TEXT: OF
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  bartan (huge, friendly, stoic, vicious)
  Names: Ajai, Arun, Garub, Harish, Jal, Karva; 
  Barni, Cheru, Malendhra, Neen, Vardha
  Family Names: Aakari, Beih, Dravu, Gupt, 
  Katu, Ogral, Parvayar, Vishakarba, Yadab.
  orite (noble, connected, vengeful, stern)
  Names: Albra, Hadclio, Eucho, Syanus, 
  Tyrius; Canonia, Favia, Myrtia, Phaera, 
  Virdria.
  Titles: Equite, Marquess, Landgrave, 
  Yunker, Chevalier, Cadret.
  zemyati (tough, bold, loyal, stubborn)
  First names: Alexneyev, Boryev, Fyodimir, 
  Vikei, Vlais, Zheni; Ananika, Domiinika, 
  Elelya, Irinov, Natana, Kariya.
  patronymics: -ovich, -evich, -ich; -yevna, 
  -ovna or -ichna.
  panyar (cold, quick, shrewd, strange)
  First Name: Blue, Gray, Verdant, Red, Indigo.
  Second Name: Echoing, Rising, Shifting, 
  Striking, Vexing.
  Third Name: Forest, Wave, Gale, Iron, Pyre.
  heritage names
  actions
  Playtest Version 1.0 Beta
  Name:
  specialist action
   
  Anchor is the Heavy specialist ability. 
  For details see Specialist Action 
  below. 
   
  Consort with connections from 
  your heritage, background, friends, 
  or rivals to gain access to resources, 
  information, people, or places.
   
  Discipline a fellow soldier; command 
  obedience with your force of 
  personality; intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; lift morale in the field; stretch 
  resources.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Scout a location or situation to gather 
  information; sense trouble before 
  it happens; move unseen; detect 
  weaknesses or exploits if there are any.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots; repair and 
  maintain firearms.
   
  Skirmish with an opponent in close 
  combat; assault or hold a position; 
  brawl and wrestle.
   
  Sway someone with charm, logic, 
  deception, disguise, or bluff; 
  change attitudes or behavior with 
  manipulation or seduction.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sew chaos; breach defenses with 
  force; use, throw or plant explosives or 
  alchemicals; use siege weapons.
  heavy advancement
   
   If you survived the mission.
   
   If you helped your squad through might or fortitude.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per highest Threat of opponent faced.
   
   Every time you roll a desperate action, mark xp in that action's attribute.
  At the end of each mission mark 1 xp (playbook or attribute)...
  Anchor is an action that Heavy soldiers specialize and train in. Unlike most actions 
  it's not usually rolled, but it's rating determines its uses per mission. While on a 
  mission, you may spend anchor uses to fight as a small group. This means you 
  can face groups of lesser undead without loss of effect.
  playbook: heavy
  
      anchor
      research
      scout
      rig
      wreck
      skirmish
      shoot
      maneuver
      consort
      discipline
      marshal
      sway
      aim
      channels
      doctor
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Friendly: +1 sway  (max 2).
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Vicious: gain vicious trauma condition.
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 consort  (max 3).
       Vengeful: potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Cold: gain cold trauma condition.
       Quick: fast and quiet in normal load.
       Shrewd: +1d to insight resist.
       Strange: +2d to resist corruption.
  zemyati traits 
       Tough: ignore lvl 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1  quality. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and ...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
  uses 
     
  uses 
     
  heavy
  
   Bulwark: You can spend anchor uses 
  as special armor against consequences to a 
  squad you are defending.
  
   Backup: When you protect a squadmate, 
  resist with +1d. When you assist someone, 
  their pushes only cost 1 stress.
  
   Tenacious: Penalties from harm are one level less severe 
  (though level 4 harm is still fatal). 
  
   Vanguard: You're known as a Weaponmaster even 
  outside the Legion. When you push yourself, you also 
  gain potency in melee combat.
  
   Vigorous: When you check wounds during rest & 
  recovery, place one free check. When you take harm, 
  clear 1 stress.
  
   War Machine: When you push yourself you can do 
  one of the following: perform a feat of physical force that 
  verges on the superhuman — reduce the Threat level of all 
  the enemies you're facing by one.
  
   Against the Darkness: You and all squadmates that 
  can see you gain +1d to resist fear and corruption.
  
   Elite: Gain mastery of two actions (they can go to 4).
  
    Hardened: You can mark 2 additional stress boxes 
  before taking a trauma.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Flare Gun     
    Armor
    Hand Weapon
    Wrecking Kit
    Tower Shield
     Replaces Shield.
    Fitted Heavy Plate 
  Replaces Armor.
   Shield
  —or—
   Large Weapon
   Hand Weapon
   Large Weapon
   Shield
   Winter Clothing
   Supplies      
   Medic Kit      
                                
                                
   Wrecking Kit
   Reliquary    
   Black Shot       Lantern     
  
  OF
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  bartan (huge, friendly, stoic, vicious)
  Names: Ajai, Arun, Garub, Harish, Jal, Karva; 
  Barni, Cheru, Malendhra, Neen, Vardha
  Family Names: Aakari, Beih, Dravu, Gupt, 
  Katu, Ogral, Parvayar, Vishakarba, Yadab.
  orite (noble, connected, vengeful, stern)
  Names: Albra, Hadclio, Eucho, Syanus, 
  Tyrius; Canonia, Favia, Myrtia, Phaera, 
  Virdria.
  Titles: Equite, Marquess, Landgrave, 
  Yunker, Chevalier, Cadret.
  zemyati (tough, bold, loyal, stubborn)
  First names: Alexneyev, Boryev, Fyodimir, 
  Vikei, Vlais, Zheni; Ananika, Domiinika, 
  Elelya, Irinov, Natana, Kariya.
  patronymics: -ovich, -evich, -ich; -yevna, 
  -ovna or -ichna.
  panyar (cold, quick, shrewd, strange)
  First Name: Blue, Gray, Verdant, Red, Indigo.
  Second Name: Echoing, Rising, Shifting, 
  Striking, Vexing.
  Third Name: Forest, Wave, Gale, Iron, Pyre.
  heritage names
  actions
  Playtest Version 1.0 Beta
  Name:
  specialist action
   
  Consort with connections from 
  your heritage, background, friends, 
  or rivals to gain access to resources, 
  information, people, or places.
   
  Discipline a fellow soldier; command 
  obedience with your force of 
  personality; intimidate or threaten.
   
  Doctor is the Medic specialist ability. 
  For details see Specialist Action 
  below.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; lift morale in the field; stretch 
  resources.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Scout a location or situation to gather 
  information; sense trouble before 
  it happens; move unseen; detect 
  weaknesses or exploits if there are any.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots; repair and 
  maintain firearms.
   
  Skirmish with an opponent in close 
  combat; assault or hold a position; 
  brawl and wrestle.
   
  Sway someone with charm, logic, 
  deception, disguise, or bluff; 
  change attitudes or behavior with 
  manipulation or seduction.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sew chaos; breach defenses with 
  force; use, throw or plant explosives or 
  alchemicals; use siege weapons.
  Doctor is an action that Medic soldiers specialize and train in. Unlike most actions 
  it's not usually rolled, but it's rating determines its uses per mission. While on a 
  mission, you may use doctor uses to treat a fellow soldier so they ignore wound 
  penalties for a scene. Level 4 harm is still lethal.
   
   If you survived the mission.
   
   If you helped your squad through medical knowledge or emotional comfort.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per highest Threat of opponent faced.
   
   Every time you roll a desperate action, mark xp in that action's attribute.
  At the end of each mission mark 1 xp (playbook or attribute)...
  medic advancement
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. You get Attaché. Pick one more (the first is good).
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  playbook: medic
  
      doctor
      research
      scout
      rig
      wreck
      skirmish
      shoot
      maneuver
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Friendly: +1 sway  (max 2).
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Vicious: gain vicious trauma condition.
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 consort  (max 3).
       Vengeful: potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Cold: gain cold trauma condition.
       Quick: fast and quiet in normal load.
       Shrewd: +1d to insight resist.
       Strange: +2d to resist corruption.
  zemyati traits 
       Tough: ignore lvl 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1  quality. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and ...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
  uses 
     
  uses 
     
  medic
  
   Attaché: You may deploy on any mission 
  even outside the usual specialist caps. Gain 
  this ability for free when you become a medic.
  
   First Aid: You can spend 1 use of Medical 
  Supplies to remove appropriate level 1 harm 
  on any one person on your mission. 
  
   Not Today: You can spend a doctor use immediately 
  after a soldier takes level 4 harm on a mission. You treat 
  them and reduce the wound to level 3 harm instead.
  
   Doctor Feelgood: Expend 1 use of Medical Supplies 
  to grant one person potency for a physical action.
  
   Field Dressing: At the end of a mission you may expend 
  remaining doctor uses to add 1 check to a Legionnaire's 
  level 2 or 3 harm, once per person.
  
   Chemist: You have training in Orite Alchmical Medicine. 
  You may equip a Bandolier on each mission. It holds 
  charges of chemicals you may use (top left).
  
   Moral Support: You know how to keep troop spirits up. 
  Once a mission, if you tell a funny story when the squad 
  is resting, anyone listening may clear 1 stress.
  
   Elite: Gain mastery of two actions (they can go to 4).
  
    Hardened: You can mark 2 additional stress boxes 
  before taking a trauma.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Medic Kit    
    Medical Supplies  
    Holy Symbol of Mercy
   Mark of the Healing God
    Medical Supplies  
    Medical Supplies  
    Fine Pistol
    Ammo      
    Armor
    Medical Supplies  
   Hand Weapon
   Lantern     
   Shield
   Winter Clothing
   Supplies      
   Repair Kit      
                                
                                
   Books & Scrolls     Reliquary    
   Bandolier     
   Black Shot    
  Medicinal Alchemicals (Chemist)
  
   Owlsight: See in the dark. Blind the next day.
  
   Chembalm: Neutralizes most poisons & toxins.
  
   Deep: Lets you hold your breath for a scene.
  
   Rage Venom: Gain physical potency for a scene. 
  Resolve resist not attack friend and foe. Addictive.
  
  OF
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  bartan (huge, friendly, stoic, vicious)
  Names: Ajai, Arun, Garub, Harish, Jal, Karva; 
  Barni, Cheru, Malendhra, Neen, Vardha
  Family Names: Aakari, Beih, Dravu, Gupt, 
  Katu, Ogral, Parvayar, Vishakarba, Yadab.
  orite (noble, connected, vengeful, stern)
  Names: Albra, Hadclio, Eucho, Syanus, 
  Tyrius; Canonia, Favia, Myrtia, Phaera, 
  Virdria.
  Titles: Equite, Marquess, Landgrave, 
  Yunker, Chevalier, Cadret.
  zemyati (tough, bold, loyal, stubborn)
  First names: Alexneyev, Boryev, Fyodimir, 
  Vikei, Vlais, Zheni; Ananika, Domiinika, 
  Elelya, Irinov, Natana, Kariya.
  patronymics: -ovich, -evich, -ich; -yevna, 
  -ovna or -ichna.
  panyar (cold, quick, shrewd, strange)
  First Name: Blue, Gray, Verdant, Red, Indigo.
  Second Name: Echoing, Rising, Shifting, 
  Striking, Vexing.
  Third Name: Forest, Wave, Gale, Iron, Pyre.
  heritage names
  actions
  specialist action
  Playtest Version 1.0 Beta
  Name:
   
  Consort with connections from 
  your heritage, background, friends, 
  or rivals to gain access to resources, 
  information, people, or places.
   
  Discipline a fellow soldier; command 
  obedience with your force of 
  personality; intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; lift morale in the field; stretch 
  resources.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Scout a location or situation to gather 
  information; sense trouble before 
  it happens; move unseen; detect 
  weaknesses or exploits if there are any.
   
  Scrounge is the Scout specialist 
  ability. For details see Specialist 
  Action below.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots; repair and 
  maintain firearms.
   
  Skirmish with an opponent in close 
  combat; assault or hold a position; 
  brawl and wrestle.
   
  Sway someone with charm, logic, 
  deception, disguise, or bluff; 
  change attitudes or behavior with 
  manipulation or seduction.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sew chaos; breach defenses with 
  force; use, throw or plant explosives or 
  alchemicals; use siege weapons.
  scout advancement
   
   If you survived the mission.
   
   If you helped your squad through stealth or foresight.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per highest Threat of opponent faced.
   
   Every time you roll a desperate action, mark xp in that action's attribute.
  At the end of each mission mark 1 xp (playbook or attribute)...
  Scrounge is an action that Scouts specialize and train in. Unlike most actions 
  it's not usually rolled, but it's rating determines its uses per mission. While on a 
  mission, you may spend scrounge uses to find safe and secure shelter or one 
  load worth of supplies for everyone in your squad.
  playbook: scout
  
      scrounge
      research
      scout
      rig
      wreck
      skirmish
      shoot
      maneuver
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      doctor
      grit
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Friendly: +1 sway  (max 2).
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Vicious: gain vicious trauma condition.
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 consort  (max 3).
       Vengeful: potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Cold: gain cold trauma condition.
       Quick: fast and quiet in normal load.
       Shrewd: +1d to insight resist.
       Strange: +2d to resist corruption.
  zemyati traits 
       Tough: ignore lvl 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1  quality. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and ...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
  uses 
     
  uses 
     
  scout
  
   Ghost: You can spend scrounge uses as 
  special armor against traps or detection.
  
   Panther-Like Grace: When carrying no 
  armor, and under light load, any harm you 
  take starts as 1 level lower. 
  
   Like the Wind: Whenever there's a question of who 
  goes first, the answer is you. Also take +1d when dodging 
  attacks with prowess.
  
   Infiltrator: When you gather info through clandestine 
  observation, or attempt to bypass traps and security 
  measures gain potency.
  
   Sixth Sense: You just know when there are undead 
  nearby. You can gather info on them with resolve.
  
   Ready for Anything: When being ambushed, your 
  flashbacks cost 0 stress and you gain potency to all actions 
  during those flashbacks. You also take 1 less level of harm 
  on secondary missions.
  
   Daredevil: When you make a desperate roll gain +1d.
  
   Elite: Gain mastery of two actions (they can go to 4).
  
    Hardened: You can mark 2 additional stress boxes 
  before taking a trauma.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Compass & Maps
    Bow & Arrows
    Black Arrows     
    Camo Gear
    Armor
    Climbing Kit
    Lenses
    Seals & Reliquaries 
    
   Hand Weapon
   Large Weapon
   Pistol
   Ammo        
   Supplies      
   Winter Clothing
                                
                                
   Soldier's Kit
   Reliquary    
   Black Shot       Flare Gun    
  
  OF
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  bartan (huge, friendly, stoic, vicious)
  Names: Ajai, Arun, Garub, Harish, Jal, Karva; 
  Barni, Cheru, Malendhra, Neen, Vardha
  Family Names: Aakari, Beih, Dravu, Gupt, 
  Katu, Ogral, Parvayar, Vishakarba, Yadab.
  orite (noble, connected, vengeful, stern)
  Names: Albra, Hadclio, Eucho, Syanus, 
  Tyrius; Canonia, Favia, Myrtia, Phaera, 
  Virdria.
  Titles: Equite, Marquess, Landgrave, 
  Yunker, Chevalier, Cadret.
  zemyati (tough, bold, loyal, stubborn)
  First names: Alexneyev, Boryev, Fyodimir, 
  Vikei, Vlais, Zheni; Ananika, Domiinika, 
  Elelya, Irinov, Natana, Kariya.
  patronymics: -ovich, -evich, -ich; -yevna, 
  -ovna or -ichna.
  panyar (cold, quick, shrewd, strange)
  First Name: Blue, Gray, Verdant, Red, Indigo.
  Second Name: Echoing, Rising, Shifting, 
  Striking, Vexing.
  Third Name: Forest, Wave, Gale, Iron, Pyre.
  heritage names
  actions
  Playtest Version 1.0 Beta
  Name:
  specialist action
   
  Aim is the Sniper specialist ability. For 
  details see Specialist Action below.
   
  Consort with connections from 
  your heritage, background, friends, 
  or rivals to gain access to resources, 
  information, people, or places.
   
  Discipline a fellow soldier; command 
  obedience with your force of 
  personality; intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; lift morale in the field; stretch 
  resources.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Scout a location or situation to gather 
  information; sense trouble before 
  it happens; move unseen; detect 
  weaknesses or exploits if there are any.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots; repair and 
  maintain firearms.
   
  Skirmish with an opponent in close 
  combat; assault or hold a position; 
  brawl and wrestle.
   
  Sway someone with charm, logic, 
  deception, disguise, or bluff; 
  change attitudes or behavior with 
  manipulation or seduction.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sew chaos; breach defenses with 
  force; use, throw or plant explosives or 
  alchemicals; use siege weapons.
  Aim is an action that Snipers specialize and train in. Unlike most actions it's not 
  usually rolled, but it's rating determines its uses per mission. While on a mission, 
  you may spend aim uses to increase the effect level of a shot. This means you can 
  sometimes take out large, dangerous enemies with a single bullet.
   
   If you survived the mission.
   
   If you helped your squad through keen observation or key shots.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per highest Threat of opponent faced.
   
   Every time you roll a desperate action, mark xp in that action's attribute.
  At the end of each mission mark 1 xp (playbook or attribute)...
  sniper advancement
  playbook: sniper
  
      aim
      research
      scout
      rig
      wreck
      skirmish
      shoot
      maneuver
      consort
      discipline
      marshal
      sway
      anchor
      channels
      doctor
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Friendly: +1 sway  (max 2).
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Vicious: gain vicious trauma condition.
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 consort  (max 3).
       Vengeful: potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Cold: gain cold trauma condition.
       Quick: fast and quiet in normal load.
       Shrewd: +1d to insight resist.
       Strange: +2d to resist corruption.
  zemyati traits 
       Tough: ignore lvl 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1  quality. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and ...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
  uses 
     
  uses 
     
  sniper
  
   One Eye: You've replaced an eye with an 
  alchemical construct. You can see invisible 
  targets clearly and identify supernatural forces.
  
   Ambush: When you attack from hiding or 
  spring a trap, you get +1d.
  
   Akimbo: When dueling in close range with two pistols 
  gain potency.
  
   Notches: If you land the killing blow on a Threat 2 or 
  higher opponent mark 1 xp (any category).
  
   Sharpshooter: You can push yourself to do one of the 
  following: make a ranged attack at extreme distance beyond 
  what’s normal for the weapon — unleash a barrage of rapid  
  fire to suppress the enemy.
  
   Cover Fire: If you set up someone with shoot or provide 
  covering fire they gain potency on their next action. 
  
   Crimson Shot: You're authorized to bring one Crimson 
  Seeker Shell on missions. Firing it counts as a Threat 4 
  attack, and you must mark a Trauma.
  
   Elite: Gain mastery of two actions (they can go to 4).
  
    Hardened: You can mark 2 additional stress boxes 
  before taking a trauma.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Black Shot     
    Ammo       
   2 Fine Pistols
  —or—
   Fine Long Rifle
   2 Fine Pistols
  —or—
   Fine Long Rifle
  ...whichever you didn't take at 
  Light load.
    Gun Maintenance Kit
    Armor
   Crimson Shot
   Hand Weapon
   Pistol
   Ammo        
   Supplies      
   Winter Clothing
                                
                                
   Soldier's Kit
   Reliquary    
   Black Shot       Lantern     
  
  OF
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  bartan (huge, friendly, stoic, vicious)
  Names: Ajai, Arun, Garub, Harish, Jal, Karva; 
  Barni, Cheru, Malendhra, Neen, Vardha
  Family Names: Aakari, Beih, Dravu, Gupt, 
  Katu, Ogral, Parvayar, Vishakarba, Yadab.
  orite (noble, connected, vengeful, stern)
  Names: Albra, Hadclio, Eucho, Syanus, 
  Tyrius; Canonia, Favia, Myrtia, Phaera, 
  Virdria.
  Titles: Equite, Marquess, Landgrave, 
  Yunker, Chevalier, Cadret.
  zemyati (tough, bold, loyal, stubborn)
  First names: Alexneyev, Boryev, Fyodimir, 
  Vikei, Vlais, Zheni; Ananika, Domiinika, 
  Elelya, Irinov, Natana, Kariya.
  patronymics: -ovich, -evich, -ich; -yevna, 
  -ovna or -ichna.
  panyar (cold, quick, shrewd, strange)
  First Name: Blue, Gray, Verdant, Red, Indigo.
  Second Name: Echoing, Rising, Shifting, 
  Striking, Vexing.
  Third Name: Forest, Wave, Gale, Iron, Pyre.
  heritage names
  actions
  specialist action
  Playtest Version 1.0 Beta
  Name:
   
   If you survived the mission.
   
   If you helped your squad through enforcing discipline or strategic planning.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per highest Threat of opponent faced.
   
   Every time you roll a desperate action, mark xp in that action's attribute.
  At the end of each mission mark 1 xp (playbook or attribute)...
   
  Consort with connections from 
  your heritage, background, friends, 
  or rivals to gain access to resources, 
  information, people, or places.
   
  Channels is the Officer specialist 
  ability. For details see Specialist 
  Action below. 
   
  Discipline a fellow soldier; command 
  obedience with your force of 
  personality; intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; lift morale in the field; stretch 
  resources.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Scout a location or situation to gather 
  information; sense trouble before 
  it happens; move unseen; detect 
  weaknesses or exploits if there are any.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots; repair and 
  maintain firearms.
   
  Skirmish with an opponent in close 
  combat; assault or hold a position; 
  brawl and wrestle.
   
  Sway someone with charm, logic, 
  deception, disguise, or bluff; 
  change attitudes or behavior with 
  manipulation or seduction.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sew chaos; breach defenses with 
  force; use, throw or plant explosives or 
  alchemicals; use siege weapons.
  officer advancement
  Channels is an action that Officers specialize in. Unlike most actions it's not usually 
  rolled, but it's rating determines its uses per mission. You may spend channels 
  uses to acquire an asset for your squad in a flashback. Roll consort to determine 
  quality. You can spend additional uses to improve the quality as per supply rules. 
  Such assets are temporary or 'on loan' and will go away when the mission ends.
  playbook: officer
  
      channels
      research
      scout
      rig
      wreck
      skirmish
      shoot
      maneuver
      consort
      discipline
      marshal
      sway
      aim
      anchor
      doctor
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Friendly: +1 sway  (max 2).
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Vicious: gain vicious trauma condition.
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 consort  (max 3).
       Vengeful: potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Cold: gain cold trauma condition.
       Quick: fast and quiet in normal load.
       Shrewd: +1d to insight resist.
       Strange: +2d to resist corruption.
  zemyati traits 
       Tough: ignore lvl 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1  quality. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and ...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
  uses 
     
  uses 
     
  officer
  
   Tactician: When you lead a group action 
  you may suffer at most 2 stress, and can spend 
  a channels use to take none.
  
   Mission First: Add the following to "at the 
  end of mission" xp trigger:  If anyone died 
  following your orders.
  
   Obedience: An npc squadmate, on your orders, sacrifices 
  themselves. They die, and absorb all the harm for you or 
  another specialist from one attack. Remember that the 
  Legion takes -1 morale each time this occurs.
  
   Lead from the Front: Whenever you lead a group 
  action, gain +1 scale (ex: a small group counts as a medium 
  group). If you lead a group action in combat, you may 
  count multiple 6's from different rolls as a critical.
  
   Logistical Support: channels uses can be spent 
  to assist a squadmate. Tell us how your preparation or 
  supplies help them against this threat or obstacle. 
  
   Strategist: You gain +1d to consort when acquiring 
  assets for a mission via channels uses. You also get +1d 
  to the engagement roll for a mission.
  
   Officer School: You're well educated and know 
  arcane esoterica. Gain +1d when gathering info through 
  research and when resisting with insight.
  
   Elite: Gain mastery of two actions (they can go to 4).
  
    Hardened: You can mark 2 additional stress boxes 
  before taking a trauma.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Battlefield Banner
    Heavy Armor
     Replaces Armor.
   Hand Weapon
   Large Weapon
   Shield
   Winter Clothing
   Supplies      
   Compass & Maps  
                                
                                
   Lenses
   Reliquary    
   Black Shot       Lantern     
    Flare Gun     
    Armor
    Hand Weapon
   Fine Ornate Cloak
    Luxury Item
   Shield
  —or—
   Fine Pistol
   Ammo       
  
  OF
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  bartan (huge, friendly, stoic, vicious)
  Names: Ajai, Arun, Garub, Harish, Jal, Karva; 
  Barni, Cheru, Malendhra, Neen, Vardha
  Family Names: Aakari, Beih, Dravu, Gupt, 
  Katu, Ogral, Parvayar, Vishakarba, Yadab.
  orite (noble, connected, vengeful, stern)
  Names: Albra, Hadclio, Eucho, Syanus, 
  Tyrius; Canonia, Favia, Myrtia, Phaera, 
  Virdria.
  Titles: Equite, Marquess, Landgrave, 
  Yunker, Chevalier, Cadret.
  zemyati (tough, bold, loyal, stubborn)
  First names: Alexneyev, Boryev, Fyodimir, 
  Vikei, Vlais, Zheni; Ananika, Domiinika, 
  Elelya, Irinov, Natana, Kariya.
  patronymics: -ovich, -evich, -ich; -yevna, 
  -ovna or -ichna.
  panyar (cold, quick, shrewd, strange)
  First Name: Blue, Gray, Verdant, Red, Indigo.
  Second Name: Echoing, Rising, Shifting, 
  Striking, Vexing.
  Third Name: Forest, Wave, Gale, Iron, Pyre.
  heritage names
  actions
  Playtest Version 1.0 Beta
  Name:
  soldier advancement
   
   If you survived the mission.
   
   If you helped your squad through courage or determination.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per highest Threat of opponent faced.
   
   Every time you roll a desperate action, mark xp in that action's attribute.
  At the end of each mission mark 1 xp (playbook or attribute)...
  specialist action
   
  Consort with connections from 
  your heritage, background, friends, 
  or rivals to gain access to resources, 
  information, people, or places.
   
  Discipline a fellow soldier; command 
  obedience with your force of 
  personality; intimidate or threaten.
   
  Grit is the Soldier specialist ability. 
  For details see Specialist Action 
  below. 
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; lift morale in the field; stretch 
  resources.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Scout a location or situation to gather 
  information; sense trouble before 
  it happens; move unseen; detect 
  weaknesses or exploits if there are any.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots; repair and 
  maintain firearms.
   
  Skirmish with an opponent in close 
  combat; assault or hold a position; 
  brawl and wrestle.
   
  Sway someone with charm, logic, 
  deception, disguise, or bluff; 
  change attitudes or behavior with 
  manipulation or seduction.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sew chaos; breach defenses with 
  force; use, throw or plant explosives or 
  alchemicals; use siege weapons.
  Grit is an action that Soldiers specialize and train in. Unlike most actions it's not 
  usually rolled, but it's rating determines its uses per mission. While on a mission, 
  you may spend grit uses to take -2 stress (min 0) on any resistance roll you 
  make. You may only use one grit use this way per roll.
  playbook: soldier
  
      grit
      research
      scout
      rig
      wreck
      skirmish
      shoot
      maneuver
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      doctor
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Friendly: +1 sway  (max 2).
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Vicious: gain vicious trauma condition.
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 consort  (max 3).
       Vengeful: potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Cold: gain cold trauma condition.
       Quick: fast and quiet in normal load.
       Shrewd: +1d to insight resist.
       Strange: +2d to resist corruption.
  zemyati traits 
       Tough: ignore lvl 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1  quality. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and ...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
  uses 
     
  uses 
     
  soldier
  
   Relentless: You may spend grit uses (1-
  for-1) to push yourself.
  
   Over the Top: When you charge into the 
  teeth of an enemy that outnumbers or outguns 
  you clear 1 stress and take +1d to maneuver. 
  
   Iron Will: You can spend grit uses as 
  special armor vs fear, paralysis, corruption and fatigue.
  
   Loaded for Bear: When selecting load you may select 
  4 utility load instead of 2.
  
   Eat Iron, Shit Nails: When you push yourself you 
  may ignore all harm penalties. Also take +1d to resist the 
  consequence of any roll you pushed yourself on.
  
   Grenadier: You have had explosives training and can 
  bring a grenade (1 load) or explosive charges (2 load) 
  as part of you soldier gear.
  
   Cavalry: If the Quartermaster has any Horses available, 
  all members of your squad start missions mounted.
  
   Specialist Training: You can promote to a Specialist 
  (Heavy, Medic, Officer, Scout, or Sniper).  Gain 1 special 
  ability, and starting Specialist action (if applicable).
  
   Elite: Gain mastery of two actions (they can go to 4).
  
    Hardened: You can mark 2 additional stress boxes 
  before taking a trauma.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    +1 Utility Mark below.
    Heavy Armor
     Replaces Armor.
    Shield
    +1 Utility Mark below.
    Fine Kit. Pick one: Medic, 
  Climbing, Cooking, Repair, 
  Soldier's, or Wrecking.
   Musket
   Pistol
   Ammo      
   Winter Clothing
   Supplies      
   Medic Kit      
                                
                                
   Soldier's Kit
   Reliquary    
   Black Shot       Lantern     
    Armor
    Memento of Home
   Hand Weapon
  —or—
   Large Weapon
  
  OF
  You are one of the few surving soldiers in the Legion —  a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction 
  of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
   
   Report for duty.
  bartan (huge, friendly, stoic, vicious)
  Names: Ajai, Arun, Garub, Harish, Jal, Karva; 
  Barni, Cheru, Malendhra, Neen, Vardha
  Family Names: Aakari, Beih, Dravu, Gupt, 
  Katu, Ogral, Parvayar, Vishakarba, Yadab.
  orite (noble, connected, vengeful, stern)
  Names: Albra, Hadclio, Eucho, Syanus, 
  Tyrius; Canonia, Favia, Myrtia, Phaera, 
  Virdria.
  Titles: Equite, Marquess, Landgrave, 
  Yunker, Chevalier, Cadret.
  zemyati (tough, bold, loyal, stubborn)
  First names: Alexneyev, Boryev, Fyodimir, 
  Vikei, Vlais, Zheni; Ananika, Domiinika, 
  Elelya, Irinov, Natana, Kariya.
  patronymics: -ovich, -evich, -ich; -yevna, 
  -ovna or -ichna.
  panyar (cold, quick, shrewd, strange)
  First Name: Blue, Gray, Verdant, Red, Indigo.
  Second Name: Echoing, Rising, Shifting, 
  Striking, Vexing.
  Third Name: Forest, Wave, Gale, Iron, Pyre.
  heritage names
  actions
  specialist action
  Playtest Version 1.0 Beta
  Name:
   
   If you survived the mission.
   
   If you helped your squad by staying out of the way and surviving despite odds.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per highest Threat of opponent faced.
   
   Every time you roll a desperate action, mark xp in that action's attribute.
  At the end of each mission mark 1 xp (playbook or attribute)...
  rookie advancement
   
  Consort with connections from 
  your heritage, background, friends, 
  or rivals to gain access to resources, 
  information, people, or places.
   
  Discipline a fellow soldier; command 
  obedience with your force of 
  personality; intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; lift morale in the field; stretch 
  resources.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Scout a location or situation to gather 
  information; sense trouble before 
  it happens; move unseen; detect 
  weaknesses or exploits if there are any.
   
  Specialist: Rookies have no 
  Specialist Action but gain one when 
  they advance.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots; repair and 
  maintain firearms.
   
  Skirmish with an opponent in close 
  combat; assault or hold a position; 
  brawl and wrestle.
   
  Sway someone with charm, logic, 
  deception, disguise, or bluff; 
  change attitudes or behavior with 
  manipulation or seduction.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sew chaos; breach defenses with 
  force; use, throw or plant explosives or 
  alchemicals; use siege weapons.
  As a Rookie you don't get a specialist action of your own. You will get one when 
  you advance and become a soldier or specialist in your own right. If you take the 
  time to fully upgrade your specialist clock and gain a specialist skill, switch to the 
  playbook of the specialist type whose skill you studied (count it as a Specialize 
  advance from your playbook).
  playbook: rookie
  
     
  —
      research
      scout
      rig
      wreck
      skirmish
      shoot
      maneuver
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      doctor
      grit
      scrounge
      weave
  special abilities
    +1 resist
    +1 resist
    +1 resist
  prowess
  resolve
  specialist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Friendly: +1 sway  (max 2).
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Vicious: gain vicious trauma condition.
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 consort  (max 3).
       Vengeful: potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Cold: gain cold trauma condition.
       Quick: fast and quiet in normal load.
       Shrewd: +1d to insight resist.
       Strange: +2d to resist corruption.
  zemyati traits 
       Tough: ignore lvl 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1  quality. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and ...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
  uses 
     
  uses 
     
  rookie
     
  
   Devil's Own Luck: You gain +1d to all 
  resistance rolls. This ability cannot be taken 
  as a Veteran advance.
  
   Every Inch A ...: You start with 2 additional 
  Heritage traits. If taken as a Veteran advance, 
  this must be taken as your first ability. 
  
   Hard Knocks: Mark 2 xp (any category) at the end of 
  any mission where you took level 2 harm or higher.
  
   Just a Kid: When someone suffers harm when protecting 
  you they may mark an xp. When you promote choose a 
  second special ability from your new playbook to replace 
  this one. This ability cannot be taken as a Veteran advance.
  
   Gotta Make it Out Alive: You can take 1 additonal 
  trauma before dying. When you promote replace this 
  ability with a level of Survivor. This ability cannot be taken 
  as a Veteran advance. 
  
   Home Cooking: If a mission takes multiple days, use 
  your Fresh Food. Say what you cook. Everyone in the 
  squad that partakes clears 1 stress.  This ability cannot be 
  taken as a Veteran advance.
  
   Jack of all trades: You gain 2 additional action dots to 
  place in skill you have 0 in at the start. This ability cannot 
  be taken as a Veteran advance.
  
   Not a Rookie Anymore: You may not take this as your 
  starting ability. You are promoted! You become a Soldier. 
  Gain one special ability and 1 rank of your specialist action. 
  You must specialize as your first playbook advance. This 
  ability cannot be taken as a Veteran advance.
    Naive Hope
    Memento of Home
    Soldier's Kit
    Musket
    Ammo      
    Armor
    Shield
    Family Weapon
   Tents & Camping Gear
  —or—
   Cooking Kit
   Fresh Food  
   Armor
   Hand Weapon
   Shield
   Winter Clothing
   Supplies      
   Medic Kit      
                                
                                
   Black Shot       Lantern     
   Climbing Kit
   Reliquary    
  
  Controlled 
  You act on your terms. You press a strong advantage.
  Risky 
  You go head-to-head. Act under fire. Take a chance.
  Desperate 
  You overreach. You're in serious trouble.
  critical: You do it with increased effect.
  6: You do it.
  4-5: You hesitate. Withdraw and try a different 
  approach, or else do it with a minor consequence: 
  a minor complication occurs, you have reduced 
  effect, you suffer lesser harm, you end up in a 
  risky position.
  1-3: You're blocked or you falter. Press on by 
  seizing a risky opportunity, or withdraw and 
  try a different approach.
  critical: You do it with increased effect.
  6: You do it.
  4-5: You do it but there's a consequence: You 
  suffer harm, a complication occurs, you have 
  reduced effect, you end up in a desperate 
  position.
  1-3: Things go badly. You suffer harm, a 
  complication occurs, you end up in a desperate 
  position, you lose this opportunity.
  critical: You do it with increased effect.
  6: You do it.
  4-5: You do it but there's a consequence: You 
  suffer severe harm, a serious complication 
  occurs.
  1-3: It's the worst outcome. You suffer severe 
  harm, a complication occurs, you lose this 
  opportunity.
  1d per action dot
  Take +1d if you 
  push yourself 
  (you take 2 stress) 
  — or —  
  +1d if you accept a 
  devil's bargain
   +
  Note: You cannot both push 
  yourself and accept a devil's 
  bargain.
  Risky actions are the staple 
  position of Band of Blades. If 
  no position is decalred, assume 
  the roll to be risky.
  Each time you roll a desperate 
  action, mark a tick of xp for 
  that attribute.
  action roll
  death
  If you suffer level 4+ harm or take your last trauma your soldier dies. Take over 
  an available NPC Legionnaire to play. Detail an appropriate playbook.
  armor and special armor
  Mark armor to reduce a consequence. In combat Armor and Shield provide 1 
  armor each. Heavy Armor provides 2 armor. Special Armor (see specialist actions 
  and special abilities) reduces consequences in specific scenarios and situations.
  You reduce or avoid the consequence and take 6 
  stress minus your highest die result.
  1d per attribute
  resistance roll
  resistance rolls
  When resolving action rolls the GM sets consequences (one, some, or all listed) 
  according to the situation and character position. You may attempt to avoid or 
  reduce each consequence individually with a resistance roll.
  When you roll a critical on a resistance roll, clear 1 stress.
  assist
  Take 1 stress to give another player +1d. You might also suffer consequences 
  from the roll. Only one person may assist a roll.
  protect
  Face danger for a fellow Legionnaire. Step in to suffer a consequence in their 
  place. You may roll to resist as normal, or use armor if you wish.
  set up
  Set up a character by performing your own action, with its own consequences. 
  If you do it, team members who follow up get +1 effect or improved position.
  lead a group action
  Roll the action for each character participating in the group action. The best 
  single roll counts as the action result, which applies to every character that 
  rolled. Leader takes 1 stress for each 1-3 result rolled.
  group actions
  OF
  Playtest Version 1.0 Beta
  
  utility gear
  Ammo: Powder, batting, or primitive 
  shells for loading powder guns and 
  pistols. Spend to reload ranged weapons.
  Armor: Mostly leather. Some chain. 
  Will turn a knife or undead teeth. Not 
  much help against the big ones. Provides 
  1 armor against physical attacks. Fine: 
  Custom. Often ornate, or dyed.
  Books and Scrolls: You bring just 
  the right academic treatise or bit of the 
  Legion Annals. Spend to gain +1d to or 
  +1 effect level to research action rolls.
  Black Shot: Crafted by Alchemists, 
  these precious bullets are carried in 
  sawdust packed, sealed, wood-and-
  leather cases. A mere nick kills lesser 
  undead. Grants potency against undead. 
  Don't shake. Use sparingly.
  Hand Weapon: Sword, spear, or axe. 
  Military one handed weapon. Not knives. 
  You can take two if you don't use a shield. 
  Fine: Blade, dueling knife, heartwood 
  spear, sabre. Named. Exceptional quality. 
  What is it made of and who forged it?
  Heavy Armor: Metal plates and leather. 
  Layers. Many have embossed designs, 
  sigils and painted crests. Not subtle or 
  quiet. Ignores lesser harm. Will probably 
  save your life. Provides 2 armor agains 
  physical attacks.
  Heavy weapon: Halberds. Longbows. 
  Massive axes. Mauls. Fine: Claymores. 
  Warhammers. Morningstars. Too heavy 
  for most. Well worn and familiar to you.
  Lantern & Oil: Yes soldier, some 
  missions are at night. Can be lidded. 
  Spend when you refill or throw oil.
  Musket: Breech loaded (ball ammo) or 
  primitive shells. Standard Legion issue. 
  Accurate at 75 paces. Rookies caught 
  without one get dressed down.
  Pistol: Single shot. Breech loaded. 
  Fine: Orite revolver (5 shots). Embossed 
  (Fancy!). Balanced for quick reloading.
  Reliquary: Bones of ancient Chosen 
  in vials of sacred oil. Shavings of relics. 
  Sacred scripture. Spend to reduce 
  corruption taken by 1 and +1d to resist 
  it. Fine: Reduces corruption taken by 2.
  Shield: Wood with metal reinforcement. 
  Provides 1 armor against physical 
  attacks. Fine: Fully metal. Sweet decal.
  Supplies: Dry food packed for travel. 
  Not really appetizing unless cooked. 
  Spend to feed a Legionnaire for a day. 
  Hope a Rookie packed a Cooking Kit.
  Winter Clothing: Don't freeze to 
  death. And if you do, don't come back.
  kits
  Climbing Kit: Grapples, pitons, rope. 
  A must for mountains, useful in forests.
  Cooking Kit: Pots, pans, grills, spices 
  and coal you're made to carry. If a rookie 
  doesn't have these folks will be upset.
  Gun Maintenance Kit: For clearing 
  out jams and  field-modifying a gun. No 
  Sniper should be in the field without this. 
  Medic Kit: Antiseptic, slings, sutures, 
  poultices, and gauze. Spend for special 
  armor against disease and wound 
  complications. Fine: Bandages, draughts, 
  sterile compresses, and medicines.
  Repair Kit: Hammers, files, nails, pins, 
  planks, pulleys, rope and saws. Can jam 
  traps, repair doors/siege devices etc.
  Soldier's Kit: Bedroll, flint and tinder, 
  knife, small mirror, soap, shaving kit, 
  trowel, whetstone, day's rations, etc. 
  Issued identical, soldiers trade parts and 
  customize with additional goods.
  Wrecking Kit: Mallet and spikes. 
  Prybar. Axes. Drills. Vials of acid and 
  small Alchemical hand-charges.
  shared gear
  Memento of Home: A piece of jewelry. 
  Pressed  flowers. Fine blade with a house 
  crest. Tiny portrait. A letter or book.
  Compases and Maps: Fine Bartan 
  compases. Maps of the local area you've 
  personally annotated.
  Flare Gun: Signaling pistol with 
  colored smoke charges. Standard pack 
  includes 4 shells. 
  Lenses: An expensive Bartan telescoping 
  lens for viewing things at a distance.
  rookie gear
  Fresh Food: Enough for a good meal 
  or tasty stew. One of the few things 
  specialists will respect you for. What 
  secret touch do you add to your recipe?
  Family Weapon: Not stylish, but has a 
  history. How did you get it?
  Naive Hope: May be an asset or liability. 
  You won't have this long either way.
  Tents & Camping Gear: Lean-tos and 
  maybe the corporal's tent. Keeps the rain 
  off. Everyone expects you to carry these. 
  Nobody will thank you for it.
  soldier gear
  See Utility, Kits, Shared and Rookie Gear.
  officer gear
  Fine Ornate Cloak: An outfit 
  befitting an officer. Crested clasp. A mark 
  of station among the troops.
  Lxury Item: Fine brandies. Spices 
  Treats. Beautiful game sets. A musical 
  instrument. Priviledges befitting rank.
  Battlefield Banner: A standard, 
  used to coordinate troops. These banners 
  boost to morale - unless they fall. Assign 
  to someone and they must carry it.
  heavy gear
  Fitted Heavy Plate: Your signature 
  armor. Recognizeable at a distance. 
  Customised. Grants 2 armor.
  Tower Shield: Massive metal or wood 
  shield. Can stop missle and melee fire and 
  be used to protect others. 1 armor.
  medic gear
  Medical Supplies: Potions and 
  draughts to remove pain, heal common 
  ailments, give sleep, and mercy to those 
  that cannot be saved. Chirurgy materials. 
  Holy Symbol of Mercy: A physical 
  symbol of the Godess of Mercy often 
  worn as a broach or necklace, or wrapped 
  about the hand.
  Mark of the Healing Godess: 
  Those physicians who take the Oath of 
  Healing and Mercy (seek no harm to 
  any person, turn away no patient, give 
  mercy to those that cannot be saved) at 
  a temple to Ostarra are branded with a 
  sigil of folded wings. Such a symbol is 
  universally recognized as a medic's mark, 
  and villagers and strangers will provide 
  courtesy and passage to those branded 
  when they wouldn't otherwise.
  scout gear
  Camo Gear: Netting, clothes, bedrolls 
  and tents designed to blend in with 
  terrain. Can hide a whole camp with this.
  Fine Bow and Arrows: Panyar heart-
  wood recurve. Whisper quiet.
  Black Arrows: Black shot tipped 
  arrows. Grants potency against undead.
  sniper gear
  Fine Long Rifle: A marvel of Orite 
  priest machining. Accurate at 200 paces.
  Not quiet. Scoped. Jacketed rounds. 
  
   engagements
  The Marshal assembles and rolls engagement dice.
  OF
  This is a required role for the campaign. 
  The Marshal orders soldiers into battle. Assign squads and specialists to the missions 
  the Commander undertakes—you're responsible for making sure they have the best 
  chance of making it back to camp.  You track morale, troop experience and health. 
  You decide who's in charge on a mission.
  Before Play. To prepare the Legion for the campaign do the following:
  
  Describe the Marshal. Select Marshal traits from the lists below.
  
  Starting Morale. Set to 7.
  
  Fill a Squad. Ask for the Cultures and Time Line sheet—it has names. Name the 
  rookies in one squad. Fill in others when you select a squad to go on a mission.
  
  Starting Specialists. Have each player make a specialist. Note their names.
  
  Additional Specialists. Select additional specialists until you have five. Write  
  them on the sheet now, fill in details when they are first assigned to a mission. 
  
  Report for duty.
  Marshal Traits. Before the game select from of each of the following:
  Heritage (1): 
   Bartan 
   Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):   Callous 
   Fearless  Honorable  Proud 
   Protective 
  Traits (1-2):  
   Bold 
   Cold 
   Cautious 
   Fierce 
   Vengeful
  Look (1-3):  
   Grizzled  Scarred  One Eyed  Stylish 
   Crisp
  Playtest Version 1.0 Beta
  Your Duties. During the game do the following:
  
  Track Morale. It increases during liberties campaign action and from mission 
  rewards. It decreases from mission penalties, when soldiers die (-1 per), or you 
  must lose supply and you have none (-1 per).
  
  Track Squads and Specialists. Hang on to the specialist sheets. Mark losses, 
  wounds, veteran status, and missions completed. Name all squadmembers sent 
  on-mission. Fill out the details of any specialists the Legion gains.
  
  Appraise the Other Generals. Morale limits the Quartermaster's campaign 
  actions. Soldier status impacts the Commander's mission choices. Work with 
  both as they request.
  
  Decide who's in charge. Say who's in charge. If there's an Officer on a mission, 
  they're in charge.
  
  Assign who goes on missions. Decide which specialists & squads go based on 
  the requirements and make the appropriate engagement rolls. Your decisions are 
  final. Your duty is first to the Legion and not the Commander or Quartermaster.
  Engagement rolls determine unit disposition at the start of a primary mission and 
  the outcome of secondary missions. As the one sending troops into battle, it's the 
  Marshal's duty to assemble the dice and make the engagement rolls. 
  Before Every Mission. Assemble the engagement roll by asking the following:
   
    Legion Loyalty. Are all on the mission oathsworn to the Legion? Take +1d.
   
    Intel. Did the Commander spend 1 intel to give you foresight and info? Take +1d.
   
    Veteran. Is everyone on the mission a specialist or soldier? Take +1d.
   
    Leadership. Does any soldier distrust or not fear the leadership enough to obey 
  orders on the battlefield? Take -1d.
   
    Parameters. Are required specialists or equipment not on the mission? Take -1d.
  Assault Mission. On each assault mission also ask the following:
   
    Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d.
   
    Wounds. Is any soldier starting the mission wounded? Take -1d.
  Scouting Mission. On each scouting mission also ask the following:
   
    Speed. Did the Quartermaster spend horses to equip the mission? Take +1d.
   
    Stealth. Is any soldier starting with heavy load? Take -1d.
  Religious Mission. On each religious mission also ask the following:
   
    Arcane. Did the Quartermaster send religious supplies to ward and protect 
  the soldiers? Take +1d.
   
    Corruption. Is any soldier starting with blight? Take -1d.
  Supply Mission. On each supply mission also ask the following:
   
    Supplies. Did the Quartermaster spent food to equip the mission? Take +1d.
   
    Enemies. Is the current pressure higher than 2? Take -1d.
  engagement roll outcomes
   
    Critical. Primary Mission: You've overcome the first obstacle and are in a 
  controlled position at the next. Secondary Mission: You succeed at the mission, 
  and promote one squadmember (see Rookie/Soldier special abilities for details).
   
    6. Primary Missions: You're in a controlled position when the action starts. 
  Secondary Mission: You succeed at the mission, all specialists take level 1 harm, 
  and you may choose to lose 2 squadmates to promote a rookie to soldier.
   
    4-5. Primary Missions: You're in a risky position when the action starts. 
  Secondary Mission: Fail the mission or you can succeed, two squadmembers 
  die, and all specialists take level 2 harm.
   
    1-3. Primary Mission: You're in a desperate position when the action starts. 
  Secondary Mission: You fail the mission, lose 3 squadmembers, and all specialists 
  take level 3 harm.
  role: marshal
  
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
  
   
  
  
   
  grinning ravens
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
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  cloud hawks
  stress
  soldier
  name
  wounds
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  star vipers
   specialists
  morale
      
        
      
  stress
  soldier
  name
  wounds
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  soldier
  name
  wounds
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  soldier
  name
  wounds
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  name
  stress
  wounds
  actions
  abilities
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  heavy  —   assault and supply missions
  name
  stress
  wounds
  actions
  abilities
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  medic  —   assault and religious missions
  name
  stress
  wounds
  actions
  abilities
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  scout  —   scout and supply missions
  name
  stress
  wounds
  actions
  abilities
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  sniper  —   assault and scout missions
  name
  stress
  wounds
  actions
  abilities
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  officer  —   religious and supply missions
  name / type
  stress
  wounds
  actions
  abilities
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  other 
  ember wolves
  shattered lions
  ghost owls
   Lose morale from:
   
   Missions. Penalties for failure or loss.
   
   No Supply. Can't pay supply (-2 per).
   
   Death. Whenever a soldier dies (-1 per).
  campaign actions: After missions and time passes gain... 3-: None. 4-7: One. 8-10: Two.
  desertion: If you lose morale and have none, soldiers desert (one per morale you can't pay). 
  You lose rookies, then soldiers. If fewer than 2 full squads, end the game. The Legion is no more.
   Gain morale from:
   
   Missions. Successful mission rewards.
   
   Liberty. Whenever the Quartermaster 
  chooses the liberty campaign action.
  
  summer ends
  The South falls.
  fall deepens
  Panya burns.
  time     How long you have to get to Skydagger, and when undead strength grows
  time: Add 1 tick when time passes, or when you advance and roll pressure, and when 
  missions have a time penalty. Reduce the clocks when mission rewards include time. If you do 
  not complete the missions at Skydagger Keep before the last clock is filled, you lose the game.
  pressure     A measure of how surrounded you are by undead
  pressure: When you advance, roll pressure minus horses spent and add 
  time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure to 
  0. Add pressure when time passes (after campaign actions), or when there is 
  a pressure penalty for a failed mission.
  intel     A measure of how much you know about undead movements and the war
  intel: Spend 1 intel to add +1d to any engagement roll, or to access a special 
  mission in a location in addition to your mission priorities. Gain intel from 
  scout mission rewards. Before you pick the primary and secondary missions, 
  ask intel questions based on how much intel you hold (see below).
  if you hold 0+ intel ask one of the 
  following questions of an upcoming 
  mission:
   
   What’s the highest threat we can expect?
   
   How much travel should we expect?
   
   What would be a useful item to bring?
   
   What are 2 approaches we could use here?
   
   Which squads distrust or don't fear the 
  leadership?
  if you hold 1+ intel also ask one 
  of the following questions:
   
   What's useful to bring on this mision?
   
   Who's invested in this mission?
   
   What's a challenge on this mission?
   
   Whose troops might we expect to 
  encounter on this mission?
   
   What resourecs or benefits might we 
  find at a specific location ahead?
   
   What might be a weakness of an elite 
  we have encountered?
   
   What might be a craving or instinct of 
  an elite we have encountered?
  if you hold 2+ intel also ask one of 
  the following questions:
   
   Which Infamous or Lieutenant might we 
  face on this mission if any?
   
   What's the main weakness of the undead 
  position on this mision?
   
   Is this related to a previous mision? How?
   
   How does our Chosen feel about this 
  mission?
   
   Which way are the Broken moving?
   
   What news of the Cinder King?
   
   What challenges or problems are 
  inherent in a specific location ahead?
  if you hold 3+ intel also ask one of 
  the following questions:
   
   What is the weakness of a lieutenant we've 
  encountered previously?
   
   What is a craving or instinct of a lieutenant 
  we've encountered previously?
   
   What is a specific Broken researching?
   
   What are special missions we may have 
  heard of at a location up ahead?
  OF
  Playtest Version 1.0 Beta
  This is a required role for the campaign. 
  The Commaander is the Legion's purpose and direction personified. Choose the 
  Legion's path. Pick mission focus and emphasis. The Legion cannot spare many 
  soldiers, so prioritize missions you need, and accept the penalties when you cannot.
  Before Play. To prepare the Legion for the campaign do the following:
  
   Describe the Commander. Select Commander traits from the lists below.
  
   Starting Time & Pressure. Set pressure to 1 and time to 3-ticks respectively.
  
   Starting Position. The legion starts retreating towards the western front. Note 
  where you will end up after the first mission..
  
   Starting Intel. Set intel to 0. Read the 0 intel questions and be ready to ask 
  one before the start of the first mission.
  
   Report for duty.
  Commander Traits. Before the game select from of each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):   Fierce 
   Fearless  Unstoppable  Proud 
   Ambitious
  Traits (1-2):  
   Bold 
   Cold 
   Calculating  Stoic 
   Prideful
  Look (1-3):  
   Fit 
   Graceful  Fresh-faced 
   Scarred  Grizzled
  Your Duties. During the game do the following:
  
   Track Time and Pressure. Increse pressure when time passes. Pressure 
  resets to 0 when you advance. Increase time by 1 when time passes. When you 
  advance, roll pressure and add the appropriate number of time ticks to the Time 
  clocks based on the roll. (1-3: One. 4/5: Two. 6: Three. crit: Five)
  
   Track Location and Movement. Decide when the Legion advances. Behind 
  are only undead—never backtrack. Mark Legion position and route on your map.
  
   Track and Spend Intel. Intel comes from mission rewards. Spend intel to 
  add +1d to any mission engagement roll or gain access to a special mission at a 
  location. Holding intel lets you ask better questions about missions and the area.
  
   Pick Missions. Decide what missions you're looking for (assault, scout, religious 
  or supply) and tell the gm. The gm will tell you what's  available (usually 3). Pick 
  two missions to perform (you automatically fail the last). Designate one of the 
  missions 'priority', to be played out by the table. The other is secondary.
  
   Apprise the Other Generals. Work with the Marshal and Quartermaster to 
  select missions and appropriate priorities. The fate of the Legion, however, is in 
  your hands. Your decisions are final. Do not fail your troops. Good luck.
  role: commander
  
  Western Front
  Plainsworth
  Long Road
  Barrak Mine
  Gallows Pass
  Talgon Forest
  Duresh Forest
  Fort Calisco
  High Road
  The Maw
  Skydagger 
  Keep
  Westlake
  Sunstrider Camp
  Eastlake
   locations
   missions
        Assault
  Raids. Ambushes. Attacks.
  rewards:
  
   Morale
  
   Supply
  
   Time
  failure cost:
  
   Pressure
  
   Supply
  
   Time
        Scout
  Infiltrations. Patrols. Surveys.
  rewards:
  
   Intel
  
   Asset
  
   Troops
  failure cost:
  
   Pressure
  
   Troop Loss
  
   Time
  Pilgrimmages. Rituals.
  rewards:
  
   Fine Assets
  
   Time
  
   Specialist
  failure cost:
  
   Pressure
  
   Troop Loss
  
   Morale
  western front
  plainsworth
  long road
  barrak mines
  gallows pass
  sunstrider camp
  duresh forest
  talgon forest
  westlake
  eastlake
  fort calisco
  the maw
  the high road
  Small camp. Broken soldiers. Many undead.
  Once prosperous plains town, protected by an ancient wall.
  Ancient wards. Exposed. Too long. Few supplies.
  Rich mine for Blackshot supplies.
  Narrow mountain pillgrimate route.
  Plains camp used by many. Refugees.
  Beasts. Hunters. Hard to navigate.
  Forest heart holy to the Horned god.
  Walled city.  Suspicious. Corrupt. Pride and Politics.
  Rich city. Very religious. Very proud.
  A besieged military outpost at the base of the mountains.
  Ancient, haunted, underground passage.
  Old pilgrimmage route. Easy to be ambushed.
  Location name, notes and mission availability.
  skydagger keep
  Controls the pass. Your mission is to hold it until snows stop undead advance.
        Supply
        Religious
  Scrounging. Mercenary work.
  rewards:
  
   Supply
  
   Assets
  failure cost:
  
   Morale
  
   Supply
  Choose one to prioritize each time. Bold means more likely.
  
  OF
  This is a required role for the campaign. 
  The Quartermaster commands non-combat personnel, and holds keys to all Legion 
  supplies and weapons. Decide what to equip squads with to prepare for the missions 
  ahead. Declare campaign actions between missions to resupply troops, prepare nasty 
  surprises, and acquire much needed supplies for the march.
  Before Play. To prepare the Legion for the campaign do the following:
  
  Describe the Quartermaster. Select traits from the lists below.
  
  Starting Supply. You start with 2 supply.
  
  Non-Legion Personnel. Start with a mercy or an alchemist.
  
  Starting Materiel. Mark one Food box. Pick 5 additional boxes (some have 
  charges like Horses, while others are one-for-one like Supply Carts or Laborers).
  
  Report for duty.
  Quartermaster Traits. Before the game select from of each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):   Precise  Greedy 
   Calculating  Miserly  Cautious
  Traits (1-2):  
   Clever  Kind 
   Resourceful  Miserly  Haughty
  Look (1-3):  
   Stylish  Opulent  Colorful 
   Scarred  Grizzled
  Your Duties. During the game do the following:
  
  Track and Spend Supply. You gain supply from Supply mission rewards. 
  You can spend supply to perform an additional campaign actions, or improve 
  a campaign action. When the commander advances the Legion, lose any supply 
  you can't take with you (maximum 2 supply, plus 2 per cart).
  
  Perform Campaign Actions. After each mission you may perform a number 
  of campaign actions according to troop morale (speak to the Marshal). You can 
  perform addtional actions by expending supply one-for-one.
  
  Track and Use Materiel and Non-Legion Personel. Manage Black Shot, 
  food stores, horses, and religious supplies. Expend materiel to make missions 
  more successful. Decide when to use which of these resources to give the legion 
  the best results.  Track Mercy and Alchemist statuses (wounds and corruption).
  
  Apprise Commander and Marshal. What resources you have determines 
  what missions the Legion should undertake. Work with the other generals to make 
  good decisions. Use your materiel to aid the troops as you see fit. Your call is final.
  Playtest Version 1.0 Beta
  After missions, perform campaign actions based on morale (ask the Marshal). 
  Take addtional campaign actions by expending supply one-for-one. Spend a 
  supply to boost an action in addition to any other costs. You can do each action 
  once per cycle (except acquire assets and long-term projects).
  rest and recuperation
  Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick in 
  any wound row. If a row's healing ticks are full, erase the wounds in that row. If 
  you wound a Mercy, one specialist gains an extra healing tick. At the end, heal 
  any Mercies wounded before this recuperation action.
  boost: Every Legionnaire gains a second healing tick.
  Some Legionnaires are given leave of their responsibilities for a few days, 
  and often good food and drink is provided to the soldiers. During this time, 
  Legionnaires at Liberty can party, fraternize, or relax as they see fit. Each 
  specialist clears up to 3 stress. Increase Legion morale by 2. 
  boost: Legionnaires clear all stress. Increase Legion morale by 4 (total).
  The war has left soldiers crawling home, and mercenaries guarding villages and 
  roads—or worse raiding them. Send folks out to recruit and convince them to 
  throw in with you. Gain up to five rookies for the Marshall to replenish the 
  rosters with.
  boost: Two of those rookies are soldiers instead.
  Work on a long-term project, if you have the means. Pick a specialist to lead the 
  project. They roll an action and mark segments on the project clock based on 
  the result. (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign 
  action multiple times, but only if working on a different project each time.
  boost: Upgrade result by one level. You may spend multiple supply.
  liberty
  recruit
  Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The 
  result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: 
  Exceptional). Laborers, Siege Weapons and Alchemical concoctions are Fine 
  quality minimum. Alchemists and Mercies are Exceptional. 
  boost: Upgrade result by one level. You may spend multiple supply.
  acquire assets
  long-term project
   campaign actions
  role: quartermaster
  
   non—legion personel
   materiel
  Supply Carts
  Mercy
  Alchemist
  Alchemist
  Alchemist
  Mercy
  Mercy
  Food Stores
  Horses
  Black Shot
  Horses
  Black Shot
  Horses
  Black Shot
  Religious Supplies
  Religious Supplies
  Siege Weapons
  Laborers
  Food Stores
  Food Stores
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    
  wounded? 
  corruption
  corruption
  corruption
  wounded? 
  wounded? 
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  You must spend 1 food when 
  time passes or lose 2 morale. 
  Carry up to 6 food per food 
  store with supply carts. 
  
  
  
  
  
  
  supply     A measure of the legions spare gear, liquid funds and trade goods.
  supply: Gain from mission rewards. Lose from mission penalties. If you 
  lose supply and have none lose 2 morale instead. Spend supply to boost 
  campaign actions, and to take additional campaign actions. You can keep 
  a max of 2 supply +2 per supply cart (see materiel below) when advancing.
  materiel details
  non—legion personnel details
   
  Black Shot: A rare metal transmuted 
  to become anathema to undead. 
  Mechanics: You may spend 1 Black 
  Shot (circle, not square) to add +1d to 
  an Assault mission engagement roll. 
  When you do, all specialists on the 
  mission equip Black Shot for free.
   
  Food Stores: An army moves on its 
  stomach. Grains, cured meats etc.
  Mechanics: You must consume 1 food 
  (circle) when time passes. If you can't 
  lose 2 morale. Spend 1 food to add 
  +1d to a Supply mission engagement 
  roll.  When you do, all specialists on 
  the mission equip Supplies for free.
   
  Horses: Used to outfit scouts, pull 
  supplies, etc. Critical to logistics.
  Mechanics: Spend horses (1 circle) 
  to add +1d to a Scout mission 
  engagement roll or reduce pressure 
  by 1 when advancing (may spend 
  multiple horses when advancing).
   
  Alchemist: Bound to the Maker or 
  Builder, Alchemists are scientists able 
  to transmute materials. With a god 
  Broken, Alchemy now corrupts.
  Mechanics: Alchemists can make 
  alchemicals and cure mystic diseases. 
  The GM says if this is an acquire asset 
  or an alchemical long-term project 
  (done in addition to other actions). 
  Roll dice equal to Alchemists for effect. 
  Then roll Alchemist dice for corruption 
  (1-3: 3. 4/5: 2. 6: 1. crit: 0). Distribute 
  corruption among Alchemist clocks. 
  When full, the Alchemist is blighted 
  and ended. Dangerous projects may 
  add +1 or +2 corruption per roll.
  
  Supply Carts: Logistics carts enable 
  the Legion to carry more supplies and 
  food stores and still push forward at 
  the same speed.
  Mechanics: Adds 2 to your maximum 
  supply and extends each food store 
  by one per cart (max 6).
  
  Religious Supplies: Bones of saints, 
  pages of holy books and other mystic 
  supplies used to help fight the undead.
  Mechanics: Spend 1 religious supply 
  (circle) to add +1d to a Religious 
  mission engagement roll. When you 
  do, all specialists on the mission equip 
  a Reliquary for free.
  
  Siege Weapons: Balista, catapult, 
  trebuchet, or cannon. Used to assault 
  fortified positions or powerful undead.
  Mechanics: Used on some special 
  missions. Can reduce Threat or scale 
  of enemies when deployed. Increases 
  final score.
   
  Laborers: A catch-all category for 
  blacksmiths, engineers, carpenters 
  and the like that travel with and 
  function alongside the Legionnaires.
  Mechanics: Each unit of laborers puts 
  1 tick on any appropriate long-term 
  project during campaign actions. 
  Increases final score.
   
  Mercy: Bound to the goddess Ostarra, 
  these unsettling mendicants can take 
  the injuries of others onto themselves.
  Mechanics: When taking the rest and 
  recuperation campaign action, you 
  may wound an unwounded mercy to 
  give one specialist an extra healing tick. 
  
  This is an optional role for the campaign. 
  The official title of the spymaster is "The Master of Whispers". Your job is to find and 
  train the right people to solve problems a hundred men are not suited to. The colorful 
  people you truck with have dozens of stories and tall tales told about each of them. 
  Before Play. To prepare the Spymaster for the campaign do the following:
  
    Describe the Spymaster. Select Spymaster traits from the lists below.
  
   Starting Spies. Start with 2 spies. Choose 2 and mark the Trained box. These 
  spies are available for assignments. Mark the Master box for one. They will roll 
  2d when trying to accomplish an assignment rather than just 1d.
  
    Report for duty.
  Spymaster Traits. Before the game select from of each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):   Aloof 
   Deadly  Dangerous 
   Cold 
   Shrewd
  Traits (1-2):  
   Cold 
   Quiet 
   Calculating  Smug 
   Gracious
  Look (1-3):  
   Comely  Colorful  Nondescript  Scarred  Grizzled
  Your Duties. During the game do the following:
  
   Dispatch Spies. Dispatch spies on assignments during campaign actions. 
  Simple assignments complete immediately (though interrogation takes 
  place right before missions). Long-term assignments take time to finish, and 
  different spies may take turns working on them. Grow your network to maximize 
  effectiveness, but remember your true enemies are the Broken.
   
  During  campaign actions, spies may be given long term assignments. Only 1 
  spy may be sent on each assignment. Roll 1d for trained spies (2d for masters). 
  Advance according to results. 1-3: 1 tick, and the spy is wounded. 4-5: 2 ticks. 
  6: 3 ticks. crit: 5 ticks. A wounded spy that is wounded again, dies.
  long-term assignments
   simple assignments
  During campaign actions spies can be given simple assignements. Spies on 
  simple assignment cannot undertake long-term assignments (back). 
   
    Recover. The spy heals and recuperates. Remove their wounded condition.
   
    Interrogate. Ask the Commander for the intel questions list. Your spy is 
  sent on a mission and can answer one question from any list (regardless of the 
  Commanders intel total) whenever missions are presented by the gm.
  
  Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.
  
   Help. Spy facilitates or networks as needed. Add +1d to a long-term project roll.
  augument mission
  Use contacts to bolster the Commander's mission selection.
  complete: Next gm mission generation, tell them to add +1 
  to the rewards  and mission penalty rolls on 1 mission of the 
  Commander's Focus type. That type must appear once.
  lay trap
  Sometimes you must take the fight to an enemy. Goading an 
  enemy using a known weakness or desire.
  complete: The next mission list will include an assault 
  mission to attack a specific Lieutenant or Infamous.
  expand network
  Take the time to build contacts, informants and local resources 
  in the area.
  complete: Choose a new spy network advancement connected 
  to any piece of the network you have.
  recruit
  Spies lead dangerous lives. Sometimes you have to recruit more.
  complete: If you've lost a spy, add one to the roster. You can 
  only have 2 spies at a time, or 3 if you have "Acquisition" in 
  your spy network.
  research
  Undercover spies research an area for high reward missions.
  complete: Learn all the special missions in a location, and if 
  the Commander spends an intel to acquire one, you may pick 
  which to do. If you move past the location, reset the clock.
  OF
  Playtest Version 1.0 Beta
  role: spymaster
  
  Bortis:  A grizzled Zemyati, Bortis is an asset on and off the field. 
  Rumor is that if he lives, he'll become the next spymaster.
  Specialty: When Bortis rolls on expand network assignments 
  he generates +1 segment on his rolls.
   Trained     Master                      Wounded 
  Antoinette: Denied nobility by birth, this Orite seamstress found 
  a better calling in life. She's broken countless hearts, poisoned nobles 
  and warriors both, and has yet to fail a mission.
  Specialty: Antoinette always starts as a master spy.
   Trained     Master                      Wounded 
  Liya: This Bartan bears none of the usual jewelry signifying kinship 
  and prefers deep cover and long-term solo missions. She's also a 
  master duelist and a known Weaponmaster.
  Specialty: Liya rolls +1d on research assignments.
   Trained     Master                      Wounded 
  Onyetin: This friendly bear of a man is also one of the deadliest 
  assassins in the Kingdoms.  He knows exactly how to spot or uncover 
  hidden targets and caches.
  Specialty: Onyetin rolls +1d on augument mission assignments.
   Trained     Master                      Wounded 
  Crimson Vexing Gale: Little is known about this Panyar, except 
  that their eyes reflect silver beneath a hood. They come and go as 
  they please. Many rumors surround their past.
  Specialty: Does not wound on any mission.
   Trained     Master
  Igrid: An Aldermark local, Igrid blends in with all the settlements 
  nearby. She travels the area freely taking note of news and rumors.
  Specialty: Whenever Igrid interrogates you may ask 1 additional 
  intel question.
   Trained     Master                      Wounded 
   spies
   
  spy network
      spy network
  You are able to train, support and 
  utilize spies. You start with 2 spies. 
  One Trained and one Master spy.
  
      merchants
  Augumented Supply missions give 
  +1 supply beyond the usual rewards.
  
      entrapment
  Spies roll +1d on Lay Trap 
  missions.
  
      acquisition
  Gain another spy. Mark 
  their Trained box.
  
      analysts
  Spies roll +1d on Research 
  assignments.
  
      investments
  Spies roll +1d on Expand 
  Network assignments.
  
      field assessment
  You may ask 1 additional question 
  when you interrogate.
  
      training
  One of your Trained spies becomes a 
  Master spy. This may be taken twice.
   
      rangers
  Augumented Scout missions give 
  +1 intel beyond the usual rewards.
  
      mercenaries
  Augumented Assault missions give 
  +1 morale beyond the usual rewards.
  
      holy orders
  Augumented Religious missions 
  give +1 asset beyond the usual rewards.
  
      sources
  You have loyal contacts & informants 
  everywhere. Spies roll +1d on 
  Augument Mission assignments.
  
  
  This is an optional role for the campaign. 
  The Legionnaires look to the Lorekeeper to remind them of trials and tribulations 
  survived, and connect them with heroes of the past. Confer with the other Generals 
  so they make decisions consistent with the Legion's values. You're entrusted with 
  recording events and remembering the dead within the Annals of the Fallen.
  Before Play. To prepare the Legion for the campaign do the following:
  
    Describe the Lorekeeper. Select Lorekeeper traits from the lists below.
  
   Remember the Battle of Ettenmark Fields. Tell us the tale of the battle 
  where the Legion’s offensive was shattered. What mistake did the Legion make? 
  Which Broken did you face? What did you see? Who saved you? What did you learn?
  
    Reinforce the Values of the Legion. Claim the Skydagger Sheet. Strike one 
  option (circle) from each of the three morale categories for the Back at Camp lists.
  
    Final Scoring. If the Annals and Histories get to Skydagger keep, earn 10 points.
  
    Report for Duty. 
  Lorekeeper Traits. Before the game select from of each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar 
   Other
  Reputation (1):   Wise 
   Friendly  Inquisitive  Dedicated  Famous
  Traits (1-2):  
   Warm  Clever 
   Eloquent 
   Young 
   Curious
  Look (1-3):  
   Soft 
   Maimed  One Eyed  Scarred 
   Grizzled
  Your Duties. During the game do the following:
   
    Track the Dead. Note every Legionnaire that dies. The book weighs heavy, 
  but while there is still a Legion, you have a sacred duty to remember all sacrifices.
   
    Tell the Tales of the Legion. When 5 new names are added to your Annals, 
  tell a Tale of the Legion. Answer all questions the tale asks in your story, then 
  choose one benefit to the troops. Tell the five tales in order at first.
   
    Keep the Histories. Note missions, who is sent, and outcomes. If there is any 
  question what happened, your duty is to recall it for others. Keep these books safe.
   
    Back at Camp. Normally chosen by the GM, this duty becomes the Lorekeeper's 
  if present. Consult with the Marshal on the morale before making your selection. 
  If a decision needs to be made about the camp or its rules, you will make them.
   
    Apprise the Other Generals. Work with the Marshal and Quartermaster 
  to tell tales that get the legion to their goal. 
   
  When all Tales are told, and five more names enter your Annals you may tell any 
  tale—but each can only be told once until all types of tales are told once again. 
  further annals
  OF
  Playtest Version 1.0 Beta
  role: lorekeeper
  
    Tell a Tale of the Legion's Founding
  Let me tell you a Tale of the Legion's founding by the Seventh 
  Emperor, as recorded 427 years ago in the first Annals...
   
   Who was the first Commander / Legionnaire / Lorekeeper?
   
   How (or for what) is that person remembered?
   
   What dangerous threat was the Legion formed to face?
    Tell a Tale of the Legion's Independence
  After the Old Empire fell, the Legion became sell-swords that 
  hired out to causes they believed in. This is a tale of…
   
   Where is the Legion's original charter stored?
   
   What unusual restriction(s) are placed on Legionnaires?
   
   What cause has the Legion taken up previously?
    Tell a Tale of Hardening in Battle
  These undead are not the greatest threat the Legion has faced. 
  Let me tell you a Tale of when we faced impossible odds...
   
   What terrible power did this threat wield?
   
   How was this threat's unknown weakness found?
   
   At what cost did the Legion overcome this creature?
    Tell a Tale of the Legion's Unyielding Will
  We have fought holy and unholy since our inception, even in 
  the God Wars, when Chosen took arms against Chosen...
   
   Which previous Chosen did the Legion fight beside?
   
   Against which supernatural threat did they fight?
   
   How many survived and how did they rebuild the Legion?
    Tell a Tale of the Legion's Meaning
  The Legion is no longer just a military, but sisterhood and 
  brotherhood forged in blood over a century. This is a tale...
   
   How do civilians treat the Legion differently than other units?
   
   How are new recruits inducted into the Legion?
   
   What oath must all Legionnaires speak?
  Choose 1 Effect on the Legion:
   
   The soldiers learn a lesson. All specialists may 
  place 1xp in any category.
   
   The Legion seeks glory of yesteryear. Next set of 
  missions will include a special mission.
   
   The histories raise morale. The Legion gains +2 
  morale.
  Choose 1 Effect on the Legion:
   
   Soldiers shrug off wounds. All specialists may 
  mark 1 free healing tick.
   
   The Legion purifies hearts and minds. All 
  soldiers reduce corruption by 2.
   
   Soldiers work extra shifts. Add 3 ticks to a long 
  term project.
  Choose 1 Effect on the Legion:
   
   The soldiers dig in. Remove 1 pressure, but the 
  Commander may not advance next time.
   
   Soldiers prepare to fight swiftly. Next mission all 
  specialists gain +1d to maneuver rolls.
   
   Soldiers prpare their strongest weapons. Next 
  mission all specialists gain +1d to wreck rolls.
  Choose 1 Effect on the Legion:
   
   Your Chosen is moved. Your Chosen gains 1 
  favor as if they completed a favored mission.
   
   Never give up. Next mission all Legionnaires gain 
  +1d to all resistance rolls.
   
   Soldiers prepare to face the unholy. Next 
  mission all Legionnaires get +2d to resolve resists.
  Choose 1 Effect on the Legion:
   
   The tale marks a promotion of one exemplar of 
  the Legion. Promote a rookie to soldier.
   
   Soldiers remember why they fight. One mission 
  next set gains +2d to its engagement roll.
   
   Soldiers protect each other. Next primary 
  mission each specialist gets 1 special armor: any.
   annals of the legions
  When a soldier falls, note their name. When five are entered into the Annals, the next time there are 
  campaign actions take a moment to tell everyone a tale and choose the effect it has on the Legion.
  
  OF
  This is a required role for the campaign. 
  You are the Game Master for this game of Band of Blades. Manage and portray non-
  player characters, facilitate gameplay, and keep the world consistent in tone, history, 
  and with the events of gameplay.
  Before Play. To prepare the game do the following:
  
   Gather the Troops. Gather 3-4 friends for game. Discuss the premise and 
  buyin of the game. Make sure everyone is on the same page about tone and 
  lethality of the setting.
  
   Select Chosen. Pick which one of the Chosen rides with the Legion. Follow 
  setup instructions and read the starting position.
  
   Select Broken. Pick two Broken to be the antagonists of your campaign. Follow 
  the appropriate instructions to set them up.
  
  Facilitate Setup. Print out what's required. Help everyone select roles and 
  make characters. Answer questions about the setting and rules.
  
   Gather GM Materials. Make sure you have this sheet, the location sheets, 
  Broken sheets and Chosen sheet at hand.
  Your Duties. During the game do the following:
  
   Keep the Rules. Keep track of what phase of play you're in. Answer rules 
  questions. Call for rolls when the characters take actions that are difficult or 
  dangerous. Consult fortune rolls when answers are uncertain.
  
   Speak the World as it is. Keep the fiction and tone consistent. Pour fear and 
  disgust into the undead. Keep the gods mysterious and incomprehensible. Make 
  the people the soldiers meet real. Show the terrible consequences of war. Show 
  that there are no magical solutions to the problems of the Legion.
  
  Keep the Annals. Make choices matter. If the players choose not to cure a 
  plague, the disease spreads appropriately. If they negotiate a treaty, reflect this 
  in the Legion resources approriately. Always consider what the enemy is doing.
  
  Generate Missions. Whenever necessary, generate the next batch of missions. 
  Consult the tables inside this booklet for inspiration, but you must breathe life 
  into them. Make the fiction of the missions tie into the story of the journey and 
  previous actions. Without a stitched together narrative the missions become 
  little more than fights with the undead. Make the objectives interesting, and the 
  consequences of passing on the missions count.
  Playtest Version 1.0 Beta
  threat and harm
  Legion troops operate as Threat 1 (fine equipment makes this effectively 2). 
  Pushing for effect and set up actions can mitigate effect difference. Undead 
  have an effective Threat based on their type (from Threat 1 line troops to Threat 
  5 Broken). Harm from a higher Threat undead is more deadly. Increase harm 
  (level set by position—controlled: 1, risky: 2, desperate: 3) by 1 per difference in 
  Threat. A Legionnaire in a desperate position hit by a Threat 3 undead endures 
  level 5 harm; survivable with armor and resistances, but not easy to weather.
  game structure
  Play rotates through two main phases. Aim to start the session with the mission 
  phase where you zoom in and play out the the Primary Mission (chosen by the 
  Commander), resolve the secondary mission with an engagement roll, and reap 
  mission penalties and rewards. Free-play entanglements at camp, and consume 
  required resources. Then we go back to the campaign phase. At the Campaign 
  level, the players perform their Legion roles. Campaign Actions are enacted and 
  missions prioritized and selected. Play then shifts back to the mission phase.
  corruption
  The Word animating the Undead has a corrupting influence on the living. After 
  a corrupting attack from an undead (something that spreads the unwholesome 
  essence of undeath—like the bite of the Rots, or sorcerous power like Shadow 
  Witch hexes), the victim gains corruption equal to the Threat of the enemy. 
  Resist corruption with resolve. More powerful corruption is only reduced.
  mission
  campaign
  Priority. Commander picks 
  Primary and secondary mission. 
  Primary Mission. Play out the 
  details at the table. Legionnaires 
  gain xp.
  Secondary Mission. Resolve 
  the outcome via an engagement 
  roll by the Marshal.
   Bookkeeping. Gain mission 
  rewards, mission penalties and 
  morale loss for dead soldiers.
  Back at Camp. Play out what 
  happens at camp during missions. 
  Go to Campaign Phase.
  Time Passes. Pressure and Time 
  increase. Food is consumed. 
  Campaign Actions. Choose 
  and resolve campaign actions 
  (see Quartermaster/Marshal). 
  If you have a Spymaster they 
  deploy spies. If you have a 
  Lorekeeper they tell tales.
  Advance. Commander chooses 
  whether to advance the Legion.
  New Mission Generation. 
  Commander picks mission type 
  to focus. GM generates missions. 
  Go to Mission Phase.
  role: game master
  
  type
  reward
  penalty
  assault
  1
  People
  1
  2 Morale
  1
  Pressure + Time
  2
  The Wild
  2
  3 Morale
  2
  Time
  3
  Undead
  3
  4 Morale
  3
  Supply
  4
  Undead
  4
  2 Morale + Supply
  4
  Pressure
  5
  Powerful Undead
  5
  2 Morale + Intel
  5
  Pressure
  6
  Powerful Undead
  6
  2 Morale + Time
  6
  Pressure
  religious
  1
  Cleansing
  1
  Time + 2 xp
  1
  Moralle + Pressure
  2
  Defense
  2
  2 Moralle + 10 pts
  2
  Pressure
  3
  Unearth
  3
  Intel + 2 Morale
  3
  Pressure
  4
  Escort
  4
  Fine Asset
  4
  Moralle
  5
  Pick Above + Favor
  5
  Exceptional Asset
  5
  Moralle
  6
  Pick Above + Favor
  6
  Specialist
  6
  None
  scout
  1
  Area Recon
  1
  Intel
  1
  Time
  2
  Route Recon
  2
  2 Intel
  2
  2 Death
  3
  Troop Recon
  3
  2 Intel
  3
  Death
  4
  Infiltration
  4
  Intel + Asset or Troops 4
  Pressure
  5
  Exfiltration
  5
  Intel + Time
  5
  Pressure
  6
  Pick Above +Danger
  6
  2 Intel or Intel + Asset
  6
  None
  supply
  1
  Scrounge or Trade
  1
  Asset
  1
  Morale + Supply
  2
  Scrounge or Trade
  2
  Asset
  2
  Supply
  3
  Rescue Supplies
  3
  Asset + Supply
  3
  Morale
  4
  Rescue Supplies
  4
  2 Supply
  4
  Morale
  5
  Mercenary Work
  5
  3 Supply
  5
  None
  6
  Mercenary Work
  6
  3 Supply
  6
  None
  always remember to:
  mission count
  1
  3 Missions
  2
  3 Missions
  3
  3 (One +1 Specialist)
  4
  2 Missions
  5
  3 (One has Favor)
  6
  3 (One is Special) 
  mission type
  1
  Assault
  2
  Religious
  3
  Scout
  4
  Supply
  5
  Commander's Focus
  6
  GMs Choice
  Favors
  1
  Mystic
  2
  Holy
  3
  Sacrifice
  4
  Destruction
  5
  Wild
  6
  Craft
  devil's bargains
  specialists
  1
  Heavy
  2
  Medic
  3
  Scout
  4
  Sniper
  5
  Officer
  6
  Alchemist / Mercy
   
    Collateral damage. Unintended harm.
   
    Sacrifice a supply. Destroy an item.
   
    Betray a squadmember or the Legion.
   
    Offend / Anger a neutral or allied group.
   
    Start and/or tick a troublesome clock.
   
    Suffer Harm.
  Specialist Correlation. Missions can take 2 Specialists and 1 squad normally. 
  Each requires one of the following. Assault: Heavy, Medic or Sniper. Scout: Sniper or 
  Scout. Religious: Medic or Officer. Supply: Heavy, Officer or Scout.
   
    Linger on the  Horrific. Players should never get comfortable with the undead. 
  Their enemies are frightening, untiring, and horrific. Use the flavor and monsters 
  on the Broken sheets to inspire you, but improvise. Unded line troops feasting on 
  rotting corpses. Best friends returned with nothing but hunger and hatred in their 
  undead gaze. Talk to your table on where and when to cut away from the gruesome.
   
    Humanize the Legion. These are soldiers, but they are not just soldiers. They 
  have lives back home, they each come from their own culture and values, and 
  while they agree about what they’re fighting for, they may not agree about the way 
  in which to fight.
   
    Shroud the World in Mystery. The undead are no static force applying 
  traditional warfare. They’re full of surprises. For that matter, the Chosen are 
  frequently incomprehensible in their motives. Ancient traditions, artifacts and 
  relics, sources of long forgotten power, new alchemical prototypes, and previously 
  unseen types of undead should make this journey unpredicatable and wondrous.
  mission generation
  First ask the Commander for their mission priority. Roll on the mission count and type 
  tables on the right, then generate each mission detail using the chart below. Add details 
  based on narrative and previous actions. If you roll a mission type that's not available 
  at the Legion's current location, use the first correct type above it.
  
   
  
  Ostarra's Blessing: When gaining 
  corruption Legionnaires take 1 less.
  
  Ostarra's Tears: When you mourn, 
  you feel a profound sense of peace. 
  Liberty campaign actions provide +1 
  morale and and additional -1 stress.
  
  Ostarra's Mercy: When the Legion 
  recuperates, place 1 additional healing 
  tick on all specialists.
  
  Blood of the Chosen: When you 
  spend a religious supply you also get 
  a sanctified melee weapon on that 
  mission. It is potent against undead. 
  Start with 1 free religious supply.
  
  Annointed: Holy, Mystic, and Mercy 
  missions all grant favor. Start with 1 
  mission favor filled in. 
  
  Book of Hours: All specialists start 
  with 2 extra action points.
  
  War-Saint: The quartermaster may 
  select a training campaign action. Each 
  specialist may mark 3 resolve xp.
  
  Battle-Saint: Alanna is Threat 5 and 
  she has potency against all opponents.
  chosen abilities
  chosen advancement
   
   You first select your Chosen.
   
   You complete a campaign.
   
   You complete four missions of their chosen favor type.
  Your chosen gains a chosen ability when...
  features: alluring — ferocious 
  fearsome — monstrous — radiant 
  sinister — serene — transcendent
  favor:  holy — mystic — mercy
  alanna chosen of ostarra
  mission 
  favor
  OF
  Playtest Version 1.0 Beta
  This is a handout for the gm role. 
  Chosen are the divinely infused humans that accepted the rite of Choosing, swearing 
  their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is 
  known to often burn out any trace of the former person. Once a Bartan war-general, 
  Alanna is now the Chosen of Ostarra, the Bartan goddess of mercy and healing.
  Alanna’s tactical mind and nearly supernatural understanding of strategy were the 
  reason the armies of the Eastern Kingdoms pushed forth in this latest offensive. 
  Counted by humanity as a major defeat, it is unclear if she has even registered the 
  cost. Her demeanor can be inscrutable and intimidating. She is said to stand guard 
  at odd hours, staring into the darkness for unseen signs of danger—a practice si-
  multaneously comforting and unnerving.
  Before Play. To prepare the Chosen for the campaign do the following:
  
  Ostarra's Favor. Ostarra provides Alanna with one favor. Completing a 
  mission of this type will gain your Chosen a mission favor, and every four grant 
  your Chosen a new ability. Ask the players which they prefer.
  
  Divine Features. Pick two features Ostarra's Grace causes Alanna to manifest.
  
  Chosen Ability. Players choose. Alanna's presence within the Legion provides 
  it with a tangible benefit. Chosen abilities are gained slowly, so choose wisely.
  chosen: alanna
  motives, goals and agendas
  Intensely driven by Ostarra’s fury over the undead breach of the mercy of death, 
  Alanna is aggressive in her pursuit of their destruction. She is willing to sacrifice 
  much, including those in the Legion, if the reward is great enough. Her top priority 
  is defeating the Broken in this theater of war while staging a tactical retreat.
  The Chosen that became the Blighter was once a lover of Alanna’s and it seems that 
  Alanna has a particular hatred for Blighter. She won't speak of it, and it’s unclear 
  what, if any, emotions remain. She will not hesitate to join in a mission where 
  Blighter is personally present.
  Alana is very sensitive to corruption and does not suffer the blighted to live around 
  her. While she is merciful in her executions of those suffering from corruption, she 
  cannot be swayed to stay her hand. As a result, if any of the legionaires become 
  blighted, they must keep this corruption hidden or be killed.
  
  starting mission
  the first mission
  With the Crafting of Black Shot, the undead armies had been at a stand-still in the 
  Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller 
  but better equipped forces. That changed at the battle of Ettenmark Fields.
  Now, The Legion has been shattered and the Cinder King’s troops march east, bolstered 
  with heretofore unseen horrors to fight humanity. You and your squad must secure a 
  retreat for your comrades. To make it worse, Alanna has gone off on her own mission, 
  and left you to make do without her fighting beside the Legion.
  The Legion has marched across the Hozelbrucke bridge - the only easy passage over the 
  Taigeria river for miles, but the undead are ceaseless in their advance. Your mission is to 
  blow the bridge with alchemical charges; the enemy must be delayed if the Legion is to 
  gain enough time to advance and set up a defensive position closer to the mountains.
  Can you stay alive long enough to blow the bridge? Who, if anyone, will make it back 
  to camp? How will you deal with the advance forces the Broken have sent to stop you? 
  We play to find out.
  After they make characters and the Legion, have them each pick a character to play for 
  this assault mission (rookies are acceptable) and tell them this:
  The commander has issued orders, the Marshal hand-picked you all, the quartermaster 
  left the last of the alchemicals, and the army continues its march into the distance. On 
  the horizon, the dust of the undead army heads this way. If they are to be slowed at all, 
  you must destroy this bridge. Do not let anything stop you.
  Create a 10-segment "Bridge Demolition" clock. The charges must be placed in several 
  hard-to-reach locations about the bridge. The bridge is long, and covered in makeshift 
  fortifications—crates left behind by desperate escapees, and carts turned into makeshift 
  barricades. A few central pillars descend into the raging waters far below. 
  Have the Marshal roll the appropriate Assault mission engagement roll and use it to 
  set the starting position.
  Two major obstacles stand in the way of success. 
  Environmental Hazards: It's night, visibility is low, and the recent rains have 
  swollen the river, and slicked the stones of the bridge. Placing charges where they go 
  is dangerous, requiring climbing (maneuver) or demolitions (wreck) expertise.
  Undead: The undead know their prey is close. They've sent advance scouts and raiding 
  parties sporting some of their new horrors and to make sure the Legion didn't leave 
  them any nasty surprises. Expect company when you least want it.
  after the mission
  Go through the phases of the mission and campaign cycle:
  
   Mission Rewards. Successfully completing a missions nets rewards. This one 
  provides the following benefits. +1 morale: Troops feel better knowing they'll 
  have time to set up a fortified position. -1 time: The enemy is cut off. You've bought 
  yourself more time to make it to Skydagger Keep. -1 pressure: Undead won't be 
  mounting solid offensive against your camp and troops on the road any time soon.
  
   Mission Penalties. Failed or skipped missions apply penalties. No further missions 
  this time, so the Marshal doesn't need to roll. If the troops retreated before setting 
  all the charges apply the following: +1 time, +1 pressure. Enemy troops are past 
  the Taigeria in force. Enemies will be more numerous and aggressive.
  
   Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
  
   Back at Camp. The starting mission has a specific back at camp scene pre-picked. 
  If you have a Lorekeeper ask them to frame the following: Alanna returns, covered 
  in wounds, bearing the head of an Infamous undead (cross one out, it will not 
  appear again in your campaign). Corrupted flesh sizzles when her blood touches 
  it. How do the troops react? How do the soldiers returning from the mission? Have 
  the mission soldiers debrief. 
  
  Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1 
  (Commander) and consume 1 Food (the circle, Quartermaster).
  
  Campaign Actions. The Quartermaster declares campaign actions based on morale 
  and supply expenditure. If you have a Spymaster, they send spies on assignments.
  
   Legion Advances. Usually the Commander says if the Legion advances at this point. 
  This time they must advance to a more secure location. Have the Commander do the 
  steps of Legion advancement (roll 1d per pressure, and mark time as appropriate, 
  then reset pressure to 0). The Legion is now at the Western Front.
  
   Generate Missions. Consult with the Commander on which mission type they 
  want to focus on (Assault or Scout at the Western Front), generate missions (GM role 
  sheet), and answer intel questions as appropriate. Have the commander pick one 
  primary and one secondary mission. Explain that base camp is frequently attacked, 
  and only 2 squads can be spared and equiped for missions.
  the campaign
  The above is the basic cycle of the game. Each of the Generals should have an 
  understanding of their role now (Commander, Quartermaster and Marshal). 
  Remember to carry the results of the starting (and all future) missions in the fiction. If 
  the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they 
  fail to rescue a village from the enemy armies, bring back those villagers as recognizeable 
  undead. Everything the Legion does or doesn’t do has an impact on the story.
  Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
  
   
  
   Horned One's Bounty: During 
  time passes, ask if the Legion will 
  advance. If it does, do not spend food.
  
   Horned One's Eyes: If there is a 
  Panyãr specialist on a scouting mission 
  the engagement roll takes  +1d.
  
   Horned One's Thews: Legionnaires 
  can spend special armor to resist 
  physical consequences or to push 
  themselves on any prowess action.
  
   Shapeshifter: Gain 1 intel after 2 
  primary missions complete.
  
  Annointed: Holy, Mystic, and Wild 
  missions all grant favor. Start with 1 
  mission favor filled in.
  
   Great Hunter: The quartermaster 
  may select a training campaign action. 
  Each specialist may mark 3 insight xp.
  
   Forest's Wings: When you spend 
  religious supply on a  mission, squads 
  bring up to 3 animals that can whisper 
  messages to each other and to camp.
  
   Hide of the White Hind: All 
  specialists can speak to and understand 
  wild beasts.
  chosen abilities
  chosen advancement
   
   You first select your Chosen.
   
   You complete a campaign.
   
   You complete four missions of their chosen favor type.
  Your chosen gains a chosen ability when...
  features: alluring — bestial 
  fearsome — monstrous — radiant 
  sinister — feral — transcendent
  favor:  holy – mystic – wild
  chosen of the horned one
  mission 
  favor
  OF
  Playtest Version 1.0 Beta
  This is a handout for the gm role. 
  Chosen are the divinely infused humans that accepted the rite of Choosing, swearing 
  their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is 
  known to often burn out any trace of the former person. A young girl at a holy site 
  at the wrong time, Silver Dancing Moonlight is now the Chosen of the Horned One. 
  Panyãr god of beasts and forests.
  The moment the Chosen of Nyx (Panyar goddess of the moon) was Broken and the 
  moon in the sky shattered, The Horned One Chose. This wasn't a normal Choos-
  ing, and his vessel is not the usual priest or warrior. The 14-year-old is all but gone, 
  demanding to be called by her god's name. A shapeshifter, the Horned One spies 
  out enemy tactics before engaging, and guides through cunning rather than force.
  Before Play. To prepare the Chosen for the campaign do the following:
  
  Horned One's Favor. The Horned One starts with one favor. Completing a 
  mission of this type will gain your Chosen a mission favor, and every four grant 
  your Chosen a new ability. Ask the players which they prefer.
  
  Divine Features. Pick two features the Horned One to manifests.
  
  Chosen Ability. Players choose. The Horned One's presence provides the 
  Legion with a tangible benefit. Chosen abilities are gained slowly, so choose wisely.
  chosen: horned one
  motives, goals and agendas
  Where most Chosen are military minded and tactically focused, the Horned One 
  functions more on instinct. This is not a warrior clashing with an opponent. This is 
  a predatory hunter, testing and learning about how to best kill their prey. 
  The Horned One spends a lot of time in animal forms, watching, observing, and 
  learning. Each bears a set of antlers—Silver Dancing Moonlight's Panyar mark. 
  Known forms include a raven, bear, and giant hooded serpent. The Chosen comes 
  and goes as they please, and though this may be unnerving, many soldiers have 
  stories of a bird leading a lost squad to a mountain path, or fish left in camp for 
  starving troops.
  The Horned One will often join missions that offer an opportunity to observe and 
  test a powerful undead. The robed, tiny girl's figure amidst soldiers may seem out 
  of place, but many Legionnaires are comforted by her odd, animalistic presence.
  
  starting mission
  the first mission
  With the Crafting of Black Shot, the undead armies had been at a stand-still in the 
  Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller 
  but better equipped forces. That changed at the battle of Ettenmark Fields.
  Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered 
  with heretofore unseen horrors to fight humanity. Critical supplies of Black Shot were 
  left behind the lines as the retreat was organized. Now those caravans have been overrun 
  by undead. If you’re to have a fighting chance, you need that shot.
  The Legion made it over the Holzelbrucke bridge some miles south. Your mission is 
  to assault and reclaim several carts of Black Shot—without these supplies, you will be 
  unable to restock or hold out against the undead for long. Attack the convoy, liberate 
  the supplies, and then make your way east to ford the Taigeria river.
  Can you reclaim the Black Shot? How will you ford the river with crates of bullets? 
  How will you deal with the undead camp and the horrors within? We play to find out.
  After they make characters and the Legion, have them each pick a character to play 
  for this assault mission (rookies are acceptable, 5 will be sent along) and tell them this:
  The rain and thunder is punctuated by the howls of undead lurking about. In the near 
  distance, the convoy awaits. This mission is critical. If the Legion is to have a chance, they 
  need those supplies. You cannot fail them.
  The convoy is guarded by an elite, an infamous and at least two full squads of undead. 
  The Black Shot is distributed across several caravan wagons. If the players approach with 
  stealth, make an 8 clock, and tick it once per wagon looted. Otherwise, an 8 clock for 
  the elite, a 10-clock for the Horned One and Infamous, and handle the rest with combat. 
  The Horned One will engage the Infamous to protect the Legion, but retreats when the 
  clock is full. Remind them that the mission is to bring back the shot. Not kill everything.
  Have the Marshal roll the appropriate assault mission engagement roll (Quartermaster 
  may spend Black Shot as appropriate) and use it to set the starting position.
  Two major obstacles stand in the way of success.
  Undead: The undead here are entrenched, and their elite minders have them patrolling 
  the area. Killing the elite will devolve the undead into a feral, unfocused horde, which 
  is not much better. There may be more packs as consequences lurking in the dark.
  Environmental Hazards: Even once the undead are vanquished and the crates 
  liberated, the players still need to ford the rain-swolen Taigeria. Expect to make some 
  maneuver or rig rolls to float the shot and gear across and back to the Legion.
  after the mission
  Go through the phases of the mission and campaign cycle:
   
    Mission Rewards. Successfully completing a missions nets rewards. This one 
  provides the following benefits. +2 morale: Knowing they will have the weapons 
  they need to make their retreat will greatly lift spirits. +1 black shot: Add one box 
  of Black Shot (or 3 circles). The Legion resupplies well with the crates. -1 pressure: 
  Extra shot supplies means base camp will be easier to defend.
   
    Mission Penalties. Failed missions apply penalties. If the troops retreat or are 
  killed without returning the supplies, the legion cannot gain more Black Shot until 
  a source is found. Create a long term project (4 segments). Acquiring Black Shot is 
  impossible until the project is finished.
   
    Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
   
    Back at Camp. Select an event from the Back at Camp list. Remember to carry 
  forward with the results of the mission. If the soldiers return unsuccessful, describe 
  the desperate looks on the legionnaire’s faces. If they came through, describe the 
  relief palpable at camp or the signs of celebration. Remember that whatever event 
  you select should be crossed off the list so that it does not repeat. Have the mission 
  soldiers debrief with the commanders.
  
  Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1 
  (Commander) and consume 1 Food (the circle, Quartermaster).
  
  Campaign Actions. The Quartermaster declares campaign actions based on morale 
  and supply expenditure. If you have a Spymaster, they send spies on assignments.
  
   Legion Advances. Usually the Commander says if the Legion advances at this point. 
  This time they must advance to a more secure location. Have the Commander do the 
  steps of Legion advancement (roll 1d per pressure, and mark time as appropriate, 
  then reset pressure to 0). The Legion is now at the Western Front.
  
   Generate Missions. Consult with the Commander on which mission type they 
  want to focus on (Assault or Scout at the Western Front), generate missions (GM role 
  sheet), and answer intel questions as appropriate. Have the commander pick one 
  primary and one secondary mission. Explain that base camp is frequently attacked, 
  and only 2 squads can be spared and equiped for missions.
  the campaign
  The above is the basic cycle of the game. Each of the Generals should have an 
  understanding of their role now (Commander, Quartermaster and Marshal). 
  Remember to carry the results of the starting (and all future) missions in the fiction. If 
  the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they 
  fail to rescue a village from the enemy armies, bring back those villagers as recognizeable 
  undead. Everything the Legion does or doesn’t do has an impact on the story.
  Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
  
   
  
   Living God's Vigor: Specialists can 
  take an extra level 2 harm (3 total).
  
   Living God's Fury: Quartermaster 
  may spend a religious supply before 
  an Assault mission to add +1d to the 
  engagement roll (bonus stacks with 
  Black Shot).
  
    Living God's Kiss: When the Legion 
  rests and recovers, each Legionnaire 
  removes 2 corruption in addition to 
  healing.
  
   Heart of Heroes: All Legionnaires 
  add the xp trigger—If you engaged a 
  higher Threat opponent by yourself.
  
   Star of the Dawn: When you 
  advance, roll pressure as if 1 lower.
  
  Annointed: Holy, Mystic, and Glory 
  missions all grant favor. Start with 1 
  mission favor filled in.
  
   Blood of Fire: When a religious 
  supply is spent on a  mission, all 
  soldiers may equip a Fire Oil.
  
   Sacred Seals: All Legionnaires gain 
  special armor versuss magical effects.
  chosen abilities
  chosen advancement
   
   You first select your Chosen.
   
   You complete a campaign.
   
   You complete four missions of their chosen favor type.
  Your chosen gains a chosen ability when...
  features: alluring — blazing 
  fearsome — monstrous — radiant 
  shining — vicious — transcendent
  favor:  holy – mystic – glory
  chosen of the living god
  mission 
  favor
  OF
  Playtest Version 1.0 Beta
  This is a handout for the gm role. 
  Chosen are the divinely infused humans that accepted the rite of Choosing, swearing 
  their bodies to the service of a deity. The ritual that binds the divine Grace to flesh 
  is known to often burn out any trace of the former person. Chosen long ago, Zora is 
  often dubbed the Ancient. She's been a Chosen of the Living God for centuries.
  The Living God of the Zemyati ages ago created nine Chosen, and unlike the 
  Chosen of other gods they've never burnt out or faded, only dying when called 
  to their task.  Zora, however, did not end. She broke Dar long ago, and ended the 
  Godwar using some terrifying magic to strike the god within a Chosen before 
  walking off the battlefield and into rumor and legend. As the Legion was about to 
  be shattered in this latest offensive, Zora reappeared to save them.
  Before Play. To prepare the Chosen for the campaign do the following:
  
  Living God's Favor. Zora starts with one favor. Completing a mission of this 
  type will gain your Chosen a mission favor, and every four grant your Chosen a 
  new ability. Ask the players which they prefer.
  
  Divine Features. Pick two features Zora manifests.
  
  Chosen Ability. Players choose. Zora's presence provides the Legion with a 
  tangible benefit. Chosen abilities are gained slowly, so choose wisely.
  chosen: zora
  motives, goals and agendas
  Zora is a challenging Chosen for the rank and file; on one hand, she's by far the most 
  personable of the Chosen, seeming to genuinely like people and engaging with them. 
  On the other hand, she is constantly challenging those around her in little ways, 
  seeking to hone them into a fine blade. There are stories of Legionnaires waking up 
  in a tree in the woods, a single knife strapped to their chest and miles of territory 
  to cross back to camp. Or warriors that wake to a battle cry as she strikes a blow to 
  start morning training. She drinks with victors, and shows sad disappointment to 
  those that retreat from battle.
  Zora has said it is her appointed task to kill the Cinder King, which is odd since 
  she's claimed other tasks previously. Vlaisim—now called Render—also said this 
  right before he was Broken. In battle, she bears a fiery circlet above her head, and 
  holds an empty hilt that nevertheless cuts with invisible blade. The troops have taken 
  to calling her The Fire, though none would risk such casualness with her directly.
  
  starting mission
  the first mission
  With the Crafting of Black Shot, the undead armies had been at a stand-still in the 
  Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller 
  but better equipped forces. That changed at the battle of Ettenmark Fields.
  Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered 
  with heretofore unseen horrors to fight humanity. The Legion Commander was captured 
  holding the retreat, and taken to an Aldermani mountain castle on the border of Dar.
  The red banners of the Cinder King were sighted by scouts entering the keep, and Zora 
  claims a special interrogator was sent to turn the Commander with his mind intact. 
  The Generals have decided on one last ditch rescue attempt. Castles aren't meant to be 
  breached, but there is a drainage pipe beneath the mountain that might provide a way in. 
  Can you rescue the Commander before he is turned, and all Legion secrets extracted 
  from him, or end him before it's too late? Can you make it out alive? We play to find out.
  After they make characters and the Legion. Have them select up to four specialists and 
  one squad for this mission. Then tell them this:
  The rain and thunder is punctuated by the howls of undead above. The rainwater exits the 
  drainage pipe. Your Chosen will lead an assault on the main gates as a distraction shortly. 
  This is a stealth and speed mission. Get in. Get the Commander. Get out. Whatever you 
  do don't let the undead learn all the Legion's secrets. Do not fail.
  Set up an 8-clock for the castle alert and an 10-clock for the Commander breaking 
  (they're very strong willed). Make a 10-clock for Zora (4d) fighting an Infamous led 
  troops at the gates. Roll for the battle whenever it seems like time has passed. The 
  Legion and the Chosen retreat when the clock is full, and all the undead can focus on 
  searching the castle. The mission is to recover the Commander, not kill everything.
  Have the Marshal roll the appropriate assault mission engagement roll (Quartermaster 
  may spend Black Shot as appropriate) and use it to set the starting position.
  Obstacles across three instances (sewers, grounds and keep) stand in the way of success. 
  Remember the night is dark and there is a storm, if folks try to climb or hide.
  Undead: The sewers have some packs of feral undead prowling, and grates to overcome. 
  The grounds and keep have patrols of undead line troops (they are under orders, 
  suspicious or loud activity may raise the alarm clock, but they will usually look first 
  where the activity occurred) with a few elites on the grounds overseeing them. The 
  Legion Commander is in the keep dungeon in a room with a red-hooded, pale Inquisitor 
  (threat 2, pale, hooded, unsettling) and two black-flame containing Cinder Guards 
  (threat 3, armored, brutal, potent).
  after the mission
  Go through the phases of the mission and campaign cycle:
   
    Mission Rewards. Successfully completing a missions nets rewards. This one 
  provides the following benefits. +2 morale: Knowing the Commander won't 
  betray the Legion bolsters morale. +1 favor: This is a Glory mission. Zora gains 
  one mission favor. -1 pressure: The undead take time to recoup and find the 
  Legion again.
   
    Mission Penalties. Failed missions apply penalties. If the troops can't avoid the 
  commander leaking secrets, add one 1 time. If the Commander dies on the mission, 
  moralle will suffer by 1 (as a member of the legion died), though the mission will 
  be successful. The Commander role generated during set-up is for the replacement.
   
    Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
   
    Back at Camp. Select an event from the Back at Camp list. Remember to carry 
  forward with the results of the mission. If the soldiers return unsuccessful, describe 
  the desperate looks on the Legionnaire’s faces. If they came through, describe the 
  relief palpable at camp or the signs of celebration. Remember that whatever event 
  you select should be crossed off the list so that it does not repeat. Have the mission 
  soldiers debrief with the commanders.
  
  Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1 
  (Commander) and consume 1 Food (the circle, Quartermaster).
  
  Campaign Actions. The Quartermaster declares campaign actions based on morale 
  and supply expenditure. If you have a Spymaster, they send spies on assignments.
  
   Legion Advances. Usually the Commander says if the Legion advances at this point. 
  This time they must advance to a more secure location. Have the Commander do the 
  steps of Legion advancement (roll 1d per pressure, and mark time as appropriate, 
  then reset pressure to 0). The Legion is now at the Western Front.
  
   Generate Missions. Consult with the Commander on which mission type they 
  want to focus on (Assault or Scout at the Western Front), generate missions (GM role 
  sheet), and answer intel questions as appropriate. Have the commander pick one 
  primary and one secondary mission. Explain that base camp is frequently attacked, 
  and only 2 squads can be spared and equiped for missions.
  the campaign
  The above is the basic cycle of the game. Each of the Generals should have an 
  understanding of their role now (Commander, Quartermaster and Marshal). 
  Remember to carry the results of the starting (and all future) missions in the fiction. If 
  the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they 
  fail to rescue a village from the enemy armies, bring back those villagers as recognizeable 
  undead. Everything the Legion does or doesn’t do has an impact on the story.
  Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
  
   
  
   Abominable Science: Blighter’s 
  chirurgeons learn to stitch writhing 
  undead together. Horrors can appear 
  in any mission.
  
   Attrition Strategies: Blighter 
  attacks & poisons supply lines. Supply 
  mission engagement rolls take -1d.
  
   Cruel Gluttony: Blighter Crafts 
  fluids that brew acid inside undead. 
  Gut-sacks can appear in any mission.
  
   Plague-Bearer: Gut-sacks and 
  Spitters cause festering wounds. At the 
  end of a mission, untreated festering 
  wounds cause +1 corruption each.
  
   Modern Warfare: Blighter's troops 
  carry apporpriate fine arms and armor.
  
    Scars of War: Blighter's troops can 
  corrupt the land. Poison mists erupt 
  and plague the countryside. While 
  not ever-present, they may rise up 
  suddenly, as consequences of a roll.
  
   Toxic Mutagen: Blighter’s troops 
  coat their weapons in an alchemical 
  oil, causing an additional corruption 
  when they wound someone.
  
   Violent Emulsion: Blighter Crafts 
  undead to overdrive bile production. 
  Spitters can appear in any mission.
  broken abilities
  broken advancement
   
   You first select your Broken.
   
   An Undead Advance clock is filled (see Commander sheet)
  Blighter gains an additional Broken ability when...
  Blighter starts with the Abominable Science ability.
  blighter      Also called the The Foul, and Corruptor of Flesh.
  OF
  Playtest Version 1.0 Beta
  This is a handout for the gm role. 
  The Broken were once Chosen. But when facing the Cinder King three years ago, he 
  Broke them, creating undead generals that now serve him. When humanity levied 
  new armies and crossed the Eastwall with Black Shot to fight again, they were not 
  prepared for the new horrors the Broken had created. Now, the Broken advance 
  eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last 
  large scale bastion of humanity on the continent.
  Blighter was once Elenessa, a high engineer-priestess of the Orite triumverate of 
  crafter gods—the Builder, the Maker and the Crafter. When Alanna (a famous 
  Bartan warrior) won her favor during an Orite knightly competition, their 
  romance became the stuff of poems and song. Once the Cinder King rose in the 
  West and began his march, she was Bound to the Crafter—a god whose devout 
  practice the great Craft of Alchemy. Once Broken, the Craft itself became tainted, 
  and now its practicioners eventually corrupt and become undead themselves. 
  The weakest of the Broken, she uses her Craft, intellect, and cunning to make up 
  for a lack of raw power. Her full title is Flesh Blighter, and she's also called the Foul, 
  Corruptor of Flesh, and Plaguebringer. The troops tend to just call her Blighter.
  Before Play. To prepare the Broken for the campaign do the following:
  
  Broken Abilities. Check the Broken advancement section. Each broken 
  starts with one ability, and you get to choose one more to start your campaign.
  Your Duties. During the game do the following:
  
  Make Your Broken Terrifying. Make the undead worthy adversaries 
  capable of threatening humanity's very existence. Showcase the particular flavor 
  of horror this Broken's troops embody. 
  
  Make Them Mysterious. Though regularly facing the undead, humanity 
  knows relatively little about the Broken. Let them find out in play, and keep 
  them off balance by introducing new tactics and horrors as the undead advance.
  
  Make Them Petty. Though individuals seldom catch a Broken's eye, the undead 
  generals will notice when they are slighted. Have them set traps, and retaliate for 
  major victories, and wait patiently for a chance to return the favor. Though bound 
  to serve the Cinder King, the Broken often fight amongst each other, and their 
  petty squabbles and rivalries might snatch victory away when it should be certain.
  broken: blighter
  
  Rotters: Undead burning with a hate for the living; these corpses 
  continue to rot, even as dark sorcery compels them into battle. To 
  make Rotters, corpses have a Crafted liquid forced through their 
  veins. Carts with cannisters of this liquid make good mission targets. 
  Blighter is always tinkering with Crafted plagues and toxins which, 
  given they're in a person before death, can raise rotters.
  Gut-Sacks: Failed attempts at crafting Spitters, Gut-sacks are more 
  numerous than other Elites. Their pendulous and corpulent bodies 
  might be almost comical if it wasn't for their terrifying effect. When 
  killed, their bodies explode in a shower of poison and flesh melting 
  acid. Most troops with Gut-sacks tend to have a few, or another Elite 
  or Crow once the Gut-sacks charge in and explode.
  Crows: A striking sight on the field of battle, these undead make 
  no sound, but wear plague masks and cloaks. The troops nicknamed 
  them after watching them walk amongst the dead, marking corpses 
  to be taken and raised. Their very presence focuses and organizes the 
  undead. The process of their creation is unclear, but their movements 
  are incredibly fluid, and their bodies rapidly decay if killed.
  Horrors: Freakish amalgamation of parts of different people, 
  stitched together into a towering beast of festering anger. These 
  eight-to-ten foot tall giants fall only to concentrated fire or heavy 
  weaponry—Black Shot does not kill them outright. Many are 
  augumented by metal or machined parts or armor screwed into 
  flesh. Some have multiple bodies stitched together.
  Spitters: Blighter captures and transports cages of people to make 
  Spitters. They must be injected alive, and their mouths sewn shut 
  while their insides transform. If the formula is off, or they die before 
  transforming they become Gut-sacks. Spitters constantly dribble 
  flesh-melting acid, and can projectile-vomit it at surprising distances. 
  As a troop they are used for area denial and mid-range engagements.
   
  undead armies
   look, themes, and tactics
  Blighter's legions are packs of Rotters (6-12) controlled by a Crow or Elite. Without 
  supervision Rotters are feral and unfocused, showcasing a bestial desire to chew apart 
  enemies without discipline or tactics. Supplementing her troops are engineered weapons 
  used to deliver acids, toxic mists and poisons. 
  Blighter: Blighter is a pale, hooded, leather-clad figure with dark hair and green eyes. 
  She bears alchemical Seals on her gloves and bandoliers of chemicals about her body. 
  Reports say she maintains the illusion of life. She fights as a Threat 5 enemy.
  Tactics: Blighter wields powerful Craft (alchemy). Not physically potent, she mixes 
  human ingenuity with alchemy, creating siege weapons, and having her undead bear 
  arms and armor. When possible she prefers guile and cunning to open battle. Blighter 
  tolerates living among her ranks, and treats them better than the other Broken. 
  Themes: Body horror. Surgery and science gone wrong. Toxic gasses and the horrors 
  of trench warfare. Troops oozing pus and disease. Bodies knitted together in disturbing 
  ways. Limbs and organs where they shouldn't be. Open sores. Bolted-on parts.
  Elite troops take a lot more resources and time to create, so they aren't as common 
  as the line troops. Each should worry Legionnaires when spotted. Infamous elites are 
  ones that have survived numerous battles.
  line troops
  elites
    threat 1 - Well equipped soldiers can fight a few.
    threat 2 - A dangerous fight. Bring friends.
  Viktor Karhowl, Macabre Scientist: A corrupted engineer that, while not dead, 
  has long since traded in his humanity for a seat at the Cinder King’s table. Blighter uses 
  his clever designs for siege weapons and advanced clockworks to build up her army.
  Black Rotting Gale, the Abomination: A joint venture of Viktor and Blighter, 
  this Horror exchanged raw size for tubes and tanks of alchemicals. As it walks, it vents 
  a cloud that's toxic to all organic matter. It yearns to deprive the land of all natural life.
  Lugos, the Clockwork Assassin: This Crow has much of its body replaced with 
  advanced clockworks, enhancing strength and vision. Its armor makes it immune to 
  Black Shot and most blades. It habitually winds itself. Feels only when surrounded by fear.
  lieutenants   threat 4 - Some of you will die. Good luck.
  Red Hook (infamous horror): After a nasty encounter with a fortified position, 
  this Horror lost a hand, which was replaced by a hook on a chain. It uses this hook to 
  scale walls and drag about soldiers screaming—hoping to lure their friends out.
  The Doctor (infamous crow): Once in a while, Crows regain their former intellect. 
  The Doctor is one of these. A chirurgeon, he can be found improvising repairs and 
  modifications on rotters, often with parts carved from still-dying Legionnaires.
  Wailer (infamous horror): Most horrors have one head. Wailer has nine embedded 
  about its body, all crying and screaming in horrific dissonance. The creature also has 
  half a dozen spikes inset into it that it often uses to carry back bodies for "repairs".
  infamous   threat 3 - You need a plan, friends, and some good equipment.
  
   
  
   The Coven: Breaker imbues still 
  living bodies with pieces of herself 
  to craft acolytes. Shadow Witches 
  can appear in any mission.
  
   The Changing Curse: Shadow 
  Witches twist the living. Transformed 
  can appear in any mission.
  
   Breeding Pits: Breaker makes a 
  ziggurat of wailng bodies to summon 
  and corrupt sacred beasts. Devourers 
  can appear in any mission.
  
   Nature's Fury: Breaker & Witches 
  can hex nature, covering troops with 
  fog and storms, and animating trees 
  in combat.
  
   Storm Riding: Shadow Witches 
  learn to use the lightning forces inside 
  Burned to jump from body to body, 
  allowing them to escape death.
  
   Wild Awakening: Shadow Witches 
  and Breaker hex animals into spies 
  and packs for the Transformed to 
  run with. 
  
   Dark Visions: Breaker hexes the 
  Legion with screaming nightmares. 
  Liberties restores 1 less stress and 
  morale.
  
   Defilement: Breaker’s defilement of 
  religious sites has diminished the holy 
  influences in this region.  Religious 
  mission engagement rolls take -1d.
  broken abilities
  broken advancement
   
   You first select your Broken.
   
   An Undead Advance clock is filled (see Commander sheet)
  Breaker gains an additional Broken ability when...
  Breaker starts with the The Coven ability.
  breaker    Also called the Stormbreaker, and Bringer of Thunder.
  OF
  Playtest Version 1.0 Beta
  This is a handout for the gm role. 
  The Broken were once Chosen. But when facing the Cinder King three years ago, he 
  Broke them, creating undead generals that now serve him. When humanity levied 
  new armies and crossed the Eastwall with Black Shot to fight again, they were not 
  prepared for the new horrors the Broken had created. Now, the Broken advance 
  eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last 
  large scale bastion of humanity on the continent.
  Breaker was once Myniika Arya, a priestess of the Bartan godess Kara-anima.
  Unlike many of her fellow chosen, she was not world-famous, or of high birth. 
  An orphan adopted by a priestess, she dedicated her life to traveling the Bartan 
  coast—as the way of her order—praying to alleviate the worst of storms, warding 
  boats, and living a quiet life of meditation on coastal islands. A mystic powerhouse 
  among the Chosen, she rode in the Vanguard of the assault on the Cinder King. 
  Her breaking site is still scorched from lightning that kept striking it for a week.
  Her full title is Stormbreaker, also called the Bringer of Thunder or The Weather 
  Witch. Her ability to weave hexes and dark magic impressed even the Cinder King. 
  With Breaker on the field, the natural order cannot be trusted.
  Before Play. To prepare the Broken for the campaign do the following:
  
  Broken Abilities. Check the Broken advancement section. Each broken 
  starts with one ability, and you get to choose one more to start your campaign.
  Your Duties. During the game do the following:
  
  Make Your Broken Terrifying. Make the undead worthy adversaries 
  capable of threatening humanity's very existence. Showcase the particular flavor 
  of horror this Broken's troops embody. 
  
  Make Them Mysterious. Though regularly facing the undead, humanity 
  knows relatively little about the Broken. Let them find out in play, and keep 
  them off balance by introducing new tactics and horrors as the undead advance.
  
  Make Them Petty. Though individuals seldom catch a Broken's eye, the undead 
  generals will notice when they are slighted. Have them set traps, and retaliate for 
  major victories, and wait patiently for a chance to return the favor. Though bound 
  to serve the Cinder King, the Broken often fight amongst each other, and their 
  petty squabbles and rivalries might snatch victory away when it should be certain.
  broken: breaker
  
  Burned: Burned are are made by taking freshly killed or still 
  living people and impaling them on specially prepared trees with 
  sharpened branches, then summoning near-perpetual storms to 
  blast them with lightning. Burned often give off sparks and minor 
  shocks when struck, and are still warm inside unlike other undead. 
  Destroying such trees should be a priority for the Legion.
  Shadow Witches: Infused with a piece of Breaker stitched into 
  their body, these former people beg for forgiveness in combat, but 
  are controlled from within. No longer human, Shadow Witches 
  use hexes to twist the world around them to their whim, binding 
  limbs, corrupting animals, befouling supplies, and weakening troops 
  before setting rank and file undead on them.
  Hexed: Breaker and her acolytes carve sigils into flesh that can 
  dominate minds of victims, breaking their soul down directly 
  without killing them first. While under the supervision of one of 
  her Shadow Witches, a Hexed can pass to casual inspection as a 
  normal person. With these in her arsenal, even the most docile of 
  villages remains a threat.
  Transformed: The sigils carved into Hexed, are changed to also 
  warp bodies, changing pieces of people into animal parts. These 
  transformations are never clean, some limbs never making the full 
  transformation, and others becoming twisted or enlarged. Always 
  consumed by the pain of their transformation, they are a terrifyingly 
  effective shock troop in Breaker’s forces.
  Devourers: Once the sacread, rainbow-feathered beasts of Kara-
  anima, Breaker summons these large, bat-like creatures and shares 
  her corruption with them, making Devourers. Now covered in  black 
  feathers, and mange-ridden fur, they strike from the skies with razor 
  sharp teeth, dragging off fully armored soliers. Their shrieking caw 
  can strike fear into the heart of any Legionnaire.
   
  undead armies
   look, themes, and tactics
  Breaker's legions are mixes of Burned and Hexed (12-18) guarding and supporting 
  a single Shadow Witch. Without supervision, Burned are feral and Hexed dull and 
  unfocused unless provoked. Her troops will often attempt ambushes, using hexes and 
  magic to weaken their foes before striking, but are not afraid to engage if needed.  
  Breaker: Breaker is a gaunt, pale figure, using illusion to accent her beauty. In mockery 
  of Bartan tradition, she has replaced the bond-jewelry crafted of tokens family and 
  friends have given you, with bones of family and friends she's murdered. The rattling 
  of this garb often preceeds her, and Legion fears it. She fights as a Threat 5 enemy.
  Tactics: Breaker’s likes to inspire fear in her targets, toying with people as she confuses 
  their senses, instills doubt, and takes away their choices. She relies on her inherent 
  control of lightning, and monstrous things bound to her when it's time to deploy force.
  Themes: Long blood rituals. Tension, uncertainty and psychological horror. Perversion 
  of natural order. Wind, thunder, lightning and wailing. Monstrous transformations of 
  beautiful things. Hexes that bind the bones, and make you doubt what you see.
  Elite troops take a lot more resources and time to create, so they aren't as common 
  as the line troops. Each should worry Legionnaires when spotted. Infamous elites are 
  ones that have survived numerous battles.
  line troops
  elites
    threat 1 - Well equipped soldiers can fight a few.
    threat 2 - A dangerous fight. Bring friends.
  Ogiyer, the Cinder Guard: Red armored, this decayed body is hollow and filled 
  with Black Flame. Why the Cinder King wants oversight on Breaker is unclear, but 
  this potent, armored monstrosity is never too far from her side. 
  The Hag: The Hag killed and devoured her coven and decorates herself with their 
  skulls. She's warped into a far more powerful force, capable of sustaining multiple 
  hexes at once. She looks for opportunities to devour more Breaker essence at every turn.
  Bhed, the Wolf: A Transformed who shrugs off most wounds, this nine-foot tall 
  wolf-headed beast-man is always sorrounded by a circle of five shadow witches, to 
  make sure his mental bindings never slip, and his rage never turns instead on Breaker.
  lieutenants   threat 4 - Some of you will die. Good luck.
  Chimera (infamous transformed): An early Changing Curse experiment,  
  Chimera somehow survived. Unlike most Transformed, he's a mix of several animal 
  parts, the heads of a few which keep trying to bite and chew apart his body constantly.
  Silver (infamous devourer): Breaker's personal steed, Silver is named for his color. 
  With a fourteen foot wingspan, potent strength, he's a terror on the battlefield known 
  for riding storms, and dropping soldiers on their friends from vast heights.
  Walker, the Passing Curse: A Hexed that carves his sigils on others, and has 
  learned to transfer his essence—Walker works alone. Many Legionnaire squads have 
  realized far too late that one of their members was not who they seeemed.
  infamous   threat 3 - You need a plan, friends, and some good equipment.
  
   
  
   The Sworn: Some oaths transcend 
  death. Knights of the Black Oak can 
  appear in any mission.
  
   The Forge: Render Forges blades of 
  the fallen and cinderblood into Elites. 
  Thorns can appear in any mission.
  
   Heartless: Render grants those that 
  carve out their own hearts strength. 
  Heartless can appear in any mission.
  
   Spearforge: Render smiths massive, 
  bladed, corrupting, black-iron spears 
  that Heartless carry and Knights fire 
  from ballistae.
  
    Fury: Render learns to spread his hate 
  to his line troops. Gaunt now move 
  swiftly and can act with cunning if their 
  elite dies.
  
   Shredders: Remnants of Thorns, 
  these balls of blades and Renders blood 
  explode when near troops. Often buried 
  in the ground, or thrown into squads. 
  
    Forced March: Render's troops, 
  fueled by rage, push forward. Add 3 ticks 
  to the Time clock (Commander).
  
   Massacre: Render's savage tactics and 
  defiling use of the dead instills fear in all 
  soldiers.  Assault mission engagement 
  rolls take -1d.
  broken abilities
  broken advancement
   
   You first select your Broken.
   
   An Undead Advance clock is filled (see Commander sheet)
  Render gains an additional Broken ability when...
  Render starts with the The Sworn ability.
  render     Also called the Bonerender, and The Hollow Knight.
  OF
  Playtest Version 1.0 Beta
  This is a handout for the gm role. 
  The Broken were once Chosen. But when facing the Cinder King three years ago, he 
  Broke them, creating undead generals that now serve him. When humanity levied 
  new armies and crossed the Eastwall with Black Shot to fight again, they were not 
  prepared for the new horrors the Broken had created. Now, the Broken advance 
  eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last 
  large scale bastion of humanity on the continent.
  The Living God of the Zemyati ages ago created nine Chosen, and unlike the 
  Chosen of other gods they've never burnt out or faded, only dying when called to 
  their task. Legends of figures in the forests and mountains performing miracles, or 
  saving the lost are common in Zemya. Vlaisim—the Shining One—stepped out of 
  the mountains three years ago, saying he was called to end the war. When Breaking 
  him, the Cinder King burned Vlasim's face, and refuses to let him hide it. Now 
  clad in black armor, he's only filled with hate, which he infects his legions with. 
  His full title is Bonerender, also called the Hollow Knight, or the Burned One 
  (never to his face). His physical prowess is unmatched among the Broken and the 
  Cinder King has granted him the secret of Cinderblood to warp his armies further. 
  A precious resource, it has powers beyond that of alchemy.
  Before Play. To prepare the Broken for the campaign do the following:
  
  Broken Abilities. Check the Broken advancement section. Each broken 
  starts with one ability, and you get to choose one more to start your campaign.
  Your Duties. During the game do the following:
  
  Make Your Broken Terrifying. Make the undead worthy adversaries 
  capable of threatening humanity's very existence. Showcase the particular flavor 
  of horror this Broken's troops embody. 
  
  Make Them Mysterious. Though regularly facing the undead, humanity 
  knows relatively little about the Broken. Let them find out in play, and keep 
  them off balance by introducing new tactics and horrors as the undead advance.
  
  Make Them Petty. Though individuals seldom catch a Broken's eye, the undead 
  generals will notice when they are slighted. Have them set traps, and retaliate for 
  major victories, and wait patiently for a chance to return the favor. Though bound 
  to serve the Cinder King, the Broken often fight amongst each other, and their 
  petty squabbles and rivalries might snatch victory away when it should be certain.
  broken: render
  
  The Gaunt: Humans drained over the course of months, their 
  blood infused with Cinderblood and reinjected, these monsters 
  have had armor and plates bolted and fused directly onto their flesh. 
  None survive the process, reanimating after they are so equipped. 
  They are slower than most undead but the armor can make landing 
  shots particularly tricky.
  Knights of the Black Oak: A holy order sworn to Vlaisim who 
  have chosen to remain loyal after his Breaking. They are a mix of 
  pikemen and heavy cavalry, but their time with Render has changed 
  them. Many bear grisly trophies, and carve their flesh as gestures of 
  loyalty. Many use hooks on chains to drag back the still living to be 
  converted. Being living, they are unphased by Black Shot.
  Hounds: Hounds were once people, now with eyes sewn shut, lips 
  ripped off, teeth filed to points, and chains attached to their ribs, 
  spines or collar bones. They smell the breath of the living—holding 
  your breath can help you hide—and most elites in Render's army 
  hold a few on a leash to find any escaped enemies, rewarding a good 
  hunt with a limb of the hunted to feast on.
  Heartless: Often taken from the ranks of the Knights, these giant 
  men wear ornate metal armor, except on their torsos. There, they 
  bare their flesh, to show the hole where their heart was brutally 
  removed always on proud display for Render's inspection. They 
  posess immense strength, and wield oversized metal weapons they 
  use to sever limbs and armor.
  Thorns: Monstrosities made of the blades of the fallen killed by 
  Renders troops, they are (mostly) humanoid figures composed of 
  knives bound by Cinderblood. They need blood to refresh their supply 
  frequenlty, often hugging people to themselves and shredding them as 
  they absorb what they need. When alone, they might capture people 
  and slowly amputate parts over days to sustain themselves.
   
  undead armies
   look, themes, and tactics
  Render's legions are Gaunt (6-12) supporting a Heartless, or units of Knights of the Oak 
  (6-8) on foot or horseback. Both will usually have a few hounds chained for tracking 
  or a single Thorn as a shock troop. Without supervision Gaunt are are destructive, and 
  Hounds vicious but each Knight is intelligent and a trained soldier.  
  Render: Render is 7-feet tall and covered in solid black armor, wielding a massive 
  solid-metal-spear. His echoing voice sounds like grinding iron. The few that have seen 
  him say he is pale, with a palmprint burned onto his face that still smoulders. He fights 
  as a Threat 5 enemy, potent in melee.
  Tactics: Render echoes edicts categorically, brooking neither indecision nor 
  compromise. He is knowledgeable in military strategy, and knows how to delegate to 
  his knights, but prefers direct approaches that utlize his troops strength and potency.
  Themes: Brutal simplicity. Overwhelming force. Hunger for blood. The unstoppable 
  tide of undead. Metal and smoke and fire and soot. The depersonalization of war. 
  Totalitarianism and rigidity. Piles of dead bodies. Rivers running red with blood.
  Elite troops take a lot more resources and time to create, so they aren't as common 
  as the line troops. Each should worry Legionnaires when spotted. Infamous elites are 
  ones that have survived numerous battles.
  line troops
  elites
    threat 1 - Well equipped soldiers can fight a few.
    threat 2 - A dangerous fight. Bring friends.
  Irag, the Flayed: A Knight reknowned as a weaponmaster, he has removed all his 
  skin as a show of loyalty to Render. Arrows and bullets are lodged in his flesh, but 
  he feels no pain. Render feeds him pure Cinderblood, giving him immense strength.
  Mihkin, the Black General: Astride on an armored steed, Mihkin bears a holy 
  lance, cut from his family tree, now blackened and twisted. On his shoulders are the 
  skulls of those that disagreed with his choice to keep the Knights loyal to Render.
  Zenya, the Black Archer: A beautiful black-haired woman, Zenya is the primary 
  scout for the Black Oak. Her quiver is filled with arrows Render has gifted her with, 
  each causing corruption, and disease that can burn a man from inside.
  lieutenants   threat 4 - Some of you will die. Good luck.
  Ache (infamous heartless): Born with his heart on the right, Ache has two holes in 
  his chest. His heart-hole stays empty, but he places the head of his most recent conquest 
  in the other. This dessicated head tells him secrets that only the dead could know. 
  Eater (infamous hound): This black-skinned hound feasts on the last breath of 
  the dying, stealing a touch of their essence. The voices of many dead echo through its 
  baying, and cause physical pain or hallucinations in the minds of its prey. 
  Shatter (infamous thorn): A Thorn forged including blades of two dead Chosen, 
  it's movements are precise and the metal sounds of it's movements exude malice. It's 
  said Chosen blood is mixed inside it, and it seems to seek any remnant of more.
  infamous   threat 3 - You need a plan, friends, and some good equipment.
  
  skydagger keep
  vignettes
  Skydagger—the keep named after its tall, pointed spire—whose walls guard the only pass 
  through the Westwall mountains. The only thing standing between the Broken hordes 
  in Aldemark and passage into Barta and the Eastern Kingdoms. The Legion has a few 
  precious hours before the bulk of the undead bring their numbers to bear—hours that must 
  be spent readying the old, unused Keep to hold a sizeable force amidst the bitter, biting cold.
  Preparing the Keep and defending it from the oncoming horde plays out out as a series 
  of vignettes or missions. Each vignette or mission is occuring at approximately the 
  same time, so a specialist or squad assigned to one cannot be reused for another. The 
  commander decides in what order the vignettes will be done, the Marshal for who is 
  assigned to which, and the quartermaster for what resources are assigned to each task.
  There are six objectives that need to be completed before the keep can hold against the 
  undead during the winter months. Skip any of these, and tremendous risks will make 
  it almost impossible to keep the Eastern Kingdoms from being overrun.
  
   Reinforce the Ramparts and Gates. Skydagger has not been upkept in 
  decades, or ever been besieged. Start a 10-segment long term project, and assign a 
  specialist and a squad to it. Roll once before each mission. Add +1d to each roll for 
  each Laborers squad the Legion has. Completing the project completes this mission.
  
   Hold the Lower Pass. One squad and up to 3 specialists must hold the pass. If 
  they manage to hold of 3 enemy units, and an infamous, the mission is complete. 
  This counts as an assault mission. If at least one enemy Broken is dead, you do not 
  need to do this mission.
  
   Stop the Main Force. Assign one squad and 2 specilists to a dangerous scouting 
  mission that involved dangerous climbs and undead patrols. The objective is to start 
  an avalanche and seal stall the undead main force while their advance units are held 
  at the lower pass.
  
   Assemble the Siege Weapons. There are a few underground routes to siege 
  weapon positions on the cliffs above. Nobody knows if the undead have sent more 
  nimble units to reach them overland, or what might be nesting amidst the tunnels. 
  Assign one squad and 2 specialists to this supply mission. Take +1d to the Engagement 
  roll if the legion has Siege Weapons, or you must repair the old, unused ones above.
  
   Hold the Second Wave. Fight off the Lieutenant and the undead at the walls. 
  Your Chosen will take the field (make a 10-clock for the chosen and the Lieutenant 
  as they clash). They will attempt to scale the walls an get in. If the ramparts and 
  gates mission is complete, add +1d to your engagement roll. Assign 1 unit and up 
  to 3 specialists.
  the final wave              the last objective
  This is it. A broken assaults the wall and the keep must hold. This is the final wave 
  of this campaign, and it's resolved as a fortune roll, to see how prepared the Legion 
  is to weather it. Assemble the dice based on the following:
  
   The Survivors. Always start with 1d for making it to the final wave. 
  
  The Blessed. Take +1d if your Chosen is still alive and with the Legion.  
  
   The Prepared. Take +1d for each Siege Weapon the Quartermaster has.
  
  The Resourceful. Take +1d if the Legion has both a Mercy and Alchemist.
  
   The Brave. Take +1d if you've lit the fires at Kevala.
  
   The Blessed. Take +1d if someone in the Legion can weave moonlight.
  
   The Angry. Take +1d if the Legion has Flame Oil supplies.
  
   The Godslayers. Take +1d if you can ring a bell to end Broken power.
  
  The Graverobbers. Take +1d if you have the head or chain of a past Chosen.
  
    The Warded. Take +1d if the Legion carries an Old Empire warding stone 
  for protection at the gates.
  
   The Weary. Take -1d if Legion Morale is 3 or less.
  
   Enemy at the Gates. Take -1d if you have 3 or fewer time remaining.
  
   The Endless Foes. Take -1d for each Lieutenant or Infamous left alive.
  Your final totals are affected as follows: Poor (1-3, -20 points to final score): The 
  Legion is hard pressed to survive the winter, much less the unead. Bitter (4-5, 
  -10 points to final score): The Legion may hold, but this will likely be their last 
  stand. Victors (6, no moifiers to final score): The Legion is well prepared to hold 
  the keep, and will have strong footing when it's time to do so. The Legends (Crit, 
  +10 points to final score): The Legion scores a massive victory and the undead 
  are cautious to challenge them.
  
  type
  high morale
  
  Soldiers hold a remembrance for the fallen.
  
  A young soldier is detonating munitions, egged on by other soldiers.
  
  Storms darken the skies. Rumors and wild speculation spread.
  
  Supply crates go missing, but no one admits to knowing why.
  
  A squad talks about home, and asks their captain about theirs.
  
  Your Chosen has fallen silent and refuses to speak to anyone.
  medium  morale
  
  A fight breaks out over a legionnaire stealing from another legionnaire,
  
  After an undead attack the Legion must break camp and relocate.
  
  A soldier is caught selling supplies to locals for special treats or favors.
  
  News arives of devastation from a different front.
  
  A squad refuses to go into the field until their captain is replaced
   
  A band of refugees stumbles upon your camp and begs for help.
  low morale
  
  A festering blight wound covered up by a soldier is revealed.
  
  A bunch of Legion medical supplies are missing, The wounded cry.
  
  Hidden experimentation on an undead is uncovered within the camp.
   
  Screams can be heard in the distance at all hours, preventing any rest.
   
  A hungry squad that resorted to foraging becomes badly ill.
     A deserter is caught before they can leave, judgement must be passed.
  back at camp
  After missions are done but before Campaign actions - play out a small scene about 
  what happened at camp during or shortly after the mission. Remember to carry the 
  story forward (ex: soldier desertions and deaths still cause morale loss). Explore the 
  struggles of life on the road while together with soldiers from many different cultures.
  The GM should select an event below based on morale (1-3: low, 4-7 medium and 8+ 
  high). Mark it off, and frame the scene. If no events are unmarked, use the next bracket 
  down (life in battle and on the run eventually grinds everyone down). Ask the Marshal 
  for an appropriate Legionnaire if you don't immediately know who's present.
  The prompts are loose inspiration. Experimentation on undead might be a soldier 
  trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may 
  seek protection, donation of food supplies, or be emissaries from a nearby settlement. 
  final scoring
  Here is how you calculate your final score for the campaign. Although it might be fun 
  to see how good (or disastrous) your campaign was - it's most relevant if you want to 
  continue your game. The final score for each campaign is used to set up the next chapter 
  of the Legion's story (such as the defense of Skydagger Keep).
  Low scores mean that you'll start weaker in the next round and might have trouble 
  catching up as the story advances. It's a metric to have an idea whether your Legion 
  will be able to survive to the last campaign (or if you feel like jumping into a future 
  chapter to begin with - to let you decide how you want to play). 
  After the Final Mission at Skydagger keep.
   
    Survivors. You made it! Before winter! Gain 20 points.
  Soldiers and Troops. Have the Marshal condense troops to fill out squads then:
   
    Soldiers Live. For each squad annihilated (0 survivors) subtract 10 points.
   
    Formation. For each wounded squad (<5 survivors) subtract 5 points.
   
    Specialists. For each surviving specialist gain 5 points.
   
    Chosen. For each chosen advance gain 10 points.
   
    Morale. If your morale is between 4-7 gain 5 points. If it's 8+ gain 10 points.
  Supplies to Hold. Have the Quartermaster answer the following:
   
    Supplies. For each supply remaining, gain 5 points.
   
    Siege Weapons. You'll need these to hold the keep. For each one gain 5 points.
   
    Laborers. You need these to fortify the keep. For each gain 5 points.
  Path. Have the Commander answer the following:
   
    Special Missions. For each Special mission complete gain 5 points.
   
    Relics. Are you bearing any relics found on special missions? Gain 10 points.
   
    Lieutenants. For each enemy Lieutenant slain gain 10 points.
   
    Broken. If you slew a broken? Gain 30 points.
  your final score: 
  You can start future campaigns by just picking a score to jump ahead or set the difficulty 
  with your group. If you carry scores through be aware that low scores might mean that 
  you'll start weaker in the next round and possibly have even more trouble later on. 
  
  OF
  Playtest Version 1.0 Beta
  CULTURES OF THE WEST
  TIME LINE
  TODAY (821 OEF) 
  - 821 Old Empire Founding  
  Though cultures existed previous, they 
  didn't keep great records untill the first 
  Emperor standardized writing. Historical 
  texts are written using OEF notation—
  Old Empire founding being set as the 
  year 0.
   - 427 Legion Founded
  Tantarus founds the Legion as an elite 
  unit trained to fight supernatural or 
  impossible threats under his personal 
  banner.
  - 283 Empire Shattered  
  The Last Emperor is killed by a Chosen 
  and the Legion becomes a mercenary 
  unit, selling services to nations that can 
  afford them.
  - 11 Cinder King Appears  
  The Cinder King gains a crown of True 
  Fire and emerges in the West. He uses 
  sorceries to slay a city and build his army. 
  -8 to - 7 Conquest of Royin  
  Cinder king conquers the Confederacy of 
  Royin. Their Chosen does not manifest. 
  Aldermark marshals its armies, and the 
  Twin Gods Choose. 
  -6 to -3 Aldemark Conquest  
  Cinder King pushes east. The Aldermani  
  fight a retreating battle buying time. 
  Cinder King crosses the Tigeria.
  -3 to -1 New Muster  
  Alanna returns to the Eastern Kingdom 
  for fresh levies. She posits a new plan and 
  is granted fresh armies. A Bartan general 
  enlists the Legion from their contract in 
  the Isles. They march with the armies.
   - 191 The Godswar
  The Chosen battle each other. Legion is 
  reduced to a handful before rebuilding.
   - 413 Tantarus Ascends
  The 7th Emperor takes the throne of the 
  Old Empire.
   - 9 The First Breaking
  A Chosen manifests itself in the western 
  kingdom to face the Cinder King. The 
  First Breaking occurs.
   - 6  Battle for Aldemark
  Cinder king faces the Aldermani armies. 
  When he breaks one of the Twins nine 
  Chosen appear immeiately in the Eastern 
  Kingdoms. Eastern Kingdoms marshal 
  their armies.
   - 3  Great Breaking
  Black shot helps the Eastern armies push 
  the Cinder King back. In a decisive battle 
  five Chosen are Broken, but the line holds.
   0  Ettanmark Fields
  The Armies lose. What remains retreats 
  east hoping to hold the Eastern Kingdoms 
  in a final stand.
  aldermani
  the dar
  other places
  Aldermark was glad to lose the yoke of the Old Empire, and looks down on those 
  that still venerate its remains. Somewhat xenophobic they tend to value their own 
  culture and twin gods above others. They're olive-skinned people with brown and 
  black hair. Ravaged recently by the undead, they remain a proud people, using 
  their own language whenever possible, and priding themselves on surviving. 
  They're known for a powerful cavalry (mostly from the plains) and great hunters 
  (in the north). They've turned the money raised through trade into buying Orite 
  inventions, having black powder technology, good roads, and some rudimentary 
  steam engines fueled by their many forests.
  First Name: Aldke, Buren, Deikart, Fulon, Haghulm, Hanar, Janton, Zigfren; 
  Anjika, Ennika, Erelda, Grisynn, Idlin, Joha, Karona, Katriza, Kola, Lenia, Sarina.
  Family Name: Beher, Jeiker, Pober, Scharel, Schmeker, Skeider, Weidt, Weyer.
  An ancient cataclysm broke Dar. Now shadow demons are bound to its confines 
  and walk the ashen wasteland of it, with few arable cities and paths warded by 
  ancient stones. North of it is the Gap, a pit so deep the ocean flows into it at high 
  tide and it has not filled. At the center of Dar is a basalt throne, which once had a 
  crown of True Fire floating above it. Why would anyone stay in such a hellish land? 
  The pale haired, pale skinned Dar can't leave. After a few years away, the bodies 
  of anyone born in Dar start bleeding until they die or return to the cursed land. 
  Many refuse to take the Dar black coinage, and are superstitious about catching the 
  curse of the pale folk. They are haunted, but iron willed, and do what they must.
  First Name: Basar, Birosh, Garanj, Hirem, Kibak, Mekan, Okosh, Pogan, Sarkar; 
  Akara, Orosha, Gada, Beila, Hikata, Mekuna, Okona, Paya, Sakara, Zagona.
  Last Name: Bekatief, Lahazar, Mehalsun, Omonar, Royota, Siharun, Zohitar.
  West of Aldemark are some notable areas that may be noted in the Legions Annals.
  The Confederacy of Royin. A theocracy that worships a single god, but whose 
  Chosen often leave offsprng which bear powers that can be passed on through 
  bloodlines. Many tales are told of these Blooded heroes, but most were killed 
  when the Cinder King razed the country almost a decade ago.
  The Great Cities of the Wastes. The Bone Wastes are considered an inhospitable 
  desert land, except for the Great Cities. Each boasting a unique culture, they exist 
  as treasured stops and the backbone of the trade routes through the Wastes. Each 
  has a powerful ruler claiming a different title. Stories abide of Sorcerer Kings and 
  Queens, and chained Wastes beasts.
  The Principalities of Andrastus. Nobody is sure how many tiny city states are part 
  of Andrastus at any given time (the Andrasti Great Families there war constantly, 
  and some are annexed, or conquered regularly). The one thing known about this 
  war-torn land is that they will band together if outsider try to claim territory. The 
  Cinder King has sent one of his Broken to conquer them.
  
  bartan 
  orite
  pañyar
  zemyati
  Barta is the largest of the Eastern Kingdoms. Once—long ago—they were invaders 
  from across the seas, landing in the eastern Kingdoms fleeing a disaster from distant 
  shores. They have been part of the region since before the Old Empire. Barta is a fertile 
  land, and provides food for most of the Eastern Kingdoms. They are a republic, with 
  each major sub-region electing a religious, and civil head, which together comprise 
  the Circle (their ruling body). They are matriarchal, and value age and wisdom.
  Bartans are tall, dark haired people, with skin of varying shades of brown, with red 
  or black eyes. They have strong kinship and family alliances, and most Bartans wear 
  jewelry made of tokens granted to them by family, and people they have forged strong 
  friendships with. Contracts and alliances are sealed with such tokens, and many 
  Bartan tales start with such a token being used to gain hospitality, or ask for favors 
  via ancient alliances. Their dress favors wraps and flowing cloth, where they show 
  off their mastery of brilliant dyes, and many Bartan decorate their skin with complex 
  tattoos and detailed, painted designs. There are seven major churches, including the 
  church to the Prophet Godess where daily the priesthood attempts to form a Chosen, 
  which is often how the call to danger is heard across the East.
  Bartan names use the Old Empire format (first and family name). Family names are 
  always passed on through the mother.
  First Name: Adikar, Arun, Karoj, Kirish, Makit, Nadit, Parkresh, Raghav, Rakash; 
  Adisha, Aswina, Rahika, Kalyika, Mitali, Rashi, Kaviya, Riya, Seneha, Shimya, Vani. 
  Family Name:  Arani, Chabarti, Dardhi, Dewa, Kapatia, Khatri, Pakshi, Manabur.  
  Once a grouping of disparate tiny city states, Or was unified by a priesthood of what 
  they dub the three Gods of Civilization—The Maker, The Shaper and the Builder. 
  They forged a nation by proposing an unheard of accord—instead of having one 
  monarchy and noble structure, Or would recognize all of them at once, and in return 
  the priesthood would give to each equal advances. Hence most people in Or have a 
  noble title or another (being a Prince of a principality the size of a village), though 
  families powerful in trade and holdings are well known among their peers. Orites 
  first meeting often ask each other probing questions to determine lineage and title.
  Their priesthoods study alchemy and a variety of sciences, and have created many of 
  the wonders seen in the world today. From a variety of clockwork inventions, steam 
  powered engines, to precision ground lenses, and meticulously machined guns. Their 
  achievements in metalurgy, math and science are reknown well past the Or borders, 
  and their port capital hosts ships from many nations seeking these wonders.
  Their cities are cosmopolitan, and Orites are people of many different skin, hair and 
  eye colors. They prefer complex inlays in their metalwork and armor, and garments 
  of linen and velvet cloth. As a matter of fashion Orites prefer to wear masks to hats, 
  and maskmakers are often very distinguished if they are skilled.
  Noble Titles:  Princips, Graf, Reina, Viscount, Contessa, Baronet, Dame, Gallant.
  First Name: Alben, Anton, Blas, Cyprian, Elrik, Farian, Leon, Marilo, Rubin, Silvin; 
  Aurora, Chiara, Emetta, Hadriana, Katovica, Livia, Millia, Severina, Tiana, Valeria.   
  Family Name:  Albrekt, Garossi, Rodano, Loprio, Martiko, Sanicci, Zardani.
  Pañya is a land called blessed by the Pañyar and cursed by everyone else. It's a deep 
  forest sparsely populated, and peppered with ancient ruins. Dangerous beasts roam, 
  and paths appear and change with the moon cycles. Its inhospitability is why Or 
  and Aledermark haven't tried invading each other since the fall of the Old Empire.
  Being Pañyar isn't exactly a question of an ethnicity, but of habitation. Anyone that 
  lives a dozen or so years in the forest gains an animal trait (cat-like eyes, stripped or 
  spotted hair, fangs, etc), and once they do, the more dangerous beasts of the woods 
  tend to leave them alone. The Pañyar build villages and small towns out of wooden 
  structures and hold to ancient traditions. Their gods (the Horned God of the forest, 
  and Nyx the godess of the moon) are more physically present in the world than other 
  deities, embodying the physical realm in the way others do not.
  Pañyar names have three parts. The first name (a color) is granted by a mother, though 
  some have special meaning. Silver (the moon's color) means the Panyar is an orphan. 
  Black means their color was taken from them—they are an exile. The second name 
  is given by elders when a childs mark appears, as a means of recognizing adulthood. 
  The Pañyar have traditional quests they perform for their third name (some only 
  have two). They are fluid and will sometimes change their name after a great deed.
  First Name: Amber, Azure, Russet, Scarlet, Sapphire, Silver, Vermillion, Violet.
  Second Name: Charging, Dancing, Flowing, Growing, Raging, Surging, Standing.
  Third Name: Blaze, Ember, Flood, Grove, Glade, Reef, Storm, Tempest, Tide, Weald.
  The Zemyati are a pale-skinned people that inhibit the mountain region of Zemya. 
  They are organized into clans and often raid to supplement their food, supplies 
  and treasure. They tend to wear heavier cloth with high collars, often with detailed 
  embroidery in gold and silver. Both men and women wear jewelry of braided metals, 
  and decorate clothes with forged pieces reminiscent of armor.
  Each Zemyati bears a small dagger on their person to swear blood oaths with, or 
  seal contracts, and is used as part of many of their rituals (such as mourning). Each 
  Clan has planted a tree watered at some point with blood of all who would become 
  clan-members, and each family grows in turn a tree in their family home cut from 
  their clan tree. The Zemyati believe each tree is is an abode for their Living God, who 
  answers no Zemyati prayers, but who they believe curses those that break rules of 
  hospitality or oaths sworn before such trees. Trees growing inside houses, and caves 
  are often signs of Zemyati holy places.
  Zemyati 'last names' are always tied to their Clan. Since all clansfolk share the same 
  last name, they identify each other by patronymics and monikers. A patronymic 
  is usually a parent name with an ending. So Vikei son of Boryev, could be Vikei 
  Boryevich. Kariya daughter of Eleya would be Kariya Eleyovna. Monikers (ex: Vikei 
  One Eye, Boryev Keen-axe, Eleya Fire-hair, or Ananika Deer-swift) are also common.
  First Name: Adrimir, Colay, Gabridyor, Liavel, Maleksei, Melislav, Theonin, Viltory; 
  Alika, Dania, Emilinya, Freriya, Isalana, Klarina, Sverena, Tatinika, Valentina, Zaya. 
  Patronymic: -ovich, -evich, -ich; -yevna, -ovna or -ichna.
  CULTURES OF THE east
  
SOURCE: textdata/thevault/Blades in the Dark (PbtA) [multi]/Forged in the Dark (Games built from BitD)/Band of Blades/Band of Blades beta - Playbooks (BW) 1.0.pdf