violence > Berserk Dart 7-9: Inflict Violence > Rush > Poison Dart 10: Rush > Barrage Juggernaut Momentous mountains that can barrel through foes and stay in the thick of it, keeping heat off allies. Trait: Indomitable. The juggernaut is immune to all forced movement. When they Rush, they gain +1 Block, and they gain extra Attack dice to their attacks equal to their current Block. Inflict Violence: Charge. Rush 2 in a straight line and then attack: Melee Attack. Bravery. If the Juggernaut moved all 2 tiles, they taunt the enemy until the end of their next riff. Special Techniques Brace [1]: Gain Block 3. Grapple [1]: Choose an adjacent enemy and slide them into any other tile adjacent to the Juggernaut, then the next attack against them gains +1d. Trample [1]: Rush, Tumbling. Any enemy you move through is pushed 1 and if they collide, are stunned. Shock Wave [2]: Blast 4 Area Attack. Bravery. Slows. Gambits [d4] 1: Rush > Inflict Violence > Brace 2: Rush > Grapple > Inflict Violence 3: Rush > Trample > Inflict Violence 4: Rush > Shock Wave Sharpshooter HP 8 Speed 4 Jump 3 Bravery 7 Faith 4 Posture 6 Resilience 5 Sentinel HP 11 Speed 5 Jump 1 Bravery 4 Faith 3 Posture 9 Resilience 6


469 Orator A speaker-warrior that uses the strength of rhetoric and word to confound enemies. Trait: Persuasion. Any enemy that starts their riff within burst 4 of the Orator is blown wide open. Inflict Violence: Reprimand. Ranged 4 Attack. Faith. Confuses. Special Techniques Convince [1]: Slide 2 all enemies in burst 3. If they collide, they become confused. If already confused, they suffer 1 True Hit instead. Enervate Spirits [2]: All enemies in blast 5 suffer 1 True Hit and become debilitated. Domination [2]: Choose 1 enemy in range 4. They must attack one of their allies in range 5 with the higher of Faith or Bravery. Gambits [d6] 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Inflict Violence > Convince 5: Rush > Enervate Spirits 6: Rush > Domination Singer Incanters and intoners who have mastered the art of the warsong, letting them infuse powerful spirits of song upon themselves and their allies. Trait: Sorrowful Song. The Singer has a Song Aura 2. All allies in the aura have +1d to all Defenses. Inflict Violence: Thundering Lute: Blast 4 Area Attack. Faith. Safe. All allies in the blast gain Block 2. Special Techniques Sing Louder [1]: Increase the Aura by 1 until the start of the Singer’s next riff. Doesn’t stack. Dirge [2]: All allies in the battlefield gain +1 to Posture and Resilience until the end of the Singer’s next riff. Rouse [2]: All allies in the battlefield gain +1 to Bravery and Faith until the end of the Singer’s next riff. Encore [3]: After the Singer’s Riff, choose another ally, even if they’ve already riffed. They may riff immediately after the Singer, and gain +1 to their attacks. Gambits [d12] 1-3: Rush > Inflict Violence > Sing Louder 4-6: Rush > Dirge 7-9: Rush > Rouse 10-12: Encore Witch HP 7 Speed 3 Jump 2 Bravery 3 Faith 9 Posture 4 Resilience 6 Medium HP 10 Speed 5 Jump 1 Bravery 4 Faith 6 Posture 5 Resilience 7


470 Threat 5 Appropriate for Legend 9-10 Kadungganan, Rank 3. Berserker Powerful warriors that throw caution to the wind and dive deep into violence, immersed into an endless well of fury. Trait: Death Knell. While Staggered, the Berserker adds his +Resilience to all melee attacks. Inflict Violence: Furious Strike. Melee Attack. Bravery. If the Berserker is Staggered, this pushes 1 and blows the target wide open. Special Techniques Tempered Rage [1]: The Berserker’s next attack gains Skewering. Second Wind [1]: The berserker heals 2 and gets +1 to all Defenses until the start of their next riff. 1/Violence. Otherwise, they Deflect. Fell Cleave [2]: Inflict Violence thrice, ignoring combo breaker. Your third attack becomes Overwhelming. Gambits [d8] 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Tempered Rage > Inflict Violence 5-6: Rush > Inflict Violence > Second Wind 7-8: Rush > Fell Cleave Juggler Acrobatic warriors that can juggle rope darts, daggers, swords, spears, and even hearts. Trait: Bouncing Dagger. When the Juggler hits after parries, their daggers bounce, inflicting 1 hit against all enemies adjacent to the target, 1/Riff. Inflict Violence: Dancing Knife. Path 6 Area Attack. Bravery. Special Techniques Heron Bends The Reeds [1]: Fly to any elevation that is higher than the current elevation within burst 5, then the Juggler’s next attack gains 2 Accuracy. Death Blossom [2]: Fly equal to speed, making the following attack at any point during the flight: Burst 6 Area Attack. Bravery. Sidapa Lotus [1]: Can only be used after a Death Blossom. Perform Death Blossom again, ignoring combo breaker. Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Heron Bends The Reeds > Inflict Violence 7-9: Rush > Death Blossom 10: Death Blossom > Sidapa Lotus Rank 3 Enemies Raider HP 10 Speed 7 Jump 2 Bravery 10 Faith 3 Posture 7 Resilience 4 Sharpshooter HP 9 Speed 5 Jump 3 Bravery 8 Faith 4 Posture 7 Resilience 5


471 Hound A swift moving knight that moves with blinding speed across the battlefield to protect allies. Usually devotees of Wisnu. Trait: Loyalty. When an adjacent ally moves, the Hound may move with them, keeping adjacency, 1/riff. If they end their riff not adjacent to an ally, they may rush 1 toward an ally. Inflict Violence: Ravaging Claws. Melee Attack. Bravery (+Faith if already taunted). Taunts until end of Hound’s next riff. Special Techniques Dog Shield Raise [1]: Gain Block 3. Guardian Dog [1]: Slide an adjacent enemy into any other tile adjacent to the Hound. Proven Doggedness [2]: Roll 2 Attack Dice against and Taunt all enemies in burst 2 until the end of your next riff. If the taunted enemies end their riff without having attacked you, they suffer 1 True Hit. Mukunda’s Chariot [2]: Fly your Speed, bringing any number of adjacent fighters: if an ally, they are guarded until they leave adjacency.If an enemy, they suffer 1 Hit and are Blasted wide open. Gambits [d4] 1: Rush > Inflict Violence > Dog Shield Raise 2: Rush > Inflict Violence > Guardian Dog 3: Rush > Proven Doggedness 4: Rush > Mukunda’s Chariot Ritualist Ritualists summon little gods that lock down the battlefield. Trait: Trance Dance. At the start of violence, the Ritualist summons down a vile spirit in an adjacent tile (cannot be targeted). All enemies within burst 1 of the vile spirit have -1d to all attacks and are considered poisoned. Inflict Violence: Spirit Shard. Ranged 6 Attack. Faith. May Teleport Vile Spirit to an adjacent tile. Special Techniques Bless [1]: Give Block 2 to an ally in range 4. Unnerve [2]: Blast 3 Area Attack. Faith. Origin point can be the Vile Spirit. Debilitates. Shredding Aura [2]: Burst 2 Area Attack. Faith. Origin point can be the Vile Spirit. Inflict -2d on the target’s next attack. Vengeant Deity [2]: Choose any tile in the battlefield and another vile spirit arises from it. Ritual Step [1]: The ritualist may teleport adjacent to a vile spirit or swap places with it, teleporting. Gambits [d6] 1-2: Rush > Inflict Violence > Bless 3-4: Rush > Unnerve 5: Rush > Shredding Aura 6: Vengeant Deity > Ritual Step Witch HP 8 Speed 4 Jump 2 Bravery 3 Faith 10 Posture 4 Resilience 7 Sentinel HP 12 Speed 6 Jump 2 Bravery 7 Faith 3 Posture 10 Resilience 4


472 Saint Wisefolk that grant teachings and guidance to their allies, using mudras and incantations. Trait: Holy Tread. Whenever a saint rushes, they may teleport instead. After a teleport, all allies in burst 2 gain +2d to their next Defense Roll, which does not stack. Inflict Violence: Balaan. Burst 2 Area Attack. Faith. Dazzles. Safe. All allies in the burst gain Block 2. Special Techniques Touched By Kaji [2]: All allies in the battlefield gain +1d on their next attack and their next attack sets aflame. Balani [1]: Choose a point within range 2 (or the Saint’s own tile) and pull 2 all enemies in burst 3 of that tile to it. Grand Benison [3]: The Saint may heal 2 all allies in the battlefield, cleanse all status effects, and then teleport 3 them all. This can only trigger 1/Violence. Gambits [d12] 1-3: Rush > Rush > Inflict Violence 4-6: Rush > Touched By Kaji 7-9: Rush > Balani > Inflict Violence 10-12: Grand Benison. Use the 7-9 Gambit after this has been used. Medium HP 10 Speed 4 Jump 3 Bravery 4 Faith 5 Posture 7 Resilience 8


473 Threat 6 Appropriate for Legend 11-12 Kadungganan, Rank 3. Reaper A scythe and shovel wielding warrior-gardener that chucks soil, uproots trees, and beckons all to the burial jar. Trait: Dig. At the start of violence, choose an adjacent tile and turn it into a chasm. When a reaper rushes, they may instead teleport adjacent to any chasm and then gain Evade on the next attack. Inflict Violence: Reap. Path 4 Area Attack (must make an L shape). Bravery (+1d against the fighter on the fourth tile). If there are no fighters on the fourth tile, turn it into a chasm instead. Special Techniques Sow [2]: Blast 3 Area Attack. Bravery (+Faith against 1 adjacent target) Harvest [1]: All enemies adjacent to chasms suffer 1 True Hit (once per enemy). Bring To Hell [2]: Path 7 Area Attack. Bravery. All free tiles in the Path become Chasms. Gambits [d8] 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Sow 5-6: Rush > Inflict Violence > Harvest 7-8: Rush > Bring To Hell Dancer A jovial and mad dervish that performs war dances in the battlefield to summon and invoke the very gods and spirits, and to inspire their allies. Trait: Dancing Mad. When the Dancer rushes, they fly for the duration. The dancer has +1d to all area attacks that have 3+ targets. Inflict Violence: Murderous Jive. Burst 2 Area Attack. Bravery. The Dancer and 1 adjacent ally may fly 2. Special Techniques Sabay [1]: The dancer and one other ally in range 4 may fly 4 and then gain Evade until the next attack Sayaw [1]: Burst 4 Area Attack. Bravery Sayaw sin Kalayo [2]: Blast 5 Area Attack. Sets Aflame. All allies in the blast get +1d on all attacks until the end of their next riff. Dancing Crazy Murder [3]: All enemies in the battlefield have a 50% chance of suffering 1 True Hit and then becoming confused, dazzled, debilitated, slowed, chilled, and stunned. Otherwise, they just suffer 1 True Hit. Gambits [d10] 1-3: Rush > Inflict Violence > Rush 4-6: Rush > Sabay > Sayaw 7-9: Rush > Sayaw sin Kalayo 10: Dancing Crazy Murder Raider HP 10 Speed 5 Jump 3 Bravery 10 Faith 7 Posture 5 Resilience 4 Sharpshooter HP 9 Speed 6 Jump 1 Bravery 8 Faith 7 Posture 6 Resilience 5


474 Smith A skilled warrior that uses peerless craftsmanship to craft weapons and obstacles. Trait: Craftsman. Whenever the smith starts their riff, they may put down an obstacle (Size 1, Durability 5, Blocking Terrain) in an adjacent tile. Inflict Violence: Palo. Blast 3 Area Attack. Bravery. Slide 1 any obstacles in the blast. Special Techniques Obstacle [1]: Put down an obstacle in a tile in range 2. Wisnu Inscription [2]: Choose any number of obstacles in the battlefield and slide them 3 tiles. You may stack obstacles on top of each other. Wiswakar Inscription [2]: Shatter any number of obstacles, dealing 1 True Hit and stunning, once per enemy. Sky Shield [1]: Fly 4 tiles. Hasohas Inscription [2]: Choose any number of obstacles and shatter them: all tiles in burst 1 of the obstacles are lowered by -1 Elevation, and all enemies in the burst are blown wide open. Gambits [d6] 1-2: Rush > Inflict Violence > Obstacle 3-4: Rush > Wisnu Inscription 5: Rush > Wiswakar Inscription 6: Sky Shield > Hasohas Inscription Champion An unconquerable warrior that brings inspiration and strength to their allies, which in turn bolsters themselves. Said to be champions of Adlaw, the Great Sun. Trait: Burden. The Champion guards all allies in burst 3. When they’re attacked because of this guard, they gain Block +2 after the attack. Inflict Violence: Blessed Sundang. Melee Attack. Bravery (+Faith if the target is suffering any Negative Status Effect). Special Techniques Paragon [1]: Taunt all enemies in burst 3 until the end of the Champion’s next riff. Perfect Block [1]: Until the end of the champion’s next riff, the champion is immune to the next attack against them. Sun Saber [2]: Blast 4 Area Attack. Bravery. Gain Block 2. Gambits [d4] 1: Rush > Inflict Violence > Deflect 2: Rush > Inflict Violence > Paragon 3: Rush > Inflict Violence > Perfect Block 4: Rush > Sun Saber Sentinel HP 12 Speed 6 Jump 2 Bravery 7 Faith 4 Posture 10 Resilience 5 Witch HP 8 Speed 5 Jump 2 Bravery 10 Faith 4 Posture 5 Resilience 7


475 Judge Holy warriors that protect allies and grant them strength, punishing wicked foes. Trait: Law. Whenever the Judge starts their riff, they give Block +2 to all allies in the battlefield. Inflict Violence: Gada. Blast 3 Area Attack. Faith. Safe. Mark all enemies in the blast until they are attacked.The next attack against the marked enemies become Overwhelming. Special Techniques Altar [1]: Place an altar (size 1 object, 5 Durability). The Judge and all allies in burst 2 of the altar have +1 to all Defenses. Adjudication [2]: All enemies in blast 3 become Judged until the end of the Judge’s next riff. While judged, all attacks against them suffer +2d. Ban [2]: The Judge chooses a single enemy in range 3. They become Banned: they cannot move or be moved until the start of the Judge’s next riff. Gambits [d12] 1-3: Rush > Rush > Inflict Violence 4-6: Rush > Altar > Inflict Violence 7-9: Rush > Adjudication 10-12: Rush > Ban Medium HP 11 Speed 4 Jump 4 Bravery 5 Faith 6 Posture 7 Resilience 8


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478 Chiefs Chiefs are the most powerful of warriors, great enemies, bearers of immortality. When Kadungganan face Chiefs, they face powerful movers and shakers of the world, and they are meant to feel the consequences of facing such powerful combatants. Chiefs have three Traits as opposed to one, as they’re meant to be used solo. The Chiefs have a number of mechanics that make them more difficult to fight. Chiefs are usually equal to an entire warband of Kadungganan. Chief Traits All Chiefs have the following traits. Poise. Whenever a Chief suffers a Status Effect or is forcibly moved, they can choose to ignore it and gain a Poise Token instead. When they gain 5 Poise Tokens, they become Poise Broken: they can suffer all Status Effects, can be forcibly moved as normal, and cannot gain any more Poise Tokens. While Poise Broken, a Chief loses 1 Poise Token whenever they start their riff. When they lose all Poise Tokens, they lose Poise Broken and can again gain Poise Tokens. Dragon Eye. Chiefs can riff a number of times per Resound equal to the Kadungganan. Phases. Chiefs have 2-3 Phases. They start at Phase 1 and their other Phases are triggered when they are Staggered. Scaling Chiefs will have Prowesses split into three: X/Y/Z. Each one corresponds to a Rank (X = 1, Y = 2, Z = 3). This is written so that you can use Chiefs at any Rank.


479 Swordmaster A master of the art of slashing, who has sliced a coconut tree in a single swing. Fear their name. Traits Sword Fields: After making an attack, put down a Size 1/2 Sword (2 Durability) adjacent to the Swordmaster. Parry: When the Swordmaster rolls more parries than hits on a Defense roll, deal Hits back at the attacker equal to the difference. Braver Step: When the Swordmaster rushes, they may fly adjacent to a Sword instead. Inflict Violence: Embroidered Blade. Melee Attack. Bravery. Can destroy up to 3 Swords adjacent to the target to add +1d per Sword destroyed. Special Techniques Sword Dance [1]: Inflict 1 Hit on 1 enemy adjacent to the Swordmaster or a Sword. Summon Sword [1]: Put a sword in an adjacent tile. Bladed Beam [2]: Attack all fighters in an area (path 7) with Bravery. Destroy any number of Swords on the battlefield to add +1d to the attack dice of this attack per Sword destroyed. Gambits [d8] Phase 1: Sheathed Blade. 1-4: Rush > Inflict Violence > Deflect 5-8: Rush > Inflict Violence > Sword Dance Phase 2: Unsheathed Blade. Trigger automatically when the Swordmaster is Staggered. 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Inflict Violence > Sword Dance 5-6: Summon Sword > Rush > Inflict Violence 7-8: Rush > Bladed Beam HP: 8/9/10 x Kadungganan Speed: 5 Jump: 2 Bravery: 9/10/11 Faith: 3/4/5 Posture: 6/7/8 Resilience: 4/5/6


480 Gundevil Powerful gunslingers that wield all sorts of firearms to adapt to a wide variety of situations. They can summon powerful cannons, arquebuses, and dragoon pistols to destroy enemies, both from afar and from up close. Traits Bombardier: All Area Attacks deal +1d. Quick Reload: Reroll all 1s and 2s on Attack Dice. Multigun: Ignore combo breaker on all ranged attacks. Inflict Violence: Gun. Ranged 8 Attack. Bravery (+Faith if the target is at least 8+ tiles away). Special Techniques Blossom Gun [1]: Fly 4, then deal 1 True Hit on all enemies in burst 1 at any point in the movement. Arquebus [1]: Line 10 Area Attack. Bravery. Sets Aflame. Terakul [1]: Ranged 6 Attack. Bravery. Blasts Wide Open. Levin Lantaka [2]: Blast 6 Area Attack. Bravery. Shocks. Gambits [d10] Phase 1: Gun Dance 1-5: Rush > Inflict Violence > Inflict Violence 6-10: Rush > Inflict Violence > Blossom Gun Phase 2: Gun Priest Channeling. Trigger automatically when Staggered. 1-2: Rush > Inflict Violence > Inflict Violence 3-4: Rush > Inflict Violence > Blossom Gun 5-6: Arquebus > Terakul > Inflict Violence 7-8: Levin Lantaka > Inflict Violence HP: 7/8/9 x Kadungganan Speed: 4 Jump: 3 Bravery: 7/8/9 Faith: 4/5/6 Posture: 5/6/7 Resilience: 6/7/8


481 Navadikpala Powerful warriors that guard not just the eight, but nine directions. Many of them are attributed with supreme devotion, and are thus said to have the merit of BATALA the Supreme Auspicious God. The term Navadikpala is given only to the greatest of warriors, those that have given their lives to their Devarajas and will not hesitate to die for them. Traits Verumkai Master: The Navadikpala is immune to stun and resistant to attacks that shock or set aflame. Perfect Vadivu: 1/riff, when an enemy attacks the Navadikpala, they may inflict 1 Hit back at the attacker. Pervasive Kalari: Fighters marked by the Navadikpala suffers -1 Speed. Inflict Violence: Kali Panabas. Blast 3 Area Attack. Bravery. Mark all Hit until the end of the current Resound. Special Techniques Rudra Roar [1]: Stun 1 adjacent fighter Trishul [2]: Line 10 Area Attack. Bravery. Sets Aflame. Shocks. Tandava [2]: Choose a tile in range 2. All enemies in burst 3 of that tile are pulled to it. Astra [1]: Can only be used after Tandava. Burst 2 Area Attack (Of the chosen tile by Tandava). Bravery + Faith. Mark all targets hit until the end of the current resound. Gambits [d4] Phase 1: Rudra Warden 1-2: Rush > Inflict Violence > Rush 3-4: Rush > Rudra Roar > Inflict Violence Phase 2: Ninth Direction Unlock. Trigger automatically when Staggered. 1: Rush > Inflict Violence > Inflict Violence 2: Rush > Rudra Roar > Inflict Violence 3: Rush > Trishul 4: Tandava > Astra HP: 10/11/12 x Kadungganan Speed: 4 Jump: 2 Bravery: 6/7/8 Faith: 3/4/5 Posture: 9/10/11 Resilience: 4/5/6


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