TEXT: 1
  Seirye Qin, 
  Captain of the Skyship Amethyst Myst.
  The world of alessia was imagined 
  by Jere Manninen
  And brought to life 
  by Jaye Sonia
  The Iconic Ish’ra Rogue
  
  2
  BACKGROUND (REBEL)
  A native of Pasccti, a small hold in the southern 
  Province of Yunni, in the growing Empire of Xian, 
  Seirye grew up the daughter of a single mother. 
  An engineer by trade, Seirye’s mother raised the 
  young girl around cutting-edge technology all of 
  her life. Because she displayed the curiousity and 
  intellect for it, most of Seirye’s family 
  (and several close friends) expected 
  her to travel to the capital, complete 
  her education, and follow in her moth-
  er’s footsteps. 
  She did not.
  With more than a dozen fines logged 
  on her ‘trade’ ship and it locked 
  away in the Capital Docks, Seirye 
  has recently taken to “adventuring” 
  to earn enough credits to get her 
  ship, The Amethyst Myst, back.
  STUNTS
  In addition to running or attacking, 
  Seirye knows the following stunts: Leap, 
  Quick Study, and Uppercut. These 
  stunts are special actions she can take 
  in place of or in addition to her normal 
  movement and attacks.
  Leap You can spend your dash ac-
  tion to leap up to 10 ft. Any environmental factor or 
  condition that would restrict you from taking the dash 
  action also restricts you from using the this stunt.
  Quick Study You can spend your bonus action to 
  quickly assess a situation, location, item, or individual, 
  known more commonly as the target. When you 
  spend your dash action in this way, select one 
  of your skills. You gain advantage on rolls with 
  that skill against the target until the begin-
  ning of your next turn.
  Uppercut You can spend your bonus 
  action to make a quick, decisive strike 
  against an adjacent foe. Uppercut, Me-
  lee Attack +5, reach 5 ft., one target. Hit: 
  1d4+3 (6) damage. On a critical hit, the 
  target must succeed on a DC 13 Constitution save or 
  gain the unconscious condition. Larger creatures (any 
  creature at least one size category larger than you) 
  are immune to your uppercut.
  SEIRYE, 
  ISH’RA ROGUE
  “Seiye? Seirye Qin of the Amthyst Mist? 
  Out of Pasccti? Never heard of her.”
   
   
   
   
  —Hasa, a sarcastic rival. 
  
  3
  SEIRYE, ISH’RA ROGUE (SKY BUCCANEER)
  Medium humanoid (ish’ra), chaotic good
  Armor Class 13 
  Hit Points 20 (3d8+3) 
  Speed 30 ft., climb 15 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  15 (+2)
  12 (+1)
  16 (+3)
  9 (-1)
  11 (+0)
  Saving Throws Dexterity +4, Intelligence +5
  Skills Acrobatics +6, Athletics +4, Deception +2, Per-
  ception +1, Piloting +6, and Stealth +4.
  Damage Resistances cold, psychic
  Senses darkvision 60 ft., passive Perception 15*
  Languages Ish’ra, Thieves’ Cant, Trade Tongue, Xian
  Challenge 1/2 (450)
  Dasan Watch Bot IIV  The Dasun Watch bot is at-
  tuned to Seirye, automatically following her and 
  staying within 5 ft. of her at all times. While active, 
  Seirye uses its passive Perception score instead of 
  her own. Additionally, the Watch Bot can cast the 
  spell alarm. It must complete a long rest before it 
  can cast this spell again.
  Rain of Arrows Seirye carries an Asprene Energy 
  Bow, which she can use to fire a special volley of 
  arrows. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit 20 (4d8) piercing dam-
  age. Seirye must complete a short rest to reset her 
  bow before she can make this attack again.
  Sneak Attack Seirye deals an extra 7 (2d6) damage 
  when she hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is 
  within 5 ft. of one of her allies (who cannot be inca-
  pacitated) and Seirye doesn’t suffer disadvantage on 
  that attack roll. 
  ACTIONS
  Asprene Energy Bow Ranged Weapon Attack +5 to 
  hit, range 150/600 ft., one target. Hit 5 (1d8) piercing 
  damage. On a critical hit, the Asprene Energy Bow also 
  deals 2d6 (7) points of lightning damage.
  Dasan B-90 Ranged Weapon Attack +5 to hit, range 
  60 ft., one target. Hit 5 (1d8) points of fire damage. 
  On a critical hit, the target must succeed on a DC 13 
  Constitution save or gain the stunned condition until 
  the beginning of your next turn.
  Emperor’s Edge Melee Weapon Attack +4 to hit, 
  reach 5 ft., one target. Hit 5 (1d6+2) slashing damage. 
  On a critical hit, Emperor’s Edge also deals 2 (1d4) 
  points of bleed damage each round.
  Initiative +2 
  Proficieny Bonus +2 
  Bonus Cunning Action
  FLAW
  Patch  Seirye lost an eye during a battle to save 
  her skyship. Seirye suffers disadvantage on 
  any Wisdom (Perception) checks she makes 
  that rely primarily on her sight.
  LEARN MORE AT WWW.STORMBUNNYSTUDIOS.COM/ALESSIA
  *Seirye uses her Watch Bot’s passive Perception score when 
  they’re together.
  RESOLVE
  Seirye begins each day with two points of resolve.
  Any time Seirye succeeds on an action that brings her 
  closer to recovering her ship, she gains an additional 
  point of resolve.
  Resolve 2
  
  4
  STUNTS & RESOLVE
  Alessia makes use of two new mechanical op-
  tions for characters developed using the most 
  popular edition of the world’s favorite tabletop 
  roleplaying game. Both Stunts and Resolve are 
  described below.
  STUNTS
  In Alessia, in addition to their normal actions, abili-
  ties, and options – characters gain stunts as they 
  advance. These stunts allow them to accomplish 
  all sorts of things, from performing cinematic 
  leaps to extra attacks. Stunts are tied directly to 
  each character class. Prerequisites for any stunts 
  are listed in the stunt’s entry.
  RESOLVE
  As characters advance in the World of Alessia, 
  they trigger events, places, and encounters (dou-
  bly so in the wake of a swift, decisive victory) 
  that empower them, granting them resolve. As 
  the characters gain resolve, they can spend it to 
  overcome difficulties, shore up their defenses, 
  defy their foes, and to complete strenuous activi-
  ties or tasks. Although characters regain a little 
  resolve each day, the pay-off while adventuring is 
  often worth the risk.
  Each character begins play with a small pool of 
  resolve, which replenishes each day at the same 
  time. Characters have no limit on the amount of 
  WHAT IS ALESSIA?
  resolve they can accumulate in a given 
  day, but this pool resets to the listed 
  amount each day. Some feats allow char-
  acters to adjust this pool.
  The world of Alessia is a world of high fantasy 
  that combines Wuxia, science fiction, and magic-
  driven technology. It is a massive world where 
  magic and technology coexist, impacting every 
  aspect of life, from the Healing Houses of Sil-
  lias to the great Towers of Xin. It is a land where 
  Fyrean Genies meet with Asrian Wardens and The 
  Gangs of Khatu push their Drifters across the 
  desert sands, seeking resources and victims of 
  every kind.
  Alessia is a world where the gods, in an act of 
  unification, merged into a singular pantheon – 
  forming The Path of Light. It is a land where medi-
  cal advancements, evolution, and ki energy form 
  not only a methodology to achieve progress, but 
  instead form a way of life. For the people of Ales-
  sia, the path to success is girded with honor, hard 
  work, bravery, and a need to do good.
  Alessia is a land at the height of its glory, held 
  aloft by the Four Pillars of Light – Mercy, Truth, 
  Hope, and Courage. Its churches largely unified 
  and its clergy working in unison, the people of 
  Alessia enjoy what others think is only an illusion 
  – a slowly blossoming utopia. But Alessia is not 
  without its challenges. Having suffered an eco-
  logical disaster that would have ended smaller 
  planets, it’s taken the people of Alessia nearly a 
  thousand years to pull themselves up from the 
  viscera of the War of the Sovereigns; from the 
  decaying Galgaræ to the Shadows of Venn, the 
  once-vanquished forces of darkness creep again, 
  slowly pushing against the Ring of Heaven, hop-
  ing to find purchase in Alessia once more. 
  WHO ARE THE ISH’RA?
  One of Alessia’s oldest races, the Ish’ra were 
  refugees when the Yökai were still young; fleeing 
  from the dark spaces beyond the void, the Ish’ra 
  voidship The Enduring Dream breached Alessia’s 
  atmosphere at the tail end of the War of Sover-
  eigns, crashing into central Fyrea and deposit-
  ing her survivors all along Fyrea’s coasts. Having 
  naturalized to Alessia over their millennia-long 
  stay, the Ish’ra now proudly identify as natives 
  to their new home. Natural psychics with several 
  technical  aptitudes, the Ish’ra have contributed to 
  much of Alessia’s progress.
  
  5
  DASAN WATCH BOT IIV
  Small construct, unaligned
  Armor Class 13 (natural armor)
  Hit Points 18 (4d8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  15 (+2)
  10 (+0)
  12 (+1)
  16 (+3)
  10 (+0)
  Saving Throws Dexterity +4, Intelligence +3, Wisdom +5
  Skills Medicine +5, Perception +5
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,   
  paralyzed, poisoned.
  Senses darkvision 60 ft., passive Perception 15
  Languages Hexa, Trade Tongue
  Challenge 1 /4 (50 XP)
  Executables The Watch Bot is programmed wth sev-
  eral applications that perform minor services for the 
  hero. The Watch Bot is considered a 1st-level spellcast-
  er. Its spellcasting ability is Intelligence (spell save DC 
  11, +3 to hit with spell attacks). The Watch Bot has the 
  following applications (spells) prepared:
  Cantrips (at will): light, targeting mark, thauma-
  turgy. 
  1st-level (2 slots): alarm, detect magic. 
  On Guard. When attuned to a hero, the Watch Bot 
  grants the hero its passive Perception score, if it’s 
  better than that of its hero.
  ACTIONS
  Defensive Blast Ranged Weapon Attack +5 to hit, 
  range 60 ft., one target. Hit 5 (1d8) points of fire dam-
  age. On a critical hit, the target must succeed on a DC 
  13 Constitution save or gain the stunned condition 
  until the beginning of its next turn.
  Stabilize Melee Touch Attack +5 to hit, range 5 ft., 
  one target, Hit 1 (1d2), but that creature immedi-
  ately gains 1d3+1 points of healing and sta-
  bilizes. The bot may stabilize up to three 
  targets like this before it must complete a 
  short rest. 
  NEW SPELL
  On Alessia, magic and technology have merged. 
  As a result, a number of the actions that crea-
  tures (such as the Watch Bot) can take function 
  identical to spells, and are treated as such in 
  many ways. The following spell is an application 
  programmed into the Watch Bot. Wizards, sor-
  cerers, and arcanists of all kinds could study and 
  learn this application (given time) in the same 
  way they could any spell.
  TARGETING MARK 
  Divination cantrip
  Casting Time 1 action
  Range 30 feet
  Components S
  Duration Concentration, up to I round
  You launch a pulsing, magical dart at a single 
  target within range. If the target fails its Dexterity 
  saving throw, it is briefly outlined in a soft, silvery 
  light. Until the beginning of your next turn (or until 
  the target takes damage), creatures attacking the 
  target have advantage on their attack rolls. 
  If you’re interested in learning more 
  about the World of Alessia, consider 
  following us on the social media 
  channels above! And of course, 
  look for our Kickstarter in May of 
  2018!
  WANT TO KNOW MORE?
  CREDITS
  Lead Developer Jaye Sonia
  Additional Development Jere Manninen
  Writer Jaye Sonia
  Editing Nerine Dorman, Shyloh Wideman, 
  Aric Wieder
  Cover Artist Angel Huerta, J. Olofsson
  Interior Artist Angel Huerta, Domeano
  Graphic Design Kaeti McNeil, Jaye Sonia
  Layout Jaye Sonia
  
  6
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  15. COPYRIGHT NOTICE Open Game License v 1.0a 
  Copyright 2000, Wizards of the Coast, Inc. System 
  Reference Document 5.0 Copyright 2016, Wizards of 
  the Coast, Inc.; Authors Mike Mearls, Jeremy Craw-
  ford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Seirye Qin, Captain of the Skyship Amethyst Myst. 
  Copyright 2018, Storm Bunny Studios & Jere Man-
  ninen; based on the World of Alessia, Copyright 2018, 
  Copyright 2018 Jere Manninen. 
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