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Unit Codex

Essa

Special:

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Arcane

Essa is an Arcane spellcaster. All of Essa's magical attacks and Abilities are considered Arcane Magic.

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Wild Magic

Essa possesses tremendous magical potential, but she is still learning to fully control the unpredictable Arcane energies she channels.

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Whenever Essa declares an Ability that uses Wild Magic, roll 1d6 before making any attack rolls.

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  • On an odd result, the Ability rolls against the target's Dodge.

  • On an even result, the Ability rolls against the target's Willpower.

  • Once determined, that statistic is used for the entire resolution of the Ability.

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If the Ability affects multiple targets or makes multiple attacks, roll Wild Magic only once and use the resulting statistic against all affected targets.

Tactics and Strategies

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Essa represents the pure DPS component of the Mage Guild's Holy Trinity.

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Her offensive potential is considerable, but Armor 0, Defense 5, and Dodge 6 leave her vulnerable to enemies capable of reaching her. Essa performs best when a Tank controls the frontline and prevents enemy Characters from placing direct pressure on her.

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Wild Magic makes Essa inherently unpredictable. Because her spells may resolve against either Dodge or Willpower, neither Essa nor her opponent can know exactly which defense will matter until the spell is cast.

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Mystic Missile provides consistent offensive pressure through two separate Light Damage attacks and serves as Essa's primary Fate generator.

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Arcane Blast punishes clustered enemies and works particularly well with the Mage Guild's Tank Characters. A Tank can hold several enemies in place while Essa places Arcane Blast directly into the engagement without harming her ally.

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Arcane Lightning rewards Essa for identifying enemy formations that allow her lightning to travel from one target to another. Its potential damage can be significant, but the entire chain depends upon continuing to deal damage.

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Forbidden Knowledge temporarily removes many of the limitations on Essa's spellcasting. Her attacks become more accurate, travel farther, hit harder, and gain enhanced versions of their normal effects. However, accessing that power requires a significant Fate investment and still carries the possibility of failure.

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Essa is exactly what the Mage Guild expects from its DPS:

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Keep her protected, give her room to cast, and let the glass cannon do what glass cannons do.

Essa

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Overview

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Role: Essa is a powerful but inexperienced Arcane spellcaster who serves as a primary DPS Character for the Mage Guild. Her tremendous magical potential allows her to unleash barrages of Arcane energy, explosive blasts, and devastating chains of magical lightning.

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That power comes with two significant weaknesses: Essa has very little personal protection, and she has not yet learned to completely control the magical energies she commands. Her Wild Magic can cause her spells to behave unpredictably, forcing both Essa and her opponents to adapt whenever she begins casting.

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When protected by a Tank and supported by the rest of her party, Essa can unleash extraordinary amounts of offensive pressure. When isolated or caught by the enemy, however, the Mage Guild's glass cannon can shatter very quickly.

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Core Information

 

Summon Points: 1 (Character)
Alignment: Light
Affiliation: Mage Guild

Keywords

  • Character

  • Mage Guild

  • DPS

  • Arcane

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Statistics

  • Health: 5

  • Armor: 0

  • Speed: 5

  • Defense: 5

  • Dodge: 6

  • Willpower: 9

Abilities:

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Mystic Missile

  • Type: Ranged (R)

  • Range: 10"

  • Mechanic: Fate vs. Wild Magic

  • Damage: Light Damage

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Essa gathers unstable Arcane energy and releases it as a barrage of glowing Mystic Missiles.

When Mystic Missile is declared, Essa fires two Mystic Missiles.

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Special Rules

  • Both missiles may target the same enemy.

  • Alternatively, Essa may target two different enemies, provided those enemies are within 3" of each other.

  • All targets must be declared before any attack rolls are made.

  • Roll Wild Magic once and use the resulting defensive statistic for both missiles.

  • Make a separate attack roll for each missile.

  • Each successful missile deals Light Damage.

  • If one or more missiles deal damage, gain 1 Fate Token.

  • Essa may generate a maximum of 1 Fate Token each round from Mystic Missile.

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Arcane Blast

  • Type: Ranged (R)

  • Cost: 1 Fate Token

  • Range: 6"

  • Blast: 2"

  • Mechanic: Fate vs. Wild Magic

  • Damage: Light Damage

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Essa gathers unstable Arcane energy into a concentrated sphere and hurls it toward her target. Upon impact, the energy erupts outward in a brilliant explosion of magical force.

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Choose one enemy within 6". The target and all other enemy units within 2" of the target are affected by Arcane Blast.

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Special Rules

  • Roll Wild Magic once when Arcane Blast is declared.

  • Use the resulting defensive statistic against every enemy affected by the blast.

  • Make a separate attack roll against each affected enemy.

  • Each successful attack deals Light Damage.

  • Friendly units are not affected by Arcane Blast.

  • Arcane Blast may therefore target enemies engaged in Melee Combat with friendly units without harming those allies.

  • Arcane Blast does not generate Fate Tokens.

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Arcane Lightning

  • Type: Ranged (R)

  • Cost: 3 Fate Tokens

  • Range: 6"

  • Mechanic: Fate vs. Wild Magic

  • Damage: Light Damage

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Essa summons a violently unstable bolt of Arcane lightning and hurls it toward an enemy. If the energy finds its mark, the lightning leaps from one opponent to the next.

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Choose one enemy within 6" as the initial target.

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Special Rules

  • Roll Wild Magic once when Arcane Lightning is declared.

  • The resulting defensive statistic is used against every target affected by Arcane Lightning.

  • Make a separate attack roll against the initial target.

  • If the attack deals damage, Arcane Lightning may chain to another enemy within 2" directly behind the previous target.

  • Make a separate attack roll against each new target.

  • Every successful attack deals Light Damage.

  • The chain continues as long as each attack deals damage.

  • If an attack fails to deal damage, the chain immediately ends.

  • Arcane Lightning may continue for a maximum of 10" measured from the original target.

  • A unit may only be targeted by Arcane Lightning once per use.

  • Friendly units are not valid targets for the chain.

  • Arcane Lightning does not generate Fate Tokens.

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Forbidden Knowledge

  • Type: Ultimate

  • Cost: 5 Fate Tokens

  • Mechanic: Fate vs. 7

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Essa opens her ancient tome and delves into knowledge she has been forbidden to study. For a brief moment, the limitations imposed by her incomplete training disappear and her Arcane power surges beyond anything she can normally control.

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On a successful roll, Essa receives the following benefits until the end of the round:

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  • +1 to all attack and Ability rolls.

  • The Range of all of Essa's Ranged Abilities increases by 5".

  • Successful damaging Abilities deal +1 damage.

  • Mystic Missile fires three missiles instead of two.

  • Arcane Blast increases its Blast radius from 2" to 3".

  • Arcane Lightning may create two additional branches from the initial target, provided eligible enemy targets are available.

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After successfully activating Forbidden Knowledge, Essa must immediately use one of her other Abilities.

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Special Rules

  • The Ability used immediately after Forbidden Knowledge follows all of its normal rules unless specifically modified above.

  • Any additional Fate Token cost required by the chosen Ability must still be paid.

  • The additional Arcane Lightning branches are resolved separately and follow the normal rules for Arcane Lightning.

  • Forbidden Knowledge does not generate Fate Tokens.

If the Fate vs. 7 roll fails, Forbidden Knowledge provides no benefits

Krystal & Ali

Krystal & Ali

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Overview

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Role: Krystal & Ali are a psychic Support Character specializing in battlefield control, enemy disruption, and limited healing.

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Krystal is a powerful Stone Elf psychic capable of attacking an enemy's mind directly, overwhelming individual opponents with emotional turmoil, or unleashing a massive psychic disturbance across the battlefield. Ali, her constant companion, complements Krystal's psychic abilities by providing emergency healing to Krystal and her allies.

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Unlike Orin, Krystal & Ali are not dedicated healers. Their greatest strength comes from weakening enemies and creating opportunities for the rest of the Mage Guild to exploit. Their limited healing provides additional flexibility, particularly when supporting a Tank holding the frontline.

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Krystal's extraordinary mental strength is offset by considerable physical vulnerability. With no Armor and limited physical defenses, she depends heavily upon positioning and the protection of her party.

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Core Information

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Summon Points: 1 (Character)
Alignment: Grey
Affiliation: Mage Guild

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Keywords

  • Character

  • Mage Guild

  • Support

  • Stone Elf

  • Psychic

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Statistics

  • Health: 5

  • Armor: 0

  • Speed: 5

  • Defense: 5

  • Dodge: 5

  • Willpower: 9

Special:

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Krystal & Ali

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Krystal and Ali are represented and treated as a single Character.

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Ali does not possess separate Health, Armor, statistics, activation, scoring, or Companion rules. Abilities that describe Ali performing an action are abilities of the Krystal & Ali Character.

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Effects that target Krystal affect the Krystal & Ali unit normally.

Tactics and Strategies

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Krystal & Ali represent a very different form of Support from traditional healers.

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Rather than primarily restoring damage after it occurs, Krystal attempts to prevent the enemy from operating at full effectiveness in the first place.

Psychic Shard provides a straightforward ranged attack against Willpower and serves as Krystal & Ali's primary Fate generator. While their offensive output is considerably lower than dedicated DPS Characters, Psychic Shard ensures they can still contribute damage when their support abilities are unnecessary.

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Ali's Healing gives the pair limited access to traditional healing. While it cannot compete with a dedicated healer such as Orin, its effectiveness increases when used on a Tank, allowing Ali to help keep the Mage Guild's frontline standing while Krystal concentrates on controlling the enemy.

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Emotional Break is Krystal's precision control ability. Rather than attempting to destroy a dangerous opponent herself, Krystal weakens its defenses and offensive effectiveness, creating an opportunity for the rest of the party to capitalize.

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A weakened enemy becomes easier for the party's DPS Characters to attack while simultaneously becoming less effective against the Tank holding it in place.

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Synaptic Burst expands Krystal's psychic control across an entire area. Enemies caught within the Burst can become Staggered, lose access to Free Actions, and suffer penalties to their attacks

Abilities:

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Psychic Shard

  • Type: Ranged (R)

  • Range: 10"

  • Mechanic: Fate vs. Willpower

  • Damage: Light Damage

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Krystal focuses her psychic power into a sharp burst of mental energy and drives it directly into the mind of her opponent.

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Special Rules

  • If Psychic Shard deals damage, gain 1 Fate Token.

  • Krystal & Ali may generate a maximum of 1 Fate Token each round from Psychic Shard.

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Ali's Healing

  • Type: Special Ability (SA)

  • Cost: 1 Fate Token

  • Range: 6"

  • Mechanic: Fate vs. 6

  • Healing: Light Healing

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Ali channels his connection with Krystal to mend wounds and provide emergency aid to those fighting alongside them.

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Choose Krystal & Ali or one friendly Mage Guild Character within 6".

On a successful roll, roll Fate and use the lower die. The target restores that much Health, up to its maximum Health.

 

Special Rules

  • If Ali's Healing targets a friendly Character with the Tank Role Keyword, restore 1 additional Health.

  • Ali's Healing follows all normal rules and restrictions for Healing.

  • Ali's Healing cannot affect a unit that specifically states it cannot be healed by normal means.

  • Ali's Healing does not generate Fate Tokens.

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Emotional Break

  • Type: Special Ability (SA)

  • Cost: 3 Fate Tokens

  • Range: 6"

  • Mechanic: Fate vs. Willpower

  • Damage: None

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Krystal reaches directly into an enemy's mind and overwhelms them with a violent flood of fear, anger, doubt, and despair. Their emotional state collapses, leaving them vulnerable and unable to properly focus.

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On a successful roll, the target suffers the following until the end of the round:

  • -1 Defense

  • -1 Dodge

  • -1 Willpower

  • -1 to all attack and Ability rolls

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Special Rules

  • Emotional Break deals no damage.

  • Emotional Break cannot reduce Defense, Dodge, or Willpower below 1.

  • Multiple uses of Emotional Break against the same target do not stack.

  • Emotional Break does not generate Fate Tokens.

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Synaptic Burst

  • Type: Ultimate

  • Cost: 5 Fate Tokens

  • Range: 6" Burst

  • Mechanic: Fate vs. Willpower

  • Damage: None

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Krystal unleashes an enormous wave of psychic energy around herself, flooding the minds of nearby enemies with conflicting thoughts, sensory overload, and crippling mental static.

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Every enemy unit within 6" of Krystal & Ali is targeted.

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Make a separate Fate vs. Willpower roll against each affected enemy.

On a successful roll, the target suffers the following effects until the end of the round:

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  • -1 to all attack and Ability rolls.

  • The unit cannot perform Free Actions.

  • The unit becomes Staggered.

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All normal effects of Staggered apply.

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Special Rules

  • Synaptic Burst deals no damage.

  • Friendly units are not affected.

  • Make a separate Fate vs. Willpower roll against each enemy within the Burst.

  • Multiple applications of Synaptic Burst against the same unit do not stack.

  • Synaptic Burst does not generate Fate Tokens.

Midknight

Special:

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Universal Rules

Midknight gains the following Universal Rule:

  • Shield

(See Universal Rules.)

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Midknight uses the normal Shield Universal Rule. Any additional interactions with Shield are specifically described by her abilities below.

Tactics and Strategies

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Midknight represents the classic Tank component of the Mage Guild's Holy Trinity.

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Her Health 6, Armor 3, and Defense 8 make her considerably more durable against conventional attacks than the Mage Guild's vulnerable DPS and Support Characters. Her weaknesses are her relatively low Dodge and moderate Willpower, giving opponents alternative ways of dealing with her rather than attempting to overpower her strongest defense.

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Gauntlet Blade provides Midknight with a reliable Fate generator. Its unusual speed causes it to target Dodge rather than Defense, giving Midknight a distinctive offensive option without turning her into a heavy damage dealer.

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Shield Slam converts Midknight's defensive equipment into battlefield control. Although it deals only Light Damage, successfully damaging an enemy leaves that opponent Staggered, allowing Midknight to disrupt threats rather than simply trying to destroy them.

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Shield of Valor defines Midknight's role as a protector. Her durability means considerably more when she can place that durability between an enemy and a vulnerable ally. When a Mage Guild Character is threatened, Midknight can rush forward, remove that Character from the engagement, and force the enemy to deal with her instead.

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Shield of the Hero expands that protection across the party. Characters that normally possess no Shield—including the Mage Guild's vulnerable Armor 0 Characters—temporarily gain the opportunity to completely turn aside an incoming attack while remaining near Midknight.

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This makes positioning around Midknight extremely important. A Mage Guild party gathered around its Tank becomes substantially harder to break, but spreading too far apart sacrifices that protection.

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Midknight demonstrates the fundamental difference between being durable and being a Tank.

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A durable Character is difficult to kill.

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Midknight makes everyone else difficult to kill.

Midknight

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Overview

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Role: Midknight is a dedicated Tank Character and the defensive anchor of a Mage Guild party. Clad in heavy armor and carrying a shield, Midknight is built to stand between her more vulnerable companions and anything attempting to reach them.

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Her durability alone does not define her as a Tank. Midknight's greatest strength is her ability to use that durability on behalf of others. She can disrupt enemies with her shield, rush to the aid of threatened companions, take over dangerous engagements, and temporarily extend her protection across the entire party.

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Midknight does not possess the overwhelming offensive power of the Mage Guild's DPS Characters. Instead, she creates the safety and battlefield stability those Characters need to perform their roles.

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Core Information

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Summon Points: 1 (Character)
Alignment: Light
Affiliation: Mage Guild

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Keywords

  • Character

  • Mage Guild

  • Tank

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Statistics

  • Health: 6

  • Armor: 3

  • Speed: 5

  • Defense: 8

  • Dodge: 5

  • Willpower: 6

Abilities

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Gauntlet Blade

  • Type: Melee (M)

  • Mechanic: Fate vs. Dodge

  • Damage: Light Damage

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A razor-sharp blade concealed within Midknight's armored gauntlet snaps forward with exceptional speed, striking before her opponent has time to properly react.

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Unlike most conventional melee weapons, the speed of the Gauntlet Blade requires opponents to evade the attack rather than simply defend against it.

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Special Rules

  • Gauntlet Blade rolls against Dodge instead of Defense.

  • If Gauntlet Blade deals damage, gain 1 Fate Token.

  • Midknight may generate a maximum of 1 Fate Token each round from Gauntlet Blade.

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Shield Slam

  • Type: Melee (M)

  • Cost: 1 Fate Token

  • Mechanic: Fate vs. Defense

  • Damage: Light Damage

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Midknight drives her shield violently into an opponent, using the weight of her armor and shield to knock the enemy off balance and disrupt their advance.

On a successful attack, Shield Slam deals Light Damage.

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Special Rules

  • If Shield Slam deals damage, the target becomes Staggered.

  • Shield Slam requires Midknight to possess a Shield.

  • Shield Slam does not generate Fate Tokens.

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Shield of Valor

  • Type: Interrupt

  • Cost: 3 Fate Tokens

  • Range: 6"

  • Mechanic: Fate vs. 6

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When one of her companions comes under attack, Midknight charges forward without hesitation, forcing herself between her ally and the enemy.

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When a friendly Mage Guild Character within 6" is targeted by an enemy attack, Midknight may declare Shield of Valor before the attack roll is made.

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On a successful Fate vs. 6 roll:

  • Immediately move Midknight up to 6" toward the targeted Character.

  • Midknight must end this movement adjacent to the friendly Character.

  • Move the protected Character the minimum distance necessary to place Midknight between that Character and the attacker.

  • The enemy's attack is redirected from the original target to Midknight.

  • Resolve the attack using Midknight's statistics and abilities.

  • If the attacker was engaged in Melee Combat with the protected Character, Midknight takes over that Melee engagement.

  • The protected Character is no longer locked in Melee Combat by that attacker.

  • Movement caused by Shield of Valor does not trigger effects caused by leaving Melee Combat.

  • Midknight may use her normal Shield Universal Rule against the redirected attack if she still has a Shield use available.

  • Midknight may use Shield of Valor even if she has already activated during the round.

  • Shield of Valor does not count as Midknight's activation.

  • Shield of Valor does not generate Fate Tokens.

Restriction

Midknight must be capable of legally reaching a position between the attacker and the protected Character using the movement granted by Shield of Valor.

Midknight cannot move through impassable terrain or otherwise ignore normal movement restrictions while using Shield of Valor.

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Shield of the Hero

  • Type: Ultimate

  • Cost: 5 Fate Tokens

  • Range: 6" Aura

  • Duration: Until the end of the round

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Midknight plants herself firmly on the battlefield and raises her shield, becoming the unbreakable center of the Mage Guild's defense. Those fighting beside her rally behind her protection as Midknight turns aside attacks meant for her companions.

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While Shield of the Hero is active, Midknight and all friendly Mage Guild Characters within 6" gain its protection.

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Each protected Character may use the Shield Universal Rule once during the round, even if that Character does not normally possess a Shield.

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Special Rules

  • Shield attempts granted by Shield of the Hero follow all normal rules for Shield.

  • A Character does not need to physically possess a Shield to use the Shield attempt granted by this Ultimate.

  • Each Character may receive a maximum of one additional Shield attempt from Shield of the Hero during the round.

  • A Character that already possesses the Shield Universal Rule retains its normal Shield use separately.

  • Midknight may use the additional Shield attempt granted by Shield of the Hero in addition to any normal Shield use she still has available.

  • Shield attempts granted by Shield of the Hero cost no Fate Tokens.

  • A Character must remain within 6" of Midknight to benefit from Shield of the Hero.

  • If a Character leaves the 6" Aura, it immediately loses the protection.

  • If that Character later re-enters the Aura, it may benefit from Shield of the Hero again only if it has not already used its additional Shield attempt that round.

  • If Midknight becomes Incapacitated or Destroyed, Shield of the Hero immediately ends.

  • Shield of the Hero does not generate Fate Tokens.

Nona

Nona

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Overview

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Role: Nona is a mobile DPS Character who combines the supernatural manipulation of mist with the Mystic Arts of her Uni heritage. Unlike the Mage Guild's more traditional ranged spellcasters, Nona relies upon mobility, precision, and battlefield control to create opportunities for herself and her allies.

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As a member of the Uni, one of the native peoples of Dichu, Nona maintains strong ties to her homeland despite her association with the Mage Guild. This allows her to fight alongside either faction.

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Nona wears no conventional Armor. Instead, she relies upon her training, agility, and supernatural mist to avoid attacks altogether. She can disappear from dangerous engagements, block important sections of the battlefield with walls of mist, and unleash a devastating beam of condensed mist when enemies make the mistake of lining up in front of her.

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Core Information

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Summon Points: 1 (Character)
Alignment: Grey
Affiliation: Mage Guild / Dichu

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Keywords

  • Character

  • Mage Guild

  • Dichu

  • Uni

  • DPS

  • Mystic Arts

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Statistics

  • Health: 5

  • Armor: 0

  • Speed: 5

  • Defense: 5

  • Dodge: 7

  • Willpower: 7

Universal Rules

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This unit gains the following Universal Rules:

  • Mystic Arts

(See Universal Rules.)

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Special Rules

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Uni Heritage

Nona is a member of the Uni, one of the native peoples of Dichu. Although she has joined the Mage Guild, her heritage and training allow her to fight alongside the warriors of her homeland.

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Special Rules

  • Nona may be included on either a Mage Guild or Dichu team.

  • When included on a Mage Guild team, Nona is considered a Mage Guild Character for team-building purposes.

  • When included on a Dichu team, Nona is considered a Dichu Character for team-building purposes.

  • Nona does not automatically gain additional faction Universal Rules simply because she is included on that faction's team. She only possesses the Universal Rules specifically listed on her unit sheet.

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Mist Armor

Nona surrounds herself with a thin veil of supernatural mist that shifts and swirls with her movements, making it difficult for enemies to accurately track her position.

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Once per round, when Nona is targeted by an attack, she may activate Mist Armor before the attack roll is made.

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Special Rules

  • Nona gains +1 Dodge against that attack.

  • If the attack targets Defense or Willpower, Nona may still use Mystic Arts normally.

  • Mist Armor provides no Armor and does not reduce damage.

  • Mist Armor costs no Fate Tokens.

  • The bonus ends immediately after the attack has been completely resolved.

  • Mist Armor may only be used once per round.

Tactics and Strategies

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Nona serves as a mobile and highly adaptable DPS Character. Unlike Essa, whose offensive strength comes primarily from overwhelming magical firepower, Nona combines damage with mobility and battlefield control.

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With Armor 0, Nona does not want to absorb enemy attacks. Her Dodge 7, Mystic Arts, and Mist Armor instead encourage her to avoid attacks and use positioning to remain difficult to engage.

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Mist Bolt provides Nona with a reliable ranged attack and Fate generator. Because the attack ignores Cover, enemy units cannot easily protect themselves from Nona simply by hiding behind battlefield terrain.

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Shifting Mist provides exceptional repositioning and an important escape tool. If an opponent manages to reach Nona in Melee Combat, she can dissolve into mist and reform elsewhere rather than attempting to survive a prolonged engagement.

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Wall of Shifting Mist allows Nona to contribute to the entire party without directly dealing damage. Blocking Line of Sight or closing an important route can protect vulnerable DPS and Support Characters, interfere with enemy movement, or help a Tank control where opponents can engage the Mage Guild.

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Condensed Mist Beam is Nona's greatest offensive technique. Its long, wide line can strike multiple enemies for Medium Damage, while exceptionally accurate attacks can bypass Armor entirely. Enemies that survive the attack are left Staggered, giving the rest of the party an opportunity to capitalize on the disruption.

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Nona is particularly effective when constantly repositioning and forcing the opponent to respond to her rather than allowing herself to become trapped.

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She doesn't stand behind the Tank and simply throw spells.

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​She makes the battlefield itself difficult for the enemy to navigate.

Abilities

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Mist Bolt

  • Type: Ranged (R)

  • Range: 10"

  • Mechanic: Fate vs. Dodge

  • Damage: Light Damage

  • ​

Nona gathers the mist surrounding her into a concentrated projectile and sends it streaking toward her enemy. The supernatural vapor twists through openings and around battlefield obstructions, making conventional protection far less effective.

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Special Rules

  • Mist Bolt ignores Cover.

  • If Mist Bolt deals damage, gain 1 Fate Token.

  • Nona may generate a maximum of 1 Fate Token each round from Mist Bolt.

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Shifting Mist

  • Type: Special Ability (SA)

  • Cost: 1 Fate Token

  • Range: Self

  • Movement: Up to 5"

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Nona's body dissolves into swirling mist before reforming somewhere nearby, allowing her to escape danger or rapidly reposition herself.

Nona may immediately teleport up to 5" to a legal position she can occupy.

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Special Rules

  • Shifting Mist is a teleport and does not count as normal movement.

  • Nona may pass through units and terrain while teleporting.

  • Nona may not end the teleport inside another unit or impassable terrain.

  • Shifting Mist may be used to leave Melee Combat without being prevented by Melee Lock.

  • Using Shifting Mist does not trigger effects caused by leaving Melee Combat.

  • Nona cannot Run during the same activation in which she uses Shifting Mist.

  • Shifting Mist does not generate Fate Tokens.

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Wall of Shifting Mist

  • Type: Special Ability (SA)

  • Cost: 3 Fate Tokens

  • Range: 6"

  • Size: 2" wide × 2" high

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Nona summons a dense wall of supernatural mist, obscuring everything behind it and forcing enemies to find another path through the battlefield.

Place a 2" wide × 2" high Wall of Shifting Mist completely within 6" of Nona.

The wall remains in play until the start of Nona's next activation.

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Special Rules

  • Wall of Shifting Mist blocks Line of Sight.

  • Units cannot move through the wall.

  • The wall is treated as impassable terrain.

  • Nona may only have one Wall of Shifting Mist in play at a time.

  • If Nona creates another Wall of Shifting Mist, the previous wall is immediately removed.

  • The wall cannot be placed overlapping a unit, Pillar, Summoning Totem, or other impassable terrain.

  • Wall of Shifting Mist does not generate Fate Tokens.

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Condensed Mist Beam

  • Type: Ultimate

  • Cost: 5 Fate Tokens

  • Area: 10" Line, 2" Wide

  • Mechanic: Fate vs. Dodge

  • Damage: Medium Damage

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Nona draws the mist surrounding the battlefield into an increasingly dense concentration of supernatural energy. With a sudden release, the compressed mist erupts forward in a devastating beam capable of tearing through multiple enemies.

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Draw a 10" long and 2" wide line extending from Nona.

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Every enemy unit touched by the line is targeted by Condensed Mist Beam.

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Special Rules

  • Make a separate Fate vs. Dodge attack roll against each affected enemy.

  • Each successful attack deals Medium Damage.

  • If Nona's attack roll exceeds the target's Dodge by 3 or more, that attack bypasses Armor.

  • Any unit that suffers damage from Condensed Mist Beam becomes Staggered.

  • Friendly units are not affected by Condensed Mist Beam.

  • A unit may only be targeted once per use, regardless of how much of its base is within the beam.

  • Condensed Mist Beam does not generate Fate Tokens.

Orin

Special Rules

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Devoted to the Light

Orin is a priest devoted completely to the Light and refuses to willingly fight alongside those whose allegiance stands in direct opposition to it.

  • Orin cannot be included on a team containing a unit with Dark Alignment.

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Flash Heal

Orin has spent years channeling the Light into others. When his own life is threatened, that same training allows him to instinctively turn a burst of healing energy upon himself.

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  • Type: Free Action

  • Cost: 1 Fate Token

  • Orin immediately restores 2 Health.

  • Flash Heal may only target Orin.

  • Flash Heal cannot increase Orin above his maximum Health.

  • Flash Heal may be used once per round.

Orin

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Overview

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Role: Orin is a dedicated Support Character and priest of the Light who serves as the spiritual heart of a Mage Guild party. While other members of the Guild hold the frontline or unleash devastating attacks, Orin keeps his companions alive through healing, purification, and divine intervention. His connection to the Light even allows him to return fallen Characters to battle.

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Orin is not built to withstand prolonged enemy pressure. Although he possesses enough protection to survive minor attacks and can rapidly heal himself in an emergency, he is most effective when protected by the party's Tank while supporting the rest of the team.

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Core Information

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Summon Points: 1 (Character)
Alignment: Light
Affiliation: Mage Guild

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Keywords

  • Character

  • Mage Guild

  • Support

  • Priest

  • Holy

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Statistics

  • Health: 4

  • Armor: 1

  • Speed: 5

  • Defense: 6

  • Dodge: 6

  • Willpower: 8

Tactics and Strategies

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Orin represents the pure Support role of the Mage Guild's Holy Trinity. His purpose is not to defeat the enemy himself but to keep the rest of the party functioning long enough for them to do so.

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Holy Bolt gives Orin a reliable basic attack and Fate generator when healing is unnecessary. Its ability to bypass the Armor of Undead units also allows Orin to remain particularly threatening against those creatures without turning him into a dedicated DPS Character.

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Healing should be Orin's most frequently used support ability. Its Light Healing can restore significant Health, while a particularly strong Healing roll removes its Fate cost and allows Orin to conserve resources for his more powerful abilities.

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Orin's low Health and Armor make him vulnerable when enemies break through the Mage Guild frontline. Flash Heal gives him an emergency method of keeping himself alive, but every Fate Token spent saving Orin is a Fate Token unavailable for supporting the rest of the party.

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Resurrection is Orin's defining divine ability. Destroying a Mage Guild Character does not necessarily mean that Character is gone for the remainder of the battle while Orin remains alive and the Guild has enough Fate available. However, Resurrection occurs only after scoring, returns the Character at the Summoning Totem, and can only return each Character once.

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Blessing of Light represents Orin at the height of his power. Used at the right moment, it can restore a wounded party, remove debilitating effects, reinforce their defenses, and prepare them for a major offensive push.

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Orin embodies the Mage Guild's Holy Trinity philosophy particularly well.

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The Tank keeps the enemy away from Orin.

Orin keeps the party standing.

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And as long as the healer is still standing, the fight may not be over yet.

Abilities

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Holy Bolt

  • Type: Ranged (R)

  • Range: 6"

  • Mechanic: Fate vs. Willpower

  • Damage: Light Damage

  • ​

Orin channels the power of the Light into a radiant bolt of holy energy and sends it toward his enemy.

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Special Rules

  • If Holy Bolt targets an Undead unit, the attack bypasses Armor.

  • If Holy Bolt deals damage, gain 1 Fate Token.

  • Orin may generate a maximum of 1 Fate Token each round from Holy Bolt.

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Healing

  • Type: Special Ability (SA)

  • Cost: 1 Fate Token

  • Range: 6"

  • Mechanic: Fate vs. 6

  • Healing: Light Healing

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Orin calls upon the sacred power of the Light to mend the wounds of an ally.

On a successful roll, choose one friendly unit within 6". Roll Fate and use the lower die. The target restores that much Health, up to its maximum Health.

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Special Rules

  • If Orin's Healing roll succeeds by 3 or more, Healing does not cost a Fate Token.

  • Healing cannot restore Health beyond the target's maximum Health.

  • Healing follows all normal rules and restrictions for Healing.

  • Healing cannot affect a unit that specifically states it cannot be healed by normal means.

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Resurrection

  • Type: Special Ability (SA)

  • Cost: 3 Fate Tokens

  • Timing: End of Round

Orin calls upon the Light to reach beyond death itself, returning a fallen hero to the battlefield.

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At the end of the round, after scoring has been completed but before the next round begins, Orin may choose one friendly Character that was Destroyed during that round.

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Pay 3 Fate Tokens. The chosen Character is returned to the battlefield at full Health and is placed using the normal placement rules for the Mage Guild's Summoning Totem.

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Special Rules

  • Resurrection is automatic and requires no Fate roll.

  • Orin may use Resurrection even if he already activated during the round.

  • The target must have been Destroyed during that round.

  • A Character may be resurrected by Orin only once per game.

  • Resurrection may only be used once per round.

  • Companions cannot be resurrected by Resurrection.

  • The resurrected Character returns with its natural Armor.

  • The Character returns with no Fate Tokens.

  • Temporary bonuses and negative Status Effects affecting the Character before it was Destroyed do not return with it.

  • Resurrection does not require additional Summon Points.

  • The Character does not count as having been summoned again.

  • Because Resurrection occurs after scoring, the returned Character cannot affect scoring for the round in which it was Destroyed.

  • The resurrected Character may activate normally beginning with the next round.

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Blessing of Light

  • Type: Ultimate

  • Cost: 5 Fate Tokens

  • Range: 10"

Orin calls upon the full power of the Light, bathing his companions in radiant energy that restores their strength, purifies their bodies, and empowers them for the battle ahead.

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All friendly Mage Guild units within 10" of Orin receive the following effects:

  • Restore 3 Health, up to the unit's maximum Health.

  • Remove all negative Status Effects currently affecting the unit.

  • Gain +1 Armor until the end of the round.

  • Gain +1 Defense until the end of the round.

  • Gain +1 Dodge until the end of the round.

  • Gain +1 Willpower until the end of the round.

  • Gain +1 to all attack and Ability rolls until the end of the round.

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Special Rules

  • Blessing of Light may affect Orin himself.

  • Armor granted by Blessing of Light is temporary and cannot be repaired.

  • Bonuses from multiple uses of Blessing of Light do not stack.

  • Blessing of Light cannot restore a Destroyed unit.

  • Blessing of Light follows normal Healing restrictions for units that cannot be healed by normal means.

Sam

Special Rules

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Possessive

Sam has a very simple understanding of ownership.

If Sam catches something, it belongs to Sam.

Whenever an enemy unit becomes engaged in Melee Combat with Sam, that enemy becomes Caught.

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While Caught:

  • The enemy cannot voluntarily leave Melee Combat with Sam through normal movement.

  • Unlike normal Melee Lock, Caught persists between rounds.

  • The enemy remains Caught for as long as it remains legally engaged in Melee Combat with Sam.

  • Abilities that specifically allow a unit to teleport, disengage, or otherwise escape Melee Combat may still be used normally unless another Sam ability specifically states otherwise.

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Escaping Sam

A Caught enemy may use its activation to attempt to escape Sam.

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Make a:

Fate vs. 7

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On a success:

  • The unit is no longer Caught.

  • It may immediately move up to 3" away from Sam.

  • This movement does not trigger effects caused by leaving Melee Combat.

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On a failure:

  • The unit remains Caught.

  • Its activation immediately ends.

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Multiple Caught Units

Sam may have multiple enemy units Caught at the same time.

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There is no limit to the number of enemy units Sam may have Caught, provided every Caught unit is legally engaged in Melee Combat with Sam.

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Each Caught enemy is treated separately for purposes of escaping and other effects.

Sam Doesn't Share

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While Sam has one or more enemy units Caught:

  • Sam's Speed becomes 0.

  • Sam cannot Walk, Run, Charge, or perform other voluntary movement.

  • Sam may continue attacking and using Abilities normally.

  • Sam may specifically continue using MINE! to collect additional enemy units.

  • Using an Ability does not release any enemy Sam already has Caught.

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As soon as Sam has no Caught enemies remaining, his Speed returns to its normal value of 4.

Sam

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Overview

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Role: Sam is a Tank Character who protects the Mage Guild through enemy control and multi-target lockdown rather than traditional defensive techniques.

Sam is a Mimic—an unusual magical creature resembling a treasure chest until the enormous mouth, teeth, tongue, and grasping appendages reveal otherwise. Nobody is entirely certain where Sam came from, how old he is, or why he has chosen to accompany the Mage Guild.

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What the Guild does know is that Sam is remarkably protective of those he considers his friends.

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Unlike Midknight, Sam does not protect allies by intercepting incoming attacks. Instead, he grabs enemies, pulls them away from vulnerable companions, and refuses to let them escape. Sam can hold multiple opponents simultaneously, becoming an immovable obstacle that forces the enemy to either fight their way free or deal with Sam directly.

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Sam likes treasure.

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Sam likes being fed.

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And Sam really doesn't like anyone touching his friends.

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Core Information

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Summon Points: 1 (Character)
Alignment: Grey
Affiliation: Mage Guild

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Keywords

  • Character

  • Mage Guild

  • Tank

  • Mimic

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Statistics

  • Health: 7

  • Armor: 3

  • Speed: 4

  • Defense: 6

  • Dodge: 4

  • Willpower: 9

Abilities

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Chomp

  • Type: Melee (M)

  • Mechanic: Fate vs. Defense

  • Damage: Light Damage

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Sam opens his enormous mouth and demonstrates exactly why reaching into an unattended treasure chest is generally considered a poor life decision.

Special Rules

  • If Chomp deals damage, gain 1 Fate Token.

  • Sam may generate a maximum of 1 Fate Token each round from Chomp.

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MINE!

  • Type: Special Ability (SA)

  • Cost: 1 Fate Token

  • Range: 6"

  • Mechanic: Fate vs. Dodge

  • Damage: None

 

with his enormous tongue, wrapping it around an unfortunate enemy and dragging his newest possession directly toward himself.

Choose one enemy unit within 6".

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On a successful roll, pull the target directly toward Sam until it enters Melee Combat with him.

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Special Rules

  • MINE! deals no damage.

  • MINE! may target an enemy that is already engaged in Melee Combat with another unit.

  • If successful, the target is pulled out of its current Melee Combat and toward Sam.

  • Leaving Melee Combat because of MINE! does not trigger effects associated with voluntarily leaving Melee Combat.

  • The target must travel along the most direct legal path toward Sam.

  • The target cannot be pulled through impassable terrain or other obstacles it could not normally move through.

  • If the target cannot reach Sam, move it as far toward Sam as legally possible.

  • If the target reaches Melee Combat with Sam, it immediately becomes Caught through Possessive.

  • Sam may use MINE! while already engaged in Melee Combat.

  • Sam may use MINE! while he already has one or more enemy units Caught.

  • Sam may forgo making a Melee attack against his currently engaged enemies and instead use MINE! against another eligible target.

  • Using MINE! does not release any units Sam currently has Caught.

  • Sam may therefore use MINE! to add additional enemies to an existing group of Caught units.

  • MINE! does not generate Fate Tokens.

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NOT YOURS!

  • Type: Special Ability (SA)

  • Cost: 3 Fate Tokens

  • Range: Self

  • Duration: Until the start of Sam's next activation

Someone has apparently misunderstood the concept of ownership.

Sam tightens his grasp around everything he has collected, wrapping tongues, tendrils, teeth, and whatever other unpleasant Mimic anatomy happens to be available around his possessions.

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Until the start of Sam's next activation, the normal escape difficulty for every enemy currently Caught by Sam increases from:

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Fate vs. 7

to:

Fate vs. 9

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Special Rules

  • NOT YOURS! affects all enemy units currently Caught by Sam.

  • Each Caught enemy still makes its own individual escape attempt.

  • If an enemy becomes Caught by Sam after NOT YOURS! has been activated, that enemy is also affected for the remaining duration.

  • Abilities that specifically allow a unit to teleport, disengage, or otherwise escape Melee Combat may still function normally.

  • NOT YOURS! deals no damage.

  • NOT YOURS! does not generate Fate Tokens.

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EVERYTHING IS MINE!

  • Type: Ultimate

  • Cost: 5 Fate Tokens

  • Range: Self

  • Duration: Until the start of Sam's next activation

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Sam's monstrous form erupts outward as his chest opens impossibly wide. Tongues, teeth, and grasping tendrils tighten around everything unfortunate enough to have become part of Sam's collection.

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For the duration of EVERYTHING IS MINE!, every enemy currently Caught by Sam is affected.

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No Escape

Affected enemies cannot make the normal Possessive escape attempt while EVERYTHING IS MINE! is active.

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Abilities that specifically allow a unit to teleport, disengage, or otherwise escape Melee Combat may still be used.

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Hoarded Protection

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Sam gains +1 Armor for each enemy unit he currently has Caught, to a maximum of +3 Armor.

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Therefore:

  • 1 Caught enemy: +1 Armor

  • 2 Caught enemies: +2 Armor

  • 3 or more Caught enemies: +3 Armor

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This bonus changes immediately if the number of enemies Sam has Caught changes.

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Special Rules

  • If another enemy becomes Caught after EVERYTHING IS MINE! has been activated, that enemy immediately becomes affected by the Ultimate.

  • Newly Caught enemies also count when determining Sam's Armor bonus.

  • If an enemy escapes through an eligible Ability or otherwise ceases to be Caught, immediately recalculate Sam's Armor bonus.

  • EVERYTHING IS MINE! deals no damage.

  • EVERYTHING IS MINE! does not generate Fate Tokens.

Tactics and Strategies

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Sam represents the Control Tank side of the Mage Guild's Holy Trinity.

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Unlike Midknight, Sam is relatively easy to hit. His Defense 6 and Dodge 4 provide little protection against determined attackers. Instead, Health 7 and Armor 3 allow him to absorb considerable punishment once enemies begin attacking him.

His exceptional Willpower 9 also makes Sam unusually resistant to attacks and effects directed against the mind.

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Sam's real defensive power, however, comes from Possessive.

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Once an enemy becomes engaged with Sam, it becomes Caught and cannot simply walk away during a later round. The opponent must either fight Sam, spend an activation attempting to escape, or use an Ability specifically capable of escaping Melee Combat.

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Importantly, Sam can hold multiple enemies simultaneously. The more opponents he collects, the more of the enemy force he prevents from reaching the vulnerable members of the Mage Guild.

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Chomp is Sam's straightforward basic attack and primary Fate generator. Sam is a Tank rather than a dedicated damage dealer, so Chomp provides consistent Light Damage without turning him into an offensive powerhouse.

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MINE! is one of Sam's most important Tank tools. Rather than waiting for enemies to engage him, Sam can pull an enemy into his Melee Combat and immediately make that unit Caught. MINE! can even pull an enemy out of Melee Combat with one of Sam's allies, allowing him to peel dangerous attackers away from vulnerable Support or DPS Characters.

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Sam may continue using MINE! while already holding other enemies. This allows him to gradually collect multiple threats around himself.

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The tradeoff is significant: once Sam possesses at least one enemy, Sam cannot voluntarily move. Positioning Sam before he begins collecting opponents is therefore extremely important.

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NOT YOURS! strengthens Sam's control over everything he has collected. Raising the normal escape difficulty from 7 to 9 forces opponents to decide whether attempting to escape is worth risking an entire activation.

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EVERYTHING IS MINE! is the ultimate expression of Sam's Tanking style. Normal escape attempts temporarily become impossible, while every enemy Sam holds makes his body increasingly difficult to damage. With three or more enemies Caught, Sam temporarily reaches Armor 6.

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This leaves the opposing player with a difficult decision:

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Use specialized abilities to escape.

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Try to destroy Sam.

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Or accept that several members of their team are currently occupied fighting a treasure chest.

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Midknight protects her companions by standing between them and danger.

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Sam has developed another solution.

He keeps the danger for himself.

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