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Echoes: Tales from Chromatic Expanse - Quickstart Guide

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QUICKSTART GUIDE VERSION BETA 1 2 4

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TITLE Echoes Tales from Chromatic Expanse Quickstart Guide CREATED BY Dawid Tadel WRITER DESIGNER Dawid Tadel GRAPHIC DESIGN LAYOUT Dawid Tadel GAME ENGINE Unity of Opposites SPECIAL THANKS TO Pawel Klimas for development and testing Patreon supporters and every dark wanderer who dared to dream and delve into the world of Chromatic Expanse CREDITS Inspired by Robert Plutchik s wheel of emotions and William Moulton Marston s DISC Model of Behavior SUPPORT The Quickstart Guide is available for free However you can show your support on Discord if you want to receive future updates and participate in shaping the system Let s develop the game together CLICK TO JOIN DISCORD VERSION Beta 1 2 4

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CONTENTS INTRODUCTION4 INTRODUCTION4 WHAT TO EXPECT 4 NEW TO RPGS 5 WHAT YOU NEED TO PLAY 5 THE WORLD OF CHROMATIC EXPANSE 6 GEOGRAPHY8 CLIMATE8 ELEMENTS8 POLITICS8 ECONOMICS8 SOCIETY8 THE AWAKENED 10 RELIGION10 SCIENCE10 TECHNOLOGY10 ARTS10 HISTORY10 LANGUAGE11 MORALITY AND ETHICS 11 UNIQUE PHENOMENA 11 FACTIONS11 CHARACTER CREATION 14 SUMMARY14 CLASSES14 BEHAVIOR16 MOTIVATION18 SAVES18 WOUND TRESHOLD WT 19 LORE L 19 THOUGHTS19 ECHO CORRUPTION TRACK ECT 21 LUCK22 ABILITIES23 CURRENCY26 EQUIPMENT EQ 26 EQUIPMENT IDENTIFICATION 27 PLAYING THE GAME 30 EXPLORATION PHASE 30 COMBAT PHASE 30 WOUNDS32 DREAM PHASE 34 LEVELING XP34 DICE34 MOTIVATION BEHAVIOR 35 TRAITS35 BUFFS DEBUFFS36 CHECK TYPES 36 WEAPONS38 DISTANCE39 MISCELLANEOUS ITEMS 39 CONDITIONS39 CURRENCY EXCHANGE 40 GAMEMASTER RULES 42 WHO IS A GAME MASTER GM 42 DISSONANCE POINTS DP 42 EQUILIBRIUM DIE 42 ENEMY TYPES 43 ENEMY ACTIVATION IN COMBAT 44 ENEMY TIERS 44 RESISTANCE44 VULNERABILITY44 IMMUNITY45 10 TIPS TO MAKE THE WORLD MORE BELIEVABLE45 ADVENTURE46 STRUCTURE46 SYNOPSIS47 ACT I WHISPERS IN LAMENT 50 ACT II BENEATH THE VEIL 53 ACT III JOY BATHED IN BLOOD 54 LICENSING57

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INTRODUCTION OVERVIEW INTRODUCTION Anger driven abilities Unity of opposites is a custom tabletop RPG game engine created for the purpose of designing Echoes Tales from Chromatic Expanse The engine uses two ten sided dice to represent the good the bad and the gray zones of behavior and emotions behind the player s decisions Harmony and Dissonance Motivation and Behaviors Buffs and Debuffs Fast and Slow weapons that s only some of the concepts you ll encounter in this system By combining behavior and emotions in every roll players can create rich nuanced characters who act and respond to their world in ways that are consistent with both their behavioral traits and emotional motivations This system encourages players to think more deeply about their character s actions and feelings adding depth to gameplay and making every roll of the dice a small piece of storytelling As long as a player keeps succeeding on checks related to a specific emotion they could level up that emotion gaining some temporary bonuses or special abilities related to it For example continually succeeding on checks driven by Anger might boost However the moment you fail a check your emotional level immediately drops back to zero In the process the intense wave of emotions they ve been riding crashes down resulting in the acquisition of an Echo corruption The type of corruption they gain could be related to the emotion you were pushing This mechanic encourages players to weigh the potential benefits of pushing their emotions against the risks of failure and corruption It would create a lot of dramatic moments in the game where players must decide whether to push their luck or play it safe WHAT TO EXPECT The ruleset is of moderate complexity integrating psychological elements like emotions as primary character motivators Players make all dice rolls streamlining gameplay for both players and GMs A single roll determines hits and damage creating a faster strategic game Poor rolls empower the GM with Dissonance points 4

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The monochromatic art and emotion based mechanics reflect the game world Looting offers exciting risks while success is scaled in four degrees Combat lacks a set initiative relying on tactics and Dissonance Points Simple stats bolster role playing with all equally crucial in social and combat scenarios Unconventional yet functional equipment enhances the narrative Characters blend behaviors emotions and traits for buffs The environment and monsters mirror these elements for debuffs adding depth to the world NEW TO RPGS Welcome If you re new to the world of tabletop roleplaying games TTRPGs there s an exciting journey ahead of you Roleplaying games are a shared storytelling experience where you and your friends create your own player characters PC and control their actions within a world shaped by the game master GM a person who runs the game and acts as the narrator referee and the minds behind every character you ll interact with that isn t controlled by another player This particular TTRPG is a low fantasy survival setting That means it is a world that is often more grounded and gritty where magic is mysterious and dangerous This TTRPG looks for a balance between combat oriented segments and more character focused segments exploring human or non human nature morality and the complexities of society WHAT YOU NEED TO PLAY Character sheet for each player Download it here Seven ten sided dice four in one color and three in a different color Three dice are called Dissonance representing tens and three dice Harmony representing ones In further sections a ten sided die can be referred to as 1D10 or 5D10 where the first number determines the amount of dice A single ten sided die of any color called Equilibrium will be utilized by the Game Master GM to store Dissonance Points DP 5

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THE WORLD OF CHROMATIC EXPANSE SETTING Welcome to the realm of The Chromatic Expanse a world where color and emotion intertwine in the most visceral and sometimes terrifying ways This world is initially devoid of color its lands and inhabitants appear as shades of grey creating a stark eerie landscape Here emotions are the essence of existence every feeling a human experiences leaves a physical trace of color called Echoes These Echoes vary in color and intensity representing the spectrum of human emotions Joy might emit bright yellows love could produce radiant reds melancholy might manifest as deep blues and fear could come across as harsh greys or blacks Stronger emotions create more vibrant and potent Echoes The inhabitants of this world have found ways to harness these Echoes extracting and distilling them into magical essences These essences are imbued dyed into clothing and weapons creating items with unique magical properties A cloak woven with the Echoes of tranquility might have a calming effect on those around it while a sword forged with the Echoes of rage could strike with terrifying force However this powerful emotional energy has a dark side Those who experience extreme emotions risk transforming into Eldritch Echoes grotesque color imbued giant abominations that reflect the excess of their emotional states These transformations are a cautionary tale to all the inhabitants a grim reminder of the potential volatility of their own emotions Common folk call this transformation The Desolation while scientific groups refer to it as The Chromatic Fracture These horrors once humans who fell to their overwhelming feelings roam the desolate landscapes in a monstrous mockery of the emotion that birthed them Their dreadful presence and voracious appetites for more Echoes add a haunting layer of danger to the bleak landscape Survival is a constant battle not just against these beasts but also against one s overwhelming emotions Eldritch Echoes feed on the Echoes of the same emotion that created them drawn to individuals or places where such feelings are strong This can lead to a vicious cycle where a Beast of fear might incite terror in a village feeding off the resulting Echoes and growing even stronger 6

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Animals and plants feed on the Echoes around them taking on the properties of the emotion and changing over time These creatures form a unique and diverse ecosystem each with their own ways of harnessing and interacting with the Echoes Revenants are another form of monstrosity lurking in the wastelands Less powerful than Eldritch Echoes these demons still enlist fear and seem to feed on Echo energy to gain more size and power Perhaps the Revenants serve as guardians or regulators of the world s emotional balance or are simply another Eldrich creature their origin is currently to be discovered yet they are a much more common thread While Eldritch Echoes could threaten a city or even the whole world Revenants based on their size and consumed Echo are either easy to dispose of by a skilled adventurer or pose a threat to small villages Despite its inherent dangers many adventurers explore the Chromatic Expanse seeking out rare and powerful Echoes These Chroma seekers are part emotional explorers part survivalists learning to navigate their own emotional landscapes even as they traverse the physical world control their emotions and limit their color emissions to wild tribes that celebrate emotional expression and live amidst a kaleidoscope of color It s a world where emotional intelligence is as important if not more so than physical strength This is a world of emotional survival horror where the greatest threat isn t just what s lurking in the darkness but what s lurking within the hearts of the people themselves Will they master their emotions and harness their power or be consumed by them and transformed into the very horrors they fear In the Chromatic Expanse the line between survival and transformation is as thin and shifting as the boundary between love and hate joy and despair In the Chromatic Expanse emotion is everything It shapes the world and its people driving them to incredible heights and terrifying depths The journey to understand and master these emotions defines their existence making life a vivid ever changing tapestry of color and feeling Societies within the Chromatic Expanse range from Willd collectives that train to 7

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WORLD GEOGRAPHY desired Echoes to inspire their followers Emotional influence and the control of color Areas frequently experiencing specific emotions took on a permanent hue creating a visually diverse landscape War zones might could be a source of political power Politicians rarely wear colored clothing in public to hide their true intentions be stained red with anger while places of worship could glow with serene blues of faith The intensity of the color could reflect ECONOMICS the intensity of past events shaping the perception and significance of these areas CLIMATE With emotions being physical entities they could also influence the weather Cities dominated by happiness and joy might have brighter sunnier climates while areas of The economy of The Chromatic Expanse is intricately tied to the extraction trade and usage of Lenses Emotions serve as the primary raw material and their conversion into Lenses varies in efficiency This conversion rate is a pivotal factor in the value of Lenses Established Lens Foundries are places where individuals can channel specific emotions to produce these crystalline artifacts sorrow or fear might be perpetually overcast or prone to storms ELEMENTS In the monochromatic world of The Chromatic Expanse the elements much like everything else exist in shades of grey However their distinctive characteristics such While pure unadulterated emotions yield the most valuable Lenses achieving such intensity and genuineness is a challenge Some might resort to rare elixirs or advanced alchemy to enhance or replicate these emotional experiences The resulting Lens s market worth is often gauged by the purity and vibrancy of its hue as the crackle of a fire the flow of water the solidity of earth and the gust of wind make them distinguishable to the inhabitants of this world Given the lack of color inhabitants have Each faction within The Chromatic Expanse has honed its unique processes and techniques for Lens creation leading to varied conversion rates and risks associated with the minting process developed heightened senses to perceive and understand their environment The elements SOCIETY are perceived not by their visual color but through their properties behaviors and the sensations they evoke Society is stratified not just by wealth but also by emotional control Those able to regulate their emotions to avoid negative Fire for instance would still crackle give off warmth and consume fuel even though its appearance would be in a spectrum of grey Water would be discernible by its fluidity and the way it reflects light Earth would be recognized by its solidity and texture and air by the way it moves and feels against the skin transformations would be seen as superior There might also be a division between those who believe in freely expressing emotions and those who believe in restraint The use of masks or other emotion hiding techniques is commonplace impacting social interactions and customs Only the extreme emotions and traumas lead to creating Eldritch Echoes it happens barely once a decade POLITICS and usually results in devastating an area most of the everyday interactions form small Politics are influenced by emotional control and manipulation Leaders need to be masters of their emotions able to project the pecks of Echo dust that disappear very quickly and are mostly invisible to the untrained eye 8

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WORLD THE AWAKENED Awakened are people who transformed and were able to regain their human form They experienced an emotion so strong in the past which began their transformation but somehow they were able to maintain your humanity Now their connection to Echoes is stronger than ever but if they ever succumb to your powerful emotions you will transform into an even more powerful Eldritch Echo monstrosity Echoes before the Eldritch transformation can occur TECHNOLOGY Progress and tradition intertwine in the Chromatic Expanse Instruments like Spectrographs are essential for measuring Echoes potency Chroma Engines tapping into emotional energy have ushered industries into a new age of efficiency What are conditions for awakening is currently unknown Though people speculate that it s either a genetic factor divine selection or a form of societal control Dye Infusion a method for embedding Echo essences into objects has been refined with the introduction of Dye Infusers These machines guarantee precision in infusing Echoes The Awakened are seen as dangerous creating fear and suspicion They face discrimination or isolation and could even be considered outcasts in certain societies due to the potential threat they pose Some of the Awakened are hired for military reasons while others serve a number of critical roles based on their unique abilities Their power in comparison to the Eldritch Echoes is unknown though they have been seen dealing with various levels of Revenants RELIGION Religions could arise around different emotional philosophies Some might worship serenity promoting calm and peace while others might believe in the sanctity of all emotions even the dangerous ones There could be religious ceremonies designed to evoke specific emotions for their Echoes SCIENCE Scientific study focuses on understanding emotions and how to control harness and utilize them more effectively Scholars seek ways to prevent the transformation into Eldritch Echoes and explore how different Echoes interact with each other Largest cities possess emotion detecting devices and militia hunt individuals producing strong The city s most notable technological feat is the Lumina Barrier a vast protective device against monsters The barrier s relentless Lens consumption necessitates hefty taxes ensuring protection at a notable economic price ARTS Art is deeply emotional with artists learning to evoke specific emotions in their audience to create the desired Echoes Literature music and visual arts are perceived not just through their content but through the emotional colors they generate Artists rarely have money to paint with color resorting to gray Echoes HISTORY Historical events are remembered not just for their facts but for their emotional impact Battles are known for the red of their rage or the black of their despair The reign of a beloved queen might be remembered in shades of joyful gold No realm is without its dark chapters The Chromatic Expanse has seen The Desolation Wars where inhabitants faced off against towering Eldritch Echoes While the battles might have subdued the Echo Cartels controlling emotion essence extraction and distribution keep the flames of conflict alive 10

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And lurking in obscurity is the menace of Chromatic Terrorism deliberate unleashing of volatile Echo combinations to sow chaos and fear LANGUAGE In this land of hues and shades emotions also frame communication The Hueborn elites employ Color Speech a silent communication style where Echo patterns become profound messages The Shadeless ever adapting use Echo Signs a sign language crafted to allow them to express their desires without color To span distances Tonal Whispers vibrating with Echoes ensure the sender s emotions and intentions are conveyed tions throughout The Chromatic Expanse They believe that emotions while powerful should be controlled and harnessed for the greater good Their training grounds known as the Luminary Sanctum is a place where members learn to extract and channel Echoes without succumbing to their power Lenses Their steadfast nature and dedication to controlling and harnessing emotions make them a prime candidate for a safer extraction process Their specialized training at the Luminary Sanctum would focus on precision ensuring minimal Echo produced However the expertise required for such a meticulous process would naturally come at a higher cost MORALITY AND ETHICS Purity Chance 60 Conversion Rate 6 1 The ethical dilemmas of this world are as complex as its hues Chromatic Ethics debates ponder the moral grounds of Echo extraction and utilization While the Eldritch Echoes are seen by many as aberrations the Desolation Sympathizers argue for their acceptance Overlaying societal norms is the Color Caste System where hierarchies emerge based on one s ability to generate and modulate Echoes UNIQUE PHENOMENA The Chromatic Expanse is replete with wonders Emotion Storms where the skies pour colors mirror the collective emotions of its people There are the Achromatic Zones unique regions devoid of any emotional energy And for the weary traveler the Spectral Springs offer a reprieve waters tinged with Echoes promising a drink laden with fleeting emotions FACTIONS LUMINOUS ORDER CHROMA CABAL Leader Lysandra the Echo Enchantress Dwelling in the heart of the Echo Abyss the Chroma Cabal seeks dominance over The Chromatic Expanse Their goal is to control the production and distribution of Echoes ensuring that emotions and their resulting colors can be manipulated according to their whims Lysandra with her innate ability to corrupt Echoes leads her followers in their dark quest believing that the world can only achieve true order through emotional dictatorship Lenses Their desire to dominate the production and distribution of Echoes might have led them to develop more efficient methods of extraction offering a better conversion rate for players However given Lysandra s innate ability to corrupt Echoes this process may carry a higher risk of Echo gain Purity Chance 10 Conversion Rate 1 1 Leader Selara the Echo Seer THE GRAYSCALE GUILD The Luminous Order is a steadfast and honorable group of warriors and mages dedicated to maintaining the balance of emo Leader Brevan the Neutral Sage 11

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WORLD The Grayscale Guild promotes the philosophy of emotional neutrality They contend that extreme emotions whether joyous or sorrowful bring instability to the world From their haven The Monochrome Monastery Brevan teaches techniques to cleanse oneself of colorful Echoes striving for a state of perfect emotional equilibrium Lenses Their philosophy of emotional neutrality might allow them to produce Lenses that are purer and more stable minimizing the risk of Echo Corruption However achieving such a state of emotional equilibrium is challenging thus increasing the fee in the Cracked Citadel a place echoing with the remnants of intense feelings Dorian leads with a hope of redemption yearning to find a way to reverse or halt the impending Chromatic Fracture Lenses Their close brush with transformation into Eldritch Echoes might have endowed them with a unique but unstable insight into the nature of Echoes They could offer a better conversion rate as they re desperate to understand and potentially reverse their condition Still the fragmented nature of their emotional state means a heightened Echo Corruption risk Purity Chance 50 Conversion Rate 5 1 Purity Chance 30 Conversion Rate 3 1 PRISM PROTECTORS Leader Ilyana the Spectrum Sentinel ECHOWOOD ENCLAVE Leader Talira the Nature Whisperer The Prism Protectors champion the idea that every emotion regardless of its nature is essential for the world s harmony They are the sworn enemies of the Grayscale Guild often clashing over their contrasting ideologies From their dazzling citadel the Rainbow Refuge Ilyana encourages the free expression of emotions viewing them as the world s true essence Lenses Given their belief in the significance of every emotion they might not discriminate in their extraction process leading to a more efficient conversion However this inclusive approach could inadvertently introduce impurities leading to a slightly higher risk of Echo gain Purity Chance 20 Conversion Rate 2 1 THE FRACTURE FORSAKEN Leader Dorian the Shattered One Positioned deep within the heart of the emotion infused Echowood Forest this faction believes that emotions are deeply intertwined with nature The trees plants and animals all resonate with Echoes and the Enclave s purpose is to ensure the symbiotic relationship between nature and emotions remains untainted Talira with her unique bond to the Echowood guides her followers in understanding and preserving this delicate balance Lenses With their intrinsic connection to nature and emotions they might have developed natural methods of extracting and purifying Echoes However the time and effort involved in maintaining the delicate balance might mean higher costs for their services Purity Chance 40 Conversion Rate 4 1 Consisting of individuals who ve narrowly escaped transformation into Eldritch Echoes the Fracture Forsaken seek a cure for their fragmented emotional state Residing 12

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CHARACTER CREATION This chapter will delve into the fundamental components of character creation Remember your character is more than just numbers on a sheet it s your voice in the game world a reflection of your creativity to create a three dimensional personality for survival Character creation select one of the classes note your Level 1 and stats Behavior based on your Class selection SUMMARY 1 Select 1 Class 2 Distribute 10 Behavior Points 3 Note your Saves and Wound Treshold 4 Distribute 2 Ability Points 5 Generate 3 common items with at least 1 weapon 6 Note your Traits from backgrounds equipment and abilities 7 Select 1 Thought CLASSES FIGHTER CRIMSON BERSERKER These fighters have trained to harness the Echoes of strong emotions such as anger or determination into their weapons imbuing them with deadly power Their attacks could cause effects that reflect the nature of the emotion infused like causing terror in their enemies or inspiring their allies STR DMG 30 DEX HIT 25 WILL AR 20 INT RES 25 The inhabitants survival hinges upon their adeptness in expressing manipulating and harnessing their emotions This has given rise to specialized classes individuals who have honed their relationship with their emotions to a razor s edge Each class represents a unique approach to interacting with ROGUE SHADOW DANCER Adept at blending into the shadows these rogues specialize in harnessing the Echoes of fear and sorrow and specialize in brewing potions that mask your true intentions and allow you to create illusions or cloak yourself in invisibility Echoes turning raw emotion into practical skills magical abilities and essential tools 14

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STR HIT 25 DEX DMG 30 WILL RES 25 INT AR 20 MAGE CHROMA CASTER These powerful spellcasters use Echoes of various emotions to cast their spells The nature of the emotion used can affect the nature of the spell For instance a fireball spell cast with an Echo of anger might be more destructive while one cast with an Echo of joy might be more controlled but dazzlingly bright DRUID HARMONY SHAPER Shape and direct the world s emotional energy flow When transforming with Wild Shape embody not only a creature s physical form but also its emotional essence MONK SERENITY SAGE Strive for balance with Echoes of peace tranquility and equilibrium Forge barriers dispel emotional magic stun with a fist of fury and soothe with a touch of serenity STR AR 20 DEX RES 25 WILL HIT 25 INT DMG 30 Development notes more classes in the works BARD ECHO WEAVER Weave tales and songs painting the world around you inspiring and manipulating emotions in others to produce specific Echoes for you and your allies to use PALADIN LUMINOUS VANGUARD HUNTER SPECTRUM SENTINEL Hunt Revenants to extract their Echo essences and gain the ability to summon their spectral forms in battle turning the very essence of your adversaries against them Create protective auras and cast a radiant glow of various Echoes upon your allies and foes Soothe or provoke your adversaries before seizing the opportunity to strike 15

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CHARACTER CREATION BEHAVIOR Your Behavior determines how you navigate and interact with your surroundings and the Echoes within it As you traverse the monochromatic landscapes your behaviors will be your compass guiding your survival evolution and ultimately your destiny Character creation at the start you receive 10 points Distribute these points among your four Behaviors as you prefer to customize your character s personality DOMINANT STRENGTH STR Strength is associated with confidence Characters with high strength often have the confidence to face physical challenges head on whether that s battling a monstrous creature or hauling heavy treasure out of a dungeon This confidence could also translate into emotional strength giving characters the courage to face their fears or stand up for what they believe in Behavior dominant driving determined domineering demanding Positive confidence a strong character often carries an assuredness and a willingness to confront challenges head on Negative arrogance sometimes strength can breed overconfidence leading to arrogance or underestimating challenges and opponents INFLUENTIAL DEXTERITY DEX Dexterity is associated with adaptability Characters with high dexterity are quick to react and can adjust to new situations with ease Whether they re picking a lock dodging an attack or balancing on a narrow ledge they can handle the unexpected This adaptability can help them stay calm under pressure and navigate tricky social situations Behavior influential inspiring innovative impulsive irritating Positive adaptability dexterity allows characters to adjust quickly to new situ ations and think on their feet Negative impulsivity on the other hand those who rely heavily on their dexterity might make hasty decisions without fully considering the consequences STEADY WILL WILL Will aligns with patience and perseverance Characters with high Will are used to routine and can wait for the right moment to act They don t give up easily and can stay focused on their goals even when faced with setbacks or distractions This can translate to emotional resilience in the face of adversity Behavior steady stable supportive slow sensitive Positive patience will characters often have the ability to wait for the right moment demonstrating great self control Negative inflexibility however too much Will can lead to rigidity or an inability to adapt to sudden changes or unforeseen circumstances making it difficult for the character to let go or accept defeat COMPLIANT INTELLIGENCE INT Intelligence is linked to curiosity Characters with high intelligence are driven by a desire to understand the world around them They are always asking questions seeking answers and exploring new ideas This intellectual curiosity can also lead them to be more open minded and accepting of different perspectives Behavior compliant careful correct calculating condescending Positive curiosity intelligent characters often have a thirst for knowledge showing interest and enthusiasm in learning Negative overthinking high intelligence can also lead to over analyzing situations or information paralysis causing stress and indecisiveness 16

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CHARACTER CREATION MOTIVATION Every action check involves a compelling interplay between Motivation and Behavior This intricate dance underscores the importance of not only your character s inherent capabilities but also the emotional forces guiding their actions JOY Characters motivated by joy are driven to seek happiness pleasure and contentment They might strive to bring joy to others or pursue activities that give them personal joy TRUST Characters motivated by trust are driven to form strong reliable relationships They might be loyal friends dedicated team members or peacemakers ANTICIPATION Characters motivated by anticipation are driven by future possibilities They might be planners dreamers or creators always working towards a vision of the future SAVES SADNESS Characters motivated by sadness may be driven by a desire to avoid further sadness or to heal from past sadness This could lead them to seek comforting environments support others or work to change the status quo FEAR Fear can be a powerful motivator driving characters to avoid perceived threats or dangers Characters motivated by fear might be particularly vigilant or cautious ANGER Anger can motivate characters to confront issues or people head on These characters might be driven to rectify perceived injustices or stand up for themselves and others SURPRISE Characters motivated by surprise might be driven by curiosity and the desire for novelty They might be explorers innovators or thrill seekers always seeking new experiences and knowledge Your character s ability to withstand the various threats and challenges of this world is defined by their Saves These are your character s fundamental defensive abilities critical elements that stand between your survival and the unchecked horrors of the monochromatic world Character creation each save is intrinsically tied to a corresponding Behavior based on your class Check your class details to see which Behaviors are linked with the following Saves ARMOR HIT GAME RESISTANCE Make a note of the corresponding values derived from your chosen allocations ARMOR AR Determines your resistance to physical damage e g piercing slashing bludgeoning When receiving physical damage make an AR save Critical Success zero damage Success half damage Partial Success full damage Critical Failure double damage DISGUST HIT HIT Characters motivated by disgust seek to avoid things they find repellent This could drive them to clean purify or fundamentally change the things or practices that inspire disgust in them Determines your chance to hit a target You need to roll below this value to succeed DAMAGE DMG Determines your damage bonus Only the modifier is used A modifier is the first digit 18

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of a double digit value For instance if a Behavior value is 23 the Modifier would be 2 RESISTANCE RES Determines your resistance to magical damage e g magic fire lighting When receiving magical damage make a RES save Critical Success zero damage Success half damage Partial Success full damage Critical Failure double damage WOUND TRESHOLD WT Character creation each PC has a wound threshold based on their AR RES mod which is the amount of damage that has to be surpassed to receive a wound LORE L Lore helps you shape your character s background and understanding of specific topics The way you orient your character in the setting by selecting specific Lore traits also determine Acolyte DIS INT darkness mysticism elements dogmatic Priest INT DIS faith ritual healing overzealous Blacksmith STR DIS weapon armor craftsman perfectionist Herbalist INT DEX botanist naturalist forager obsessive Noble DIS INT privilege wealth etiquette arrogant Outcast DEX STR resilient resourceful independent mistrustful Merchant INT DIS scam craft business greedy Librarian INT DIS knowledge research linguistics reclusive Saloon Entertainer DEX STR brawl gossip dancer attention seeking Thug STR DEX brutal daring savvy impulsive Sailor DEX STR navigation shipcraft weather superstitious Farmer STR DIS agriculture livestock sustainability stubborn Explorer DEX INT cartography discovery adventure reckless Spy INT DEX infiltration deception reconnaissance paranoid Soldier STR DIS tactics military weaponry traumatized Small Buffs you can get for your skill checks Abilities and Talents you can select together with your Class Roleplaying opportunities Miscellaneous items you can use Each Lore is associated with a different Behavior but it s merely a guidance for the PC and GM and some Lore can benefit other stats up to GM s discretion This Behavior is a requirement for selecting certain abilities and talents further on in the character creation process Selected Lores also determine which Behavior can gain a Small Buff during a skill check THOUGHTS At the beginning of each session each player may select one thought they wish to internalize during that session This can be chosen from either the general thought list or from their class specific list The selected thought should be clearly declared to the GM and the other players Each player has a maximum of three slots for active thoughts This includes both internalized and incomplete thoughts Progress towards thoughts is tracked by the GM but players are encouraged to keep their own records for reference Character creation select 2 lores from this list and writes down all associated Traits on the character sheet Internalizing Thought once per session before making a check the PC can declare their intent to internalize a thought They must describe the thought and perform the required check aligning with their selected 19

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CHARACTER CREATION Motivation and Behavior If successful the PC can choose to either Declare it as a critical success Reduce their Echo by the current value of the Motivation selected for the check If failed the check becomes a critical failure The GM can apply Buffs or Debuffs to the check based on the alignment of the scene and PC s thought process Only one thought can be internalized per session If a player has three active thoughts and wishes to internalize a new one at the beginning of a session they must choose to replace one of their existing thoughts The thought chosen for replacement is then removed from the player s active slots and the new thought is added in its place sive demeanor displaying anger towards opponents Prioritize direct confrontation over alternative solutions whenever possible driven by your desire to dominate the battlefield Protector s Vow My allies safety is my utmost priority Emotion trust Behavior compliant Criteria prioritize the safety and well being of your allies in combat encounters displaying compliant obedience to their needs Actively intervene to protect vulnerable party members shield others from harm and prioritize teamwork and cooperation over personal glory all while trusting in the strength of your bonds with comrades Incomplete thoughts remain in a player s active slots between sessions They can be pursued in subsequent sessions until they are either internalized or replaced TIP Players may suggest their own thoughts with the GM determining their intensity Thoughts can be kept secret from other players but must be shared with the GM for assessment Ideally custom thoughts should align with the character s Motivation Behavior and Traits Character creation at the beginning of the first session select a single thought based on your class from the list below FIGHTER CRIMSON BERSERKER Haunted Memories My past haunts me but I face it with a steady resolve seeking redemption amidst the sadness Emotion sadness Behavior steady Criteria demonstrate an ongoing struggle with past trauma or emotional turmoil related to your character s backstory with a steady and introspective demeanor This could manifest as moments of brooding emotional vulnerability or quiet contemplation particularly in situations reminiscent of their past experiences all while displaying a sadness that lingers beneath the surface ROGUE SHADOW DANCER Bloodlust Unleashed In the heat of battle I crave dominance and revel in the fury of combat Emotion anger Behavior dominant Criteria seek out and engage in combat encounters with a dominant and aggres Master of Deception I am a master manipulator weaving lies and half truths effortlessly to achieve my goals Deception is my weapon and I wield it with precision to outsmart my foes and evade detection 20

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Emotion joy Behavior influential Criteria display joyous enthusiasm when employing deceit and manipulation to achieve your objectives Seek out opportunities to deceive others using charm and persuasion to influence situations to your advantage and avoid direct confrontation whenever possible Emotion surprise Behavior influential Criteria embrace your impulsive nature using surprise as a catalyst for innovation in your magic Seek opportunities to create spells that dazzle and bewilder your enemies with unexpected displays of creativity and spontaneity Eyes of the Night My senses are honed to perfection allowing me to see and hear what others cannot In the darkness my vision pierces the shadows revealing hidden threats and opportunities alike Emotion anticipation Behavior steady Criteria demonstrate keen anticipation and alertness to your surroundings Actively seek out hidden dangers and opportunities relying on your heightened senses to detect threats and navigate shadowy environments with confidence and precision By Any Means Necessary Disgust churns within me as I commit to unspeakable deeds driven by guilt and desperation With each vile act I solidify my place in the villain s inner circle weaving a web of deceit to orchestrate their downfall Emotion disgust Behavior dominant Criteria grapple with feelings of disgust as you undertake reprehensible acts in pursuit of defeating a villain Embrace disgust and moral ambiguity to gain the villain s trust and access to vital information ensuring that you can ultimately bring about their downfall from within Shadow s Submission Fear bends the wills of others and I exploit it to my advantage Emotion fear Behavior compliant Criteria leverage your own fears to understand and exploit the fears of others Adopt a compliant demeanor utilizing fear to coerce and intimidate others into submission Assert dominance over your adversaries through subtle manipulation and psychological warfare Unwavering Conviction I tread with unwavering certainty even when the path ahead is veiled in uncertainty Emotion trust Behavior dominant Criteria exhibit unyielding belief in your knowledge and expertise even when faced with ambiguity or contradictory information ECHO CORRUPTION TRACK ECT MAGE CHROMA CASTER Mischief Managed With each incantation I unveil unexpected wonders that captivate and disorient leaving my enemies vulnerable to my will Upon encountering failure in any game check be it a partial success or critical failure you will raise your Echo on ECT by the value of the Motivation you initially selected for that check Subsequently the Motivation will be reset to 0 21

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CHARACTER CREATION As a result of this process you will experience an increase in your Luck in addition to gaining access to new Abilities When you reach the end of the track reset the track back to 0 and add 1 Corruption to the Ability Tree in the first available slot It s up to you and the GM to figure out the best corruption type matching the scene From now on each of the connected abilities on the Ability Tree receive 1 Big Debuff Repeat the process for Corruption 2 and 3 but each time you gain a Corruption fill a diamond box from the right side of the track This means that the track gets shorter with each new corruption you gain Upon receiving the 4th Corruption the Chromatic Fracture occurs You have to roll 1D10 On a result of 0 8 you are transformed into an Eldritch Echoe which other PCs have to face your character is gone On a roll of 9 you become one of the awakened Awakened you clear all Echoes from your ECT track but you leave all Corruption As an Awakened you can activate abilities from a 10 higher range than normal If you ever reach the 4th Corruption again you are transformed into an Eldritch Echoe without rolling the die If an enemy or location has one of your corruptions you gain an additional Big Debuff to any rolls against this enemy or made in this location To remember all your corruptions record them in the negative Traits section of your character sheet Select the corruption from the list that is most appropriate for your character or come up with a custom corruption with GM Dread the echo has been corrupted by overwhelming fear Affected locations are gloomy and filled with dread Monsters with this Trait inspire fear and can use it to debilitate their foes Wrath the echo has been consumed by uncontrolled anger Locations with this Trait might be scarred by violent storms or constant upheaval Monsters with this Trait are especially aggressive and may have enhanced physical strength or destructive abilities Desolation the echo has been tainted by intense sadness Affected locations are bleak and desolate Monsters with this Trait could drain the morale or vitality of their foes using their own sorrow as a weapon Ecstasy the echo has been overwhelmed by too much joy which has warped into a manic and destabilizing force Locations with this Trait are unnaturally bright and gaudy Monsters with this Trait might confuse or disorient their foes with unpredictable frenzied behavior Obsession the echo has been twisted by an unhealthy fixation often a perversion of love or desire Locations with this Trait are obsessive in nature like a labyrinth constantly shifting to keep intruders inside Monsters with this Trait could be singularly focused on one target or goal ignoring other threats Panic the echo has been corrupted by acute surprise and anxiety Locations with this Trait are disorienting and chaotic while monsters could have abilities that induce confusion or surprise attacks Malaise the echo has been imbued with a sense of sickness or general unease Locations might be filled with diseased plants and animals while monsters could carry plagues or use debilitating toxins Apathy the echo has been drained of all emotion leaving only emptiness behind Locations with this Trait could be stark silent and unnaturally calm Monsters with this Trait might be resistant to emotional effects and could drain the willpower or emotional energy of their foes Paranoia the echo has been infected by mistrust and suspicion Locations might be filled with illusions and traps while monsters could manipulate their foes perceptions and turn allies against each other Ennui the echo has been overwhelmed by boredom and disillusionment Locations are monotonous and draining while monsters might induce a sense of lethargy or disillusionment in their foes sapping their motivation to fight 22

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ECHO LUCK Each filled Echo box on the ECT increases your Echo affinity increasing your Luck chance by 10 LUCK CHECK At any point the GM can call for a Luck check to reward players with equipment information or additional rewards This check is similar to the Fortune check Each PC selected for the Luck check makes a roll with 2D10 and compares the result to their current luck value from the ECT On a successful roll the PC might uncover valuable items following the equipment identification rules or crucial details and hidden objects relevant to their current situation On a partial success the PC may gain some useful but less significant information A critical failure might result in an additional obstacle for the PCs to face ABILITIES Leveling up grants players with special abilities Each ability has the following components Name each ability has a unique name Tree each ability tree has a specific value ranging from 10 to 50 Players can only use abilities and talents from a given tree if they have enough Echo in the Echo Corruption Track e g in order to use any ability from 20 tree you need to have at least 20 in the ECT Damage ability s damage used for total damage calculation during an attack check Range ability s range from 0 to 3 Requisite any additional conditions required to use this ability optional Traits keywords that can be used for any combat and non combat checks to gain Small Buffs Description special ability that requires an attack check Talents passive abilities that can be unlocked via Ability Points when leveling You need to unlock the ability first before unlocking a talent for that ability Talents can have extra ECT and other conditions to activate Ability Points AP can be spent to either unlock new abilities or new talents for already acquired abilities To unlock a new ability tree you need to spend at least 1 AP in the previous tree You can unlock as many talents for each ability as you want Development notes you will be able to retrain your abilities and talents during downtime but it will come at a cost Currently you can allow PCs to swap them in between sessions Abilities have more of a combat focus but they unlock new Traits which are used for non combat scenarios e g unlocking the freeze Trait can lead you to unlock a chest by freezing the lock Therefore you can come up with your own unconventional ways of using your abilities Traits from Abilities and Talents are inactive unless the PC has a sufficient amount of Echo in the Echo Corruption Track Character creation spend 2 AP on your class abilities and talents in the first 10 Ability Tree FIGHTER CRIMSON BERSERKER RUPTURE Tree 10 Damage 3 Range 0 Requisite melee slashing weapon Traits slashing bleed Description Single target 30 chance to apply Affliction on partial success or higher Talent A precision Increase Affliction chance to 50 if you re using a two handed slashing weapon Talent B hemorrhage Applying Affliction to a target already suffering from this status immediately resolves the Affliction 23

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CHARACTER CREATION DMG without removing the condition Talent C flay Your attacks against targets with Affliction have a 10 chance to apply Stun BASH Tree 10 Damage 4 Range 0 Requisite melee bludgeoning weapon Traits bludgeoning crush Description Single target 20 chance to apply Stun on partial success or higher Talent A overpower Each time you attack with a bludgeoning weapon this turn increase the Stun chance of this ability by 20 Talent B guardian Apply Protection to yourself or an ally in range 1 instead of applying Stun Talent C vitalise Damaging an enemy with Stun has a 25 chance to heal one of your minor wounds CHARGE STRIKE Tree 10 Damage 3 Range 0 Requisite melee weapon Traits charge Description Single target Move up to 2 spaces into the target space You can t end your movement in the same space you started Reduce ability s DMG by 1 for each space you move Talent A mobility Remove DMG penalty for the movement part of this ability Talent B rend Requires a slashing weapon 20 chance to apply Affliction on partial success or higher if you moved at least 1 space Talent C impact Requires a bludgeoning weapon 15 chance to apply Stun on partial success or higher if you moved at least 1 space RAMPAGE Tree 10 Damage 3 Range 0 Requisite melee one handed weapon s Traits frenzy Description Single target 30 chance to apply Weaken on partial success or higher Talent A anchor Reaction if an enemy tries to leave your space perform a skill check On success the enemy stays in your space Talent B hurl on partial success or higher you can decide to push your targets to an adjacent space GM might call for an additional skill check based on the target s size Talent C sweep You can target up to 2 enemies in the same space ROGUE SHADOW DANCER VITAL STING Tree 10 Damage 2 Range 0 Requisite melee one handed weapon s Traits shadow finesse Description Up to 2 targets 20 chance to apply Weaken on partial success or higher Talent A dance You can attack up to 3 targets Talent B marksman Range one handed weapon s can be used to activate this ability with 1 range Talent C guardian Killing a weakened target grants you Protection PHANTOM STEP Tree 10 Damage 2 Range 1 Requisite melee one handed weapon s Traits shadow teleport Description Single target Disappear from your current location and reappear in a different space within range Talent A propel Gain 1 range 24

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Talent B evasion Remove Slow and Immobilize on success or higher Talent C precision 30 chance to apply Weaken on partial success or higher THROWING BLADE Tree 10 Damage 2 Range 0 1 Requisite range one handed weapon s Traits throwing point blank Description Up to 2 targets Talent A puncture You can attack up to 3 targets with 11 chance to attack up to 4 targets on success or higher Talent B shadow Push your targets to an adjacent space on success or higher Talent C poison 40 chance to apply Affliction on partial success or higher PIERCING SHOT Tree 10 Damage 2 Range 0 2 Requisite range two handed weapon Traits marksman Description Single target Ignore target s AR Talent A precision 50 chance to apply Weaken on partial success or higher Talent B longshot Gain 1 range Talent C point blank Gain 1 DMG and ignore 0 range penalty for using a ranged weapon MAGE CHROMA CASTER RAGEFLARE Tree 10 Damage 2 Range 0 2 Traits burn fire Description Single target 20 chance to apply Affliction on partial success or higher Increase to 40 if you are motivated by Anger Talent A radiant Requires to perform the ability being motivated by Joy 20 chance to apply Stun to all targets in the space including allies Talent B combustion Once per combat scene instead of dealing DMG you can consume it to remove one of your minor or serious wounds based on the DMG Talent C wildfire Applying Affliction to a target already suffering from this status immediately resolves the Affliction DMG without removing the condition SORROWFROST Tree 10 Damage 4 Range 0 Traits frost cold Description Single target 20 chance to apply Slow on partial success or higher Increase to 40 if you are motivated by Sadness Talent A shatter Deal half of the damage to all targets in the space Slow chance still applies to those targets Talent B freeze Instead of Slow apply apply Immobilize Talent C chill Increase slow chance by additional 5 for each level in Sadness you have when performing the attack check SHOCKWAVE Tree 10 Damage 3 Range 0 2 Traits lighting shock Description Single target On partial success or higher you can decide to push your target away to an adjacent space Talent A grasp You can pull your target closer instead of pushing it Talent B teleport If you are motivated by Surprise you can switch places with your target instead of pushing it Talent C propel Gain 1 range 25

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CHARACTER CREATION GUSTBLADE Tree 10 Damage 2 Range 0 1 Requisite melee slashing weapon Traits wind cold slashing Description Single target 15 chance to gain Empower on partial success or higher Increase to 30 if you are motivated by Anticipation Talent A anchor Reaction if an enemy tries to enter your space perform a skill check On success the enemy does not move into your space Talent B redirect Reaction on successful defense roll or higher you take the damage as normal but you can also redirect the same damage to another target in the ability s range Talent C puncture You can attack up to 2 targets with 11 chance to attack up to 3 targets on success or higher Increase to 22 if you are motivated by Anticipation Development notes there will be an ability crafting mechanism in place in the full version Players will be also able to take existing abilities and modify them TIP Every action has the potential to become a memorable story moment When executing a regular weapon attack consider not just the technical aspects of the move but also how it reflects your character s behaviors and motivations This will create a more engaging narrative experience while adhering to the game s mechanics launch the weapon attack with a bellowing war cry If they are observant INT they may analyze their opponent s weak points before striking Next introduce your character s Motivation emotions These emotions can add depth to your actions and contribute significantly to your storytelling A character motivated by Joy might attack with an enthusiastic flourish while a character driven by Fear may attack defensively hoping to drive their opponents away Additionally consider the Traits associated with your character Traits can provide a narrative framework that helps integrate the mechanics of your weapon attack into the unfolding story For example a character with a sorcerer Trait might carry out a range 2 slashing attack by summoning a whirlwind of spectral blades Remember while your descriptions enrich the narrative they don t change the game s core mechanics Your attack s effectiveness still depends on dice rolls and your character s attributes But by integrating behaviors and emotions into your descriptions you can ensure your character s actions align with their personality and current emotional state enhancing immersion and enjoyment Bear in mind too that your Game Master will have the final say in whether your descriptions fit the game s narrative Always respect the shared storytelling space taking care not to overstep the world s established boundaries To begin consider your weapon and its attributes its range the kind of damage it deals However in this vibrant world a Embrace your creativity and explore the depth of your character s personality in battle range 2 slashing attack could be more than a simple sword swipe It could be a cascading CURRENCY torrent of magical daggers summoned from thin air as long as it aligns with your character s behavior and the weapon s properties Character creation record 7 Lenses as your initial currency Depending on your Behavior reflects your character s usual approach to situations and can be viewed as Lore the GM may allow an additional 1D10 roll to increase your Lenses their modus operandi If your character is predominantly assertive STR perhaps they 26

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EQUIPMENT EQ In Echoes the equipment your character carries isn t just a collection of statistics it s a part of your character s story their past their personality and their aspirations Each piece of gear represents not just a mechanical benefit but a tangible piece of the world your character interacts with The functionality of your equipment is determined by the rules but its form and its history come directly from you the player When you acquire a piece of equipment you ll receive its mechanical attributes type bonus etc as per the game rules But beyond that you re encouraged to envision what this item looks like what it represents how it came into your character s possession and what unique quirks it might have This is your chance to add flavor to your gear and to further invest your character in the world they inhabit For example if your character obtains a sword it s not just a sword Maybe it s a family heirloom passed down through generations Perhaps it s a blade your character forged themselves as a rite of passage or a trophy taken from a vanquished enemy Maybe it s made from an unusual material or has a unique design You may only equip one item of a specific type at a time weapon s shield helmet armor gloves pants boots accessory The only exception being the possibility to wield two weapons or to use a one handed weapon along with a shield propriate die for a sub type if any 3 Roll XD10 for the item s bonuses where X is the item s quality Roll an appropriate die for a sub type if any A Add 1 to the bonus based on item s level 2 rounded down e g lev 7 3 lev 4 2 B If you roll a bonus you already rolled the bonus will not apply to the item Ignore this roll C Should you fail to meet the prerequisites for a bonus the bonus will not apply to the item Ignore this roll 4 At any point you can spend the remaining quality points to re roll any dice e g if you rolled an Enhancement you don t like you can reroll it instead of rolling for a new bonus 5 Record your results and choose which items to equip and which to stash sell Character creation generate 3 common items ignore quality roll At least one of the items has to be a weapon with a sub type selected by the PC and a random bonus TIP Encourage PCs to create unique flavor and backstory for their items In future sessions PCs can delve into their items details by crafting thoughts tailored to them For instance they might envision the bloodthirsty edge of their battle axe infusing it with unique characteristics that deepen their character s narrative Bonuses with the unique trait do not stack You can only apply the highest version of that bonus from a single item EQUIPMENT IDENTIFICATION Once you get an item immediately record your current Level and carry on with the gameplay During downtime or when prompt by the GM identify the item 1 Roll 1D10 for the item s quality 2 Roll 1D10 for the item s type Roll an ap 27

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CHARACTER CREATION ROLL QUALITY 0 Common 1 1 Common 1 2 Common 1 3 Common 1 4 Magic 2 5 Magic 2 6 Magic 2 7 Rare 3 8 Rare 3 9 Ancient 4 TYPE Melee Ranged One handed Weapon 1D10 0 Melee slashing 1 Melee bludgeoning 2 Melee piercing 3 Ranged slashing 4 Ranged bludgeoning 5 Ranged piercing 6 9 Select any Melee Ranged Two handed Weapon 1D10 0 Melee slashing 1 Melee bludgeoning 2 Melee piercing 3 Ranged slashing 4 Ranged bludgeoning 5 Ranged piercing 6 9 Select any Shield X AR if you roll the same Bonus during step 3 add them together Shield X RES if you roll the same Bonus during step 3 add them together Helmet Armor Gloves Pants Boots Accessory BONUS X Luck unique X AR X HIT X RES X STR X DEX X WILL X INT Requirement Rare quality or higher Motivation 1D10 Once per session reduce or increase Echo by 1 e g Anger Shield reduces or increases Anger by 1 this does not grant XP 0 Joy unique 1 Sadness unique 2 Fear unique 3 Anger unique 4 Surprise unique 5 Disgust unique 6 Trust unique 7 Anticipation unique 8 9 Select any Requirement Ancient quality Enhancement Dye 1D10 0 Retaliation unique 1 Tranquility unique 2 Misery unique 3 Surge unique 4 Adaptation unique 5 Ethereal unique 6 Momentum unique 7 Absorption unique 8 9 Select any 28

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ENHANCEMENT DYE The process of infusing equipment with the power of Echoes is referred to as Enhancement dyeing The art of dyeing one s equipment with these essences unlocks new abilities Harnessing the power of these enhancements demands both strategic foresight and an understanding of one s own strengths and weaknesses As you delve deeper into each dye s intricacies remember that even the faintest hint of color can make all the difference 0 Retaliation During your defense check after the Attackers deals DMG you have a 15 chance to apply Stun to the Attacker within your weapon range 1 Tranquility Gain a Small Buff for your next attack check if you remain in the same space as in the previous round 2 Misery 4 Adaptation Your next attack check deals extra damage equal to your current ECT if you have the Protection condition active 5 Ethereal Once per combat scene instead receiving a wound gain the Endurance condition instead 6 Momentum After critical success during an attack check you can immediately use a free Movement Action at no cost 7 Absorption Once per combat scene double your wound treshold after making the defense check When inflicting damage on a target bearing a condition there s a 30 chance of transferring the same condition to an alternate target located within the same space PC selects the target 3 Surge 10 ability attacks grants you a Small Buff for your next check 29

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PLAYING THE GAME This section outlines the rules and guidelines for playing the game from explaining the mechanics of attack checks to the impact of character motivations to the rules of combat and the consequences of character s actions Remember the goal is to create an enjoyable and engaging experience for all players The rules serve to facilitate this but at the end of the day fun and the collective enjoyment of the players should always take precedence Whenever the path ahead presents an obstacle the Game Master introduces an element of challenge This might be a test of skill a call to draw upon a unique ability or a defensive maneuver Regardless players must rise to the occasion responding to the Game Master s challenge by demonstrating their characters aptitude or grit It is through this dynamic interaction between the GM and the players that the shared story unfolds twists and turns EXPLORATION PHASE COMBAT PHASE In the exploration phase the Game Master serves as the architect of the narrative painting vivid landscapes and intriguing scenarios Players inhabit this world through their characters articulating their desired actions in this vast tableau Time during this phase is an amorphous entity measured not in rounds or initiatives but rather in expansive hours As players traverse this narrative terrain they are encouraged to immerse themselves to probe the depths of the world and to shape the unfolding story Their actions are only limited by their imaginations and the boundaries of their characters capabilities The combat phase is designed to structure and manage confrontations between players and enemies Each round of combat consists of every PC having a single turn In this phase time is measured in seconds Players act without a set initiative freely deciding their turn order After each PC s turn the GM can activate up to 2 enemies with the number and actions of these enemies influenced by the PC s action speed This process continues for each PC and once all have acted a new combat round begins PCs typically initiate combat However if the threat to the PCs is significant the GM may have the enemies begin the combat In such 30

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cases the GM might either require a Disso using their available movement points nance Roll to determine starting Dissonance MP By default each PC starts with 1 Points DP or set a specific DP value from MP per action which can be enhanced the outset to signify the heightened threat through abilities and items Depending level on the terrain type the GM may impose additional costs in actions or MP Combat in Echoes is envisioned as rapid Talk 0 1 fast convincing an enemy ferocious and laden with thrilling sequenc to lay down their weapons or delivering es PCs confront vast arrays of enemies an important message to your allies to where even a solitary attack has the capacity provide them a Buff can be a great advan to extinguish multiple threats culminating tage but also takes time Casual talk costs in a battlefield littered with a host of van 0 but the kind that grants benefits costs quished foes 1 and can involve a skill check Basic Attack 1 weapon speed this at ACTIONS Every player gains two actions during their turn PCs have the liberty to articulate an extensive array of actions they wish to undertake subject to the approval of the Game Master To ascertain the outcome of many of these actions checks involving skills abilities or defense will be necessary as decided by the GM However it should be noted that certain specific actions are strictly confined to combat rounds The text contained within parentheses e g 1 denotes the requisite action cost and speed associated with executing the specific maneuver tack uses the weapon s speed and range Ability 0 2 weapon speed each ability requires a specific number of actions to activate typically one unless otherwise stated Additionally each ability comes with an ECT condition which varies from 10 to 50 depending on the Tree to which the ability belongs Reaction 0 weapon speed abilities are free and can only perform when the reaction condition is met A PC can perform only a single reaction during each round Reseted at the beginning of the round Preparation 1 2 weapon speed de Move 1 fast characters can move scribe an action and condition for triggering this action Until your next turn 31

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PLAYING THE GAME you may activate your action as long as you meet the condition Cover 1 fast provides a Small Big Buff based on the type of cover determined at the GM s discretion SPEED If a PC takes only fast actions during their turn the Game Master can only activate a single enemy with 1 action On the other hand if at least one of the two actions is slow the GM is permitted to activate up to two enemies with 1 action or a single enemy with 2 actions The speed of an action performed by PCs is mostly determined by the weapon s speed All actions unrelated to weapons are generally considered fast unless the GM specifies otherwise DISSONANCE ROLL Even if combat turn did not necessitate any dice roll actions PCs still roll 2D10 at the end of their turn contributing to the Game Master s DP As a consequence the GM may mobilize up to two enemies in the wake of PC s turn as opposed to a single enemy if PC is using only fast actions Combat in Echoes is a swift and relentless dance and PCs are urged to engage in actions that mandate checks Otherwise the world itself seizes the opportunity to tip the scales in its favor COMBAT RESOLUTION Combat concludes when the conflict has been resolved This could occur when all enemies have been defeated have fled or when tensions have been resolved through other means In any case PCs transition back to the exploration phase WOUNDS Wounds are a type of negative Trait related to your character s physical well being which can result in small or big debuffs on checks WOUND TRESHOLD WT When receiving DMG compare it to your WT to check if you gain any wounds Wounds come in 2 types and you can have a total of 4 wounds 2 of each type Minor Wound DMG exceeds the WT once Record a thematic minor wound on the character sheet For each minor wound you have receive a small debuff Serious Wound DMG succeeds the WT more than once Record a thematic serious wound on the character sheet For each serious wound you have receive a big debuff If you cannot acquire any more wounds of a specific type record a wound of the other type instead Example Rogue with WT set at 5 receives 8 DMG and has to note a minor wound In a different attack rogue receives 18 DMG Since the DMG exceeds the WT more than once this inflicts a serious wound on the PC WOUND RECOVERY In the Chromatic Expanse healing extends beyond mere physical restoration it s about balancing one s Echoes as well Players can choose from two methods for this purpose Downtime Healing and Lens Infusion Downtime Healing During this healing phase characters remain vulnerable and should refrain from engaging in strenuous activities The good news is that the outcome is assured Minor Wound Regeneration A few hours to a day s rest is required The cost starts at 1 Shard Serious Wound Regeneration An extended period of rest spanning several days is essential The starting cost is 1 Lens Lens Infusion This method leverages the powerful energy within Lenses to provide a shot at immediate wound healing However the process comes with its own set of risks and necessitates the consumption of the player s Lenses It s crucial to note that this method can only be attempted once per session 32

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PLAYING THE GAME Decide on the number of buffs you wish to buy For minor wounds each buff is priced at 1 Shard while for serious wounds the cost is 1 Lens After selecting your wound type and purchasing the desired buffs you ll need to undertake a 40 fortune check level by 1 and reset your XP track to 0 As a reward for reaching a new level you gain 3 Behavior Points BP and 1 Ability Point AP to distribute however you choose The maximum level a PC can reach is 10 DICE Critical Success heal up to 2 wounds Success heal 1 wound Partial Success no changes occur Critical failure gain Echo equal to your total wound count The core roll is the 2d10 as percentile die roll two ten sided dice Dissonance tens die and Harmony ones die to form a number from 1 to 100 and compare it with your statistics For example if you have a 37 chance to hit you will need to roll 37 or less DEATH When your character sustains their 5th Wound they are considered dead and drop everything they hold Enemies behave differently once their HP reaches 0 they are considered dead DREAM PHASE Treat a 00 roll as a critical failure equivalent to a score of 100 Add to or subtract dice from your dice pool based on your Buffs or Debuffs described below determined by a variety of factors good and bad including weather status effects abilities talents Traits etc Select the best worse results from all dice to form a number from 1 to 100 At the beginning of each session follow these steps 1 Recap the events of the previous session as a group 2 PCs identify all items from the previous session and may choose to sell any of them immediately 3 PCs select a new thought for the session If you already have 3 thoughts you must replace one TIP Foster a collaborative atmosphere where PCs feel immersed in the world Encourage them to envision themselves gathered around a campfire collaboratively weaving the ongoing tale This mindset will help in planning and enriching the session LEVELING XP Once you gain any amount of Echo on the ECT track also mark 1 XP box Your ECT track can go back and forth but your XP always goes up XP doesn t influence Echo in any way These dice are also interpreted by the Gamemaster for a variety of effects such as number of action points for activating monsters and events and damage Gamemaster doesn t roll any dice to make the gameplay snappier ROLLING EQUAL OR UNDER YOUR BEHAVIOR IS CONSIDERED A SUCCESS Critical Success is when a player rolls a Success and the values on both dice are identical Things go extremely well and the character gains extra effect Success is when a player rolls equal to or below the value of the stat used for the roll Things go according to plan ROLLING ABOVE YOUR BEHAVIOR IS CONSIDERED A FAILURE Partial Success is when a player rolls above the value of the stat used for the roll Things go well but with a complication reduced effect or a tough choice Once you fill your XP track increase your 34

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Critical Failure is when a player rolls a Partial Success and the values on both dice are identical Things go extremely bad and the character faces trouble or complications MOTIVATION BEHAVIOR Each time you roll the dice during a check whether it be for a skill ability defense or even facing the perilous brink of death you are required to make a fateful decision selecting both Motivation and Behavior Within the vast spectrum of human emotions your character s Motivation will represent their emotional state aligning with one of the eight distinctive categories Joy Sadness Anger Fear Trust Disgust Surprise or Anticipation This emotional state holds the key to influencing your character s abilities as every level attained within a specific Motivation grants you the coveted 1 Big Buff Success or Critical Success at a check will grant an increase of 1 in the Motivation chosen for that check Conversely a Failure resulting in Partial success or Critical Failure you will gain Echo on ECT equal to the current value of the selected Motivation before resetting the Motivation back to its initial value of 0 The more you draw upon and rely on a single emotion the greater the rewards it bestows but the precipice of a fall looms ever closer When any Motivation reaches a value of 2 a price of 1 Echo must be paid before you can once again embrace that same emotion for a subsequent check Nurture your character s unique persona by selecting a Motivation and then set forth to determine the Behavior it encourages This decision shapes the very essence of the task at hand It establishes the value you must surpass with your dice roll and ultimately determines the outcome be it a critical success success partial success or critical failure The convergence of Motivation and Behavior will define your character s journey and weave a tale that shall be remembered for ages to come TRAITS Traits are storytelling opportunities for PCs Players can use Traits coming from their Lore Items Abilities and Locations to gain Small Buffs Debuffs during both combat and non combat encounters Any element enclosed within square brackets denotes a Trait in the game system e g calm Each location enemy and hazard come with a set of Traits to give GM and PC an easy way to get small and Big Buffs Debuffs as well as to set the main theme for these story elements Traits can represent NPCs items events or other significant elements in the game world Players can refer to Postive Traits to gain various Buffs or advantages For example a player with the swordmaster Trait might gain a bonus when using swords or a player with a royal ally Trait might have an advantage when dealing with nobility Traits can be used as often or as little as the player desires but their use should be justified in the narrative For instance a player can t use a royal ally Trait to get a Buff on a stealth roll unless they can explain how their royal ally helps them sneak better Additionally only a single Trait can be selected per a check When gaining a new Trait write it down on your character sheet and note how many times each Trait repeats to denote its strength e g noble x3 The more Traits you have the more Small Buffs can be granted by the GM Normally only Motivations grant Big Buffs but If your Trait repeats 2 or more times you can justify converting Small Buffs into a single Big Debuff up to GM s discretion However normally Trait s strength will grant equall amount of Small Buffs to the PC e g noble x2 is equal to 2 Small Buffs The source of the Trait determines whether it can award a Small or Big Buff Big Buffs motivations positive condi tions and ability effects 35

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PLAYING THE GAME Small Buffs postive Traits and environment Conversely Small and Big Debuffs come from the following sources Big Debuffs corruptions negative conditions and serious wounds Small Debuffs negative Traits envi ronment and minor wounds BUFFS DEBUFFS When performing any Check players roll 2d10 The Gamemaster assesses various factors to award Buffs or Debuffs dice which can influence the outcome Big Small Buffs modify the tens digit while Big Small Debuffs modify the ones digit A maximum of 3 Buffs Debuffs of each type Small Big is allowed and Buffs and Debuffs of the same type cancel each other out Buffs represented by the Dissonance die grant players the ability to choose any die during a Check emphasizing their strategic advantage Typically selecting the lowest die proves advantageous unless a specific ability benefits from a higher roll offering tactical nuances On the other hand Debuffs represented by the Harmony die put the power in the Gamemaster s hands The GM chooses the die for the player during a Check and their decision is often influenced by the desire to gain more Dissonance points and symbolize the dissonance present in the game world Opting for the highest die often leads to a higher likelihood of failure for the player generating tension and challenges that test their resolve Example 1 2 Big Buffs and 1 Big Debuff will result in 1 Big Buff Example 2 PC rolling with 1 Big Buff and 2 Small Buff rolls 2 Dissonance dice 1 from normal and 3 Harmony Dice 2 from normal Let s say that the PC rolled 1 4 from Dissonance die and 4 5 8 from Harmony die To create the lowest result and succeed at the check the PC decides to select 1 and 4 to form the lowest number possible 14 Big Buffs Debuffs Dissonance Dice these modifiers have a more significant impact on the outcome of a Check and they are denoted by altering the tens digit on the 2d10 roll They introduce an element of unpredictability and tension as they can shift the balance of success or failure in a decisive manner Small Buffs Debuffs Harmony Dice on the other hand these modifiers have a milder effect and they target the ones digit on the 2d10 roll They offer a subtle influence on the outcome fine tuning the result of a Check and providing players with opportunities to enhance their chances of success CHECK TYPES SKILL CHECK Whenever you meet a significant challenge the Game Master GM might want to call for a check to see if your character can overcome it This could be anything from leaping over a deep chasm deceiving a suspicious guard deciphering an ancient riddle or resisting a powerful spell A check is a way to determine the outcome of uncertain actions in the game It introduces a degree of randomness and challenge making the game more engaging and unpredictable Here s how it goes 1 Identify the goal the first crucial step is to clearly define the action that the character wishes to undertake This could encompass a wide range of activities such as climbing a cliff deceiving a guard casting a spell or any other action befitting the game s context 2 Choose the relevant Motivation Behavior the player collaborates with the GM to determine the most suitable Motivation and Behavior for the action at hand Motivation dictates the number of Big Buffs while Behavior sets the value the player must roll equal or under In Echo a unified Motivation Behavior system applies to both combat and non com 36

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bat situations For instance Strength may determine a character s ability to break down a door or serve as a measure of their dominance in an intimidation check For more details refer to the Motivation Behavior and Traits sections 3 Determine the difficulty once the action is defined the player applies any Buffs relevant to the roll based on Motivation and Positive Traits For instance having a fire Trait may facilitate the magical boiling of water The final decision on whether a Trait applies lies with the GM Players can have a maximum of 3 Small Big Buffs in total and they can only select a single Trait per check Conversely the GM may apply Debuffs based on various factors such as the circumstances location enemies character capabilities and Negative Traits For instance attempting to set something on fire while dangling on a rope may warrant up to 3 Small Big Debuffs 4 Perform the check the player rolls 2d10 and selects the most favorable value considering all Buffs and Debuffs applied Success is achieved if the double digit number is lower than or equal to the relevant Behavior For more details refer to the Dice section 5 Adjust Motivation on a successful or higher roll the selected Motivation for this check increases by 1 Conversely on a Failure or lower roll the Echo on the ECT rises by the value of the Motivation and subsequently the Motivation resets to 0 However if the number rolled on the Harmony Die during a Failure or lower is less than or equal to your current level in the selected Motivation you have the option to reset your emotion level back to 0 immediately without any increase to your ECT XP This reset symbolizes a moment of introspection and balance where your character manages to find inner peace bringing their heightened emotions back to a stable state 6 Describe the outcome the GM paints a vivid narrative of the action s outcome considering not only the roll s result but also the degree of success or failure and the specific circumstances surrounding the action A Critical Success this is the best possible outcome for a character s action Not only does the character accomplish their intended goal but they do so in an exceptional manner that may yield additional benefits B Success the character successfully performs their intended action achieving their goal effectively but without any additional benefits that come with a critical success C Partial Success the character achieves their goal but with a complication setback or lesser effect The character might succeed at the task but not as fully as they had hoped or their success might come with a cost D Critical Failure this is the worst possible outcome Not only does the character fail at their intended action but their failure results in a significantly negative consequence that complicates their situation SUPPORT CHECK A PC wishing to assist another PC may perform a support check functioning like a regular skill check but with these differences 1 Identify the PC and the action you want to support The GM might determine the required range between you and the supporting PC 2 Choose the relevant Motivation Behavior 3 Determine the difficulty 4 Perform the check 5 Adjust Motivation 6 Describe the outcome A Critical Success 1 Big Buff for the action performed by the supporting PC B Success 1 Small Buff for the action performed by the supporting PC C Partial Success nothing happens D Critical Failure 1 Big Debuff for the action performed by the supporting PC ATTACK CHECK Attack checks work almost identical to the skill checks with the following differences 37

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PLAYING THE GAME 1 Optional identify the ability Gain 1 Echo on ECT 1 Identify the goal targets 2 Optional select the equipped weapon for the attack 3 Choose the relevant Motivation Behav ior 4 Determine the difficulty 5 Perform the check for your HIT Behav ior each class uses a different stat for their HIT chance 6 Calculate DMG Damage stat ability damage optional weapon die A Weapon die i One handed Shield fast the highest die ii Dual wield fast the highest die iii Two handed slow dice sum 7 Apply damage A Critical Success double DMG B Success full DMG C Partial Success half DMG D Critical Failure no DMG 8 Adjust Motivation 9 Describe the outcome Non ability and non weapon attacks such as swinging a chair at someone work like attack checks but cost no Echo and calculate DMG without ability damage and weapon die bonus unless specified by GM otherwise However they can be a perfect setup for gaining more Buffs next turn Critical Success no DMG Success half DMG Partial Success full DMG Critical failure double DMG Just as PCs almost always deal some kind of damage to enemies the same applies to your foes so watch out as combat encounters can be deadly FORTUNE CHECK Occasionally the GM may request a PC to conduct a Fortune check to decide the outcome of a random event This can be for example to determine the number of enemies in a group or to ascertain a 75 likelihood of stormy weather In such a roll PCs don t apply their Motivations Behaviors and Buffs unless specifically instructed by the GM Example GM describes the gathering dark clouds Given the notorious weather of this region there s a high likelihood of a storm Caelum can you make a Fortune check to see if a storm is approaching With a 70 chance of a storm you ll want to roll a 70 or below to confirm its approach Caelum I rolled a 53 GM The winds intensify and rain begins to fall A storm is on its way You d best find shelter quickly WEAPONS You might have noticed that in certain sit Weapons are a special type of equipment uations partial success can yield higher which determine your damage and activa damage than a full success This is by design tion speed during a combat encounter Large failures will grant the GM a substantial amount of Dissonance Points DP setting the stage for high stake scenes where a player s bold moves are met with formidable retaliation from the world FAST WEAPONS Type one hand one hand with shield dual wield Activation 1 enemy activates after your turn DEFENSE CHECK with 1 action Damage bonus highest die from the check Defense checks work almost identically to skill checks with the following differences when receiving any damage check for any matching resistance and reduce the damage by the value of that resistance Afterwards determine the damage type physical AR or magical RES select Motivation as normal and make a check for your AR or RES Behavior SLOW WEAPONS Type two hand Activation 1 enemy activates after your turn with 2 action OR 2 enemies activate after your turn with 1 action Damage bonus the sum of both dice from the check 38

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The speed of your weapon also determines the speed of your abilities In both cases the enemy activation depends on the DP available to the GM who may willingly bank them and activate no enemies at all Remember your weapon is more than just a tool It s a part of your character s story The weapons in Echoes are intentionally vague A melee one handed weapon can be a harp a quill or a fan by imbuing it with a unique flavor you re not only making your character more interesting you re also making the world they inhabit feel more real and immersive DISTANCE Engaged 0 space action Close 1 space actions 30 60 ft Nearby 2 spaces actions 90 120 ft Far 3 spaces actions 150 ft BASIC ATTACKS Melee attacks have 0 range meaning that you can target engaged enemies in your zone Range attacks have 0 1 range meaning that you can target engaged or close enemies A PC performing a range attack against a foe at 0 distance receives 1 Big Debuff This penalty does not apply to range abilities ABILITY ATTACKS Ability attacks are different from basic attacks Each ability comes with its own range and weapon specifications Some abilities may even permit ranged attacks using melee weapons mines the cost in Dissonance Points Echoes or Motivation e g a dreadful picture might increase Fear Each session PCs can create a limited amount of times equal to their STR modifier e g 34 STR will grant a PC 3 miscellaneous items during a session This limit resets at the beginning of a new session Otherwise there s no listing items and spending rations as PCs are believed to fend for themselves and any determinants are represented by Debuffs e g GM may grant PC a negative starvation Trait which results in a Small Debuff for appropriate checks CONDITIONS Each condition applied to an actor remains active until it s resolved or the actor s turn ends whichever occurs first A resolution might involve triggering the condition s effect or expanding an action as detailed in the specific condition s description Conditions with the same effect but different names are cumulative An actor cannot be affected by two conditions with the same name The descriptions of conditions are deliberately left broad and open ended enabling you to infuse them with your own narrative flair and creativity This flexible approach invites you to weave your unique storytelling into the game enhancing the immersive experience EMPOWER MISCELLANEOUS ITEMS During each session a PC can simply state having a miscellaneous item and it s up to GM to decide whether this item is proper to the fiction of this PC s Class and Lore Sometimes GM may charge a price for such an item especially when it s not Class and Lore appropriate nor does it match any of the character s Traits In this case GM deter e g blessed inspired focused If applied to a PC gain 1 Big Buff for your next attack If applied to an enemy reduce the cost of the next action by 1DP WEAKEN e g exhaustion malaise If applied to a PC gain 1 Big Debuff for the next attack against you 39

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PLAYING THE GAME If applied to an enemy gain 1 Big Buff for the next attack against this enemy PROTECTION e g barrier aegis If applied to a PC gain 1 Big Buff for the next defense check If applied to an enemy gain 1 Big Debuff for the next attack against this enemy SLOW e g snare lethargy If applied to a PC reduce the next movement action by 1 MP It can result in reducing the MP to 0 If applied to an enemy increases the next movement cost by 1 DP IMMOBILIZE e g petrify paralysis An actor has to spend an action to be able to move but can still use actions that do not require movement An ally in the same space can also use an action to free the actor ENDURANCE e g invulnerability resilience An actor clears all conditions and cannot gain new conditions either positive or negative The first status effect applied to the actor either positive or negative removes endurance STUN e g daze shock An actor loses the first action during the next activation AFFLICTION e g burn bleed poison An actor receives XD10 of magical damage where X is the WT modifier at the beginning of the next activation Cannot be prevented by AR RES checks unless an ability specifically describes affecting the affliction condition CURRENCY EXCHANGE In the vibrant world of the Chromatic Expanse Lenses stand as the main currency with each Lens being equivalent to a week s pay for the common folk However for smaller transactions or when precision in trade is necessary Shards are utilized One Lens is equivalent to seven Shards positioning them as a vital sub currency in the economic landscape For adventurers like you converting raw Emotions Motivations before they become Echoes into Lenses is vital To achieve this specialized establishments known as Lens Foundries must be sought out Here emotions undergo crystallization into the highly sought after Lenses However caution is ad 40

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vised the procedure is fraught with the risk of accruing Echo Distinct factions oversee these foundries each presenting their unique conversion rates and associated Echo risks For a detailed understanding of these rates and potential pitfalls kindly refer to the Factions segment of this tome For instance while The Luminous Order may offer a more trustworthy conversion with diminished Echo Corruption risk they do so at a premium In contrast the Chroma Cabal might propose a superior conversion rate albeit coupled with an elevated Echo Corruption risk Given the exhaustive nature of the conversion both physically and emotionally it s permitted only once a month for adventurers Engaging in the procedure more often is typically prohibited However should a player uncover an opportunity to do so they ll incur a set of Big Debuffs the exact number being at the discretion of the GM The intricacies of the process remain enigmatic jealously guarded secrets of the ruling factions It s noteworthy that players must commit all their emotions to the conversion resetting them to zero regardless of the outcome PURITY CHANCE The crystallization of emotions can lead to varied outcomes Critical Success reduce 1 Echo Success no change Partial Success gain 1 Echo Critical failure gain 3 Echoes Example Consider the case of Aleron a ranger hailing from the Northern Wilds He opts to engage the services of an Echowood Enclave Foundry His current emotional tally stands as Joy 2 Sadness 0 Anger 2 Fear 1 Disgust 1 Surprise 3 Anticipation 2 This aggregates to 11 emotional points Eager to convert them into Lenses Aleron consults the resident druid of the Echowood Enclave After a thorough assessment the druid informs Aleron of their 4 1 conversion rate which ideally would grant Aleron 2 Lenses However recognizing Aleron s genuine intent the druid agrees to consider his tally as 12 emotions resulting in 3 Lenses Echowood Enclave Foundries come with a 40 Echo Purity Check With bated breath Aleron rolls his fortune dice securing a 73 This translates to Aleron receiving 1 Echo and 3 Lenses underscoring the inherent emotional strain of such conversions 41

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GAMEMASTER RULES This section provides principles and guidelines specifically tailored for the Gamemaster While these rules aim to assist in creating a captivating narrative and ensuring a seamless gaming session it s essential to remember that the primary goal is to engage and entertain your players with their enjoyment at the core of each session WHO IS A GAME MASTER GM One person takes on the role of the Game Master GM This person is essentially the narrator and referee of the game They prepare the game world and its inhabitants describe what happens as a result of the players actions and interpret the rules As a GM you are responsible for managing the rules and guiding the story telling by controlling the world enemies NPCs and the environment DISSONANCE POINTS DP Dissonance signifies a state of tension arising from clashing emotions and their associated Echoes DP cost is represented by 2 The GM can spend DP for various actions such as Activating enemies and hazards Increase threat level 9 increase all damage dealt by PCs and enemies by 1 until the end of that combat scene TIP Feel free to introduce your own ways to spend DP Remember the GM doesn t roll for DMG Rather enemies use the dice rolls made by PCs to determine DP gain and damage Enemies can interpret these dice rolls in various ways including Using the lowest die to determine DMG Using the highest die to determine DMG Summing up both dice for DMG Selecting a specific die for DMG either Harmony or Dissonance In Echoes as the GM you don t roll dice Instead you accumulate Dissonance Points DP based on the value of the Dissonance Dice every time a PC makes a check EQUILIBRIUM DIE ED The GM accumulates Dissonance Points DP in a ten sided die known as the Equilibrium 42

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Die ED The GM can store up to a maximum of 9 points on the ED any additional points are lost As a result the GM needs to strategize their actions and player characters might anticipate a powerful move when they suspect the GM has amassed significant DP Nonetheless it s advised to keep the ED hidden from the PCs as doing so builds suspense resentation and distribution of these enemies When executing an attack a PC targets a specific enemy group and could harm or eliminate all of the horde enemies within it However any excess damage doesn t carry over Example 1 If a PC deals 9 DMG to a group of 6 enemies each with 2 HP they would eliminate 4 of these enemies The leftover 1 DMG is lost ENEMY TYPES HORDE ENEMIES Both minion and elite enemies can be grouped with each group represented by a ten sided die Each group can comprise anywhere from 0 to 9 enemies For instance 3D10 with values of 3 6 and 7 indicates three separate enemy groups with 3 6 and 7 enemies in each group respectively Horde enemies have lower HP so a single attack or ability has the potential to eliminate multiple enemies within a group Example Imagine 6 Rage Rumblers emerging from the shadows They could be depicted as a single 1D10 group with all 6 enemies or split into 2D10 signifying two distinct groups with 3 enemies in each The GM determines the rep Example 2 When a PC inflicts 9 fire DMG on a group of 6 enemies each with 2 HP and fire 1 resistance only 3 enemies would be taken out The PC needs to overcome a total of 3 DMG for each enemy to bypass the fire resistance so no DMG is wasted Horde enemies may possess abilities that inflict additional damage based on their numbers If an ability specifies damage as Horde the damage is increased by the total count of enemies within that Horde For instance if there are 6 enemies in a Horde an ability with Horde would deal an additional 6 DMG When adding Horde enemies to your encounter you first determine the number of groups you wish to create Then for each group ask a PC to make a 1D10 fortune 43

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GAMEMASTER RULES check The result of each roll dictates the number of enemies within the corresponding group You can always adjust the results based on conversations with PCs or in certain situations you may choose to roll yourself in secret Employing this type of enemy representation can greatly amplify the sense of power experienced by your players They will revel in the thrill of leaving a sizable pile of vanquished foes in their wake INDIVIDUAL ENEMIES Champion and boss enemies each have their unique and individual HP They come with a single HP bar and any damage dealt to them after considering armor or resistances directly reduces their HP Example if a PC deals 9 physical DMG to an individual enemy with 10 HP and 2 AR the enemy sustains 7 DMG 9 minus 2 for AR This leaves the enemy with 3 HP and 2 AR remaining This type of enemy is perfect for a greater challenge standing out as a champion among weaker foes or serving as a mini boss cific to that enemy Some of these actions demand a DP cost while others are free though they still consume an action ENEMY TIERS Enemies within the game are categorized by different danger tiers influencing their stats ability quantity and ability costs Interestingly a single enemy can fall under multiple groups MINION HP horde Threat low PCs can easily dispose of 4 hordes Number of abilities 0 1 ELITE HP horde Threat moderate PCs can dispose of 2 hordes Number of abilities 1 2 CHAMPION HP individual Threat high More than 2 of these ene mies can wipe out the party Number of abilities 2 3 Development notes Eldritch Echoes not covered in this beta version will be powerful bosses with multiple HP bars and different phases of combat influencing their attacks and DP cost BOSS HP individual Threat serious More than 1 of these enemies can wipe out the party Number of abilities 3 4 ENEMY ACTIVATION IN COMBAT As outlined in the COMBAT rules the GM can activate up to 2 enemies after each PC s turn Every activated enemy can take 1 2 Actions depending on their SPEED refer to the SPEED section for more details RESISTANCE Enemies can possess innate resistances to certain damage types These resistances reduce the damage they receive from specific sources For example fire 2 means that the enemy reduces all incoming fire damage by 2 points Each enemy can only be activated once per round unless a specific ability dictates otherwise The GM has to choose an unactivated enemy for each activation Once activated the GM can utilize a range of actions spe VULNERABILITY Enemies can possess innate vulnerabilities to certain damage types These vulnerabili 44

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ties increase the damage they receive from specific sources For example fire 2 means that the enemy increases all incoming fire damage by 2 points IMMUNITY Enemies can ignore all DMG from sources listed as their immunities 10 TIPS TO MAKE THE WORLD MORE BELIEVABLE 1 Outline the Basics explain the concept of Echoes physical manifestations of emotions that can be harnessed and used in the world Describe how different emotions correlate to different colors and how the intensity of an emotion affects the resulting Echo 2 Emotional Impact make sure players understand that their character s emotions have tangible consequences Anger might create a red Echo that heats up the surrounding air joy might create a warm yellow glow that can light up a dark room while sadness might generate a cool blue aura that can lower the temperature 3 Emotional Freedom while this world is heavily influenced by emotions it doesn t have to limit role playing opportunities In fact it offers a rich tapestry of emotional experiences for players to explore Make it clear from the start that all emotions are valid and have their place in the game Encourage your players to fully explore their characters emotional range from love and joy to sorrow and anger Remind them that only extreme traumas and emotions are dangerous and their characters are multidimensional complex beings who are allowed to feel and express a full range of emotions 4 Echo Variety emotions are varied and complex A character might feel joy at the success of a mission but also sorrow for a fallen comrade The Echo system should accommodate this complexity allowing multiple emotions to be active at once and interact in nuanced ways This can lead to unique emotional combina tions and effects adding depth and unpredictability to the game Each type of Echo could have different uses or effects which can create interesting tactical decisions and encourage players to explore different emotions 5 Roleplay Guidance encourage players to think about their character s emotional state in different situations not just in terms of their actions but also the resulting Echo A warrior might channel his rage into his weapon before a big fight while a rogue might need to calm herself and suppress her fear to avoid creating a bright Echo in a stealth situation 6 Emotional Abilities explain how different classes use Echoes in different ways For instance a Mage might need to feel genuine happiness to cast a light spell or genuine indifference to cast an illusion Make sure each player understands how their class uses emotions and Echoes 7 Emotional Evolution the emotional challenges and consequences of this world can lead to meaningful character development Characters might start with certain emotional tendencies but grow and change over time 8 Emotional Challenges let your players know that emotional challenges will be a common part of the campaign Characters might need to confront their fears manage their anger or protect their joy to succeed A Revenant might only be placated by genuine displays of certain emotions or a barrier might only be lowered by creating a certain Echo 9 Emotional Interaction finally characters can interact with the emotional state of others They might calm a terrified villager provoke a guard to anger or share a moment of happiness with a friend These interactions can change the emotional landscape and the resulting Echoes opening new paths and options for the players 10 Emotional Reward provide rewards for emotionally resonant and class specific roleplaying Beyond just XP or new items consider incorporating story advancement NPC interactions or even a brief moment where the character shines and is acknowledged 45

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ADVENTURE ECHOES OF JOY BATHED IN BLOOD The onboarding adventure has been crafted with novice players and Game Masters in mind It serves as a guided experience introducing fundamental gameplay mechanics fostering collaboration and weaving a narrative that s easy to grasp yet intriguing The aim is to ease players into the world of our game offering a structured setting where they can learn the ropes without feeling overwhelmed Remember while the adventure lays out a certain path creativity knows no bounds As the GM feel free to adapt expand or modify the journey to suit the tastes and preferences of your group Keep this section hidden from your players to avoid spoilers STRUCTURE This adventure is organized into three acts Each act includes descriptions of key locations NPCs events enemies and potential hazards that may feature in that part of the story This structure is designed to guide the progression of the adventure and to provide the GM with the tools and materials needed to create a compelling and immersive expe rience for the players However this structure is not rigid or strictly linear The world of the adventure is dynamic and responsive with the potential for events to unfold in different ways based on the decisions and actions of the players As a GM it s recommended to familiarize yourself with the entirety of the adventure before beginning Start with the provided setup in Act 1 introducing the setting characters and initial circumstances to the players As the adventure progresses however you should allow the players actions and decisions to guide the direction of the story If the players seem lost or unsure of what to do next you can use the key events described in each act as a way to nudge them back on track or to introduce new plot developments If you find yourself in need of deciding how many horde enemies the PCs should face roll a 1D6 for a less challenging group of enemies or a 1D10 for a more difficult group Remember the ultimate goal is to create a fun engaging and memorable experience for everyone at the table Flexibility and creativity are key 46

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SYNOPSIS with daily The once beloved Nora of Lament harbors a Purpose As the town s gravedigger Frank terrible secret As unsettling tales and inex has intimate knowledge of the recent spate plicable events plague the town heroes are of deaths and is often the first to notice any summoned to unearth the truth The Coun thing amiss about a burial He serves as an tess s insidious plan to combine the blood of early informant to the players subtly guid innocent maidens with the Echoes of trust ing them towards the mysteries at play and joy crafting an elixir promising eternal His role is pivotal in the opening life But in a world where emotions become scene highlighting the tangible as Echoes every step resonates with bizarre happenings with the passions of the past leading to a chilling the ringing bells of revelation about the Countess s dark quest the graves His for beauty and power first hand expe riences and MEET THE CHARACTERS Frank the Gravedigger Description A grizzled middle aged man with deep set eyes that have seen many funerals anecdotes about the dead provide clues and context throughout the adventure over the years He s ruggedly built from a life Traits stoic wary gossip agriculture townsfolk time of hard work with hands roughened from handling both shovel and spade His clothing is simple but bears the stains of the earth he works Nora Vermont the Countess Description An epitome of grace and beauty Nora is a tall slender woman in her mid 30s Her raven black hair cascades down her back contrasting with her pale almost porcelain skin Her eyes a deep shade 47

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ADVENTURE of blue hide secrets and ambitions She s always seen in the latest and most elaborate fashions signaling her status and wealth Purpose Initially introduced as a mourning sister Nora s character unfolds as the central antagonist As the story progresses it s revealed that she s desperately trying to concoct an elixir for eternal life using the power of Echoes Her transformation into the Bloodied Echo monster offers a climactic revelation and conflict Her character challenges the themes of vanity the obsession with youth and the lengths to which one will go to preserve power Traits elegant wealth mysterious blood ambitious obsessed ritual Bishop Klemens Description An elderly man with a balding head and a bushy white beard Klemens walks with a slight stoop His deep set eyes always behind round glasses radiate wisdom but also a hint of obsession As a man of the cloth he s always dressed in his religious vestments which bear symbols connecting to the Luminous Order gested that Henry might have shared something critical with Klemens Traits devout obsessive protective suspicious lurking luminous order Rogue Elexa Description Agile and sleek Elexa is a young woman in her late twenties with sharp cat like green eyes and short tousled auburn hair Clad in dark leather armor she moves with the grace of a panther Hidden within her garb are an assortment of throwing knives a testament to her skills Purpose Elexa a skilled rogue is essential in navigating the risks that the adventure presents Deeply connected to Lament s mysteries due to personal tragedy the discovery of one sister dead and the other missing keeps her anchored to the town Typically she d be journeying from one place to another on missions for the Chroma Cabal Yet the need for answers and possible revenge for her family s misfortune has made Lament her prolonged stay As an unconventional ally she often provides the team with crucial insights and warnings Purpose Bishop Klemens serves as a primary red herring in the story His overt interest in the Countess combined with his presence at multiple crime scenes makes him a prime suspect However as the story progresses it becomes clear he has been trying to curtail the Countess s dark practices in his own misguided manner His connections with the lore of the Echoes also provide the players with crucial background information and context When Henry began to suspect something about Nora s activities he sought the Bishop s counsel trusting in the man s wisdom and spiritual guidance This led to private meetings between them To the townsfolk this clandestine rendezvous sug Traits mystical curious resilient resourceful chroma cabal Townsfolk Description The denizens of Lament lead simple lives their attire mostly devoid of vibrant colors reflecting a society where dyed Echo clothing is a mark of status and reserved for the higher echelons Instead their clothes are of muted shades monochromatic and threadbare in places Their expressions burdened by daily struggles further reinforce their humble status in this color graded society Purpose The townsfolk offer a contrast to 48

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ADVENTURE the more affluent members of Lament such as Lady Nora Vermont and her circle Their interactions provide context about the societal divide and how Echoes play into the status and dynamics of Lament By sharing rumors insights and tales of old they can guide mislead or aid the party on their quest Their subdued appearance and limited access to Echo enhanced attire serve as a stark reminder of the town s rigid hierarchy further motivating the party to unravel the mystery and potentially challenge the established order Traits subdued worn fear panic curious townsfolk Vermont the Countess Bishop Klemens and a rogue named Elexa discuss a series of murders particularly the latest victim Prince Henry Nora s brother The somber atmosphere is broken when a bell tied to a newly buried grave begins to ring violently To everyone s horror the dead start rising from their graves signaling a fight for the heroes ACT I WHISPERS IN LAMENT SYNOPSIS The players begin their investigation into the mysterious murders Victims Families Description These are the immediate families of the young ladies who were mysteriously slain They are a representation of pain and sorrow with many displaying prominent Echoes of grief shades of deep blue and gray that permeate their being Dressed in mourning attire they are often seen at memorial sites churches or their homes holding onto keepsakes of their lost ones Purpose The families offer personal heartfelt insight into the lives of the victims adding depth and emotion to the party s investigation Conversations with them can shed light on the victims habits relationships and any oddities leading up to their deaths The depth of their Echoes especially of sorrow and loss serves as a grim reminder of the stakes They may also hold latent Echoes from their deceased family members providing crucial emotional memories or experiences that can aid in the investigation Some family members may be initially distrustful or hostile while others are desperate for answers their attitudes reflecting the larger town s opinion on the party s involvement Traits anger sadness grief READ THE PROLOGUE TO THE PLAYERS The scene unfolds in a chapel at a cemetery where gravedigger Frank Nora LOCATIONS Chapel Description In the center of the cemetery is Klemens Chapel a modest stone structure boasting tall Gothic windows The interior is dimly lit the flickering candlelight casting eerie shadows on the walls adorned with religious iconography The chapel serves as a beacon of faith during these trying times but its tranquility also suggests secrets concealed within Hidden in the basement a library holds potential clues about the ritual awaiting discovery by the PCs Purpose This is the starting point for the adventurers where they re initially gathered and informed about the series of mysterious deaths Bishop Klemens uses this space for religious ceremonies and might often be found here Traits sacred serene mysticism Cemetery Description Located on the outskirts of Lament Town the cemetery is a vast expanse of gravestones statues and mausoleums An atmosphere of unease permeates the place particularly intensified at night when a thick fog envelops the area In the center stands a large stone Chapel with the bell tower historically used to signal if someone was mistakenly buried alive now it ominously rings when the undead rise 50

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Purpose The cemetery is a key location own brother Prince Henry As they speak where players first face the supernatural a bell tied to a freshly dug grave rings out a threat The bell tower especially provides a chilling reminder of the town s losses Their focal point of tension signaling the awaken dread mounts when the ringing grows more ing of the undead If PCs decide to dig up the violent and the earth stirs heralding the corpse they discover it s missing and the gruesome rise of the undead Your solemn only thing left is a single rose stained with discussion dissolves into chaos as you pre red Echo pare yourself for a confrontation with Risen Dead and Grave Gobbler Traits anger melancholy quiet wood rubble dread darkness cold The Echo Delivery A courier delivers a green Echo of envy to Enemies Risen Dead Grave Gobbler Nora a symbol of admiration and the town s respect The players will initially be con Hazards Stormy Weather fused by this gesture but will later realize it s a routine way for townsfolk to express Lament Town their sentiments This may make PCs feel Description Nestled at the edge of a dense compassionate towards Nora as she tries to foreboding forest Lament Town is a seem portrait herself as acting charitable towards ingly quaint settlement shrouded in an air of townsfolk melancholy Buildings made of aged stone and wood line narrow cobblestone streets Discovery of the Elixir The town s environment is monochromat In the library of the chapel the heroes find ic with structures streets and even the references to an ancient ritual that involves skies appearing in muted grays and whites merging the blood of the innocent with Townsfolk drably dressed due to their lower Echoes of trust and joy to grant eternal life status wander about their faces weary and This may lead PCs to suspect Klemens who void of much color Only a select few indi was merely investigating the case As the PCs viduals representing the higher echelons draw near to the book laden with clues they of society wear clothing with hints of Echo find themselves suddenly under assault by a colors making them stand out amongst the menacing group of Resonants sea of gray Purpose Lament Town serves as the primary hub for the adventure where players can gather information rest and engage with the local community Its somber ambiance sets the tone for the mystery that unfolds ENEMIES Risen Dead Description These grotesque creatures are the reanimated corpses of the dead brought back to life through dark and sinister magics Their bodies are often in various states of de Traits town panic fear melancholy quiet paranoia gossip livestock cay with some parts missing or replaced by crudely attached limbs from other bodies Their flesh is an unhealthy gray or greenish hue and their EVENTS eyes glow with an eerie unnatural light Tier minion The Disturbed Dead HP horde 2 At the chapel in Lament s cemetery grave Traits undead poison dread digger Frank noblewoman Nora Vermont Immunity poison Bishop Klemens and an unexpected guest Vulnerability bludgeoning 2 joy 2 light Elexa discuss the recent murders plaguing 2 the town notably the latest victim Nora s Resistance slashing 2 piercing 2 51

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ADVENTURE Actions Movement 1 1 space Basic Attack 2 Rotten Claw Damage lower die Horde Type single target physical slashing Effect apply Affliction on partial success or lower Range 0 Tier elite HP horde 3 Traits undead poison dread Immunity poison Vulnerability fire 3 slashing 3 Passive PCs make a Luck check immediately after ending combat with this enemy Increase the Luck chance for this check by 20 does not stack Actions Movement 0 1 space Special Attack 3 Vile Vomit Damage lower die Horde Type everyone in space magical Effect apply Affliction on partial success or lower Range 0 1 Basic Attack 1 Cadaverous Jaw Damage lower die Type single target piercing Range 0 Grave Gobbler Description The Grave Gobbler is a terrifying amalgamation of the deceased cobbled together by dark magic It stands at an intimidating height its body grotesquely bloated and misshapen Its most striking feature is the massive crude stitch running down its swollen belly serving as a dark repository for objects it has consumed including potential loot for PCs The Grave Gobbler s eyes glow with an ominous green light matching the hue of the echoes it was brought to life by It possesses a horrifying gaping maw that it uses to consume anything and anyone in its path Despite its monstrous appearance and alarming girth the Grave Gobbler moves with a surprising speed and agility making it a formidable opponent for any who dare disturb the rest of the deceased Special Attack 3 Belly Bash Damage lower die Type everyone in space physical bludgeoning Effect move and perform attack in single action Range 1 Special Attack 6 Graveyard Projectile Damage higher die Horde Type single target physical Effect If the target PC succeeds at the AR check they may catch the weapon and immediately perform a skill check to counterattack for free if they are in the same zone as the enemy Range 0 2 Resonant Description Resonants are eerie remnants of the living imbued with their most potent emotions Their forms streaked with vibrant color represent the emotional essence dominating them in life These streaks pulse and shimmer creating an eerie luminescence in the monochromatic world of Echoes Their movements like phasing between 52

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life and death create ghostly after images They re a consequence of overwhelming emotions or dark magic becoming trapped between life and death Some haunt specific locations of emotional significance while others wander aimlessly drawn to the echoes of the living Tier elite HP horde 3 Traits undead poison dread ethereal Immunity physical Vulnerability magic 6 Actions Movement 0 2 spaces Basic Attack 1 Ethereal Slash Damage lower die Type physical slashing Range 0 Special Attack 2 Resonant Shriek Damage Horde Type everyone in space magical shadow Effect apply Immobilize on partial success or lower Range 0 1 Special Attack 3 Phantasmal Shift Damage higher die Horde Type magical shadow Effect after attack gain Protection Range 0 ACT II BENEATH THE VEIL SYNOPSIS The heroes delve deeper uncovering the involvement of Echoes in the murders and the Countess s quest for eternal beauty The clues point towards a ritual involving the blood of the innocent LOCATIONS Vermont s Garden Description Vermont s Gardens is an expansive tract of land surrounding Nora s mansion shrouded in an almost perpetual mist The high fence surrounding it is overgrown with sharp thorny vines that seem almost sentient in their unnerving stillness The garden is home to an array of exotic flora their vibrant hues seeming all the more vivid in the gray foggy backdrop The mists often distort sounds making it feel eerily quiet and the shadows cast in the garden make it easy to feel like you re being watched Purpose The Gardens serve as a defense for Nora s mansion acting as a natural deterrent for any unwanted guests For the players it provides an environmental challenge that they must navigate with its hidden paths and deceptive fog It s also where they ll encounter Resonants The Gardens also provide an atmospheric setting for some of the adventure s key events and encounters such as Klemens fall from the tree Traits ominous isolated blood darkness mysticism wealth mist overgrown labyrinth thorn HAZARDS Stormy Weather Description all range attack and abilities receive 1 Big Debuff due to terrible weather conditions While abilities matching the hazard s Trait gain 1 Big Buff instead Traits nature storm apathy melancholy Enemies Resonant Hazards Mist Garden Vines Vermont s Mansion Nora s Mansion Description Positioned atop a hill overlooking Lament Town the mansion looms large its towering spires and turrets etching a formidable silhouette against the sky But beyond its grandeur the mansion holds dark corners secret chambers and an undercurrent of dread 53

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ADVENTURE Purpose The mansion is central to the adventure s latter stages Here players unravel Countess Nora s dark secrets and face the main antagonist during the climax Its many rooms provide chances for exploration discovery and challenges Traits grand luxurious ominous isolated blood darkness mysticism ritual wealth Enemies Nightsworn EVENTS Dark Path The journey to Nora s mansion is along a winding poorly lit path that is treacherously easy to lose in the dark of night Without a light source PCs would find the path to the mansion an exercise in futility With the moon shrouded by clouds the darkness seems almost alive swallowing all sound and sight Klemens Tree Fall As the players begin investigating Nora s garden they witness Bishop Klemens spying on Nora leading to an embarrassing fall from a tree in her garden This event adds to the suspicion surrounding him Is he stalking her or gathering evidence When questioned about his whereabouts during one of the murders Klemens is evasive He mentions a late night prayer session but no one can corroborate his alibi The Garden Awakening Only follow this event if the players have already discovered Nora to be the culprit The seemingly serene Vermont s Garden reveals its true nature as PCs venture deeper The shroud of mist thickens disorienting them The sharp vines that surround the garden seem to move guiding or hindering their path Suddenly the mist reveals hordes of Resonants and Garden Vines lying in wait They shimmer eerily in the monochromatic landscape adding a chilling menace to the ethereal beauty of the garden HAZARDS Mist Description The mist in the Gardens can easily cause the players to become lost or disoriented It can also conceal the presence of Resonants or other dangers until it s too late When PCs enter the fog they need to perform a defense check for RES with 1 Big Debuff If they succeed they discover Resonants lurking in the shadows and the PC can initiate combat while having the initiative If every PC fails the GM rolls an Equilibrium die and the Revenants attack first Either way the mist dissipates Traits nature mist mystery melancholy Garden Vines Description These vines twisted by Echo s influence have become a living hazard Touching them can cause significant injury and maneuvering around them requires careful navigation Whenever a PC performs a movement action they must succeed in a DEX skill check or the action fails Alternatively a PC may expend an action using fire to irrevocably eradicate this hazard Traits nature thorn piercing ACT III JOY BATHED IN BLOOD SYNOPSIS The heroes confront the Countess leading to the revelation of her true intentions A final battle ensues as they attempt to stop her from completing her dark ritual LOCATIONS Mansion s Lobby Description The Mansion s Lobby is grandiose and intimidating the embodiment of Nora s wealth and status Its opulence can almost be overwhelming with high vaulted ceilings adorned with tasteful frescoes Gilded chandeliers cast an elegant glow over polished marble floors upon which stand antique furniture and valuable artifacts At the far end of the lobby is a grand staircase leading to the private chambers 54

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Purpose The lobby serves as the main entryway and a welcoming space for guests It is where Nora typically greets visitors The lavishness of the lobby is often used to impress and potentially intimidate guests subtly hinting at Nora s influence It can also be a hub for gathering clues about Nora and her lifestyle A perceptive eye may notice subtle details that are out of place offering hints towards the mansion s mysteries Traits wealth Mansion s Bathroom Description A pristine bathroom adorning the Vermont Mansion It s unusually large with elegant marble flooring and walls The dominating feature is an ornate bathtub its edges traced with intricate vine patterns leading towards a chalice symbol etched onto the floor The room has a slightly ominous air the clean surface disrupted only by this strange symbol Purpose This location holds a secret passage to a room beneath the mansion It s a pivotal spot for PCs to uncover the true nature of the mansion and its owner Traits ominous darkness mysticism wealth secret Hazards Bathroom s Hidden Passage Mansion s Ballroom Description The Mansion s Ballroom is a spectacle of elegance and grandeur With a high domed ceiling mirrored walls and a gleaming marble floor it s a sight to behold Large windows draped in heavy velvet curtains offer a breathtaking view of the gardens Crystal chandeliers dangle from the ceiling casting prismatic light across the room At one end stands a stage with a grand piano untouched for years adding a touch of melancholy to the otherwise lively ambiance Purpose The Ballroom typically a space for grand parties and social events has a more sinister purpose under Nora s control She intends to use it as a stage for luring unsuspecting young maidens to their doom in a ritual sacrifice If the PCs haven t unveiled her true identity yet this could be their final opportunity to thwart her plans Traits ominous isolated blood darkness mysticism wealth mist overgrown labyrinth thorn EVENTS Entering the Mansion Daytime Event Courteous Reception The players upon their announced arrival are graciously received by Nora Vermont herself She guides them through the entrance hall and into the living room of the mansion Tea and food are served and the PCs notice that Nora carries out these tasks herself without any servants in sight On being asked about this Nora informs the players that she used to have a maid named Anna who left a few weeks ago supposedly relocating to the town Due to the tragedy of her brother Henry s death Nora admits she has not found a replacement as such matters were always handled by Henry Nighttime Event Unwelcome Intrusion At night the players must determine a way to enter Nora s mansion A direct approach like knocking on the door results in Nora answering However she displays agitation at this interruption and chastises the PCs for their lack of manners On the other hand the players might opt to sneak in If they encounter Nora too soon or attempt to question her she does everything in her power to prevent a confrontation and keep her true nature hidden However Nora s considerable strength cannot be entirely concealed especially if the PCs successfully attempt to force their way into the mansion when she opens the door Grand Ball at Lament If the PCs fail to identify Nora as the suspect she hosts a ball luring many innocent ladies who exhibit strong Echoes of positive emotions The heroes must navigate the social landscape save potential victims and confront Nora 55

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ADVENTURE Echo Realm Confrontation As the ritual commences either during the Grand Ball event or by solving the Bathroom s Hidden Passage hazard reality bends pulling the heroes into a world dominated by the strongest Echoes Here they face their fears and past regrets The heroes face the Countess now almost transformed into an Eldritch horror She is accompanied by Nightsworns maids and Elexa s sisters whose lives met cruel fates and have since transformed into twisted specters Players must disrupt the ritual stop her transformation and save the town ENEMIES Nightsworn Description Forged from the echoes of deep sorrow the Nightsworn are eternally bound to their vampiric masters Their torment weaves a tapestry from the loss of past joys and their envy of the living those who still bask in the sun s warmth draw breath and hold onto the hope of salvation a hope forever denied to the Nightsworn They move with a slow haunting grace emitting a chilling aura that stirs sadness and despair in the hearts of those nearby threatening to sap their will to fight Tier minion HP horde 2 Traits undead poison despair blood Actions Movement 0 1 Based on the number of DP spent move 1 2 spaces Special Attack 2 Whispers of Despair Damage higher die Type single target magical shadow Effect The PC is compelled to use Sadness as their next Motivation unless they critically succeed at the defense check for this ability Range 0 2 Bloody Countess Description Once an elegant and influential figure within her community Nora Vermont s insatiable thirst for power has transformed her into the monstrous Bloody Countess Her spectral form maintains a semblance of her former beauty albeit distorted by the malevolent energies that have consumed her Dressed in an opulent bloodstained gown Nora s visage is a haunting blend of sophistication and terror Her eyes radiate a chilling green light a testament to the envy that drove her down this abhorrent path In her spectral form she wields a sickle a twisted version of the same emblem her family has carried for generations Tier champion HP individual 35 Traits undead blood royalty Resistances magic 1 Actions Basic Attack 0 Shadow Arrow Damage lower die Type single target physical piercing Range 1 2 56 Movement 0 1 space Basic Attack 0 Scythe Rend Damage higher die

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Type everyone in space physical slashing Range 0 Special Attack 2 Spectral Drain Reaction after a physical attack ability resulting in partial success or lower heal for the higher die from that attack ability Type magical shadow Range 0 1 Special Attack 4 Envious Strike Damage higher die 2 Type single target magical shadow Effect The affected PC is compelled to target the PC performing best in the fight based on damage dealt successful maneuvers etc for their next Basic attack action This action has to be motivated by Disgust This effect is nullified if the PC succeeds at a RES defense check Range 0 1 Special Attack 0 Dark Echo Type single target magical shadow Effect Gain 2 DP HAZARDS Bathroom s Hidden Passage Description Players may discover a hidden passage in the bathroom Etched into the floor is the symbol of a chalice intertwined with vines leading to the bathtub To open the passage to the secret room beneath the bathtub any player must pour blood into it Traits ominous darkness mysticism wealth secret CREDITS Your thoughts ideas and suggestions are incredibly valuable to me as I strive to improve and evolve our game Whether you re a player or a GM I would love to hear about your experiences with our game any difficulties you faced and any ideas you might have Feedback Support Share your experiences questions and feedback by emailing me at dawid lookforloot com or completing the feedback form Click here to leave your feedback Your input allows me to identify any areas that might be confusing or unbalanced and help improve the game If you re experiencing any issues or need support don t hesitate to get in touch Community Join our vibrant community on Discord It s a great place to connect with fellow players share your adventures ask for advice and discuss strategies I m grateful for your support and your feedback will help me continue to shape and refine our game Thank you for being a part of our growing community LICENSING Non Commercial Works Under CC BY NCSA 4 0 license users are free to share adapt and build upon the material However any usage must be strictly non commercial This means the content cannot be sold used to generate profit or utilized in any commercial setting without obtaining explicit permission Development notes Licensing details for Commercial Use will be available later 57

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