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Created by John Heffernan

Basic Rules v1.06


Available online at
WestboundGame.com Released July 1st, 2017
Updated August 14th, 2017
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Table of Contents The Ruler . . . . . . . . . . . . . . . . . . . . 50
Traits . . . . . . . . . . . . . . . . . . . . . . 50
CHAPTER 1 Equipment and Arms . . . . . . . . 54
Weapons . . . . . . . . . . . . . . . . . . . . 55
Welcome to Westbound . . . . . . . . 2
Armor . . . . . . . . . . . . . . . . . . . . . . . 63
World of Westbound . . . . . . . . . 3
Gear . . . . . . . . . . . . . . . . . . . . . . . . 64
Dust, The Kingmaker . . . . . . . . . . . 3
Currency . . . . . . . . . . . . . . . . . . . . . 69
Cael, The Broken Kingdom . . . . . . 4
Selling Equipment . . . . . . . . . . . . . 69
The West, The Eternal Frontier . . . 4
Languages . . . . . . . . . . . . . . . . . 69
The Universe . . . . . . . . . . . . . . . . . 5
Crafts . . . . . . . . . . . . . . . . . . . . . 70
How to Play . . . . . . . . . . . . . . . . 6
Alchemy . . . . . . . . . . . . . . . . . . . . . 70
Exploration and Adventure . . . . . . 8
Blacksmithing . . . . . . . . . . . . . . . . 74
Combat . . . . . . . . . . . . . . . . . . . . 10
Prestige Class . . . . . . . . . . . . . 77
Social Encounters . . . . . . . . . . . . 14
The Scout . . . . . . . . . . . . . . . . . . . 77
Magic . . . . . . . . . . . . . . . . . . . . . 14

CHAPTER 2
CHAPTER 3
Complete Rules . . . . . . . . . . . . . . 78
Creating a Character . . . . . . . . 16
Combat . . . . . . . . . . . . . . . . . . . . . . 78
Sorts . . . . . . . . . . . . . . . . . . . . 16
Spell Sculpting . . . . . . . . . . . . . . . . 91
Gambler . . . . . . . . . . . . . . . . . . . 18
Adventuring . . . . . . . . . . . . . . . . . . 92
Wizard . . . . . . . . . . . . . . . . . . . . 20
Spell List . . . . . . . . . . . . . . . . . . 97
Savage . . . . . . . . . . . . . . . . . . . . 24
Tier 1 Spells . . . . . . . . . . . . . . . . . . 97
Cowboy . . . . . . . . . . . . . . . . . . . 25
Tier 2 Spells . . . . . . . . . . . . . . . . . . 98
Outlaw . . . . . . . . . . . . . . . . . . . . 27
Tier 3 Spells . . . . . . . . . . . . . . . . . . 99
Witch . . . . . . . . . . . . . . . . . . . . . . 29
Bestiary . . . . . . . . . . . . . . . . . . . 102
Breeds . . . . . . . . . . . . . . . . . . 32
Cohorts . . . . . . . . . . . . . . . . . . . . 102
Elf . . . . . . . . . . . . . . . . . . . . . . . 32
Monsters . . . . . . . . . . . . . . . . . . . . 104
Dwarf . . . . . . . . . . . . . . . . . . . . . 34
Traps . . . . . . . . . . . . . . . . . . . . . . .112
Half-Breed . . . . . . . . . . . . . . . . . 36
Ogre . . . . . . . . . . . . . . . . . . . . . . 38
Goblin . . . . . . . . . . . . . . . . . . . . . 41 CHAPTER 4
Archetypes . . . . . . . . . . . . . . . 44 Game Masters Guide . . . . . . . . . . . 113
The Innocent . . . . . . . . . . . . . . . . 44 Adventure: Triumph at Saint Kiaro . 118
The Orphan . . . . . . . . . . . . . . . . . 44 Character Sheets
The Warrior . . . . . . . . . . . . . . . . . 45
The Saint . . . . . . . . . . . . . . . . . . . 46
The Explorer . . . . . . . . . . . . . . . . 46
The Rebel . . . . . . . . . . . . . . . . . . 46
The Lover . . . . . . . . . . . . . . . . . . .47
The Creator . . . . . . . . . . . . . . . . . 47
The Comedian . . . . . . . . . . . . . . 48
The Sage . . . . . . . . . . . . . . . . . . 49
The Visionary . . . . . . . . . . . . . . . 49

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The Game Master tells the story of the
game, directing the world and non-player
characters. They will describe the scene, and
Welcome to Westbound react to the actions of the players by
Westbound is the game of epic adventure in describing the results of their actions. They
the magical wild west. It is a game of will call for checks to test the abilities of the
imagination and improvisation, where people player characters, and will often fight against
collaborate to create legendary stories of the players in combat as dastardly
gunslingers and wizards. Westbound is adversaries and strange monsters.
typically played with one Game Master and As Game Master, you take on the bulk of the
several Players. responsibility, in managing and planning for
Westbound is takes place after the industrial the game. Its important that you understand
revolution of a classical fantasy world, where the rules of the game, especially least the
humans, elves, dwarves, and even goblins basics. That being said, being a Game Master
and Ogres are presented with the challenge can be tremendously rewarding, and you can
of wrangling an age that is transitioning create the whatever kind of world , from a
between archaic traditions and sandbox world
by technological marvels.
Westbound is designed to integrate with Game Masters can prepare before the game
ongoing campaigns, as well as being a starts, creating maps, non-player characters,
jumping off point for new campaigns. Its rules and a large world for the players to interact
are designed around gun-based combat, with with, or even buying a module adventure and
grounded character creation rules that will following that story. Alternatively, they can
keep players challenged and excited. also improvise the game on the spot,
responding the world to the player's mood
Players and interests. Most Game Masters do some
In Westbound, players control a single mix of planning and improvising.
Player Character within the story, making
choices, speaking to other characters, and Krillos Guide to the West:
assuming the life and desires of a
westbounding adventurer. Players will create If youre new to these parts, you mightn be
personalized fantasy characters of different hearin the word Westbounder thrown your
sorts and breeds, creating their personality way. Now theres a word with history. Started
and backstory, and controlling them in a out as something to yell at the exiles, when
fantastic adventure. The Game Master will the locals got tired of callin em Filth. Thenn
describe the world and other characters, while they found magic wands and glowin swords
the players interact with the world. in the sand, and alls a sudden Westbounder
Each player needs a deck of 52 playing referred to those good honest folk thatn be
cards to play, as well as a character sheet, a comin in droves to be excavatin and pilferin
pencil, and lined paper for notes. in them sand buried tombs. These days,
Westbounders is them folk with a fire in their
Game Master hearts and a rumble in their belly, lookin to
make a name for themselves out in the

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barrens. So, when someone out there be cards of the same value, or five cards of the
callin you Westbounder, be suren you know same suit. For each card discarded in a Set,
what they mean by it, and either buy em a the target takes damage. The goal of any
whiskey or break their jaw. battle is to force an opponent to discard their
-Krillo Base Foundation.
All cards used in checks, attacks, and
discarded from their defenses are sent to the
Westbound Essentials Discard Pile. When you run out of cards in
Westbound is a game about telling stories your deck, your character becomes
and playing cards. When your character takes exhausted, and can no longer perform
an action in the story, the Game Master may actions!
ask you to draw a card from your deck to That was the Essential Westbound
Check if the action is successful. When gameplay! There are more rules, but these
making checks you always want a higher are all that are needed to get you started.
value on the card, and your Game Master will
tell you the result of the action based on what
you draw for the check.

During combat, players draw hands and use World of Westbound


those cards for both offense and defense.
Dust, the Kingmaker
A character's defenses are called
Dust is the magical substance of fire and
Foundation and Base Foundation. Base
force that explodes from gun barrels and
Foundation is a stack of Face Down cards
propels bullets. Once the key component that
that represent their health and tolerance for
ended the Age of Wizards and ushered in the
injury. When you take damage, and have no
Age of Kings, the secret of Dust has been
Foundation, cards are discarded from this
released, and now the Age of Kings has given
stack. If your stack is entirely discarded, your
way into an Age of War. Formed by the newly
character becomes wounded.
liberated Dust god, and cultivated by Witches
Foundation is your character's active
into uniform bullets which all guns spit. These
defenses and their ability to avoid injury.
bullets are uniform and small, and a holy icon
Foundation is a stack of Face Up cards that
to those who worship the god of dust.
lay on top of your Base Foundation. You can
Weapons like Shotguns and grenades launch
temporarily add cards to your Foundation
a barrage multiple bullets at once, and rifles
stack by placing cards directly from your hand
distances are decreased greatly. Its not
into the stack in a numerically sequential and
uncommon to see guns with six or more
descending order; the card on top must
barrels, and the rare blacksmith has been
always be one value lower than the card
known to draw out the dust from bullets to
below it. When a character takes damage,
make customized ammunition for specially
they first discard cards from their Foundation
designed pistols and rifles.
before discarding from their Base Foundation
Characters attack by playing Sets o f cards
Legacy of the Bards
from their hand. A Set is a group of cards that
are similar to each other, such as: a pair of

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Once the strumming of lutes and beating of The Age of Kings, also known as the Age of
drums caused the occasional detonation of Adventure, was a time now recalled by
arcane excellence in the light of camp fires. scholars as a time of safety and security.
The curiosity and talent of the bards have Although only spanning a half-millennium, the
since been filtered through thousands of Age of Kings was a time of great culture,
years to produce weaponized instruments that trade, and forging of powerful relics. Ruled
rival both pistol and wand. These flutes, forks, over by the Buzans until the end of the age,
and drums flare and burst in tones that Cael saw an lasting peace, and even
reverberate their enemies to strain their minds monitored and restricted the education of
and leave their bodies unharmed, but wizards to prevent a resurgence of the age of
exhausted. They have produce a multitude of wizards. The dethronement of the kings by
other miracles from these instruments, the released Dust God, who stole the grand
including whistles capable of propelling city of Buzanbard, and massacred the Buzan
hundreds of tonnes of steel, and music boxes family.
which can make mechanical men move and
talk. Age of War
The end of the Buzan family saw an end to
Cael, the Broken Kingdom Caels alliances and the peace that the Buzan
The once great central kingdom, now family held together. Cael is in an all out war,
shattered into factions and militia like glass. while the last remaining Queen Buzan lies in
The Six Hundred year reign of the Buzan an arcane stupor, hidden deep under the
monarchs have turned into an all out war Bulwark Mountains, made hollow by her
between all races and counties vying for ancestors in an attempt protect the populous
power. A once peaceful kingdom of adventure of Cael from a catastrophic attack. Burning
has been transformed to ruin, and now many towns now dot the landscape and blacken the
seek the safety of the unknown west. sky, and the clacks of spinning raffles draft
increasingly younger soldiers into endless
Age of Towers wars.
The longest age in remembrance, spanning
well over a thousand years, many eternal The West, The Eternal Frontier
beings speak of this age with fondness, as an
age of beauty and enlightenment. Their eyes Long Buried Mysteries
are largely rose tinted, as in reality it was a The West is terribly ancient, with ruins
brutal age of great magics used in savage spanning back thousands of years, before the
ways. Wizards ruled as tyrants, splitting the Age of Towers and the age before that.
land between themselves and ruining their Archaeologists venture deep into the West in
borderlands with endless arcane assaults. search of ancient treasure beyond time, but
The Age of Towers ended with the discovery most often find the bones of their colleagues
of Dust, and king Buzan 1st creating a throne from centuries prior. Still, cities in the West
and forcing all of Cael to bend to his will. are built on relics and antiques. Stonefort
stands as the most westward town and end of
Age of Kings the train line, built on an ancient piles of

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stones and under the looming protection of worlds contain barren deserts and empty
the guardian. oceans, or sights that defy comprehension.
Throughout the world are gateways to other
Ghost Towns and Gold Rails worlds
Though there are a few towns and cities that
have remained strong in the west, most towns The Shadow Realm
not connected to the railways suffer from One of the original two mirrored worlds, the
economic busts, attacks from raiding Shadow Realm is the dark realm of law,
creatures, or completely disappear without a death, and rebirth, where souls enter into
trace. An unknown number of these Ghost when they shuffle off their mortal coil. The
Towns now occupy the west, providing Shadow Realm is a world of death, and those
mystery and forewarning danger. who enter are given two choices: enter the
Soul Grinder to be reborn on Cael, or to
The Grey Tide wander in search of the bridge that leads to
The West is forever a frontier for a reason. paradise. Most choose the former, as the
Every few hundred years, without warning or Shadow Realm is populated by countless
provocation, strange grey orcs arrive in mass shades and shadows that seek to drag
to slaughter every life and stamp out every unworthy souls back to the Soul Grinder.
light. Ruthless and barbaric, these orcs come Some few, once powerful nobles and ancient
in endless waves that overwhelm armies and wizards, possess the stubbornness to refuse
fortifications. Little is written about where they to lose themselves by rebirth and instead
come from or what dark master they serve, remain at the gates Cael for eternity.
but it is known that every time they arrive, the
only known defence the row of dwarven The Wyld Lands
mountains that border the west. The second of the two original mirrored
worlds, the Wyld Lands is the land of chaos,
growth, and the pursuit of perfect form. The
The Universe Wyld has no sun, and is constantly bathed in
The Shattered Span the orange glow of a morning light, which
Once only two realms that mirrored Cael, The makes long shadows on the many untended
Shadow Realm and the Wyld, but the forests and plains. Like the Shadow Realm,
mirrored realms were shattered by a conflict the Wyld Lands is a world of spirit, where
among the gods, and now the incalculable beasts are reborn again and again, creating a
shards have seeded have grown into a near never ending cycle of life. The elves and
boundless worlds that mirror our own in gnomes are said to have originated in this
strange ways. world, and are said to live forever while within
The worlds in the Shattered Span were build its confines.
from small shards that regrew into entire
worlds. Within the span are lands that might The Hells
seem familiar, with streams, forests, and Created by the gods as an asylum for souls
creatures that mirror the familiar world. Other too perverted and corrupt to return to Cael,
the hells are nine stacked layers in an
inverted world. There is no sun or stars, nor

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ore or forests, and no water or food. Under spin and burst in billowing clouds.
the light of the everpresent crimson crystal Embodiments of all elements are waiting here
that bathes the world in a necrotic energy that since before creation, plotting to steal back
imposes an eternal regeneration, the only the parts of their world the gods have stolen.
renewable resource is the flesh and bone
wrought from denizens themselves. The sky The Void
rains blood, as dragons roar, pierced and torn Beyond the sky, the elemental ring, and the
by smaller wyrms, and drench the land below tiny worlds that float in the aether sea, lies an
in a hot oozing shower. emptiness unparallelled. Here in the Void
bounds an endless eternity, free from
Arcadia substance, form, time, and order. The land is
An accidental offshoot of the Hell, this world is so bare, that even the laws of nature fail to
inside out and stacked in nine layers, but stick, and phenomenon are born from far
maintained by a cool blue sun that sits in the wandering dreams.
center of the world, eclipsing its glow to give
way to a serene night. The world is sparsely
populated by sweet people of all races who How to Play
manage to exist peaceful existence in the
Edonian landscape. Like the Hells, there is Westbound is a role-playing game of
little to no ore, and weapons of war seem revolvers and rituals, set in the magical wild
inconceivable under the gentle blue sky.
west! Westbound is designed with gun

Interplanar combat in mind, and utilizes the suits and


Sitting still in a black pool, a burning fire values of playing cards into the gameplay at
elemental soars from horizon to horizon over every avenue. It has removed the standard
a turquoise world. A white ball of glowing system of Strength, Dexterity and Intelligence,
metal wanes and waxes with magic, and a
and replaced it with Tradition, Luck, Grit and
chromatic ring spins and spits off tiny worlds
into the void beyond. Fortitude. Your deck is your entire character,
Cael sits at the center of a small but vibrant and with it you attack, overcome obstacles,
universe. Discovered by the gods before time cast spells, and defend yourself.
began, and crafted with untold care and
creativity, Cael is part of a larger interplanar Tradition: Represented by the Hearts suit,
existence that spans into the void.
Tradition is learned and long consolidated

The Elemental Ring ways and customs, as well as magic,


Far beyond the sky of Cael lies a ring from knowledge, rituals, study, and all connections
which the world was created. The Forge of to the old world. Those who travel west bring
Creation, as it was once called, is an ever the traditions of their people with them, with
spinning band of the elements, intermingling
all their magic, crafts, and suspicions.
in a span that defies mortal comprehension.
Within the ever spinning circlet are veins
rivers and deep mountains, air and fire that

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Fortitude: Represented by the Diamonds It doesnt take much to get your breath back.
suit, Fortitude is the ancient connection to the A Breather will only take five minutes, and will
soil, drawn out and culminated in instinct and restore most of your vitality. A wounded or
ferocity. Those who travel west find the unconscious ally may require at least an hour
fortitude of the land waiting for them, with all to recover from a wound, bandaging lesions
its untamed, enduring brutality. and massaging the stiffness out of muscles.
However, there is nothing better for the body
Luck: Represented by the Clubs suit, Luck is than a full nights rest of about 8 hours, which
the intangible presence of good fortune which will completely reinvigorate a character.
blesses a person with opulence, influence,
and prosperity. Those who travel to the west A Breather takes five minutes, during which
may find unexpected fortunes, where chance, you perform only lightly taxing tasks, such as
talent, and flattery take on an entirely different marching, practicing, and scouting the area.
meaning. After the five minutes have expired, shuffle
your discard pile and remove half of the pile
Grit: Represented by the Spades suit, Grit is
from the game. Shuffle the other half of the
the indomitable spirit which forms integrity
discard pile into your deck.
and a strong will. Those who travel west will
A Short Rest takes one hour, during which
bring their courageous heart with them, or find
you perform only lightly taxing tasks, such as
it among the cruel desert which hungers to
cooking, bandaging wounds, or drawing up
test their strength, discipline, and resolve.
plans. After the hour has expired, you may
redraw your Base Foundation up to your
The Deck is your Character
maximum amount; for each Base Foundation
In Westbound, your deck is more than just
replaced this way, remove 5 cards from your
cards: it is your entire character. It is the life,
deck from the game. At the end of the hour,
the energy, and the driving force behind every
you may also replenish your deck as though
action.
you had completed a Breather.
A Full Rest takes at least eight hours, during
Your Deck is your Stamina
which you are expected to perform no taxing
In Westbound, all actions require a card to be
activities, and instead only sleep, sit, and eat.
discarded. As a day of adventuring wears on,
After the eight hours have expired, you may
characters will find themselves weary from
shuffle all 52 cards back into your deck and
their activities, requiring varying degrees of
draw for Base Foundation.
rest. Your deck is your daily stamina, and is
slowly whittled down during a day until you
Your Base Foundation is your Life
are forced to make camp.

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In Westbound, Base Foundation represents player, you embody a single character within
your constitution and tolerance for injury. At the world, and respond to the Game Master
the end of each Full Rest, characters will draw with the actions your character tries to take.
cards face down to their maximum Base The Game Master will tell you the result of
Foundation. When a characters Base your action with a description of your success
Foundation is reduced to zero, they are or failure based on the value of the cards
wounded, and the injury exhausts them until played.
they pass out. A wounded character will
require a Short or Full rest to regain their Overcoming Complications with Checks
Base Foundation. During any adventure, there are sure to be
Characters with a Diamond Source Suit tend obstacles that complicate the road ahead;
to have a higher Base Foundation, but more picking a lock, jumping a chasm, or
base foundation can be gained by acquiring investigating a trap to name a few!
more Diamond Traits. You can attempt to overcome an obstacle by
making a check, which is done by drawing
The Game Masters Deck and discarding a card from the deck. The
Similarly to the player, the Game Master has value of the card will determine the success of
their own deck, which represents the world at the action. If the value of the card is higher
large. Unlike a Players deck, the Game than the complication of the check, the action
Masters deck is constantly reshuffled, except is successful. If the value of the card is lower
for in battle, where creatures must rally under or equal to the check's difficulty, than the
leaders to regain their resolve. The Game check then the action will fail.
Master has one deck, and during combat only Untrained complications come in three tiers:
one hand. Simple, Tough, and Severe. A simple
complication is something that is relatively
difficult, with little chance of failure. A Tough
Exploration and Adventure complication is difficult, and has an even
The Window into a World chance of success and failure. An Severe
The Game Master is your window into the complication is very difficult, with a low
world of fantasy and adventure. They will chance of success.
describe the world in sight, sound, and touch, Most checks have an associated skill in
and will embody the people you meet on your which you can be proficient. When you are
adventures. They will give you the details of a proficient in a skill, you may draw two cards
journey or situation, and will occasionally offer and add their value together; All face cards
actions or checks that your character could are a value of 10. Proficiency makes checks
make in response to these details. As a easier, while also allowing characters to

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complete checks that are otherwise Severe When you have an advantage or
for unskilled characters. There are three tiers disadvantage, you draw an additional card
of Trained complication: Absurd, Futile, and from the deck. If you have advantage on a
Hopeless. check, discard the lower valued card; if you
When you are proficient in a skill, you can have disadvantage, discard the highest
choose to only draw one card, and recycle it valued card.
instead of discarding it, representing how
easy the check is for the character. Recycling Cards
When tasks are particularly easy or the
Tier of Complication: Value of Card advantages are numerous, you may be able
Required to pass: Example of Difficulty to recycle drawn cards instead of discarding
them. Recycled cards have their own pile, and
Simple Complication: 4 or Higher: Climb out are shuffled into the deck immediately while
of a window. not in combat. During combat, the recycling
Tough Complication: 7 or Higher: Kick down pile can be shuffled into the deck as an
a wooden door. action, and will automatically be shuffled into
Severe Complication: 10 or Higher: Swim the deck after combat has ended.
against the tide.
Absurd Complication: 14 or Higher: Picking Preparing for a Fight!
a lock instead of breaking it. In Westbound, your defences are dynamic,
Futile Complication: 17 or Higher: Balance not static, and most characters cannot rely on
on a tightrope. their constitution alone to protect them from
Hopeless Complication: 20 or higher: Climb an impending attack. When kicking down a
a smooth marble wall. door, walking down a suspicious corridor, or
when you hear rustling in the nearby bushes,
Drawing Blindly it is often best to prepare for a tussle and
Many skills or abilities may ask you do draw declare that you draw your weapons.
#c. This means to draw the number of cards Drawing early has benefits and detriments. If
blindly from your deck. Even while in combat, you are surprised by a trap or enemy, you will
players must draw and discard these cards be able to participate in surprise round and
from the deck, and cannot draw them from will have the foundation to survive the attacks.
their hand. However, if you were wrong in your
suspicions, you will have to discard your hand
Advantage and Disadvantage and foundation, essentially wasting cards for
Situations or abilities may rule that you have the day. Because of this double-edged sword,
a particular edge or difficulty with a check. its always good to have one forward scout

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who prepares for danger, while the rest watch Part Actions are very quick activities that are
and remain alert. done as part of a Movement or Action. Both
Movements and Actions have one Part Action
Combat each, which can be used for an associated
activity, such as: reloading a firearm after you
Battle in Rounds, Fighting In Sets
fire it, drawing a weapon before you attack
Each battle consists of Rounds, Turns, and
with it, or opening a door as you walk through
Actions. A Round is a moment of battle,
it. Part actions are not stressful, and do not
representing six seconds of time. During this
require characters to discard any cards to
moment, each character gets a Turn to act.
perform them.
All Turns happen simultaneously during this
Checks are called by the Game Master
six second Round.
because an obstacle during an activity must
A Turn is a characters activities during the
be overcome before the activity can be
round. These activities includes their Action,
completed. Checks can be made during an
Movement, as well as any Checks or Part
Action, Movement, Reaction or Part Action,
Actions they make as part of their Action or
and there are no limit to how many Checks a
Movement.
character can perform in a Turn. Checks are
resolved by drawing a card from the deck; a
An Action is an activity that requires a great
card with a higher Value than the Compilation
deal of physical or mental concentration, such
will succeed, while a card with a Value lower
as attacking with a sword, casting a spell, or
or equal to the Complication would result in a
unjamming a firearm. Actions are exhausting,
failure or another obstacle. During each
and require a card to be discarded to perform.
round, each player can resolve one check
Movement dictates the total distance a
from their hand, but the rest must be resolved
character can travel during a Round.
from the deck.
Movement can be used all at once, split up
As an example, a character can attempt to
between the Action, and even used as a
run over an oil slick as their movement, make
reaction to retreat during another characters
a Poise Check to not slip on the Oil slick, kick
Turn.
down a door as part of their movement, make
A Reaction is an activity a character can
a Vigor Check to knock down the door, be
take when it is not their Turn in the Round,
shot by a poison dart from a hidden enemys
and is always in response to another
reaction, make a Mettle Check to resist the
characters actions. Reactions are commonly
poison, pull out their firearm as part of their
used to: Advance on an enemy, retreat from
Action, make an Observance check to find
an enemy, or complete a prepared attack.
their hidden enemy, and attack the enemy as
their Action.

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10
At the beginning of combat, and during your
Each Attack Action involves playing a Set of turn, you may up your Ante. The Ante
cards. A Set is a represents your speed and determines the
order of a battle. As combat begins, you may
The number of cards played in this Set is the add any number of cards in your hand to the
amount of damage the target takes. Your goal ante. As a minor action you may add any
with any attack is to reduce the enemies' individual card or set to your ante.
foundation until they are wounded. Your position in the turn order remains
These are the standard Sets in Westbound. stagnant until you declare that you want to
Your Game Master may determine other Sets, use your ante. You may do this as a free
such as a Five of a Kind, in certain action during your turn, and your position in
circumstances. the turn order will change to reflect the new
High Card: A single card of any suit or value. order, although you can only have one turn
Pair: Two cards of the same value. per round; you can, however, use this if you
Three of a Kind: Three cards of the same are last in the turn order and then immediately
value. become first in the next round.
Four of a Kind: Four cards of the same value.
Full House: Three cards of one value and two
cards of another value. The Double Tap: Kyle is playing an Elf Gambler
Straight: Fives cards of sequential value. named Hebi Hanzo. Hebi is a savage melee

Flush: Five cards of the same suit. fighter who uses a pair of short swords. In any
given battle, kyle will play no Ante in the

Ante up and Draw! beginning, and do his best to insure that he


attacks after the Game Master. During the battle,
Your capabilities in Westbound are not just
Kyle increases his ante regularly each turn, until
based on the hand you draw, but also how
his ante is higher than the Game Master's ante.
you play the cards youre dealt. Your hand
Once his ante surpasses the Game Master's, he
represents your given circumstances in a
performs what he calls "The Double Tap
situation, and you are forced to play through Manuever." Hebi attacks a tough enemy,
those circumstances. When in battle, if you reducing his own hand to zero and removing the
have no cards in your hand at the beginning target's foundation. Then, Kyle announces that
of your turn, you draw for cards up to your Hebi Overtakes the Ante, and Hebi goes to the
hands limit. Immediately after drawing, you start of the turn order. As a new round begins,
may discard any unwanted cards and redraw Hebi is at the top of the order and immediately

up to your hand limit. This is called a takes another turn. The Game Master has not
had a turn to increase the character's foundation,
Redraw
so Hebi is able to draw his full hand and execute

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11
his enemy before they could recover from his first card can be placed over your base
attack. foundation, but when adding onto an already
established foundation, cards can only be
placed sequentially, and only lower in value.
Its not your weapon, but how you use it!
When you would take damage, you may
Damage in Westbound is determined by
instead remove cards from the top of your
played sets of cards, and therefor all weapons
foundation.
do the same amount of damage. However, in
Another way to protect yourself is with
Westbound, each weapon has a set of special
Armor. Although armor cant stop bullets, it is
features, such as a pistols ability to pierce
able to withstand bolts, swords, and ice
armor, or a heavy-axe's ability to sweep into
spikes easily enough. Your armor will provide
multiple enemies.
an Armor Complication, or AC, which will aid
Attacks that hit but do not damage Base
in defending against attacks.
Foundation are considered near-misses,
Higher armor complications often come with
grazing hits, or flesh wounds. Although these
detriments, such as a decreased speed.
attacks do not deal damage to the Base
Knowing what armor to bring with you on a
Foundation, any special ability the weapon
given adventure is a must if you plan to
has, such as bleeding or poison, still take
survive in the west.
effect.
Weapons can be found on felled enemies,
purchased from tradesmen, or designed using The Hard Easy: Derrek is playing a Human
the Blacksmithing craft. Weapons will each Savage named "De'rock the Traveler." He is a
have strengths and weaknesses in different close combat fighter, and utilizes a throwing
situations, and it is the task of the skilled hammer with the Returning rune. After battling
warrior to prepare for all enemies and through a skeletal army, he finally arrives at the
eventualities. Wight King, a heavily armored undead with a
massive shield and warhammer. Derrek draws his
hand for combat, and after laying foundation his
Protect yourself: Armor and Foundation!
hand consists of a pair of sevens and a Jack.
In Westbound, your defenses are more than
Derrek knows that with the heavy armor and
a static number, they are an intricate dance of
shield, the Wight King has nothing less than a
give and take. When in combat, you may
Severe Armor Complication for Savage Attacks.
place cards of any value down sequentially Although Derrek has a pair of sevens, which would
over your Base Foundation. Your Foundation deal 2 damage, he knows that the Armor
represents your plan for survival, a dynamic Complication of the Wight King would cause that
dance that involves dipping, dodging, attack to glance and deal no damage. Instead,
glancing, and feigning to avoid strikes. Any

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12
Derrek attacks with the Jack, preferring to deal a the check, play one card and draw another
little damage than no damage at all. blindly, or draw two blindly as normal.
Similarly, if you have advantage, you can
choose to draw both blindly or draw one card
Find Cover or Fall!
blindly and play one card from your hand.
Attacks from Dust weapons are the most
Some checks will be reactive, such as when
deadly in Westbound. With their ability to
you are grappled or attacked by magic, and
completely ignore Armor Complications,
other checks will come as part other actions,
pistols and rifles dominate most battlefields.
such as an observance check as part of an
Defending against Dust weapons means
attack or a climb check as part of a movement
getting where the attacker cant see you, or
action through a window.
where theyll have trouble shooting at you.
Hiding behind heavy poles, walls, and Resisting Magical Effects
boulders will give your enemies attacks Magic is very old in Cael, and mothers sing
complications, and make hitting you more protection spells and counter curses to their
difficult. You can also hide yourself in children as they fall asleep, hoping to better
shadows, behind thin walls, or run out of your prepare them for the dangerous world of
assailants range to give yourself a Sensory wizards. When a spell directly affects a
Complication, which will reduce the total character, they can make a check to negate
damage dealt to you, or avoid the attack the effects the spell has on them. The card
altogether. must be of a heart suit, and the value of the
Be careful as you walk around corners or card must match or exceed the value of the
leave full cover; Enemies with the special lowest valued mana card that was used to
ability Quickshot can take a reactionary cast the spell. If a spell has a limited duration,
attack against you! Against these enemies, it characters who are still affected by a spell
is best to stay in heavy cover without letting may make a check during their turn to end the
them out of your sight. effects of the spell on them.
If all else fails, drop to the ground. Going
prone will give you minimal, but often life The Dance: Michael is playing Gorin the Steel
saving protection from bullets. Dwarf. During his pilgrimage down the tracks,
Gorin encountered a Troll sleeping on the
Checks in Combat: hallowed train line. Gorin sprung to attack the

When making a check during combat, in creature, and on Michael's first draw picked up a
King, 7, 7, 6, and an Ace. Michael was struck with
addition to drawing blindly, you are also able
a hard decision: Play a pair of sevens in an attack
to discard cards from your hand. You can
and attempt to wound the Troll before its defences
discard two cards if you have proficiency in
raise, or; to play a 7 and 6 into his foundation,

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13
giving him solid protection for when the Troll An Archetype is a broad stroke of personality
strikes back at him. Michael decided to play the 7 from recurring motifs in storytelling. Most
and 6 into Gorins foundation, favoring his survival characters from any story have an archetype
to the Trolls death. that they fall into, which influences and
organizes their actions and beliefs. Most
characters have aspects from many
Social encounters archetypes, but generally fall into one
dominant archetype.
Whether chatting up a bartender for Similar to alignments that would influence a
information, beating a confession out of a character's actions, Archetypes help players
criminal, or begging for your life before a in roleplaying their characters, outlining the
dragon, your adventure is sure to involve perspective and outlook of a character.
social encounters. A social encounter is the Archetypes also include a wealth of abilities,
dialogue of an adventure between your granting characters special skills in
character and the NPCs played by the Game conversation. As a character puts levels into
Master. their archetype, they gain certain leverage in
Similar to battles, social encounters have discussions depending on the abilities they
goals and obstacles which can sometimes be have acquired, giving their words greater
abstract or silly. weight. It is important for players to inform or
remind Game Masters that they have these
Skill checks in Conversation abilities as they use them.
Certain checks can be made in
conversation. These checks are usually to
Magic
manipulate someone through some trick or
ploy. The main proficiencies for manipulation
Western Magic
are Coercion and Blandish.
In ages past, spells were cast by learned
Coercion checks are made to intimidate or
wizards. Through tireless preparation and
threaten a person, contesting the targets
memorization, they broke the divide between
ability to stay calm. Among other features, this
dreams and reality, conjuring burning missiles
ability can be used to convince others of an
and dark entities. However, in an age defined
impending threat from a nearby barbarian
by undisciplined dust-wielding peasants and
horde, or to make a bandit surrender his
dishonorable sniper fire, the magic user has
weapon and run away.
never been more vulnerable. Most have
Blandish checks are made to flatter or charm
therefore opted to become increasingly
a person, contesting the targets better
dangerous to counteract the ever-present
judgement. Among other features, this ability
threat of dust.
can be used to convince someone that a flaw
Magic users of the current day use raw
is really a strength, or to make a barmaid
magic drawn from the aether and unwieldy
want to help you by listening in on another
conjurings of arcane fury. This new type of
table.
magic production is far less controllable than
the arcane arts once taught in sparkling
Archetypes and You

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14
towers in ages past, but such is the price of There are four mana types, each
survival. corresponding to a suit: Spades, Hearts,
Diamonds, and Clubs. When casting spells,
Spell Sculpting mixing these mana types together will twist
Magic-Users are able to inhale pure arcane spells with the flavour of each, and casting
power from the aether, draw out that mana spells with multiple of the same mana type will
from within themselves, and forge it into a create a spell more exemplary of that suit.
powerful spell. Any character that has a daily
allotment of mana can cast spells. Spell List and Tiers
As an action, a character with mana can cast There is one spell list from which all
a spell. The card discarded for this action magic-users cast from, and the availability of
must be of the Heart suit. When casting a these spells depends on the mana they draw
spell, the Magic-User decides which mana and cast with.
they are adding to the spell, and the Spell Tiers are defined by the amount of
combination of different types of mana mana that is cast into a spell. Creating a spell
creates the effects of the spell. While outside with more mana is more difficult, and creating
of combat, the card discarded for a spell does a spell with four or more mana is reserved for
not need to be in the heart suit. only the highest champions of the craft.

Mana Characters of any level are able to cast


Characters have a set amount of mana they spells of Tier 1, which only allow one mana to
can bring into themselves before requiring a be used at a time. Characters who are level 3
full rest. Characters with the Spellcasting or higher can cast Tier 2 spells, which allows
feature will have a mana capacity equal to for 2 mana to be used at once. Tier 3 is
their level +1. Some creatures, such as Elves reserved for characters who are level 10 or
and Gnomes, are naturally magical, and so higher, which allows users to create spells
have an increased daily mana allotment. powered by 3 mana. Characters who are level
Acquiring tradition traits will also increase the 17 or higher are able to cast spells using 4
daily allotment of mana available for a mana, and are able to use the Spell-Surge
character. ability on Tier 4 spells.
As an action, characters can draw mana Certain characters, such as Shamans or
from the aether into themselves. Players can Witches, are able to cast spells above their
draw a number of cards up to their daily Tier in specific circumstances. However, only
allotment of mana, with each card drawn this characters that are level 17 or higher are able
way placed into a pile representing the to use the Spell Surge ability.
character's current mana pool. Mana cards
that are drawn that are not of the character's
source suit are discarded, and do not count Changing the Morning Ritual: Jen is playing a
towards their daily allotment of mana. It is Goblin Witch named Torra Glassblast. She has
often wise, especially at higher levels, to not recently turned to level 10, and when her traits and
spellcasting level are combined, she is able to
draw your entire mana allotment at the
conjure 13 mana from the aether every day. Since
beginning of a day, as it may be very
first level, Torra has always conjured all her mana
exhausting.

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15
at the beginning of the day, so she can plan and Your sort is your role in the party and
cast her spells accordingly. However, she notices establishes how you play. Each comes with
now that all that summoning at the beginning is special skills and talents which help the party
starting to exhaust her before her day even
and sets your character apart from the pack.
begins. Jen calculates that she loses over half her
Your Sort determines some of the types of
deck by summoning all her mana at once, 13
cards from the mana she draws, and another 13
traits that are accessible to you, as well as
from randomly drawing Spades and Diamonds proficiencies, your source suit, and base
that are not her source suits, which after a short foundation.
rest is 20 cards removed from her deck. All this Your sort starts at level 1, and you gain all
early exhaustion starts affecting her capabilities, the level 1 abilities of your sort at the start of
and she is constantly causing her to slow her team character creation.
down and end battles early. Jen decides to how Go to the Sorts section and choose a Sort,
she gathers magic, instead now only drawing six
taking the Level 1 abilities of that Sort.
cards at the beginning, or stopping after she
discards 10 cards. This way she limits her
exhaustion, but maintains her magical abilities,
Choosing a Breed:
and if she needs mana later, she can always use Your Breed is where you come from. It is
another action to gather more. your genetic and cultural history that helps to
define who you are. Your breed determines
some of the types of traits that are accessible
to you, as well as some proficiencies, and
various abilities that are gained as you level.
Creating a Character Go to the Breeds section of the book and
choose a breed, taking the level 0 abilities of
Before you begin your adventure in that breed.
Westbound, you will need to first create a
character! Its good to consider the kind of Choosing an Archetype:
character you want to play. Will you be an Your archetype is how you act. It is a broad
arcane gunslinger mastering the West magic personality that define how you see situations
and steel, or a savage outlaw searching for a and gives social abilities to characters. Your
new home? Keep these thoughts in your head Archetype will give you a trait of any suit and
as you look through the character creation a social ability.
section, but allow yourself to be malleable as Go to the Archetype section and choose an
you may find your interest pulled in different Archetype, and take the level 0 ability and a
directions. Trait of any suit.
Characters each have a Sort, a Breed, and
an Archetype. Your Sort starts at level 1, and Choosing your Traits
your Breed and archetype at level 0. These So far, your Sort, Breed, and Archetype
determine your base foundation, traits, speed, should have awarded you with 5 or 6 Traits.
and most of your abilities. As you gain levels Each trait has a suit associated with it which
from experience, you can put levels into one determines what kind of trait they can be.
to gain abilities. Traits further develop your characters skills
and special abilities, defining what he can do
Choosing a Sort: and what his role is in the party.

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16
Once your Sort, Breed, and Archetype are Human: Any two: Persistent, adaptable, and
chosen, go to the Traits section and select an naturally diplomatic.
ability for each trait you have. Half-Breed: Grit Luck: The products of
road taverns, borderlands, and star-crossed
Choosing your Inventory lovers.
Your Sort will contain options for starting Orc: Grit Fortitude: Crude, cruel, and
weapons and equipment. green; natural warriors and survivors.
Ogre: Grit Fortitude: Massive creatures of
Gaining Levels: fat and flesh.
As you complete tasks and gain experience, Halfling: Luck Grit: Followers of the path
you will be able to level up aspects of your of least resistance, with comfortable beds and
character. When you gain a level, decide good food.
whether it will go into your Sort, Breed, or Gnome: Tradition Fortitude: Tricksters
Archetype; and take the appropriate option. and inventors of unparalleled ingenuity.
In order to reach the max level in Goblin: Luck Tradition: Intelligent and
Westbound, you will need to spread out your devious, with questionable organizational
levels. The maximum level is 20, with 10 skills.
levels in your sort, and 5 in your breed, and
another 5 in your archetype. Archetype: Summary
The Innocent: Caring and empathetic,
despite lack of experience.
Sorts: Source: Role The Orphan: The Everyman, weaponizing
Gambler: Luck: Fortunate Striker the commonplace.
Wizard: Tradition: Supreme Magic-User The Warrior: Honorable and powerful,
Savage: Fortitude: Economical Hunter reaping the rewards of a champion.
Cowboy: Grit: Consistent Damage Dealer The Saint: Trustworthy and Patient, a friend
Marshal: Fortitude & Grit: Martial to the weak.
Controller The Explorer: Experienced and
Outlaw: Luck & Grit: Consistent Damage Determined, seeking adventure on new
Dealer horizons.
Renegade: Luck & Fortitude: Wasteful The Rebel: Restless and Unruly, seeking
Striker justice from those in power.
Witch: Luck & Tradition: Pact Master The Lover: Friendly and familiar, a social
Shaman: Fortitude & Tradition: Magic spider weaving a web.
Support The Comedian: Ever Hilarious, never
Spellslinger: Tradition & Grit: serious.
Counter-Caster The Sage: Ancient Wisdom, developed
through study and reflection.
Breeds: Traits: Description The Creator: The Creative type, creating
Elf: Luck Tradition: Delicate, eternal, and tomorrow today.
transcendent. The Visionary: The Curious Dreamer,
Dwarf: Grit Fortitude: As sturdy and searching for deeper answers.
stubborn as mountains.

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17
he Ruler: Confident and privileged, a born
T
leader.
Gambler

Leveling Up:

In Westbound, characters progress in level A well dressed halfling sits across an orc
by the Milestone System. You level up based chief and two lackeys with his feet relaxed on
on the number of sessions played, enemies
the table. The dealer sets four cards in front of
and obstacles conquered, and at the
the halfling and another four in front of the orc
completion of story arcs or campaigns. Your
Game Master will tell you when you level up, chief. As orc reaches for the cards, the
and you can ask your GM at the end of a halfling smirks and exclaims, All in!
session if you have leveled up. A human scans the horizon one final time
When a character gains a level, the player
before rushing out from under the cover. As
chooses to level up the either their Sort,
bullets fly through the air, he takes a long
Breed, or their archetype. Only five levels can
be placed into the Breed, another five in the breath, and releases a solitary, decisive bullet
character's Archetype, and ten levels into the that ends the gunfight; his cloak is riddled with
characters Sort, for a total of Twenty Levels. bullets, but he doesnt have a scratch on him.

Gamblers live their lives based on risk and


Sorts reward, laying everything on the line for huge
payoffs. Natural strikers, gamblers are able to
Your sort is your role in the party and use their wild aces and heavy hands to deal
establishes how you play. Each comes with large amounts of damage. The Risky and
special skills and talents which help the party Calculating subclasses help the gambler
and sets your character apart from the pack. withstand greater assaults or increase their
endurance.
Your sort determines a few of the types of
traits that are accessible to you, as well as Suitcase and a Trunk
proficiency, your source suit, and your base The gambler is a master of luck, who walks
foundation. through warzones and bar fights with nary a
scratch. Gamblers are often travelers. Some
When you choose your sort, take the level 1 are lost, while others are searching for a
abilities and equipment. At the second level of meaning in their lives. Gamblers make good
your Sort you are inducted into a Subclass, impressions, but due to their nefarious deeds
and at level 7 you gain the second ability are often run out of town. Gamblers keep
offered by that same subclass. moving to protect themselves after their
stealing, lying, counterfeiting and cavorting

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18
are discovered; their charming smile won't Hand Size: 5
count for much. Traits: 3 Luck
Not all who are lucky are gamblers, but all Ability: Cheat Death
gamblers are lucky. Gamblers are often very Source Suit: Clubs
talented and innately capable, coasting far
with nothing more than a sly grin and a jar of No Weapon Proficiencies: The Gambler
snake oil. Most people are suspicious of does not have any inherent weapons
strangers, but the gambler's delicate art is to proficiencies. To become combat ready you
permeate a group and depart with all the should use a Trait to gain proficiency in a
ill-gotten gains they can. weapon type. However, an atypical
Gamblers are not inherently sordid, but a Westbounder may find more utility skills to
fortuitous life tends to make them seek the come in handy instead.
easiest way around any obstacle, often lying
Cheat Death: When you choose the
and cheating, among other iniquitous deeds.
Gambler as your sort, you gain the benefit of
Trustworthy gamblers use their talents for
the Cheat Death ability. As a reaction, you
justice, smooth talking their way through
may reduce oncoming damage by discarding
negotiations, picking the keys of guards, and
cards with the club suit. You reduce the
sneaking into a wizards tower.
oncoming attacks damage by one for each
Quick Character Build:
card discarded this way.
When you take the Gambler sort, take either
the Half-Breed or Halfling breed, and take the
When you start a Gambler at level 1, choose
Dive, Poise, and Furtive Traits.
between the options provided for each
section: Weapon, Sort Specific and Pack.
Level 1: Aces Wild
Equipment:
Level 2: Subclass
Weapon: Leather Baton or O'l Faithful Pistol
Level 3: Trait
Sort Specific: Sound Wave or Frostbrand
Level 4: Divorce
Wand
Level 5: Trump Card
Pack: Gambler's Pack or Burglary Pack
Level 6: Trait, Professional
Level 7: Subclass ability
Level 8: Fluke
Aces Wild: At level 1, when making an
Level 9: Trait
attack, adding to fortitude, making a save or
Level 0: Long Sleeves
check: an Ace can be used as a wildcard and
can substitute for any card in the deck.
Proficiencies: None
Base Foundation: 1

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19
Subclass: At level 2, you can choose a These are the gamblers who think ahead and
subclass. This subclass affects the abilities look before they leap.
you gain at level 7. Subclasses for the Plan B: At level 2, you have access to a
Gambler are Risky and Calculating. second foundation, and may add cards to the
pile as if it were your foundation. You do not
Trait: At levels 3, 6, and 9; you gain an remove cards from the second foundation
additional trait of your choice of suit. when you take damage. As an action, you can
discard your foundation and replace it with the
Divorce: At level 4, Gamblers may discard secondary foundation.
their entire hand to avoid an enemy attack. Dual Mind: Starting at level 7, you
The gambler must have at least one card in automatically switch to your secondary
their hand, and will avoid one point of damage foundation as soon as your current one is
per card discarded this way. used.

Trump Card: At level 5, you may play an ace Risky: Fortune favors the bold, and there is
as a holdem as a free action during a battle. no reward without risk.
Once this holdem card is paired with another Flourish: At level 2, if you replace cards from
set, or battle ends, it is discarded. your hand during a draw, you can choose to
replace cards from the new hand again. You
Professional: Starting at level 6, When a can do this only once per round.
Crown is drawn during a skill check, Defy: Starting at level 7, when you replace
Gamblers may draw an additional card and cards from your hand during a draw, send the
use that as it's [no apostrophe here] pair. discarded cards to the Recycling.

Fluke: Starting at level 8, When starting a


round with cards in your hand, you can Wizard
replace the cards from your hand as if you
were doing a redraw.

The gnome furrowed his brow in mock
Long Sleeves: Starting at level 10, whenever confusion at the bandit's words.
you take a breather, all discarded aces are Outnumbered? his voice echoed, with his
reshuffled into the deck. hands fluxing into arcane gestures. The
bandits leapt back and gasped, as their
Subclasses weapons drew themselves from their sheaths
Calculating: Gamblers who prefer to and began to assail their own masters.
calculate the odds are more likely to survive.

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20
The child roared with excitement as she Level 7: Subclass ability
sparked the fluffy thing into being. She Level 8: Integrate
pressed her body onto the mound of fur and Level 9: Trait
fuzz, rubbing her nose along its fragrant hide Level 0: Controlled Chaos
as she pondered what to name it. Before she
fell asleep against the great thing, she had Proficiencies: Arcanic Implements
narrowed the name down to Mr. Floppy, or Base Foundation: 1
Bullet-Eater. Hand Size: 5
The goblin walked nervously, head low, as Traits: 2 Hearts
he approached the ogre chief. Only strongest Ability: Spellcasting
lead the ogre bellowed, and I strongest of Source Suit: Hearts
all! The goblin started to whisper and wave
Arcane Implements: You are proficient in
his hands, pressing bright pulsing magic into
the use of Arcane Implements. Arcane
the massive cairn stone. He gripped the rough
Implements are magical items, such as wands
rock with his delicate fingers, and lifted it
and orbs, which allow the owner to cast
skyward to the cheers of his clansmen.
various cantrips. Unlike spellcasting, using an
Arcane Implements ability only has a somatic
No one comes closer to mastering the
component. Arcane Implements require mana
chaotic nature of magic than wizards. A
to activate, which allows it to be used for 24
wizard learns to aim the wild arcane forces
hours.
that flow through and binds the world. There
are many magic-users throughout Cael, but a
Spellcasting: When you choose the
Wizard is a dedicated student who seeks to
Wizard at level 1, you gain the Spellcasting
grasp all sources of magic.
ability. Each day, you can draw for mana
cards equal to your total character level plus
Quick Character Build:
1. You regain the use of all expended mana
When you take the Wizard sort, take either
after a long rest. The mana cards drawn this
the Elf or Gnome breed, and take the
way can be of any source suit.
Schooling and Cognizant Traits.

When you start a Wizard at level 1, choose


Level 1: Improved Spellcasting
between the options provided for the Weapon,
Level 2: Subclass
Sort Specific and Pack.
Level 3: Trait
Equipment:
Level 4: Surge
Weapon: Orb of the Arcane Assault or Illusory
Level 5: Durable Magic
Scepter
Level 6: Trait, Reclaim Effort

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21
Sort Specific: Sacrificial Dagger or Any Craft can do this multiple times, but cards
Kit discarded this way cannot be recycled.
Pack: Wizard's Pack or Seeker's Pack
Subclass: You may select your choice of one
Improved Spellcasting: Unlike other of three subclasses: Lazuration or Universal.
spellcasters, youve mastered all four sources
of magic. When drawing for spells at the Lazuration: The school of life and creation,
beginning of the day you can take spells of Lazuration generates new and unique beasts
any suit. designed and personalized for both utility and
combat.
Subclass: At level 2 you can take a As an action, the creature will appear out of
subclass, which will affect all subclass the air within 5ft of you.
options you get in the future. Your choices are The creatures are personalized with an
Chronomancy, Lazuration, and Universal. aesthetic chosen by their creator at the time
of the spellcasting; such as slimy, scaly, furry,
Trait: You gain an additional trait of your etc. Most wizards have a theme from which all
choice of suit at levels 3, 6, and 9. their creatures derive their aesthetic features,
such as furry with big eyes or slimy and
Surge: At level 4, you can draw mana as a tentacled.
minor action. These creatures cannot use items, wield
weapons, or attack. They have a walking or
Durable Magic: At level 5, your heart cards swimming speed of up to 30ft, chosen by the
that are used to cast spells are recycled. creator at the time of casting. Creatures are
created without mouths and cannot eat or
Reclaim Effort: At level 6, you can shuffle breath to sustain themselves, and they will die
your recycling into your deck as a minor of exhaustion after one minute. These
action. creatures are made of air and will slowly
evaporate after death.
Integrate: Starting at level 8, your Arcane The created creature will naturally try to
Implements no longer require mana to survive as best they can, and have the limited
activate. You can use this to activate allies' intelligence of a gnat, dog or dolphin, which is
weapons. chosen by the creator at the time of
spell-casting. The creature weighs between
Controlled Chaos: Starting at level 10, 50lbs and 100lbs, is Small, and has basic
when drawing for mana, you can choose to sensory capabilities such as sight and sound.
discard any drawn card and draw again. You

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22
Beastial Creations: At level 2, you can up to 30ft. You can use this spell multiple
create small creatures of simple ambition. As times to broaden their senses or to double the
a spell, you can create a creature with one of range of an existing sense.
the following traits; adding more traits to the
same creature means expending more spells Brutal Mutations: At level 7, your creatures
on the same casting. can now enter combat, with larger size and
sharper claws.
Beastial Mutations allow your creation to have
the following traits: Brutal Mutations allow your creation to have
the following traits:
Designed Instinct: You can give the creature
a one sentence command which it will follow Larger: Your creature is now one size larger,
instinctively. Designed Instinct can override going from small, to medium, to large, to
their natural survival instincts. You can take Enormous, to Vast. Each size increases the
this trait multiple times for more commands. creatures Base Foundation by 1. Larger
An example of instinct is: Collect walnuts and creatures tend to have a longer stride, and
place them in trees, or jump into fire. increase their base land speed by 10ft per
Enduring: Your creature can breathe and size.
consume nutrients, allowing it to last the Ivory: Your creature develop natural weapons
number of years of your choosing; If your in the form of claws, horns, and tusks. Your
creatures consumes its weight in organic creature is now able to fight in combat, and all
material they will no longer evaporate after of its attacks are savage. Taking this trait
death, and instead leave an edible flesh. You again will give the creature the Keen weapon
can choose this trait again to give the ability, or allow them to deal Elemental
creatures the ability to breed; their gestation damage.
time is 1 month for every spell slot spent Raptor: Your creature develops wings. It now
during their creation, and only fully substantial have has a fly speed of 30ft. Taking this trait
creatures can breed. The newly born creature again will increase the speed to 60ft.
is identical to the parent, but requires an
equal time to their gestation period to mature. Universal: The longstanding tradition of
The GM may circumvent the gestation period wizards is in the Universal school which
and allow creatures a smaller gestation time manipulate the fabric of the universe, and is
to be born in eggs or litters. the ancient heritage of all wizards.
Enhanced Senses: You can give your Study: Starting at level 2, the Wizard no
creature enhanced senses, such as: Black longer requires Arcane Implements. The
Sight, Echolocation, Gutsight, or Tremorsense Wizard can mimic any arcane implement they

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23
have used, and can make attacks or cast becoming wardens of the wilds and guiding
spells as if they were using that implement. the lost through strange lands.
This ability takes an action and expends one
mana, similarly to activating an arcane Quick Character Build:
implement; and the spell lasts for one hour. When you take the Savage sort, take either
Graduate: At level 7, the effects of Study no the Elf or Orc Breed, and take the Hunter and
longer require mana to activate, and the Mettle Traits.
benefits last for 24 hours after activation.
Level 1: Improved Foundation
Level 2: Subclass
Savage Level 3: Trait
Level 4: Endurance
Level 5: Buttress
A armored knight roars as he digs his
Level 6: Trait, Increased Speed
broadsword into the orc's chest. Catching his
Level 7: Subclass Ability
breath, he leans on his hilt as he stands
Level 8: Mending
himself up. The whooping of goblin ravagers
Level 9: Trait
rises; the knight wipes his blade and prepares
Level 0: Bedrock
for the next round.
An orc approaches a wounded colt and
Proficiencies: Savage Weapons
begins to examine its bleeding leg. She does
Base Foundation: 2
what she can to stop the bleeding, and puts
Hand Size: 5
her ear to the ground to listen for the herd,
Traits: 2 Diamonds
feeling the faint rumblings in the distance. She
Ability: Withstand
braces herself against the young horse's
Source Suit: Diamond
weak leg and begins to haul it to its family.
Withstand: When you choose the Savage
Savages are strong and independent with an as your sort, you gain the benefit of the
incredible endurance and strong ties to Withstand ability. As a reaction, you may
nature. Savages have a kinship with the soil reduce oncoming damage by discarding cards
and the wilds, which culminates in different with the Diamond suit. You reduce the
ways. Some become animalistic in combat, oncoming attacks damage by one for each
becoming masters of war and employing card discarded this way.
swords, axes, and bows into a flurry of steel.
Others tend to gardens, fields, and creatures,

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24
When you start a Savage at level 1, choose Take your time and you will spend less
between the options provided of Weapon, energy and make yourself look less the fool.
Sort Specific and Pack. Those who take the Perseverance subclass
Equipment: are more resourceful in battling the slow
Weapon: Sword of Striking, or Bloodthirsty intrusions of the road.
Battle Axe Patience: At level 2, when making checks,
Sort Specific: Bow, or Breastplate Armor you can spend an extra minute performing the
Pack: Settlers Pack, or Wilderness Pack action to give yourself advantage on the draw.
Experienced: At level 7, when you use your
Improved Foundation: At level 1, the patience ability, you may choose to be
Savage can play Foundation cards to the top proficient in the skill instead of having
or bottom of their foundation. This means that advantage on the draw.
if their highest showing card is a 7, they can
place an 8 under it. Vigilant:
Subclass: At level 2 you can choose a Make your eyes your shield, and you will need
subclass, Perseverance or Vigilance. less armor. Those who choose the Vigilant
Trait: At levels 3, 6, and 9; you gain an subclass are warriors with a supreme sense
additional trait of your choice of suit. of combat.
Endurance: Starting at level 4, you get to Battle Stance: At level 2, you can enter a
keep three-quarters of cards instead of half state of battle readiness where your
when reshuffling discard pile. awareness of the battlefield increase Armor
Buttress: Unused foundation is no longer Complication to max, as you parry, dodge,
discarded at the end of a battle, but is instead and deflect your enemies attacks. You enter
reshuffled into the deck. this state as a free action. When you enter
Increased Speed: Starting at level 6, you can this state, discard 10 cards from your deck.
travel 20ft further per turn. This state of readiness lasts until you are
Mending: Starting at level 8, When you take a Exhausted or until you exit battle.
short rest, you only have to remove 1c from Diamond Stance: At level 7, youre not only
the game to regain a wound. aware of your enemies blades, but also their
Bedrock: Starting at level 10, When a bullets. When you enter your state of
Diamond is removed from your foundation, all awareness, your AC bonus now ignores all
additional damage from the same source is piercing, as you sidestep bullet trajectories
reduced to nothing. before your foes can pull the trigger.

Subclasses
Cowboy
Perseverance

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25
Level 6: Trait, Deadeye

Level 7: Subclass Ability
A gnome jams a screwdriver under the
Level 8: Overcome
debris and twists. The protrusion is removed,
Level 9: Trait
and as gears and barrels begin to spin in her
Level 0: Superior Hold'em
hand, she aims her Trivolver at the walking
corpse and pumps it full of lead. Proficiencies: Gunpowder Weapons
A Dwarf yawns over the burning coals, Base Foundation: 1
hitting again the glowing ingot until it forms a Hand Size: 5
long and jagged hook. Examining it closely, Traits: 2 Spades
she bathes it in holy water until only a dull Ability: Quickshot
shine remains in the moonlight. She grips the
new blade and tears into the pig carcass, the Quickshot: You have been gifted with the
hook reaching deep and digging behind the Quickshot Ability. As a reaction, you may
bones; this time the hellion will not escape her discard a Spade Suit card and make an attack
grasp. on an enemy who leaves Full Cover. You
Cowboys are independent and courageous. must play a set along with the discarded
The bastion of civilization and watchmen from Spade, and the spade cannot be included in
the encroaching wilds. They are honorable, the set.
and take on hardships for the good of society.
Some cowboys choose partners, allies in When you start a Cowboy at level 1, choose
which to share the burdens of their charge. between the options provided of Weapon,
Some choose a lonesome independence, Sort Specific and Pack.
becoming isolated even among allies, to Equipment:
reduce the hardships of their friends. Weapon: Tinkspark Trivolver, or Witchbane
Fancannon
Quick Character Build: Sort Specific: Marksman Rifle, or Tinkspark
When you take the Cowboy sort, take either Trivolver
the Human or Ogre breed, and take the Vigor Pack: Seekers Pack, or Settlers Pack
and Coercion Traits.
Hold'em: Starting at level 1, At the end of a
Level 1: Hold'em full rest, cowboys draw a Hold'em. This
Level 2: Subclass Hold'em can be applied to any set used as an
Level 3: Trait attack that the Cowboy makes until they take
Level 4: Hair Trigger another full rest.
Level 5: Composed

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26
SubClass: Starting at level 2, The cowboy Hero:
can choose between the Independent and Partner: At level 2, During a short rest, you
Hero Subclasses. and an ally can train together. After the short
Trait: At levels 3, 6, and 9, you gain an rest is over, you and your ally discard 10c and
additional trait of your choice of suit. until the next time you take a Breather, your
Hair Trigger: At level 4, the cowboy is able to ally benefits from your Hold'em.
outdraw their enemies. You can now use your Company: At level 7, during a full rest, you
Quickshot ability against enemies who and your allies can train together. After the full
attempt to attack you. Your attack is resolved rest is over, you and the allies who
first, and their attack is lost if your attack participated in the training discard 10c; and
causes them to become wounded. until your next short rest, those allies benefit
Composed: Starting at level 5, any set paired from your Hold'em.
with your Hold'em is sent to the recycling
instead of the discard pile. Outlaw
Deadeye: Starting at level 6, you ignore one
sensory complication. You have advantage on
Observation checks. A masked elf brandishes his twin pistols in
Overcome: At level 8, You have advantage the air as the teller loads his backpack with
on all checks to prevent damage. cash. When she finishes the packing, the elf
Superior Hold'em: Starting at level 10, you dons the stolen loot and beckons her over to
draw an additional card for Hold'em after a full stand with the others, now eight of them
rest that may be applied to any attack you facing the wall. The elf smiles and unloads
make that day. into the crowd until the pistols smoke and
hammers strike empty barrels. When the teller
wakes from her faint, she finds that the robber
had written his signature in bullets on the wall;
Subclass
a great artist will always sign his work.
Independent:
A dwarf lights his last cigarette and leans his
Sovereign: At level 2, at the beginning of
head against the hot stone wall, resting his
your turn, you can play foundation directly
shattered leg as comfortably as possible. The
from your deck. Any foundation cards drawn
sound of his companions falls softer and
that are not sequential are discarded.
softer as they reach further into the cave, and
Prepared: At level 7, at the end of combat,
skeletal hands reach over the burning
remaining foundation cards are recycled
wreckage of the train. The dwarf pours the
instead of discarded.
clerics water over his mechanical bow, the

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27
liquid mixing with the clips, spinning gears, reaction, you may discard a Spade Suit card
and gnashing machinery. Not one undead will and make an attack on an enemy who leaves
enter the cave this day. Full Cover. You must play a set along with the
Lawless agents of the cities of the west, discarded Spade, and the spade cannot be
Outlaws are masters of the multishot, dual included in the set.
wielding with supreme accuracy. Often
anarchic and mercurial, the outlaws operate in Cheat Death: When you choose the Outlaw
criminal organizations and guard the as your sort, you gain the benefit of the Cheat
underbelly of civilization, charging a modest Death ability. As a reaction, you may reduce
premium for their efforts. oncoming damage by discarding cards with
the Club suit. You reduce the oncoming
Quick Character Build: attacks damage by one for each card
When you take the Outlaw sort, take either discarded this way.
the Goblin or Dwarf breed, and take the
Performer, Furtive, and Coercion Traits. When you start a Outlaw at level 1, choose
between the options provided of Weapon,
Level 1: Desperado Sort Specific and Pack.
Level 2: Subclass Equipment:
Level 3: Trait Weapon: Tinkspark Revolver, or Demagogue
Level 4: Pistol Whip Pistol.
Level 5: Thousand Yard Glare Sort Specific: Tinkspark Revolver, or Wooden
Level 6: Trait, Disguise and Conceal Shield.
Level 7: Subclass Ability Pack: Gambler's Pack, or Raider's Pack
Level 8: Patsy
Level 9: Trait Desperado: At level 1, When using a weapon
Level 10: Smoking Barrels that has the Multishot feature, you resolve the
multishot cards drawn from the deck before
Proficiencies: Gunpowder Weapons deciding on an attack card to pair with it.
Base Foundation: 1 Subclass: At level 2, Outlaws choose a
Hand Size: 4 subclass between Robber & Dastardly
Traits: 1 Spade, 2 Club Trait: At levels 3, 6, and 9; you gain an
Ability: Quickshot, Cheat Death additional trait of your choice of suit.
Source Suit: Clubs, Spade Pistol Whip: At level 4, You can use ranged
weapons in melee. You are proficient in using
Quickshot: When you choose the Outlaw at the weapon, and it is considered a savage
level 1, you gain the Quickshot Ability. As a weapon.

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28
Thousand Yard Glare: Starting at level five, investigating bodies, treasures, vaults and
after picking up your hand during your turn, treasure containers. As an action, you can
reveal the top card of your deck. take any item you can sense off an enemy
Disguise and Conceal: Starting at level 6, unless they are holding or wearing it.
you become proficient at disguising and Additionally, due to secret pockets, your
concealing yourself. You are proficient in backpacks can carry five additional items, and
making Disguises to not be recognized, and you are proficient in picking locks and
concealing weapons from sight. In addition, cracking safes.
while disguised, you have advantage on Hide Dragoon: At level 7, you gain a commanding
checks. presence that forces non-combatants into the
Patsy: Starting at level 8, while within 5ft of fray. Non-combatant npcs within 30ft act as
an ally or cohort you gain a sensory cohorts, regardless of their allegiances. These
complication. cohorts can be coerced into doing any action,
Smoking Barrels: Starting at level 10, cards assuming they are not immune to fear.
that are added to an attack by the Multiattack
feature are recycled instead of discarded. Witch
SUBCLASS: Dastardly & Robber
Dastardly
The glow from the bubbling pot bathes the
Suppressive Fire: At level 2, As an action, goblins hut in a sickly green light. He stands
you can discard a Crown in your hand. You at a distance, keeping away from the noxious
enter a trance to give your allies covering fire. fumes, while a black crow darts back and
forth plunging nefarious components into the
While in this Trance you cannot move and
concoction.
you do not have a reaction, but you are able
A robed Dwarf points his fist at the rolling
to attack any character you can sense that train. From his bags, bullets begin to pour out
takes an action, as if you were using your and swirl around his arm in braids. He points
quickshot ability. This trance ends at the start a single finger at the locomotive, and
unleashes a torrent of steel and dust that
of your next turn.
perforates the train.
Hail of Bullets: Starting at level 7, when
A halfling sits, hands bound, and waits as
using your Suppressive Fire ability, you can the deputies puzzle over the missing sheriff.
draw your attacks blindly from your deck As the one leaves, the other unlocks the door
instead of your hand. to feed the halfing; a simple meal of ripe
bread on a steel plate. As he puts down the
plate, the halflings gut bloats, and a needle
Robber
toothed maw opens at his abdomen to
Pilfer: At level 2, you are a master of stealing
swallow the deputy, joining him once more
off bodies, dead or alive. You are proficient in with his beloved sheriff.

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29
attacks damage by one for each card
Witches are the dark and occult magic users discarded this way.
of the west, combining ancient evils with
modern revelations. Witches make deals with Spellcasting: When you choose the Witch as
powerful entities to gain their powers, and your sort, you gain the Spellcasting ability.
control the battlefield with hexes and spells. Each day, you can draw for mana cards equal
Witches are often lost or misguided, often to your total character level plus 1. You regain
either foolish or desperate to make deals with the use of all expended mana after a full rest.
such powerful beings. Such folk are often The mana cards drawn this way can Hearts or
searching for redemption for crimes, or Clubs, and all others drawn are discarded.
salvation for their bargained soul. Witches are
a fine addition to any team willing to fight When you start a Witch at level 1, choose
hellfire with hellfire. between the options provided of Weapon,
Sort Specific and Pack.
Quick Character Build:
When you take the Witch sort, take either Equipment:
the Goblin or Elf breed, and take the Eldritch Weapon: Rod of the Thunder Cracker, or
Lore, Blandish, and Furtive Traits. Illusory Scepter
Sort Specific: Leather Armor, or Sacrificial
Level 1: Spellcasting, Pact Magic Dagger
Level 2: Subclass Pack: Gamblers Pack, or Wizard's Pack.
Level 3: Trait
Level 4: Blink Pact Magic: Starting at level 1, Witches
Level 5: Pact Magic make a deal with a powerful entity and
Level 6: Trait, Impact Zone choose a Pact. You gain the benefit of your
Level 7: Subclass Ability pact again at level 5 and level 10.
Level 8: Regenerate Subclass: Starting at level 2, the Witch can
Level 9: Trait choose a subclass: Brewer or Host.
Level 10: Pact Magic Trait: At levels 3, 6, and 9; you gain an
additional trait of your choice of suit
Proficiencies: Arcanic weapons Blink: Starting at level 4, when you use your
Base Foundation: 1 Cheat Death ability; you can immediately cast
Hand Size: 4 Shadow Step spell without the mana cost.
Traits: 1 Heart, 2 Club Impact Zone: Starting at level 6, As an
Ability: Spellcasting, Cheat Death action and a spell, you create an impact zone
Source Suit: Clubs, hearts in a 15ft square you can see. All physical
attacks in the square deal no damage, and
Cheat Death: When you choose the Witch as Dust Weapons fired from within the zone jam.
your sort, you gain the benefit of the Cheat This zone dissipates after one minute.
Death ability. As a reaction, you may reduce Regenerate: Starting at level 8, when
oncoming damage by discarding cards with placing down Foundation, you can place a
the Club suit. You reduce the oncoming Crown card face down to replace a Base

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30
Foundation. You cannot do this if you have oil and Trouble: You can target a brew on
T
foundation over your Base Foundation. a creature without line of sight towards them if
you have one of their possessions or a piece
Pact Magic: of them. (Such as a lock of hair)
At level 1, the Witch makes a deal with a
powerful entity and may choose from the Host:
following: Dust Pact, Devil Pact, and Dragon Possession: At level 2, you become a host
pact. for your pact master, allowing you to sacrifice
parts of yourself for a greater cause. When
ust Pact: You make a Pact with the God of
D you pick this feature, you can pick one or
Dust, and learn the secrets of its ways. The more hosts. Each host comes with a cost and
bullet becomes a holy symbol of power a benefit, and are generally disfiguring and
Create Bullets: At level 1, those who choose should be hidden.
the Dust pact gain the ability create bullets Living Nightmare: At level 7, your hosts
with magic. As an action and a spell, you can lose their negative costs. Anything lost is
create 10 bullets. This spell can be cast as a regained, including limbs.
higher tiered spell to generate more bullets;
creating 100 bullets at Tier 2, 1,000 bullets at When you take the Host subclass, you may
Tier 3, and 10,000 bullets at Tier 4. choose any and all of the following abilities to
Living Weapon: Starting at level 5, The Dust gain permanently. Most of these abilities
Witch no longer requires guns to fire bullets. come with grotesque deformities which can
While within 5ft of ammunition, the Witch can be covered up, and resemble your Pact of
control it telepathically and fire them at choice.
enemies. The Witch can mimic any gun they
have used, and make attacks as if he had that ost Soar: You lose your legs and gain the
H
gun. ability to hover and fly. You hover at 15ft per
Ceaseless Assault: Starting at level 10, The round, maintaining a height up to 15ft above
Dust Witch becomes a master of Dust. When the ground and descending when above that
making an attack with a bullet, the card is sent height. As a Rush action, you can fly 30ft per
to the Recycling pile instead of the Discard. round and are not limited to the ground.
Host Bastion: You lose your non-dominant
Subclass: Brewer or Host arm and gain a large flesh shield. This shield
is magical and cannot be pierced by bullets.
Brewer: Your AC has a Severe complication for the
Brew: At level 2, you can craft a brew. It last enemy you attacked this turn.
takes you one hour and alchemical Host Seer: You lose a mana slot
equipment. A brew is a spell cast at a higher permanently and gain an extra eye. This eye
level than you can normally cast, and causes does not sleep and is always vigilant.
a thick noxious gas to pour into the air and be Perception checks made now go to the
visible from miles away. At the end of the Recycling.
hour, draw a card. You may cast a spell with Host Shell: You lose your skin and two mana
this card as if it were mana; if not used permanently as you become host to a Shell.
immediately it is discarded. The Shell replaces your skin and hangs

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31
loosely off your flesh. Upon command, the and they have been forced to sacrifice and
Shell can thrust itself onto an enemy, ally with external powers they had once
grappling and then restraining it. The Shell
hoped to avoid. They now live in cities and on
moves 20ft per round. While the Shell is not
borderlands, defending what remains of their
attached to your skin, you become Staggered
at the beginning of each round. identity and traditions.
Host Devourer: You lose your stomach and
two mana permanently as your abdomen is Country Elves
replaced with a gaping maw. You gain the Gut Although seen as ignorant and ignoble by the
Magic feature, and the Gut magic ability:
city elves, country elves are experienced,
Consume*. You are able to use your stomach
as a Savage Melee weapon with the Bleeding shrewd, and free, living in the borderlands
feature, and you are proficient in making and swamps of their once treasured forests.
attacks with your Stomach. Country elves are more adaptable than their
city cousins, becoming creative in the

Breeds weapons and tactics they use to survive the


wars the drift back and forth over their land.

When you choose a breed, you start at level


City Elves
0, and you gain all benefits of the level 0
For elves, cities are bastions of learning.
abilities.
However, not all lessons are learned in the
Each breed has two paths representing the
spiraling classrooms of wizard towers, and in
cultural identity of the breed. When leveling
the streets and on factory floors elves learn to
up your Breed, you choose from one of the
stay on their toes. City Elves are intelligent by
two options provided at each level.
necessity, as all manner of grifters sit in the
shadows, seeking to make a rube out of any
When you reach the level 3 in your Breed,
passers-by. City elves learn to better access
you gain an Archetype ability of your choice
their innate magic abilities to defend against
from your Archetype.
the sneak-cheats that stand on every corner,
and help them to dodge the ever persistent
Elf draft.
Delicate, eternal, and transcendent, the elves
stand among the most ancient and influential Stolen Childhoods
races of the world. Fleet of foot, elves are well Most elvish parents can no longer afford the
known for their grace and agility, as well as hundred year period their children typically
wisdom derived from their incredibly long take to mature. Many young elves now suffer
lives. However, their venerable traditions fates as bonded laborers, working in factories
have not kept up well with the modern world, and assembly lines for eighteen hours a day.

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32
These elves suffer dangerous conditions for
only a few steel coins, with few alternatives Quick Character Build:
besides starvation or joining the militia. They When you take the Elf Breed, take either the
are uneducated and inexperienced, Sage or Saint Archetype, and take the
sometimes suffering deformities, and are Cityslicker and Antiquarian Traits.
often foolish and desperate enough to make
deals with bandits, warlords, and demons.
Powers and Abilities
When you choose Elf as your breed, take all level 0 abilities

Level 0

Intuitive: You gain 1 magic added to your pool per day, and must be of the heart suit only. You
are proficient in Arcanic weapons.
Savage Tradition: After each full rest you gain a Holdem, and may apply it to Savage Attacks.
You are proficient in Savage weapons.
You have Black Sight up to 60ft and a movement speed of 35ft.
You gain 1 Luck and 1 Tradition trait.

Every time you level up your breed, choose either ability for that level

Country Elf Level 1 City Elf


Navigate Terrain: Your movement Weapon Training: You become
speed is no longer reduced by difficult proficient with one type of weapon, such
terrain. as arcanic weapons, dust implements, or
musical weapons. When you play a
crown card while making an attack with
that weapon, you can ignore a Sensory
Complication.

Level 2

Knife Ears: You gain an echolocation Innate Spellcaster: When drawing


sense of up to 30ft. mana, all cards discarded because they
are not of your source suit are Recycled.
In addition, the mana added to your pool

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33
by your Intuitive ability can be of any
suit.

Level 3

Bonus: Gain one archetype ability of your choice

Sleepless: You are completely aware Starlit Eyes: Your Black Sight increases
during the night, although you must still to 120ft.
rest your body for an extended period to
gain the benefits of a full rest.

Level 4

Animal Amity: Your animal cohorts Mana Flare: As a spell, cast with a
work with you in concert, knowing well crown heart card. This ability can end a
your tactics and strategies. Animal spell effect you can sense.
cohorts, pets, and mounts no longer
require verbal or somatic commands to
take actions, as long as they are within
60ft of you.

Level 5

Unyielding Motion: You have Feedback: When you are targeted by a


advantage on checks made for a spell, you can use a reaction to make an
Movement or as part of a Movement. immediate attack against the
spell-caster. The attack must use an
arcanic implement, and fires as if in
prime range regardless of the physical
distance.

ancient tradition in both. Dwarves are well fit


Dwarf

for the industrial age, and have forges from
As sturdy and stubborn as mountains, antiquity that still rival that of the surface
Dwarves are a hearty race that enjoy strong world.
ale, loud songs, and rowdy battles. They are a
race of warriors and craftsmen, with an

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34
Legacy of Stone generally shave their face and head bare,
Dwarves have a rich culture of art, industry, revealing their faces rigid architecture.
and war. In the deep burrows of mountains:
glorious pillars carved into bearded statues Railway Industrialists
stand behind notched walls of battered stone. The Steel Road dissects the lands into neat
Those who honor the traditions of their portions, crossing in and out of territories,
forefathers are known as Stone Dwarves, and remaining stationary as the tides of war shift
participate in a legacy of durable crafting, borderlines. Dwarves own, maintain, and
creating legendary weapons and immortal operate these roads, transporting anything of
walls within their charted domains. value- food, weapons, and even soldiers. The
rails are often harried by pirates and rogue
The Path of Steel militia, and trains have been outfitted with
Some dwarves are not charmed by the weapons of dwarvish ingenuity. The
antiquated traditions of their Stone ancestors appearance of these lines is often a blessing
who would imprison themselves in tombs of for the governments of the lands they travel
mountain stone. The lack of ingenuity and through, as they bring fresh, often desperately
creativity has driven a new type of dwarf to supplies into the war effort; but those daring
form from steam and steel. These new Steel to stop the trains, harm the tracks, or attempt
Dwarves are more accepting of new styles, to stifle the powerful engines must beware
ideas, and technology. They have attached becoming blacklisted by the rail industry.
themselves heavily to the Steam Engine,
seeing it as the future of the dwarven race. Quick Character Build:
Steel dwarves are far less likely to hold a When you take the Dwarf Breed, take either
grudge than their stone cousins, and will the Warrior or Creator Archetype, and take
the Blacksmithing and Pack Mule Traits.

Powers and Abilities


When you choose Dwarf as your Breed, take all level 0 abilities

Level 0

Cast Iron Stomach: You have advantage on Mettle checks to resist poison.
Breaker: The armor complication of an enemy is decreased by one for the consideration of your
Savage Attacks.
You have Black Sight up to 60ft and a 30ft Movement speed.

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35
You gain 1 Grit and 1 Fortitude Trait.

Every time you level up your breed, choose either ability for that level

Stone Dwarf Level 1 Steel Dwarf


Stone Body: When you discard a Base Steel Mind: You have an Impossible
Foundation that is a Crown card, you Armor Complication from Exhaustion
may immediately place down another attacks.
Base Foundation.

Level 2

Toughen Up: You gain an additional Leadership: One of your cohorts loses
Base Foundation. the Uncoordinated trait when within 20ft
of you.

Level 3

Bonus: Gain one archetype ability of your choice

Ancient Hate: Learn to speak Vile, and Prodigy: You are proficient in Musical
when battling against ogres, giants, or Implements and all Instruments.
orcs, may call out one number of your
choice and have all cards of that
number removed from their hand after
Drawing.

Level 4

Crafting: You learn a craft, such as: Tune Out: You have advantage on
Smithing, Runing, Tinkering, or checks that affect your mind.
Alchemy.

Level 5

Crush Diamonds: All your savage Seismic Sense: You have Seismic
weapons have piercing. Sense up to 60ft.

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36
lack of acceptance that sends most
Half Breed

half-breeds on the road, in search of a place
Where there are road taverns, borderlands, they can find peace.
and star-crossed lovers, there will be
Half-Breeds. Often love-childs or children of Bullies and Diplomats
diplomats, Half-Breeds are the result of two Half-breeds are often isolated and singled
different races procreating. Half Breeds are out for their apparent differences, as they
often troubled, with neither parent truly able to usually mature in environments that are
identify with their child's situation, until they culturally stagnant. They are generally at the
find communities of half-breeds who center of conflict, regardless if they are the
understand truly their struggle. With their aggressor, and learn to respond in different
dynamic heritage, half-breeds are often more ways. Some become diplomats, with silver
powerful than both parents, combining the tongues and sharp wits, able to avoid hostility
benefits of both races. and quickly gather favor. Others become
violent, and learn to meet animosity with
Torn between worlds greater animosity, often striking before others
Half-breeds are often raised in strange and have the chance to sleight them.
confusing circumstances. They almost always
stand out among their peers, often too tall, or Quick Character Build:
too short, or are a strange color that matches When you take the Half-Breed, take either
neither of their parents. They must also deal the Orphan or Lover Archetype, and take the
with the constant clashing between the Point Blank and Drive Traits.
cultures of their parentage, developing a pride
in both but a true home in neither. It is this

Powers and Abilities


When you choose to be a Half-breed, take all level 0 abilities

Level 0

Linguist: You learn one additional Language.


Synergy: Any feature that both your parent breeds have, you have as well.
You have a 30ft movement speed.
You gain 1 Luck and 1 Grit Trait.

Every time you level up your breed, choose either ability for that level

Bully Level 1 Diplomat


Quarrelsome: You are proficient in Arcanic, Heritage: You are proficient in the History
Savage, Instruments, and Dust weapons. of both your parentage, and have
advantage on Blandish and Coercion

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37
checks when speaking to a member of your
parentage. You learn both languages of
your parents if you do not already know
them.

Level 2

Heredity: You gain the level 0 abilities of Envoy: Learn 3 additional languages.
both your ancestor races, but do not gain
any bonuses that have already granted.*

Level 3

Bonus: Gain one archetype ability of your choice

Feint: As an action, you may make an effort Network: You are able to make contacts
to look like you are about to strike easily, and recall knowledge from others.
something, but then dont. When making an You can make knowledge checks with
action with a Crown Card, you may declare Blandish or Coercion; as long as the
after the action is resolved that you are difficulty for the check does not exceed
feinting. You may then immediately take Severe.
another action, but cannot Feint with that
action. This can cause enemies to waste
reactionary cards and reactions.

Level 4

Tough: You gain an additional Base Talkative: You have advantage on social
Foundation. checks.

Level 5

Rowdy: You gain an Holdem at the start of Imitate: While you can see or hear an
day, and may apply that to all of your target, you can use their known Archetype
attacks. abilities as if you had them as well.
* If a character gains both the Large and Small benefit, they can choose one, but not both.

for their unique mutations that manifest in


Ogre
extra appendages: hands, hearts, and heads.
Ogres are massive creatures of fat and flesh.
They are one of the few breeds in possession
Capable of great feats of strength and cruelty
of the rare Gut Magic ability, which converts
both, they are notable as one of the larger
the caloric energy in food into a raw magical
sentient races of Cael. They are known widely
force which is harnessed and expelled

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38
through the ogres stomach. This, and their
love of food in general, has linked the Rite of Excision
halflings and ogres together. Those who have been discovered to have an
internal mutation are known to go through the
Enormity and Vanishing Litters Rite of Excision. Although the details vary
It is a well known fact that Ogres have only from tribe to tribe, the staples of the rite
one child per pregnancy, and twins or triplets include the ogre tearing at his own flesh and
are unheard of; however, recent autopsies ripping out the extremities in a frenzy of blood.
from ogres in the early stages of pregnancy Not all survive the ordeal, and some have
reveal a multitude of children. It seems that been known to undergo it needlessly,
during these stages, one of the children will suffering from a Phantom Limb syndrome,
absorb the others over the year long gestation where mutations are felt by the ogre, but do
period. This would explain the enormity of the not exist.
ogres [No it wouldn't], as well as the strange
mutations that often would appear among the Modern Ogres are often exploited for their
higher caste, including strange bone large size and their dim-witted reputation;
deformities, additional arms, and on rare However, those ogres who are clever and
occasions, an extra head that would so often hardworking will find uses for their size
bless that ogre with a position as shaman. beyond manual labor.
Many ogre tribal gods have been known to
have these mutations, including six armed Quick Character Build:
war gods and fertility idols. When you take the Ogre Breed, take either
Others are blessed with a exorbitant the Orphan or Warrior Archetype, and take
enormity, strength and size beyond that of the Cityslicker and Gatherer Composed
other ogres, which often rises them to Demolition Traits.
positions of great power as captains or as
warchiefs.

Powers and Abilities


When you choose Ogre as your Breed, take all level 0 abilities

Level 0

Large: You are a large creature. Your backpack can hold 5 more items, and you are not
affected by your armors movement penalty if the penalty is 5ft or under. You also gain an
additional base foundation.

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39
Gut Magic: You can use Gut Magic. After Consuming 100lbs of food, you can use a Gut Magic
ability that you have previously acquired.
You have a movement speed of 30ft.
You gain 1 Grit and 1 Fortitude Trait.

Every time you level up your breed, choose either ability for that level

Giant Ogre Level 1 Mutant Ogre


Thick: With your thick skin, you have a Extra Organs: You have advantage on
Tough Armor Complication from attacks. Checks to resist exhaustion. You gain a
second stomach, which can be used to
store a second casting for Gut Magic.

Level 2

Regeneration (Gut magic): At any time Acid Breath (Gut magic): At any time
within a week of consuming at least within a week of consuming at least 100
100lbs of food, you can use an action to lbs of food, you can use an action to
heal yourself 1 base Foundation. This spray acid at a line of enemies within 15
then empties the Gut Magic reservoir. ft. Deals 5c damage among all targets.
This then empties the Gut Magic
reservoir.

Level 3

Bonus: Gain one archetype ability of your choice

Eat Magic: Instead of consuming 100lbs Horns/Teeth/Claws: You become


of food to gain the use of a Gut Magic, overgrown with natural weapons, and
you may consume a single mana. your body becomes a savage weapon of
which you are proficient in.

Level 4

Ferocious: At the beginning of the day, Extra Head: You gain a second head.
draw a Hold'em and apply that to all This head can assist in Observance
your Savage Attacks. checks, breathing, and casting spells

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40
with the verbal component, giving
advantage to the ogre in all related
checks. This head is subject to the
original, and cannot take control of the
body or rebel.

Level 5

Enormous: You gain an additional Base Extra Arms: A pair of vestigial hands
Foundation. The inventory of your emerge from your body. You now can
backpacks and harnesses double, you control four hands and use them for
can hold and use Large weapons with a multi-attack or other actions, although
single hand, and you use Huge you still only have one action per turn
weapons as 2-handed weapons.

piles in search of what they need. Goblins are


Goblin
very rarely claustrophobic, and most enjoy
Intelligent, devious, with questionable
tight spaces.
organizational skills, goblins are the tiny
Goblin Caves are known for large piles in the
creature often associated as the cousins of
center of the network, with the goblin leaders
the orcs. Goblins are just as violent as orcs,
stash containing a mix of treasures, weapons
but lack the size and strength to be as much
and guards. Similarly, goblins will make make
of a threat; goblins therefore have relied on
use of trash yards and dumps, constructing
their intelligence in setting up devious traps,
makeshift homes and workshops underneath
ambushes, and relying on an alchemical
the rotting mass.
arsenal. Goblins rarely play fair, and are at
They often find a use for anything, and will
great advantage when they get the drop on an
save anything that their sticky hands find on
enemy.
the street from a corpse, or in someone's
pocket. They rarely throw anything away, and
The Art of the Pile
can find a use for anything, even if only as
Goblins often live in large, lopsided towers of
ammunition.
mixed trash and treasures. A testament to
organized chaos, goblins often know the
Intelligent and Daring Alchemists
exact composition of their pile and are learned
A mistake in an alchemical process can
in climbing, digging, and clambering through
easily result in loss of life and limb; however,

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41
the curious, reckless, and almost suicidal meager in size. Goblins spend another two
nature of goblins make this a non-issue. months in the breeding pool, watched over by
Encouraged in all aspects of alchemy, clan matriarchs until their size peaks, or until
especially the dangerous ones, goblin tribes the clan suffers too many losses and requires
will encourage every member of the clan to a boost in members.
participate, creating a clan of alchemists, The breeding pools composition is
analysts, and taste testers. questionable, thought to be a mix of
alchemical salves, ingredients from dark
Breeding Pools magic rituals, and amniotic fluid. As
Goblins gestate for a brief two months before abominable as this may seem, the breeding
being birthed into a breeding pool. This bath pool has well documented healing properties.
of questionable fluids encourages the growth
of the child, increasing muscle density and Quick Character Build:
overall size. Particularly small goblins are said When you take the Goblin Breed, take either
to have missed their bath, as goblins who do the Innocent or Rebel Archetype, and take the
not spend time in the breeding pool are often Dive and Alchemy Traits.

Powers and Abilities


When you choose Goblin as your Breed, take all level 0 abilities

Level 0

Small Size: Your small stature makes you a hard target. Enemies have a simple complication
when attacking you.
Nasty: You gain a Hold'em in any battle in which you received a surprise round. This Hold'em is
discarded at the end of the battle.
You have Black Sight up to 60ft and a movement speed of 25ft.
You gain 1 Luck and 1 Magic Trait.

Every time you level up your breed, choose either ability for that level

Pile Goblin Level 1 Alchemical Goblin

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42
Clamber: Your crawl speed is equal to Mixer: You are proficient in Alchemical
your move speed. You can move and/or Equipment, and your keystones are fresh
squeeze through tight spaces without for twice as long as normal.
taking any penalties.

Level 2

Heap: Your excellent memorization and Chemical Resistance: You gain a


inventory management was necessary sensory complication from elemental
to traverse the piles of your home. You Damage.
know where everything in your
backpack and harnesses, and you can
take an item out of your own pack as a
Minor Action without taking it off.

Level 3

Bonus: Gain one archetype ability of your choice

Sty: You are accustomed to the Change State: You can change the
unhealthy nature of a pile. You have state of an alchemical good to Solid,
advantage on checks to resist Poison liquid, or gas. The effects of the
and Disease. alchemical good remain the same, and
the state of the alchemical good must be
decided at the time of creation.

Level 4

Clutter: Due to the chaotic nature of Pitcher: When drawing for scatter
your home pile, you are extremely distance on a thrown object, draw three
aware of details. You have advantage cards and discard one of your choice.
on observance checks.

Level 5

Stockpile: You naturally pocket things Efficiency: All cards discarded when
you think may be useful. You gain the determining alchemical effects go to the
use of a sack for purloined items, and Recycling instead of the discard pile.

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43
become proficient in Sleight of Hand
checks. Youre often not sure what is in
the sack until you check it. When you
check the sack, draw three cards on the
Random item table.

whether it be for a long awaited guest, the


Halfling arrival of goods, or whenever the moon
crowns.
Lucky Halfling are known to have large kitchens
Halflings are some of the most fortuitous and pantries, stocked with preserved meats,
folk in all of Cael. Their town's, culture, and cheeses, and jams. The preservation of food
entire lives seem to follow the path of least is a time-honored halfling tradition among
resistance, with comfortable beds and good halflings, and many gatherings are held by
foods. their communities to do this, and the halflings
Those special halflings who choose to never seem to mind that theyve eaten more
leave the comfort of their hearths find luck in food than theyve jared or salted.
abundance upon their travels, often Far from without purpose, the great feasts
stumbling blindly into good friends and safe of the halflings seem to embody them with
taverns. Some begin to push their luck, special gifts that some have dubbed Gut
taking greater risks until they eventually Magic. Although most just enjoy the
overstep their bounds and wind up in a deep pleasant feeling of an expanded stomach,
dungeon or deep water. others have used this magic to perform feats
thought impossible.
Love of Feasts
If there is one thing that Halflings love Quick Character Build:
above all, it is feasting. Halfling celebrations When you take the Halfling Breed, take
are known to last days, and include loud either the Comedian or Orphan Archetype,
music, dancing, and food that rivals a kings and take the Cityslicker and Calm Traits.
court. They will find any excuse to celebrate,

Powers and Abilities


When you choose Halfling as your Breed, take all level 0 abilities

Level 0

Gut Magic: You can use Gut Magic. After Consuming 100lbs of food, you can use a Gut Magic
ability that you have previously acquired.

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44
Small Size: Your small stature makes you a hard target. Enemies have a simple complication
when attacking you.
You have a Movement speed of 25ft.
You gain 1 Grit and 1 Luck Trait.

Every time you level up your breed, choose either ability for that level

Lucky Halfling Level 1 Feasting Halfling


Lucky Number: Choose a Suit and Store: You can consume up to a month
Number. That card from your deck is of food and gain sustenance from it later.
considered Wild for you, and becomes
any Suit or Number of your choosing
when you play it. If this number is
chosen as a holdem, you must choose
what the suit and number it is as it is
drawn.

Level 2

Neglect (Gut Magic): After Consuming Sumptuous Spread: (Gut Magic) After
100lbs of food. At anytime within a Consuming 100lbs of food. At anytime
week after eating, can use an action to, within a week after eating, can use an
for one minute, have enemies ignore action to cause all creatures within 15ft
you for greater threats. This is cancelled to become drunk for one hour. Drunk
if you cast a spell, make an attack, or creatures have disadvantage on all
draw attention to yourself. This ability checks and a sensory complication to
may mean your enemies target your for attacks.
larger foes, or may forget you
altogether.

Level 3

Bonus: Gain one archetype ability of your choice

Fortuitous: You are considered Courage: You have advantage on Calm


proficient in all forms of gambling and checks.
games of chance.

Level 4

Stealthy: You become proficient in Second Breakfast: Instead of


Hiding and Moving Around Silently. consuming 100lbs of food to gain the use

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45
Checks you make to be stealthy go to of a Gut Magic, you can consume a 10lb
the Reverb Pile instead of the Discard. meal to gain the use of Gut Magic. Can
only use this ability once per day.

Level 5

Get away with Anything: If you do not Bite the Bullet: When you are attacked
have Clubs as a source suit, you can with a Dust weapon, as a reaction, you
now use Cheat Death as if you did. If can catch the bullet with your teeth,
you do have clubs as a source suit, you reducing the damage by 1. If you have
can use a card of any suit to use the the grit ability, you can use it to spit the
Cheat Death feature. bullet at a new target within 30ft.

Leveling up your Archetype will grant you


generic bonuses based off entire character
level, such as daily mana allotment.

Archetypes
Who you were doesnt matter anymore in
the west. Thieves, Priests, and soldiers are The Innocent
now pilgrims, sheriffs, and desperados. What Caring and empathetic, despite lack of
matters is who you are now. Archetypes are experience, the innocent acts on what they
how your character interacts socially with feel is right, but are unable to define why
other characters. Your archetype helps you something is right. Often a gentle idealist, an
understand your character better, giving innocent is likely to ignore the natural order
them a grand theme to which you can and attempt to keep the wolf from eating the
roleplay. cat, and keep the cat from eating the vole.
When you pick your archetype, choose one Innocents detest violence for power, but
of its available abilities. When you level up, enjoy defeating an objective evil. The
you can choose to level up your Archetype innocent hates subjectivity and moral
and choose another one of the abilities ambiguity. An innocent is likely to believe in
offered. free will and fate interchangeably, and does
Unlike Race or Sorts, there is no order to not believe in no-win-situations, sacrifices, or
which you acquire archetype bonuses. compromises.
Archetype bonuses tend to offer little in the
way of combat enhancements, and tend to Quick Character Build:
be skills used by social characters and When you take the innocent archetype,
people who prefer to be the Party Face. take the Animal Companion Trait.

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46
Quick Character Build:
Pity When you take the Orphan archetype, take
There's no honor in killing an already the Crouch Trait.
retched soul.
You are more able to convince other to Everyman
have sympathy. This works well on the You fit in easily with crowds and are
compassionate, but poorly on the merciless talented at looking the part.
or hateful. In groups of two or more, people will easily
associate you with the crowd even if you
Hooligan wouldn't normally seem to belong.
Apparently, the guard found it completely Additionally, in large groups, where not
reasonable for you to take your favorite everyone knows each other, you may let
shovel out for a midnight stroll. You are your words or actions represent the group.
better able to convince others that you have Works well on followers, but poor on
a harmless intent. renegades and leaders.

Appeal to Paradise Skeptic


You can better make an appeal for a better The honored knight seems trustworthy, but
world. This can be to either get to paradise how can we know shes trustworthy?
or to make the current world paradise. This You can make people question things and
works well with naive or hopeful people, but become more skeptical. This works well on
less so on skeptics or experienced cynics, but poorly on the hopeful and
individuals. optimistic.

Appeal to Connection
The Orphan You can better make the appeal for
The Orphan is the regular hardworking interconnectivity between people. This can
individual who fits in at every social group. be to add members to an organization, to
When people look at an orphan, they see a allow refugees into a city, or have two or
familiarity that reminds them of themselves, more teams start working together.
as well as friends or sometimes even
enemies. They rarely stand out from the
crowd and are easily overlooked by The Warrior
authorities. Honorable and powerful, Warriors are
Orphans are often realists and egalitarians, champions. Warriors are determined in
believing that the lowliest beggar and highest whatever they do and like to take on tasks as
king should be treated with the same they come and complete them before
respect. They believe in working together, continuing on. Warriors are achievers and
sharing workloads, responsibilities, and motivators, men and women of action who
rights. They don't believe in exceptionalism believe in immediate action over deliberation.
or flights of fantasy. However, they are not reckless, and do not
put their allies in danger by acting too soon

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47
or too rashly. Warriors are naturally pack The Saint believes in mercy and forgiveness,
oriented, and are always thinking of others. even when it's not convenient. They see
Warriors believe in self sacrifice, always injured enemies as potential allies, and will
empowering others and refusing to let others try to assist them even if there is no reward.
assist them. They are honorable, and do not The Saint believes in trust, and does not
like striking a foe while they are down. believe in cynicism. They believe in second
Warriors often live by a code, defending the chances, and that no one is beyond
innocent and refusing to kill woman and redemption.
children.
Amnesty
Aggressive You promise this will never happen again,
Your outburst may have hurt their feelings, and that you'll clean up the mess. You are
but they wont be coming back anytime soon. more easily able to ask for forgiveness. This
You are more convincing when you're being works well on hopeful people, but poorly on
forceful or pushy. This works well with the skeptics and people who have been
timid, but poorly with the bold and brave. betrayed.

Quicken Shame
You're able to get others to skip the details We're not mad, we're just disappointed. You
and get down to brass tacks. can better shame others for their actions or
You are better able to instill a sense of inaction. This works well on the penitent, but
urgency from others. This works well with the poorly on the righteous and the shameless.
bold, but poorly with perfectionists and the
careful. Appeal to Structure
You can better make an appeal to provide
Appeal to Legacy structure. This can to create social structures
You can better make an appeal to legacy. between between societies, groups, or
This appeal can be to leave a mark on the individuals. This works well on orderly
world, to build something that is lasting, or to people, but poor on the lazy or disorganized.
be remembered long-term. This works well
for the prideful, but poorly for the modest or The Explorer
shy. Experienced and Determined, seeking
adventure on new horizons. Explorers are
The Saint independent and self directed. They are
Trustworthy and Patient, a friend to the motivators for action, and do not enjoy sitting
weak. The saint is a caregiver, not only to still or being without a task. Explorers do not
their allies but to all who are in need. They enjoy getting sidetracked, and will do their
are compassionate and enjoy helping others. best to steer their allies towards their
The Saint is selfless and generous, giving directed goal. They enjoy deliberating, as
without any thought to how they could benefit long as they remain on the task at hand.
or if the recipient can repay them. Explorers are often pragmatists who prepare
for perceived obstacles and dont fret over

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48
events that do not affect them or that they The Rebel believes in freedom, equality,
cannot affect. They are men and women of originality, and radical change. They do not
action who enjoy uncertainty in the wild, but believe in nepotism or discrimination.
not among their allies. The Explorer believes
in perseverance, preparedness, and Dismantle
dedication. The Explorer does not believe in The problems were already there, but you
excuses or idleness. just bring them to light. People are more
likely to argue and sabotage their
Pioneering relationships when provoked by you. This
Fortune favors the bold and the quick. You works well on a loose group of distinct
are better at convincing people of the individuals, but poorly on tightly knit groups
benefits of being first. This works well with or groups with similar convictions.
the expeditious, but poorly with the passive
and the cautious. Crusader
We'll storm the castle, and after we get her,
Perspective we're going to get them! You are better able
You know, from the theives perspective, to promote and conscript others into a cause.
we're the bad guys. You are better able to This works well on people who are invested
help others see from different points of view. in the cause, but poorly on the indifferent and
This works well for the open minded, but cowardly.
poorly for the stubborn or entrenched.
Appeal to Legacy
Appeal to Paradise You can better make an appeal to legacy.
You can better make an appeal for a better This appeal can be to leave the mark on the
world. This can be to either get to paradise world, to build something that is lasting, or to
or to make the current world paradise. This be remembered long-term. This works well
works well with naive or hopeful people, but for the prideful, but poorly for the modest or
less so on skeptics or experienced shy.
individuals.
The Lover
The Rebel Friendly and familiar, Lovers seek after
Restless and Unruly, Rebels are free deep and lasting relationships. They are
spirited, bold and adaptable. They are often willing to forgive others and salvage
dissatisfied with their current situation and lost and damaged relationships. They are
are constantly seeking change. gracious, and make sure others feel
Often nihilistic, skeptical, and suspicious, appreciated for what they have done.
Rebels will do great and terrible things, and Lovers care more about those that they are
find ways to justify their actions. Rebels are already close to, and prefer to help them
known for going too far to reach their ends, than to do greater goods for strangers.
and sensible rebels know to beware the Lovers are less likely to think in terms of
traps of power and control. universal or principles, and more likely to
think in terms of people and relations. They

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49
dont tend to think in terms of stone rules and purpose, that it is worthy of their attention.
statutes, but instead in contextualized They will often value people in how they
situations and relationships. affect themselves directly, labeling them
Lovers are likely to believe in destiny and either as advantages or complications. They
fate, second chances, and favoritism. They are detail oriented, and like to have plans
do not believe in absolutes, or cruelty. and backup plans. A creator would prefer to
spend a lot of time planning for the perfect
Bond solution, and precisely executing that
Its not what was said, but who said it. solution.
People are more likely to be swayed by you Creators believe in patience, hard work,
if they are familiar with you. This works well efficiency. They do not believe in abstract
on people who like you, but poorly on ideas, irrationality, or guessing.
strangers and people who hate you.
Scheme
Perspective If you think you're confused, imagine how
You know, from the thieve's perspective, the enemy will feel. You are better at
we're the bad guys. You are better able to explaining and making arguments for
help others see from different points of view. intricate plans.
This works well for the open minded, but
poorly for the stubborn or entrenched. Vocation
You are a dwarf and your hands belong in
Appeal to Connection the forge, not on the battlefield. You are
You can better make the appeal for a better able to promote the special talents of
interconnectivity between people. This can an individual or group. This works well on
be to add additions to an organization, or to people who have particular talents or skills,
allow refugees into a city, or have two teams but poorly on those who are already
start working together. established or have ambiguous talents.

The Creator Appeal to Structure


Ingenius and clever, the Creators are the You can better make an appeal to provide
master of creative solutions. They are often structure. This can to create structure within
learned, either self taught or schooled, and a society, group, or person. This works well
have a deep craving knowledge. They enjoy on orderly people, but poor on the lazy or
efficiency, and will experiment until they have disorganized.
a set routine in the morning and on the
battlefield. Creators like to solve problems, The Comedian
even if they arent traditional problems, and The comedian fully realizes the disparity
will often spend a hundred hours to save between morality, justice, and law; they act
themselves five minutes in their morning as living reminders of our absurd reality.
routine. They are often foolish, making light of
Creators are most often pragmatists, and perilous situations, and adore the freedom of
believe that if something is useful or has truth; often speaking others truth for them.

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50
Comedians will try and show the truth of study, and prepare rather than to act
others to demonstrate their folly, often with suddenly or brashly.
extreme displays that can cross the line.
Comedians are often altruists, understanding Mentor
that the difference between ally and foe is People are more likely to be swayed by you
circumstance. They are likely to tend to an if they see you as a wise teacher or tutor.
enemys ailment, and at the same time This works well on the young, but poorly on
comically berate an ally for becoming the prideful and willfully ignorant.
wounded. Still, comedians care deeply for
their allies, and are often the voice of reason Skeptic
when others are forced to bargain and The honored knight seems trustworthy, but
compromise. how can we know shes trustworthy? You
Comedians believe in sincerity, truth, and can make people question things and
consistency, but they do not believe in become more skeptical. This works well on
despair, manipulation, or seriousness. cynics, but poorly on the hopeful and
optimistic.
Diversion
Wait, I don't remember what we were Appeal to Paradise
talking about. People are more likely to let You can better make an appeal for a better
you distract them. This works well on the world. This can be to either get to paradise
bored, but poorly on the determined and or to make the current world paradise. This
calculated. works well with naive or hopeful people, but
less so on skeptics or experienced
Hooligan individuals.
Apparently, the guard found it completely
reasonable for you to take your favorite The Visionary
shovel out for a midnight stroll. You are Curious and mysterious, visionaries search
better able to convince others that you have for meaning in the universe. They seek not
a harmless intent. only answers, but for the reasons behind the
answers. A lifetime of finding these reasons
Appeal to Connection will often result in a sight beyond that of the
You can better make the appeal for a physical, and the witnesses of visionaries will
interconnectivity between people. This can call them magicians- but do not be fooled, for
be to add additions to an organization, or to their wisdom is simply that of one who
allow refugees into a city, or have two teams understands the underlying principles of the
start working together. universe; through both study and meditation.
They will often see patterns, and make
The Sage predictions about the future of persons,
The sage attempts to understand the truth countries, or the universe; They then attempt
about the world, people, and themselves. to manipulate the future based on their
They are seekers of knowledge and are prediction.
often stoic or repressed. They prefer to read,

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51
Visionaries see other people as something to
be studied and explored. They are vastly The Ruler
interested in the unique experience of each Rulers have to live by two sets of morality,
individual, and discovering why they are who both a personal, private moral code; and a
they are. For this reason, the visionary often public code. Rulers are able to put their
makes themselves look foolish, and attempt private moral code aside in order to serve a
to draw others off their scent.. Visionaries public interest, and are capable of doing
tend to be stealthy and secretive to not affect what no good person can do.
the people they are studying. Visionaries are Rulers dictate the rules, but do not need to
often as selfish as they are altruistic, but live by them. To a ruler, rules and law apply
regardless, they are generally manipulative to certain people in certain situations, and
in their interactions with others. They often they generally dont abide by any. A ruler
attempt to pick the best path for someone to would say it is immoral to murder, and then
follow, although best for who depends on the later hang someone.
visionary, and will guide them to meet that Rulers are natural leaders, and will always
path. choose the most competent companions,
Visionaries believe in organization, malleable and those who are incompetent the ruler will
destiny, and that the ends will justify the find uses for. They prefer to do everything
means. They do not believe in ignorance or themselves, or know that the best person is
passivity. handling the situation; having the strong man
lift the boulder and the mystic read the book.
Conspiracy They are excellent delegators, and take it as
Of course, if either of us are caught we will a responsibility to make sure everyone has a
both hang for treason. People are more likely purpose. They are always concerned about
to keep your secrets if they are involved in the future, but prefer to act quickly and boldly
them. This works well with the deceptive, but than to attempt to calculate every option and
poorly with the honest and dim-witted. eventuality.

Intrigue Value
I heard the Duke say something very Where they see vagrants and street rats,
interesting about you today. You are better you see spies and informants. You are better
able to provoke a persons curiosity and able to convince others of the usefulness of
interest. This works well on gossips, but the undesirable people and organizations.
poorly on the withdrawn and the
unconcerned. Intrigue
I heard the Duke say something very
Appeal to Legacy interesting about you today. You are better
You can better make an appeal to legacy. able to provoke a person's curiosity and
This appeal can be to leave the mark on the interest. This works well on gossips, but
world, to build something that is lasting, or to poorly on the withdrawn and the
be remembered long-term. This works well unconcerned.
for the prideful, but poorly for the modest or
shy.

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52
Appeal to Structure
You can better make an appeal to provide Fortitude Traits
structure. This can to create structure within
a society, group, or person. This works well Triple Bonus: For every 3 Fortitude Traits,
on orderly people, but poor on the lazy or you get another Base Foundation.
disorganized.
Mettle: Your body and mind are
Changing Archetypes accustomed for danger and stress. You are
Characters are capable of evolving out of proficient in withstanding poisons, illnesses,
their archetypes and into different and and drawn out external forces such as
archetypes. The Innocent hardly remains extreme weather.
innocent forever, and characters acting out
of their normal character may mean that they Observant: You can quickly see what
are changing to a different mindset and a others do not, with honed senses able to
different way of interacting with the world. detect all kinds of subtleties. You are
Changing your archetype should be done proficient in investigating for details,
only to show character progression, or to searching, and spotting.
correct a mistaken character choice. The
decision to change should not be done Fury: You just dont know when to quit,
lightly, and always should be discussed with and continue to fight through pain and injury.
the Game Master first. When you become wounded, you continue to
When a character levels up, they are able draw hands, move, and take attack actions
to change their archetype. All levels transfer until you are completely exhausted.
to the new archetype, and new abilities are
chosen. Savage Weapons Training: You are
proficient in all Savage Weapons.

Traits Painful Resolve (Withstand): Every wound


Traits are defining abilities about a is a reminder of why you are fighting. When
character, including their skills, talents, you use your Diamond ability, you may
training, and any tricks they have up their remove 5 cards from your discard pile from
sleeves. the game, and then shuffle 5 cards from your
A character gains Traits of different suits discard pile into your deck.
based on their Sort, Breed, and Archetype.
For every Trait a character has, the player Gatherer: You are a Survivor who lives off
should assign an Trait ability or skillset the soil. You are proficient in gathering food,
based on the suit of the Trait. supplies, map making, and you become
For every three traits a character has that knowledgeable about flora.
share a suit, the character gains a Triple
Bonus. A triple bonus provides a passive Pharmaceutics: You are trained in
improvement to the character based on the non-magical healing and surgery. When you
suit. take an action to stabilize allies who have

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53
been reduced to 0 Foundation, the check
automatically succeeds. After a short rest, Coercion: You are well versed in a hostile
you can discard 10c to assist yourself and form of negotiation. You are proficient in
others in restoring twice the foundation they making others do what you want through
would normally receive. force, threats, and intimidation.

Mad Dog: You dont need a weapon to be Point Blank: You understand that the
dangerous. You are proficient in unarmed minimum required distance is just a
combat and improvised weapons. suggestion. Melee is considered prime range
for your Dust Implements.
Animal Companion: You often have an
animal sidekick who assists you. When you Maneuver Master: You are deft and skills
have only one beast as a cohort, attacks in combat. You have advantage with combat
made by the beast are sent to the Recycling. Maneuvers, including Disarm, Shove,
In addition, it only requires verbal commands Grapple.
to perform a basic task and loses the
Uncoordinated trait. Firearm Weapon Training: You are
proficient in all Dust Implements.
Conquered Lycanthropy (Gut Magic):
Using your Gut Magic ability, for the next six Close Quarters Fighter: You thrive in the
hours, are transformed into a beast of your thick of battle. While fighting in melee with a
choice as if the Change spell had been melee weapon against an opponent who is
successfully cast on you. At the end of the not using a melee weapon, you have a
six hours, you are returned to your humanoid sensory complication from his attacks. If you
form. If you had died while in the lycanthropic have the Grit ability; When an opponent
form, you return to life as your body reforms moves out of a square that is in your melee
into your humanoid form at the end of the six attack range, you can use your Grit ability to
hours. make a melee attack on the enemy.

Grit Traits Calm: You are composed and


levelheaded. You are proficient in withstand
Triple Bonus: For every 3 Grit traits you mental and social pressures.
have, you reduce the Complication from any
attack you make by one tier. Composed Demolition: There is little you

cant solve by breaking it. You are proficient
Vigor: You are strong and well toned. You in destroying traps, doors, locks, walls, and
are proficient in athletic feats, including objects.
jumping, climbing, grappling and swimming.
Catch: Your hands are lightning fast. As a
Judgment: You are a good judge of reaction, you are able to catch an object
character. You are proficient in seeing others thrown at you, or within 5ft of you. If the
moods and feelings, and discerning lies. object deals damage, the damage is reduced
by one. If you have the Grit ability, you can

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54
use it to throw the object back as part of the Musical Weapons Training: You are
reaction. proficient in and know how to use musical
implements.
Armament: A little maintenance goes a
long way. During a short rest, you can clean, Fan of Steel: If a weapon has the Thrown
sharpen, and restring your own and your and Light property, you can throw three of
allys weapons. After the short rest, discard them at once to ignore sensory
10c. When you or anyone who was present complications on a target.
during the short rest redraw during battle, the
cards discarded go to the recycling. This Force Jam (Cheat Death): Some people

effect lasts until the affected creature take a are just luckier than others. When using your
Breather. Cheat Death ability to reduce damage from a
Dust Implement, their gun jams.
Mage Slayer (Quickshot): You know that
the best defence against the dark arts is Cityslicker: You know how to survive in a
abrupt steel. As a reaction, you can use your city and can intuitively navigate them. You
Grit ability to make an attack of opportunity are proficient in communicating with locals,
against a Wizard who casts a spell. finding information, sowing rumors, and
navigating within the city.
Luck Traits
Crouch: You know how to make yourself

Triple Bonus: For every 3 Luck traits you a hard target. For the sake of battle, you are
have, you gain a Complication. This starts as considered small, and naturally have a
a Simple Complication, and becomes a simple complication when in combat. This
Tough Complication with two Triple bonuses, does nothing if you have the Small feature
and then a Severe Complication with three already.
Triple Bonuses.
Flinch: You always have a plan, even if

Poise: You are well balanced and
its just to duck. When you are surprised in
composed. You are proficient in acrobatics, Combat, you may still draw and add cards to
balance, and moving around silently. your foundation during the first phase,
although you may not participate in the
Furtive: You are sly and shifty, and have
surprise round.
illicit methods. You are proficient in Hiding,
slight of hand, Picking Locks, general Dive (Cheat Death): Surviving means
thievery, skullduggery and up to being a hard target. When using your Cheat
no-do-goodery. Death ability, you can also move 10ft.

Blandish: You are proficient in


Superstitious Ritual: They laugh, but it
manipulation through charm, flattery, and works. At the end of a Full Rest, Draw a card
non-aggressive talking. and write down its suit and value. The first
time you draw this card today it is considered

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55
a wild card and can be any value or suit of
your choosing. Gut Vision (Gut Magic): Using your Gut
Magic ability, for one hour you have the Gut
Consume (Gut magic): As an action, you
Vision Sense. You can sense the caloric
consume a medium or smaller creature. The value of objects up to 60ft away.
target is held in an extradimensional space
that resembles the Stomach of a large Alchemy: You learn two Alchemical
monster. As a part of an action you may recipes, and are able to learn more recipes
make an attack against a creature in your as you find them.
stomach. Enemies inside the stomach must
cut their way out. The stomach has 1 Base Magic Resistance: You are especially
Foundation, and counts as a Cohort. Once good at resisting magical effects. Any suit
the stomach loses its Base Foundation the with a value higher than the spell cast on you
creature inside is expelled. A creature that can be used to resist it.
weighs over 100lbs refills the users Gut
Magic when killed and consumed by the Cognizant: Gain the ability to end magic
stomach. . spells that you have cast as a minor action.
You cannot use this to end your highest tier
Tradition Traits of spells.

Triple Bonus: For every 3 Heart Traits you Familiar: You gain the allegiance of a
have, your daily mana pool increases by spiritual entity, either a ghost or otherworldly
one. This mana can be of any suit. in nature, to assist you in your journey. As an
8 hour ritual, the entity and be placed into the
Schooling: You know a lot about the body of a small or tiny beast or object. While
natural world. You are proficient in in this form they have motor control over the
Geography, History, Zoology, and the creature or object; retain their intelligence
arcane. You also learn one additional and are able to speak if provided with a
language. mouth. When the creature dies, the spirit is
released and must be placed into a new
Eldritch Lore: They dont teach this stuff in body. In its spirit form, the familiar is not
school. You know about other planes of visible and cannot see or interact with people
existence, monstrous creatures, gods and or objects. The Familiar acts as a Cohort in
demons. You also learn one additional battle.
language.
Summoner: You can conjure creatures to
Arcanics: You are proficient in your side. As a Spell casting, you can
manipulating magic and Arcanic Implements. instantly summon a creature youve tagged.
As a single spell casting, you can Tag a
Antiquarian: You know the value of things, creature: Tagging a creature takes 10
and are proficient in the appraisal of common minutes.
and uncommon worldly objects.

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56
Revelation: After you take a Full Rest, ammunition to be used, and are so loud that
look at the top 10 cards of your deck or an anyone within 5 miles will hear the shot.
allys deck and put them back in any order. Most Dust Implements utilize single barrels
that need to be reloaded manually.

Each weapon listed comes with a series of


abilities. Abilities that affect the target upon
Equipment and Arms hit, such as bleeding or poison, come into
effect if they deal damage to the targets
Weapons Foundation or Base Foundation. Some
In the world of Westbound there are four abilities only come into effect while in the
weapons that are common: Savage prime range.
weapons, which use a mix of brutality and
skill to rend or pierce a foe, Arcane Weapons List:
Implements which allow the caster to cast Dust Implements
various minor spells charms, Musical Tinkspark Trivolver: Dust Implement: 3:
implements which exhaust their targets, and Small: 200 Silver Dollars
Dust Implements which peirce targets. Each Ol Faithful Pistol: Dust Implement: 1: Small:
weapon type has its own advantages and 65 Silver Dollars
disadvantages, and require proficiency in Demagogue Pistol: Dust Implement: 6:
order to use properly. Small: 200 Silver Dollars
Savage weapons are generally close Witchbane Fan Cannon: Dust Implement: 9:
combat weapons that have been used since Medium: 400 Silver Dollars
the dawn of time. They are always ready to Marksmans Rifle: Dust Implement: 1: Large:
use, and often come with a number of 90 Silver Dollars
enhancing abilities to make combat easier. Quiet Rain: Dust Implement: 1: Huge: 180
Arcane Implements contain a number of Silver Dollars
spells and abilities within them, some of Beehive Grenade: Dust Implement: 1: Small:
which can deal damage and other which 60 Silver Dollars
provide utilitous spells. Arcane implements
must be activated before they can be used, Arcane Implements
which is done by a magic user inserting a Orb of the Arcane Assault: Arcane
mana directly into the implement. Once Implement: Small: Uncommon
activated, the Implement remains active for Staff of the Fire Warden: Arcane Implement:
24 hours or until it is forcefully disabled. Medium: Common
Musical Implements are weaponized Frostbrand Wand: Arcane Implement: Small:
instruments designed to exhaust their foes Common
instead of directly killing them. They send out Rod of the Thunder Cracker: Arcane
loud single tones that create effects very Implement: Small: Common
similar to spells. Illusory Scepter: Arcane Implement: Medium:
Dust Implements use bullets to pierce Uncommon
through armor and devastate their target. Scepter of Glorious Lights: Arcane
These implements require constant Implement: Medium: Uncommon

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Branch of Wondrous Motion: Arcane Dust Blade: Savage Weapon: Medium: 4
Implement: Large: Common Gold Bullion Notes
Gnarled Paw of Animation: Arcane Dourwood War Staff: Savage Weapon:
Implement: Small: Rare Medium: Cost 4 Gold Bullion Notes
Magic Carpet: Arcane Implement: Huge: Halo Blade: Savage Weapon: Small: Cost 10
Rare Silver Dollars
Orb of Seeing: Arcane Implement: Small: Alchemists Claw: Savage Weapon: Medium:
Uncommon Cost 50 Silver Dollars
Forge Fire Rod: Arcane Implement: Medium:
Rare Musical Implements
Animated Rope: Arcane Implement: Large: Sound Wave (Small Fork): Musical
Uncommon Implement: Small
Mirror Shield: Arcane Implement: Large: Harmony (Harp): Musical Implement:
Very Rare Medium: 60 Silver Dollars
Shattering Candle: Arcane Implement: Tiny: Trident (Large Fork): Musical Implement:
Rare Medium: 40 Silver Dollars
Peddler's Shiny Penny Arcane Implement: Clapper (Bell): Musical Implement: Small: 20
Tiny: Very Rare Silver Dollars
Steel Drum: Musical Implement: Large: 40
Savage Weapons Silver Dollars
Sword of Striking: Savage Weapon: Medium: Clenched Locomotive: Musical Implement:
Cost 450 Silver Dollars Large: 50 Silver Dollars
Bloodthirsty Battle-axe: Savage Weapon: Pipe of Animal Glamor: Musical Implement:
Medium 80 Silver Dollars Small: 50 Silver Dollars
Alchemical Lance: Savage Weapon: Whistle of Stone Summoning: Musical
Medium: Cost 10 Gold Bullion Implement: Tiny: 25 Silver Dollars
Sacrificial Dagger: Savage Weapon: Small:
Cost: 40 Silver Dollars Ammunition
Flail: Savage Weapon: Large: Cost 65 Silver Bullet: Dust Ammunition: 2 Silver Dollars per
Dollars Fistfull
Long Spear: Savage Weapon: Medium: Cost Arrow: Bow Ammunition: Cost 2 Silver
48 Silver Dollars Dollars per Fistfull
Short Stabber: Savage Weapon: Small: Cost Corked Arrow: Bow Ammunition: Cost 2
7 Silver Dollars Silver Dollar per arrow
Throwing Dagger: Savage Weapon: Small: Whistling Nightmare: Bow Ammunition: Cost
Cost 9 Silver Dollars 20 Silver Dollars per arrow
Bow of Breaking: Savage Weapon: Large:
Cost 5 Gold Bullion
Traditional Bow: Savage Weapon: Large: Example weapon:
Cost 100 Silver Dollars Name: Weapon Type: Clip Size: Weapon
Leather Baton: Savage Weapon: Medium: Size: Cost
Cost 15 Silver Coins Minimum Distance - Prime Start - Prime
Reach - Half life

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58
Specials All Cylinders 3: Can fire 3 bullets at once
which, While in Prime Range, ignore a
Dust Implements targets aesthetic cover.
Loud: This weapon makes a loud sound
Tinkspark Trivolver: Dust Implement: 3: when fired, people up to five miles away can
Small: 200 Silver Dollars hear the sound.
5ft - 30ft - 90ft - 20ft*
Sensitive: This item can break easily. If you Marksmans Rifle: Dust Implement: 1:
fall in battle while holding this weapon OR Large: 90 Silver Dollars
drop it, it breaks. 15ft - 30ft - 105ft - 40ft
Piercing: Ignores AC. Piercing: Ignores AC.
Loud: This weapon makes a loud sound Loud: This weapon makes a loud sound
when fired, people up to five miles away can when fired, people up to five miles away can
hear the sound. hear the sound.
Repeater: This weapon has a Multiattack
equal to its remaining ammunition. Quiet Rain: Dust Implement: 1: Huge: 180
Silver Dollars
Ol Faithful Pistol: Dust Implement: 1: 30ft - 60ft - 150ft - 60ft
Small: 65 Silver Dollars Piercing: Ignores AC.
5ft - 30ft - 90ft - 20ft* Suppressor: This weapon does not make a
Piercing: Ignores AC. loud sound when fired. The sound is still
Loud: This weapon makes a loud sound noticeable, both when being fired and
when fired, people up to five miles away can impacting.
hear the sound. Tripod: This weapon can be easily mounted
on a surface as a minor action.
Demagogue Pistol: Dust Implement: 6:
Small: 200 Silver Dollars Beehive Grenade: Dust Implement: 1:
5ft - 10ft - 45ft - 20ft* Small: 60 Silver Dollars
All Cylinders 6: While in Prime Range, can Thrown: This weapon is thrown a distance of
fire 6 bullets at once to ignore a targets up to 30ft.
aesthetic cover. Explosion 5: This weapon deals 5c damage
Piercing: Ignores AC. between those in a 10ft blast radius.
Ax Hilt: Can be used as a Savage weapon in Shrapnel: This weapon deals Physical
melee. damage.
Loud: This weapon makes a loud sound Loud: This weapon makes a loud sound
when fired, people up to five miles away can when fired, people up to five miles away can
hear the sound. hear the sound.

Witchbane Fan Cannon: Dust Implement: 9: Arcane Implements


Medium: 400 Silver Dollars
5ft - 30ft - 90ft - 20ft Magically Charged Weapons:
Shotgun: Always fires All Cylinders. Unlike other weapons that have magical
Piercing: Ignores AC. qualities, Arcane Implements require Mana

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59
to be injected into them to activate their Orb of the Arcane Assault: Arcane
powers. This can be done as an Spell Action Implement: Small: Uncommon
by any creature with mana, and once 30ft - 45ft - 150ft - 50ft*
activated, the Implement remains active for Barrage 1: This weapon fires off many
24 hours. The Mana suit and value has no rounds per second, and has a multishot of
effect on the implements abilities. Creatures 1c.
can use Arcane Implements that have been Magic: This weapon deals Magic Damage.
powered by other creatures. Curve: When making an attack, choose an
area you can sense within range; you may
Arcane Implements Rarity: fire as if you were at that position. You do not
It is rare when an arcane implement is see as if you are from that area, so you must
made. Most were made long ago in the age still sense your enemy.
of towers, and few living know exactly how to Transform: As an action, you can transform
make them or have the capacity. Existing the weapon. Once transformed, the weapon
magic items have a rarity, which is how is now a siege weapon and gains Multishot
many of those items are known to exist in the 3c instead of 1c.
world. Common items may have been built in
mass for a wizard's army, or have been Staff of the Fire Warden: Arcane
crafted only once for a powerful warrior. Implement: Medium: Common
The price of an item is based on its rarity 5ft - 30ft - 80ft - 40ft*
and the demand for the item. If the item is Flame: Deals Elemental Damage
common but in high demand, such as a Ignite: This weapon can set fire to flammable
Frostbrand Wand during a heatwave, the objects.
item will be at the expensive end of the Extinguish: As an action, can extinguish a
spectrum. Likewise, a Very Rare or Unique 10ft square of flames.
item with very little demand, such as a Mirror Fire Shield: As an action, you gain a sensory
Shield in a town with no wizards, will be on complication from elemental attacks for one
the cheap end of the spectrum. minute.

Common: 10 - 50 Silver Dollars Frostbrand Wand: Arcane Implement:


Uncommon 50 - 250 Silver Dollars Small: Common
Rare 250 - 1,000 Silver Dollars 5ft - 30ft - 60ft - 40ft*
Very Rare 10 - 500 Gold Bullion Notes Chill: Enemies hit have their movement
Unique 500 - 2500 Gold Bullion Notes reduced by half if they take damage.
Frost: Deals Elemental Damage.
Identifying Found Implements: Cast Freeze: Within the prime range, as an
When an Arcane Implement is found, its action, the Frostbrand can freeze all
abilities are unknown until first activated. By non-living liquids within a 10ft square.
activating the implement, the creature that
activated it learns all of the implement Rod of the Thunder Cracker: Arcane
abilities. Implement: Small: Common
5ft - 30ft - 80ft -10ft*
Weapons List

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60
Lightning: Ignores AC if derived from Metal Scepter of Glorious Lights: Arcane
armor Implement: Medium: Uncommon
Lightning: Deals Elemental Damage. 5ft - 15ft - 60ft - 40ft*
Shocking: Target loses their reaction if they Sensory Overload: Attacks with these
take damage. weapons reduce cards from the targets
Loud: This weapon makes a loud sound hand. If the target is affected by multiple
when used, people up to five miles away can effects of like this, only the largest takes
hear the sound. effect, and all additional cards are discarded
from their deck.
Illusory Scepter: Arcane Implement: Reverb: All attacks with this weapon go to
Medium: Uncommon the reverb pile.
5ft - 15ft - 60ft - 40ft* Glow: As an action, you can make an object
Sensory Overload: Attacks with these glow brightly, with bright light up to 60ft. This
weapons reduce cards from the targets effect lasts an hour.
hand. If the target is affected by multiple Floating Lantern: As a minor action, you can
effects of like this, only the largest takes create an Illusory floating light up to 60ft
effect, and all additional cards are discarded away. The light produces bright light up to
from their deck. 15ft. The lantern disappears after one hour.
Reverb: All attacks with this weapon go to Blinding Flash: As an action, you can create
the reverb pile. a flash of colors that affects all creatures
Minor Illusion: As an action, you can create within a 60ft radius. Creatures that rely on
an optical illusion of an object. The object sight have a sensory complication until they
must fit within a 5ft square, and can be pass a mettle check with a tough
placed up to 60ft away. The illusion cannot complication.
move or change, and is definitively an
illusion if interacted with. If the object Branch of Wondrous Motion: Arcane
produces light, it produces no more than the Implement: Large: Common
glow of a candle. The illusory object remains Analogue: As an action, the target
there for 10 minutes. non-magical object no larger than 5ft comes
Supervised Illusion: As an action, you can to life and acts as a Cohort. It is able to move
create an optical illusion of an object or itself independently. The object can move
creature no larger than a 10ft square. The along the floor as if it had a walk speed of
illusion is able to make noises and change. 30ft. You require to use your action on
The illusion cannot move or change, and is subsequent turns to maintain this effect.
definitively an illusion if interacted with. If the
object produces light, it produces no more Gnarled Paw of Animation: Arcane
than the glow of a candle. The illusion Implement: Small: Rare
requires the user to use their action each Swallow life: As an action, this item can
turn to maintain the illusion, and disappears make an attack that deals Magic damage to
immediately after it is no longer being creatures within 5ft.
maintained. Raise Dead: As a spell, target corpse is
raised as a zombie cohort. After 24 hours,
the body is turned to ash.

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61
has 1 base foundation, and more can be
Magic Carpet: Arcane Implement: Huge: added. If the Animated rope becomes
Rare wounded or exhausted, it becomes inactive,
Living: The magic carpet becomes a cohort and must be activated again to use its
upon activation. The magic carpet has 1 powers.
base foundation, and more can be added. If Wrap: The Animated Rope can attempt to
the magic carpet becomes wounded or grapple a target with advantage. If
exhausted, it becomes inactive, and must be successful, the target cannot attack
activated again to use its powers. creatures that are not the Magic Carpet until
Fly: This carpet has a fly speed of 40ft. The the grapple is broken.
Magic Carpet can be mounted by a medium
or small creature. While mounted, its speed Mirror Shield: Arcane Implement: Large:
is reduced to 20ft. Mounted Creatures have Very Rare
a simple complication for all attacks they Shield (Inert): Provides an Severe Armor
make. Complication to the Wearer towards enemies
Wrap: The Magic Carpet can attempt to you are attacking. This ability does not
grapple a target with advantage. If require the item to be activated to be used.
successful, the target cannot attack Mirror Magic: As a reaction to a ranged
creatures that are not the Magic Carpet until magical attack or a spell that targets you,
the grapple is broken. that you can see, you can have that spell or
attack target the spellcaster instead.
Orb of Seeing: Arcane Implement: Small:
Uncommon Shattering Candle: Arcane Implement: Tiny:
Glow: This orb can glow up to 30ft of bright Rare
light. Twin: This candle splits into two upon
Far Sight: You can see from the activation, and the status of each are
perspective of this orb. You lose all senses entwined to one another. If either are lit, then
while seeing this way. This effect functions both are lit, and if either are extinguished,
as long as you are on the same plane as the both are extinguished.
orb.
Peddler's Shiny Penny: Infinite: Tiny: Very
Forge Fire Rod: Arcane Implement: Rare
Medium: Rare Delusional Empathy: Those who see this
Flame Blade: This item can be used as a penny are more likely to be more empathetic
savage melee weapon thats elemental to the needs of others. This works well on
damage. bleeding hearts, but poorly on the apathetic
Melt: Over one minute, the blade can melt and cruel.
two pieces of metal together.

Animated Rope: Arcane Implement: Large:


Uncommon Savage Weapons
Living: The Animated Rope becomes a
cohort upon activation. The Animated Rope

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62
Sword of Striking: Savage Weapon: takes 1 damage. This effect stops when the
Medium: Cost 450 Silver Dollars affected player ends their turn with cards in
Melee Only their hand.
Kingsblade: This weapon has a hold'em:
King of Spades. This can be applied to all Flail: Savage Weapon: Large: Cost: 65
melee attacks with this weapon. Silver Dollars
Keen: When attacked with this weapon, the Melee Only
enemys highest Complication is considered Anticipate: As an action, you can add a set
one tier lower. of cards to your Holdem. These cards are
Magic: This weapon deals Magic Damage. discarded at the End of your next turn.
Sweeping: Damage from this weapon can be
Bloodthirsty Battle-axe: Savage Weapon: distributed among several enemies within
Medium 80 Silver Dollars melee.
Melee only
Sweeping: Damage from this weapon can be Long Spear: Savage Weapon: Medium:
distributed among several enemies within Cost 48 Silver Dollars
melee. Melee Only
Bleeding: Enemies who take damage from Anticipate: As an action, you can add a set of
this weapon begin to bleed which causes cards to your Holdem. These cards are
pain as they spend cards. Whenever a discarded at the End of your next turn.
player exhausts their hand, that characters
takes 1 damage. This effect stops when the Short Stabber: Savage Weapon: Small:
affected player ends their turn with cards in Cost 7 Silver Dollars
their hand. Melee Only
Simple: No bonus abilities.
Alchemical Lance: Savage Weapon:
Medium 10 Gold Bullion Throwing Dagger: Savage Weapon: Small:
Melee only - Thrown 30ft Cost 9 Silver Dollars
Alchemical: This weapon deals elemental Melee - 5ft - 30ft - 30ft*
damage. Thrown: This weapon cannot be thrown past
Lengthy: Your melee range is considered its half life, and scatters if it is thrown into its
twice as long for attacks with this weapon. half life.
Lightning Bolt: When this weapon is thrown,
it transforms into a bolt of lightning. It ignores Bow of Breaking: Savage Weapon: Large:
armor derived from metal AC. Cost 5 Gold Bullion
5ft - 30ft - 90ft - 30ft*
Sacrificial Dagger: Savage Weapon: Small: Magic: This weapon deals Magical Damage
Cost: 40 Silver Dollars Break Lines: Target is knocked 10ft away
Melee Only from the attacker.
Bleeding: Enemies who take damage from
this weapon begin to bleed which causes Traditional Bow: Savage Weapon: Large:
pain as they spend cards. Whenever a Cost 100 Silver Dollars
player exhausts his hand, that characters 5ft - 30ft - 90ft - 30ft*

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63
Simple: No bonus abilities. Sound Wave (Small Fork): Musical
Implement: Small
Leather Baton: Savage Weapon: Medium: Melee - 10ft - 60ft - 20ft*
Cost 15 Silver Dollars Ring: Attacks with these weapons do no
Melee Only damage and instead reduce cards from the
Non-Lethal: If reduced to zero foundation, targets hand. If the target is affected by
the creature will not die from the attack. multiple effects of ring, only the largest takes
effect, and all additional cards are discarded
Dust Blade: Savage Weapon: Medium: 4 from their deck.
Gold Bullion Notes Reverb: All attacks with this weapon go to
Melee Only the Recycling.
Rocket Slash: This weapon can use 3 bullets Shudder: If the target you hit has cards in
to slash out and pierce armor. This weapon their Recycling, they are discarded.
can hold up to nine bullets.
Harmony (Harp): Musical Implement:
Dourwood War Staff: Savage Weapon: Medium: 60 Silver Dollars
Medium: Cost 4 Gold Bullion Notes Melee - 30ft - 100ft - 20ft*
Melee Only: 10-String Bow: Requires both hands, has
Non-Lethal: If reduced to zero foundation, Multiattack 3.
the creature will not die from the attack. Ring: Attacks with these do no damage and
Lengthy: Your melee range is considered instead weapons reduce cards from the
twice as long for attacks with this weapon. targets hand. If the target is affected by
multiple effects of ring, only the largest takes
Halo Blade: Savage Weapon: Small: Cost effect, and all additional cards are discarded
10 Silver Dollars from their deck.
Melee Only Reverb: All attacks with this weapon go to
Simple: No bonus abilities. the Recycling.
Shudder: If the target you hit has cards in
Alchemists Claw: Savage Weapon: their Recycling, they are discarded.
Medium: Cost 50 Silver Dollars
Melee Only Trident (Large Fork): Musical Implement:
Hook: This weapons curved hooks gives you Medium: 40 Silver Dollars
advantage on the Trip, Grapple, and Disarm Melee Only
maneuvers, and you no longer require a free Ring: Attacks with these weapons do no
hand to perform the grapple maneuver. damage and instead reduce cards from the
Thrower: This weapon doubles the throwing targets hand. If the target is affected by
range of a small thrown item. multiple effects of ring, only the largest takes
effect, and all additional cards are discarded
from their deck.
Reverb: All attacks with this weapon go to
Music Weapons the Recycling.
Shudder: If the target you hit has cards in
their Recycling, they are discarded.

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64
or feels threatened, it may ignore the music
Clapper (Bell): Musical Implement: Small: to fight or flee.
20 Silver Dollars
Special (See Explosion) Whistle of Stone Summoning: Musical
Explosion 2: This weapon deals 2c damage Implement: Tiny: 25 Silver Dollars
between those in a 5ft blast radius. You Summoning: As an attack action, this
decide how the damage is divided. implement creates a barrage of small rocks
Ring: Attacks with these weapons reduce and stones that are conjured atop the
cards from the targets hand. If the target is adjacent square, battering whatever creature
affected by multiple effects of ring, only the stands in that square.
largest takes effect, and all additional cards
are discarded from their deck.
Reverb: All attacks with this weapon go to Ammunition:
the Recycling. Whistling Nightmare: Bow Ammunition:
Cost 20 Silver Dollars per arrow
Steel Drum: Musical Implement: Large: 40 Whistler: Attacks with this weapon push the
Silver Dollars target back 5ft.
Special (See Explosion)
Explosion 5: This weapon deals 5c damage Corked Arrow: Bow Ammunition: Cost 2
between those in a 10ft blast radius. You Silver Dollar per arrow
decide how the damage is divided. Flying Potion: This arrow can be filled with a
Ring: Attacks with these weapons do no liquid that will break on contact. The weight
damage and instead reduce cards from the of the arrow gives the shot a sensory
targets hand. If the target is affected by complication.
multiple effects of ring, only the largest takes
effect, and all additional cards are discarded Other Weapons
from their deck. Unarmed Attack:
Reverb: All attacks with this weapon go to Melee Only
the Recycling. Simple: No bonus abilities.
Shudder: If the target you hit has cards in
their Recycling, they are discarded. The Bonechewer: Tinkered Atrocity: 100:
Large: 4 Gold Bullion Notes
Clenched Locomotive: Musical Implement: 5ft - 10ft - 50ft - 25ft*
Large: 50 Silver Dollars Instinctive: This weapon does not require
Melee Only proficiency to be used.
Whistler: Attacks with this weapon push the Sensitive: This item can break easily. If you
target back 5ft. fall in battle while holding this weapon OR
drop it, it breaks.
Pipe of Animal Glamor: Musical Implement: Repeater: Damage can be split up amongst
Small: 50 Silver Dollars multiple enemies, assuming there is
Enchanting: Beasts who hear this pipe ammunition to split.
become enamored with the musician, Special Reload: This weapon must be wound
following after them. If the animal is attacked very Tightly. It takes 10 minutes of winding to

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65
prepare a single round of firing. It can be Gambeson: Large: 20 Silver Dollars
wound 12 times. Layers upon layers of cloth give some
Multishot 3: This weapon fires off many meager protection. Gives a Simple Armor
rounds per second, and has a multishot of Complication to the wearer, and reduces
3c. their movement speed by 5ft

Chainmail: Large: 5 Gold Bullion Notes


Armor Metal links are flexible and strong, though its
not exactly light. Gives a Tough Armor
The Purpose of Armor Complication to the wearer and reduces their
Armor is able to decrease the chance of movement speed by 10ft.
being hit by non-piercing weapons, deflecting
both savage, musical, and magical attacks. Breastplate: Huge: 25 Gold Bullion Notes
Armor also affects the speed of the user, A thick plate of iron that protects the body,
however, as it is heavy and cumbersome. leaving the arms free for action. Gives an
Severe Armor Complication to the Wearer.
Shields and Facing Reduces Speed by 15ft.
Shields are able to deflect attacks like
armor but without covering every part of the Elvish Platemail: Large: 15 Gold Bullion
body. Shields are typically much lighter than Notes
armor, and can be used just as effectively This thick armor covers only the fighting half
without the speed reduction. Shields require of your body. Gives a Tough Armor
one hand to use, and can be used in combat Complication to the Wearer to enemies they
with a Light or Medium weapon. are attacking. Reduces speed by 5ft.
Shields in combat are always facing a
direction. The direction they are typically Scale Mail: Large: 20 Gold Bullion Notes
facing is towards the last enemy they were For those who prefer turtle hide to steel.
attacking, however, as part of their Gives a Tough Armor Complication to the
movement a character can change the Wearer and reduces their movement speed
direction their shield is facing to better suit by 10ft.
the situation. A character can also decide as
part of their movement to instead track a
target and always keep their shield between Shields
them. A character with multiple shields can Wooden Shield: Large: 5 Silver Dollars
choose a facing for each shield individually. Small and light, with solid protection. Gives
an Severe Armor Complication to the Wearer
Armor List towards enemies they are attacking.

Leather Jerkin: Large: 60 Silver Dollars Thick Shield: Large: 15 Silver Dollars
Padded Leather thats light protection and More like a spiked slab of iron than a
offers maximum mobility. Gives a Simple traditional shield. Gives an Severe Armor
Armor Complication to the wearer. Complication to the Wearer towards enemies
they are attacking. While using the shield,

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66
you can use the use the Diamond ability Settler's Pack: Seeds, Pick Axe, Spade,
Withstand to avoid damage. Reduces Hatchet, Rope, Signal Whistle, Pot, Hammer,
Speed by 10ft. nails, Lantern, oil can, matches, Backpack
and Harness.
Tower Shield: Huge: 45 Silver Dollars
Long and wide, and as substantial as armor. Wizard's Pack: Ink, quill, and Paper,
Gives an Severe Armor Complication to the Magnifying Glass, Scale, brass weights,
User against enemies they are attacking. Long sheet, 10 candles, Backpack and
While using this shield, enemies you are Harness.
attacking have a sensory complication
against you. Reduces speed by 5ft. Gamblers Pack: Dice, Cards, Whiskey
Bottle, Fake Gold Bullion Notes, Two sets of
Folding Shield: Medium: 2 Gold Bullion nice clothes, Backpack and Harness.
Notes
This shield spins and whirls, exploding from Items List
a tightly packed space. Gives an Severe
Armor Complication to the Wearer towards Light
enemies they are attacking. Lantern: 10 Silver Dollars
Sensitive: This item can break easily. If you Torch: 2 Silver Dollars
fall in battle while holding this weapon OR oil can: 1 Silver Dollar
drop it, it breaks. Matches (100 Box): 10 Steel Coins

Gear Travel
Rope (60ft): 1 Silver Dollar
Seeker's Pack: Includes Rope, Hooded Grappling Hook: 3 Silver Dollars
Lantern, oil can, Spade, Waterskin, Torch, Climbing Piton: 40 Steel Cents
hammer, 10 spikes, matches, Backpack and
Harness. Camping Supplies
Food: 1 Steel Cent: Small
Wilderness Pack: Fishing Tackle, Rope, Waterskin: 1 Silver Dollar: Small
Tent, Pot, Lantern, Bell, Grappling Hook, Fishing Tackle: 20 Silver Dollars: Large
Matches, Oil can, Whiskey bottle, Backpack Tent: 10 Silver Dollars: Large
and Harness. Bedroll: 3 Silver Dollars: Large
Pot: 80 Steel Cents: Large
Burglary Pack: Crowbar, lockpicks, cuff Utensils: 5 Steel Cents: Tiny
keys, small mirror, ball bearings, hammer, Food Can: 25 Steel Cents: Small
hooded Lantern, oil Can, matchbox, Can Opener: 20 Steel Cents: Small
Backpack and Harness. Cigarettes (Pack): 30 Steel Cents: Small
Whiskey (Bottle): 30 Steel Cents: Small
Raiders Pack: Sledgehammer, crowbar, Flint and Steel: 15 Steel Cents: Small
Shovel, 5 Torches, Oil Can, Pick Ax,
Backpack and Harness. General Tools
Spade: 1 Silver Dollars: Small

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67
Shovel: 4 Silver Dollars: Large Holy Water: 10 Silver Dollars: Small
Hammer: 3 Silver Dollars: Small Shadows Grasp: 10 Silver Dollars: Small
Sledgehammer: 5 Silver Dollars: Large Alchemists Fire: 10 Silver Dollars: Small
Pick Ax: 8 Silver Dollars: Medium Alchemists Torch: 10 Silver Dollars: Small
File: 1 Silver Dollars: Small Healing Drop: 10 Silver Dollars: Small
Bell: 5 Steel Cents: Tiny
Crowbar: 4 Silver Dollars: Medium Horse: 7 Gold Bullion Notes
Lockpicks: 15 Silver Dollars: Small Saddle 10 Silver Dollars: Large
Shackles: 10 Silver Dollars: Large Saddlebags: 25 Silver Dollars: Large
Cart: 25 Silver Dollars
Instrument Carriage: 5 Gold Bullion Notes
Harmonica: 50 Steel Cents: Tiny Tinkered Wind-Up Cart: 1 Bar Gold Bullion
Cornet: 1 Gold Bullion Notes: Small Note
Drums: 5 Silver Dollars: Medium Train: 3 Bar Gold Bullion Notes
Guitar: 15 Silver Dollars: Large Trackless Train-Car: 5 Bar Gold Bullion
Grand Piano: 4 Gold Bullion Notes: Huge Notes

Miscellaneous Blacksmithing Kit: 25 Silver Dollars: Large


Small mirror: 5 Silver Dollars: Small Basic Anvil, Foundry, or Forge: 4000 Steel
Ink well: 1 Silver Dollar: Tiny Cents: Huge
Quill: 15 Steel Cents: Tiny Master Anvil, Foundry, or Forge: 400 Silver
Parchment: 1 Steel cent: Tiny Dollars: Huge
Parchment Case: 2 Silver Dollars: Medium Arcane Anvil, Foundry, or Forge: 40 Gold
Sparkling Chalk: 1 Gold Bullion Note: Tiny Bullion Notes: Huge
Scale and Weights: 12 Gold Bullion Note: Alchemist's Kit: 40 Silver Dollars: Large
Large Tinkers Kit: 25 Silver Dollars: Large
Dice: 3 Steel Cents: Tiny Spell Scribes Kit: 15 Silver Dollars: Large
Cards: 10 Steel Cents: Tiny Sentrys Kit: 10 Silver Dollars: Large

Clothing Services
Poor Clothes: 90 Steel Cent: Large Pony Express: 1 Steel cent per mile.
Work Cloths: 4 Silver Dollars: Large Carriage Ride: 3 Steel Cents per mile.
Nice Cloths: 20 Silver Dollars: Large Train: 1 Steel Cent per 10 miles.
Fancy Cloths: 1 Gold Bullion Notes: Large Professional
Doctor: 2 Silver Dollars per hour.
Backpack: 2 Silver Dollars: Large Alchemist: 5 Silver Dollars per hour.
Harness: 2 Silver Dollars: Large Blacksmith: 1 Silver Dollar per hour.
Bandolier: 5 Silver Dollars: Small Tinker: 3 Silver Dollars per hour.
Holsters: 19 Silver Dollars: Small Scribe: 10 Silver Dollars per hour.
Slings: 15 Silver Dollars: Small Magic-User: 1 Silver Dollar (per level)
Speed Loader: 10 Silver Dollars: Small Per hour.
Guard: 2 Silver Dollar per day.
Bottled Unskilled Labor: 1 Silver Dollar Per Day.

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68
strong wind. Characters who move into a
Items List Explained and Elaborated oiled square while on fire take 2c elemental
Lantern: A reusable box of glass and steel, damage.
the lantern is able to produce 60ft of bright The can is good steel, and can be turned in
light when held high into the air. The Lantern for a steel coin.
can also be hooked onto a gun or belt, but
the lower elevation casts long shadows, and Rope: 60ft of long braided strands of fibers, a
reduces the distance the light produces to rope can be used to pull, lift, tie, restrain and
40ft. Can be filled with oil, burning one ounce grapple, among countless other uses.
per hour, and capable of holding 6 ounces. The rope can be burst with a Vigor check
The glass on the object is sensitive, and will that has an Absurd complication. It can also
break if the lantern is dropped. Without the be cut with a weapon attack, and the Rope
glass covering, a strong wind can blow out has 2 wounds at each section.
the lantern.
Grappling Hook: Several iron claws and a
Torch: An oil soaked cloth on a steel rod, the hook, this hook is ideal for grappling. Can be
torch can provide 60ft of bright light for one attached to the end of a rope and hook onto
hour. The Torch can be refilled with another high ledges.
rag soaked with an ounce of oil, which will The hook can also be used in combat to
burn for one hour. The torch can be put out assist in grappling a target. You have
be water or a heavy wind. The torch can also advantage on Vigor checks to grapple a
be used to light objects on fire. target while using this item.

Matches: A sulfur tip on a tiny stick of wood, Climbing Pitons: These steel spikes can be
a match can provide 5ft of bright light for one driven into walls and then hooked in the eyes
minute. The match can be easily put out by with a rope. The presence of these climbing
water or a light wind. The match is easy to pitons will increase the time involved in
light when dry, requiring only a minor action making a climb, but greatly increase the
safety and decrease the difficulty.
Oil Can: This can contains 8 ounces of
slippery, flammable oil. The oil can can refill Fresh Food: Live giving, although not long
lanterns or torches. lasting, fresh food is plentiful in towns and
The contents of the oil can be splashed onto cities, and its cost is marginal. Fresh food
a 5ft square to make it too slippery to stand starts to go bad after three days, requiring a
on, requiring a Poise Check with a Tough mettle check for every day past the three
difficulty to not be forced prone whenever a days, with a complication equal to the
character moves into the square. The square amount of days past its prime. A failure on
remains oiled until it is washed away. the mettle check will cause the character to
The oil can also be lit on fire. If splashed expel the food, and they will have to eat
onto a target, a full can deals 3c elemental again.
damage to a target within 5ft. If an oiled
square is set on fire, the square remains lit Canned Food: Hearty food trapped in steel.
for one minute, but can be put out by a Filled with non-perishable foods, Canned

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69
Food can be cooked in campfires or eaten Crowbar gives advantage on checks to pry
raw at any meal. Useful for long journeys open doors, chests, or windows.
where food becomes scarce.
The can is good steel, and can be turned in Lockpicks: Several sets of thin, straight and
for a steel coin. curved tools. Lockpicks allow characters with
the furtive skill to pick locks
Waterskin: A closed, watertight leather
satchel, Waterskins hold 12 ounces of liquid. Shackles: Steel chains and clasps. Shackles
can be used to restrain the arms or legs of a
Tent: Sheets of folding leather that can make creature, limiting their movement.
a temporary shelter for two medium
creatures. Some assembly required, as well Sparkling Chalk: This chalk is incandescent,
as foraging for tentpoles. and will reflect the glow of any coloured that
it is near. This chalk is often used by Rune
Bedroll: Thick cloth wrappings for sleeping. Scribes to create fake outlines and patterns
Good for one person for sleeping in and confuse would-be thieves from
uncomfortable terrain. discovering their craft secrets.

Pots & Utensils: Steel bowls, spoons and Backpack: A large leather sack with straps
forks for cooking and serving. Useful for and pockets. Backpacks can hold up to
gathered vegetables and hunted game. twenty medium or small items. Large items
count as two items, and huge items take up
Can Opener: A handheld cutter and incisor, the entire backpack. Taking off the backpack
perfect for opening cans without spilling its to take an item from it takes an action. Too
contents. many items in the backpack may require a
observance check to find anything inside.
Cigarettes: Herbs wrapped in paper. Useful
for masking smells or celebrating. Harness: A series of leather straps and
strings that hold equipment. Harness can
Whiskey: Bottled courage. Useful for running hold up to twenty medium or small items.
into danger, or away from problems. Large items count as two items, and huge
items take up the entire harness. Too many
Flint and Steel: An old fashioned fire starter. items on the harness may require a
As an action, you can use the Flint and Steel observance check to find anything on it.
to light an flammable object.
Speed Loader: Bullets in a mechanism
Timber: Logs of simple wood. A single log designed for reloading. Speed loaders are
will burn for three hours and produce 60ft of built for specific guns, and can be filled with
bright light. bullets to the maximum of the bullet capacity
of that gun. The speed loader can be used
Crowbar: A long curved piece of steel. Useful for that specific gun to reload all bullets as a
for prying open doors and chests, the minor action.

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70
Holy Water: The liquid in this ornate bottle Professional Services
appears as plain water, but interacts violently Most Alchemists, blacksmiths, tinkers,
with undead and demons. If the contents are magic-users or spell-scribes are far too busy
thrown or splashed at an undead or demon, with their own projects to take requests or
the creature takes 4c magical damage. If commissions. However, those who do tend
applied to a weapon or ammunition, for one to charge a silver dollar per hour, plus
minute that weapon will deal Magic damage materials.
to undead and demons.
Currency
Shadows Grasp: The liquid appears as In Westbound, money is in Steel Cents,
swirling strands of smoke that plume within Silver Dollars, and Gold Bullion Notes. A
the vile. When released, the liquid quickly gold bullion note is worth 100 silver dollars,
spreads into its surroundings, dying the air and one silver dollar is worth 100 cents.
and water in an opaque black. Creates a 10ft Rounded shards of steel called Cents are
Radius of dark grey smoke that blocks sight. widely traded due to their crafting
The smoke lasts for six seconds and can be capabilities. A cent is 1/50th of a lb. Cents
dispersed by strong winds. are the most commonly traded material in
the west. When short on cash, many people
Alchemists Fire: This liquid substance is will take their steel items to a foundry and
completely transparent. When exposed to have it turned to coins, with a marginal tip for
air, the substance ignites in a smokeless the foundry.
flame. This vial deals 1c elemental damage Silver Dollars are thick branded coins that
to a single target when thrown. are the closest ties you will find to the old
world, having little intrinsic value of
Alchemists Torch: The liquid in this bottle is themselves. Each coin is considered a day's
dark brown, but creates a bright yellow light work by unskilled laborers, and is one of the
when shaken or impacted. The mixture more common forms of currency in the west.
creates a bright light in a 10ft radius for one Gold Bullion Notes are runed pieces of
minute. paper. When destroyed, the pure gold that is
held within the rune is released in a spark of
Healing Drop: The vial is filled with plain light. Notes are used to make large sums of
water and a glowing red bead that swims. gold easy to carry, and help deter fraud.
When planted on the tongue, the bead When someone is afraid of fraud, they tear
seems to dissolves instantly into the body. the paper and release the gold inside.
Consuming the liquid heals a creature 1 People's trust in notes is only equal to the
wound instantly, and the creature discards trust they have in those with the power of
10c if they can. Runes. In towns filled with fraudulency, most
people would rather have the gold than the
Craft Kits notes. Notes can store large amounts of gold
Each trade requires specific tools for the job. which is noted on the bill itself. A 5 Gold
Practicing a trade requires the corresponding Bullion Note has 5 gold bullion; while a Bar
kit. Gold Bullion Note has a 5lb bar of gold
inside, worth 250 gold bullion.

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71
Alchemists are able to craft extraordinary
Selling Equipment magical compounds, capable of replicating
Characters who are short on cash or laden and even building upon existing magical
with loot will often seek to sell their spells. Alchemy takes simple and sometimes
superfluous supplies. Pawn shops and easily found substances and filter them
general stores have their own goods, but will through extraordinary and often difficult to
generally purchase anything that has a acquire phenomenon to create potions,
considerable price reduction, usually for half salves, and mixtures that create bottled
price or for its material value in steel. magic.
A successful Cityslicker check may find an All alchemical recipes require Consumables
ideal buyer who is willing to pay full price or and Keystones. Consumables are generally
more for your equipment. easy to find substances, such as burnable
material or blood. Generally, consumables
can be easily found, bought, or coerced out
Languages of people within a city or town. The
Although accents and dialects may vary substance is always destroyed in the
from region to region, there are only a process of creating the alchemical mixture.
handful of widely spread languages in Cael. Keystones are generally hard to find,
Each character can speak common, as well unpleasant to harvest, or rare exotic
as the language of their race. More substances, such as: the lungs of a
languages can be learned fire-breathing creature or the heart of a
humanoid creature. The keystone is never
ommon - Language of Cael and
C consumed during the creation of a mixture,
Everyone. and can be used multiple times.
Sylvan - Language of Elves and Gnomes Most alchemical mixtures can be altered by
Rubble - Language of Dwarves the Freshness of the Keystone, and if the
Vile - Language of Ogres and Orcs mixture is watered down. After harvesting
Trifling - Language of Halflings and from a body, created, or extracted from the
Goblins ground, a keystone remains fresh for one
Wyrm Tongue - Language of Dragons week, and afterwards must be preserved.
Divine - Language of Angels and Stars While fresh, the alchemical mixtures that are
Dusk - Language of Fiends and Shadows made with the keystone gain the bonus of
Apocalyptic - Language of Demons and the Fresh property, if they have one.
Devils Similarly, some Alchemical objects can often
be Watered Down, which provide a
reduced or alternate effect, but more gain
two objects from the single creation. If a

Crafts recipe has the Watered Down option,


during the creation of the alchemical mixture
the alchemist can choose to water down the
mixture, which will create an additional vial of
Alchemy
the mixture with the Watered Down
property.

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72
When you find an alchemical mixture that When reading an alchemical mixture recipe,
you do not know how to produce, you can the information will be displayed as below:
attempt to discern its chemical makeup and
discern its recipe. You can take one hour Name of Alchemical Mixture:
with alchemist tools and make a schooling or A description of the alchemical mixture.
observance check with a hopeless Keystone: Conditions the Keystone must
complication. If you pass the check, you meet.
learn how to reproduce the substance. Consumable: Conditions the Consumable
Regardless of your success or failure, the must meet.
potion is consumed in the process. Effect: The effects of the alchemical
Additionally, you can learn a recipe by substance.
reading a book, and taking a Schooling Watered Down: The effects of the substance
check with an Absurd complication after when watered down, if it can be watered
spending an hour attempting to replicate the down.
mixture. Additionally, you can watch Fresh Keystone: The effects of the
someone else make the alchemical mixture substance if the keystone is fresh.
and you will learn how to make it yourself.
Consumables and Keystones of an Not all alchemical mixtures have the ability
alchemical recipe are not specific to what the to be watered down, or have additional
substance is, but do have specific conditions properties when the keystone is fresh.
that the substance must meet. A keystone
that requires the lungs of a fire breathing List of Alchemical Mixtures
creature can be gathered from a red dragon, Alchemists Fire:
or a hell hound, or simply a fire breathing This liquid substance is completely
goat; as any of these creatures will both transparent. When exposed to air, the
have lungs and breath fire. Consumables act substance ignites in a smokeless flame.
the same as keystones in that the substance Keystone: The lungs of a fire breathing
have to meet specific conditions. A creature.
consumable that must boil an ounce of water Consumable: Enough flammable material to
can be one wooden log, or a hundred small boil an ounce of water.
candles, or a can of oil. Players are generally Effect: Upon exposure to air, ignites to deal
encouraged to find cheap, alternative 4c Elemental damage to a single target.
consumables for a mixture. Watered Down: Creates 2 vials that deal 2c
The exact process of how the keystones damage to a single target.
and consumables interact is not entrenched. Watered Down Again: Creates 4 more vials
Some alchemists filter the consumables 1c damage.
through the keystones, while others use the Fresh Keystone: Creates 3 vials of pure
keystones as a reference for tests. Alchemists Fire.
Regardless, creating any alchemical mixture
will take one hour, and 5 Steel Cents of Stone Skin:
generic supplies in addition to the Keystone This substance is a thick gray slush that
and Consumables. sticks to the walls of the vial. When exposed

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73
to an organic surface, the mixture sticks to Watered down: Heals a creature 1 wound
the surface and is rapidly absorbed into it. instantly when consumed, and the creature
Kestone: The Eye of a Petrifying Creature. discards 10c if they can.
Consumable: A hard stone or crystal that Fresh Keystone: Create an additional vial.
weighs 10lbs.
Effect: Upon exposure to soft objects such Noxious Stimulant:
as wood or skin, attempts to turn it to stone; A mushroom floats in this lively green liquid,
if the target has 5c foundation or less, they which smells like poison and tastes like
are turned to stone permanently. death. Once in the system, the drinker feels
Watered Down: Creates 2 vials that a tingling warmth and sudden burst of energy
temporary harden the skin of the drinker, enter their body.
giving them an Armor Complication of 6 for Keystone: Hollowed horn of a four legged
one hour. creature.
Fresh Keystone: Target requires 7c Consumable: A poisonous Mushroom.
Foundation or less, or the hardened skin Effect: For one minute, all cards discarded
lasts for 8 hours. from actions are instead Recycled.
Watered Down: For one minute, all
Shadows Grasp: discarded cards go to your Recycling and the
The liquid appears as swirling strands of drinker becomes poisoned.
smoke that plume within the vile. When Fresh Keystone: The effects of the mixture
released, the liquid quickly spreads into its last for ten minutes instead of one.
surroundings, dying the air and water in an
opaque black. Arcanyte Powder:
Keystone: A Felines eye. This powder is white, but reflects all colors in
Consumable: 50lbs of Timber. the visible light spectrum when shown under
Effect: Creates a 10ft Radius of dark grey the sun. Those who consume the powder are
smoke that blocks sight. The smoke lasts for noted to have a pleasant feeling of lightness
one minute and can be dispersed by strong and invincibility.
winds. Keystone: 10lbs of Alicorn.
Watered Down: The smoke lasts for only six Consumable: Ten mana
seconds. Effect: For the next minute, add 1c to the
Fresh Keystone: The smoke is sticky, and mana of each spell, and use that as the new
cannot be dispersed by non-magical winds. spell. This can create a spell of a higher tier
than the spellcaster can normally cast.
Healing Drop: Watered Down: You can no longer do an
The liquid is plain water with a glowing red action that is not casting a spell.
bead that swims in the vile. When planted on Fresh Keystone: Requires 5 mana during
the tongue, the bead seems to dissolves creation instead of 10.
instantly into the body.
Keystone: A Humanoid Heart. Alchemical Torch:
Consumable: A pint of blood. This liquid is dark brown, but creates a bright
Effect: Heals a creature 1 wound instantly yellow light when shaken or impacted.
when consumed. Keystone: Wings of a Tiny Creature

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74
Consumable: Enough reflective material to This metal bowl is smooth and rounded on
see your own face clearly. the inside, but the exterior animates
Effect: The substance glows and creates magically, shifting between screaming skulls
bright light in a 30ft radius for one minute. and melting faces.
Watered Down: The mixture creates a bright Alchemical Tool (Large, pot sized)
light in a 10ft radius. Consumable: The 100lbs of armor and
Fresh Keystone: The material glows for one metals from an undead creature.
hour. Effect: Used to hold and distill undead
creature parts.
Plump Potion:
This liquid appears to have several layers of Sick Resistance Potion:
increasingly thick fat. The slimy liquid stains This crimson red potion smells and tastes of
the mouth with sour grease, and the drinker rotten flesh, and it sits poorly in the stomach.
appears to not desire food for a day or so. Keystone: Misery Jar
Keystone: Stomach of a Sallow Consumable: Zombie Liver
Consumable: Pig Heart Effect: You are proficient in mettle checks to
Effect: This liquid completely satisfies the resist against Disease and Poison for one
drinkers hunger, and fills the Gut Magic hour.
reservoir of any creature with Gut Magic. Watered Down: You have advantage on
Water Down: The potion does not affect the mettle checks against Disease and Poison.
Gut Magic reservoir. Fresh Keystone: The effects last for 24
Fresh Keystone: The potion satisfies the hours.
creatures hunger for one week.
Shadow Fumes:
Water Breathing Potion: These white sands are constantly rushing
This cloudy liquid seems to contain inside the bottle, and those who breathe in
something tiny swimming inside of it. the fumes feel a sense of intense dread.
Drinkers of the liquid report the uneasy Keystone: Misery Jar
feeling of drowning while under its effects. Consumable: 10lbs Crushed Undead
Keystone: A water breathing creature. Skeleton Bones
Consumable: 10 liters of air breathed from a Effect: Undead creatures will perceive you as
living creature. undead for one hour. Undead will ignore
Effect: You can breath underwater for 10 non-hostile actions.
hours, but cannot breath regular air. The Watered Down: Non-undead creatures will
moment you breath regular air the effect perceive you as undead, as your body pales
fades as you cough out the liquid from your and your speech slurs, and blood constantly
stomach. oozing from your mouth and eyes.
Watered Down: You can breath underwater Fresh Keystone: Uncontrolled undead
for one hour. creatures will follow you and attack creatures
Fresh Keystone: You can breath regular air you attack, acting as a horde cohort in battle.
without ending the effects of the potion.
Corpse Copse Seed:
Misery Jar:

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75
These black bulbs are squishy and Keystone: Dreamcatcher
constantly flaking. Small roots appear Consumable: Dreams of a sleeping creature.
sporadically, and seemingly searching for the Effect: While breathing this candles fumes,
ground. the memories become as vivid as dreams to
Keystone: Misery Jar the user. They are able to remember minute
Consumable: 50lbs of Timber. details from their past, but experience them
Effect: When thrown at the dirt, the seed ceaselessly. The distraction causes the
creates a large wall from the undead target to suffer a sensory complication to all
bramble and thicket. The wall is comprised of attacks. The candle burns for one hour, with
six 5ft square columns that raise 10ft high fumes that affect creatures within 30ft.
and are placed consecutively, determined Fresh Keystone: Creature does not need to
randomly by the Consecutive Scatter. The be dreaming, just sleeping.
walls have 2 foundation each and an Simple
Armor Complication. Fantastic Terror Candle:
Watered Down: The seed is comprised of This candle is partially translucent, with an
only one 5ft square column. insidious moving Thing that slithers in the
Fresh Keystone: The walls have a Tough corner of your eye.
Armor Complication. Keystone: Dreamcatcher
Consumable: Nightmares of a sleeping
Swamp Feed: creature.
This substance is a stark white and always Effect: While breathing the fumes of this
oozing a slippery green poison. candle, the target is hounded by illusory
Keystone: Misery Jar terrors, and enemies become
Consumable: Undead Skull indistinguishable from allies. The candle
Effect: The Skull becomes a 1lb ingot of burns for one hour, with fumes that affect
Swamp Feed. Swamp Feed is a poisonous creatures within 30ft.
and slippery crafting material. Fresh Keystone: Creature does not need to
be having a nightmare, just sleeping.
Dreamcatcher:
An interweaving web of grey strands that Slip Thought Candle:
capture and catalogue stray and lost This candle is filled with an ever shifting
thoughts. white ink, which forms recognizable shapes
Alchemical Tool and patterns as you gaze into it.
Keystone: Two heads from the same Keystone: Dreamcatcher
creature. Consumable: Daydreams of a creature.
Effect: Used to catch dreams: Place above Effect: Memories made while breathing in the
sleeping creature. Can also help to defend fumes from this candle are forgotten when
against sleep based attacks. you stop breathing them. Creatures do not
notice the memory slipping. The candle
Deep Thought Candle: burns for one hour, with fumes that affect
This candle is reminiscent of a sparkling creatures within 30ft.
nights sky, and smells of things long
forgotten.

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76
Fresh Keystone: Memories lost from this Dour Wood
candle are returned while breathing in its This dark brown bark looks ordinary save for
fumes. its blue shine while under moon light. It is
light as wood but strong as steel.
Moon Altar Keystone: Moon Altar
This altar looks fit for temple rather than a Consumable: 1lb of Bark
laboratory. Either way, this altar is dedicated Requirements: Must be under the light of the
to the heavens. full moon during creation.
Alchemical Tool (Large, table sized Item) Effect: The bark becomes Dour Wood.
Consumable: Beak of a Large Creature Fresh Keystone: The Dour Wood is weak
Effect: Used to draw the light of the moon. and pliable for 24 hours before it becomes
strong as iron.
Regeneration Potion
This potion is filled with a growing bubbling
red liquid, which seems like it should be
Blacksmithing
launching the cork from the bottle.
Blacksmiths are able to craft items of utility
Keystone: Moon Altar
Consumable: Blood of a regenerating and weapons of war. As they progress in
creature. their trade, they master not only steel but
Requirements: Must be under light of the full rare and unearthly metals as well. As soon
moon during brew.
as a character takes the Blacksmith trait,
Effect: Drinker regenerates limbs in 1c days.
they learn how to imbue features into
Watered Down: Drinker regenerates limbs in
1c weeks. weapons, but must first master their
Watered Down Again: Drinker regenerates implements of crafting before they can create
limbs in 1c months. items with these features.
Fresh Keystone: Drinker regenerates limbs
When you take the Blacksmith Craft, you
in 1c Hours. Not available if watered down.
learn to create and use the Anvil, Forge, and
Enthralling Potion Foundry. By crafting one of these, you learn
In the sparkling liquid is an intricate crystal, how to properly use them, and with time and
which shrinks as it becomes focused on. proper materials can craft even great
Keystone: Moon Altar
implements of creation.
Consumable: 10 lbs of Fragrant Flowers
Metal Shapers use Anvils to shape armor
Requirements: Must be under light of the full
moon during brew. and equipment for themselves and their
Effect: Drinker becomes enthralled with the allies. Weaponsmiths use Forges create
first target they see, as if the Beguile spell savage weapon of melee warfare.
had been cast on them. This effect lasts for
Gunsmiths use Foundries to create
24 hours.
customized firearms and bullets.
Fresh Keystone: This effect lasts for one
year.

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77
Creating a basic Foundry, Basic Forge, or can create weapons with one property, and a
Basic Anvil takes 30 hours and 5,000 cents Masters Weapon Forge can create weapons
of iron materials. It is a Huge item. A Master with two properties.
Foundry, Forge or Anvil can be created for Creating weapons require Metal and Time.
300 Hours and 500 Silver Dollars of rare A basic weapon with no features takes 2
materials; and requires a Basic Forge, Anvil hours and 100 cents of materials, and
or Foundry to create. An Arcane Foundry, additional properties can be crafted into it for
Forge, or Anvil can be created for 3,000 additional time and materials.
Hours and 500 Gold Bullion Notes of
crushed diamonds; and requires a Master Non-Lethal: If reduced to zero foundation,
Forge, Anvil or Foundry to create. You the creature will not die from the attack. This
cannot use a Basic, Master, or Arcane increases the weapon size by one, and 100
foundry, forge, or anvil; unless you have cents of materials, and 3 hours.
made one. Lengthy: Your melee range is considered
When using different materials, every 50 twice as long for attacks with this weapon.
cents of iron in the items requirements is This increases the weapon size by one,
replaced by a pound of the new material. increases the creation time by 16 hours, and
Items cannot be made from multiple rare or 500 cents of materials.
mythic materials. Keen: When attacked with this weapon, the
enemys highest Complication is considered
Metal Shaper: one tier lower. Increases item the creation
Metal Shapers are able to create armor, time by 32 hours, and 200 cents of materials,
shields, equipment, and the metal and is one size larger.
components required for Tinkering. This Anticipate: This weapon can be wound-up
costs the items weight in iron, and two hours or As an action, you can add a set of cards
of work for every pound of material. Metal to your Holdem. These cards are discarded
shaping requires a Basic Anvil to craft items. at the End of your next turn. Increases item
With a Master or Arcane Anvil, you can the creation time by 16 hours, the weapon is
shape armor and equipment from rare or one size larger, and requires 500 cents.
mythic materials. Sweeping: Damage from this weapon can
be distributed among several enemies within
Weaponsmith melee. Increases the creation time by 16
Weaponsmiths can create melee weapons hours, requires 400 cents of materials, and
and imbue them with various deadly increases the weapons size by one.
properties. Each weapon you make is a Bleeding: Enemies who take damage from
Savage Weapon. A Basic Weapon Forge this weapon begin to bleed which causes

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78
pain as they exhaust themselves. Whenever Prime Range of the weapon, the weapon
the bleeding creature starts a turn with no ignores Sensory Complications. Each barrel
cards in their hand, that characters takes 1 being fired must be loaded or else the
damage. This effect continues until the weapon jams. 12 Hours and 50 Steel Cents.
affected character begins their turn with at Single Trigger: Add a trigger to the
least one card in their hand. This increases weapon, this trigger fires off one of the
the creation time by 32 hours. barrels. Three Hours and 10 Steel Cents.
Thrown: This weapon is designed to be *** Each barrel should have a trigger
thrown instead of used in melee. It gains a connected to it, and multiple triggers can be
Range of Melee - 5ft - 30ft - 30ft*. This assigned to each barrel. ***
increases the creation time by 2 hours, and
costs 160 cents of materials. Custom Barrel:
Hooks: This weapons curved hooks gives Short Barrel: Prime Range is 10ft, Prime
you advantage on the Trip, Grapple, and Reach is 45ft. Six Hours and 100 Steel
Disarm maneuvers, and you no longer Cents. This weapon is considered one size
require a free hand to perform the grapple smaller.
maneuver. This increases the creation time Standard Barrel: Prime Range is 30ft,
by 16 hours, and costs 400 cents of Prime Reach is 90ft. Ten Hours and 200
materials, and increases the size by one. Steel Cents. This weapon does not change
in size.
Long Barrel: Prime Range is 60ft, Prime
Gunsmithing
Reach is 150ft. Fourteen Hours and 400
You can make custom bullets and guns.
Steel Cents. This weapon is considered one
Requires a Basic Gunsmithing Foundry. A
size larger.
standard gun is considered a medium item
Custom Stock:
and has the Loud and Piercing features.
Short Stock: Short Range is 5ft, Half life is
Guns can become small, large, or huge size
20ft*. Six Hours and 100 Steel Cents. This
depending on what qualities you give it.
weapon is considered one size smaller.
Unlike Weaponsmithing, Gunsmithing
Standard Stock: Short Range is 15ft, Half
requires the blacksmith to decide the
life is 40ft*. Ten Hours and 200 Steel Cents.
Triggers, Barrels, and Stock of the firearm.
This weapon does not change in size.
Long Stock: Short Range is 30ft, Half life
Creating Guns:
is 60ft*. Fourteen Hours and 400 Steel
Custom Trigger:
Cents. This weapon is considered one size
Spread Trigger: This trigger is assigned to
larger.
at least three barrels. When fired within the

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79
*** If Short Range is Equal or greater than standard bullet. The prime range of this
Prime Range, it is instead has no Short bullet is halved. Requires custom barrel
Range.*** designed specifically for this bullet.
Long Bullet: This bullet can be made from
Extras: two standard bullets. The prime range of this
Master Gunsmiths are able to add extra bullet is doubled. Requires custom barrel
features to firearms without reducing their designed specifically for this bullet.
effectiveness, such as a bayonet or Hollow: This bullet can be made from two
suppressor. Any and all of the Extras can be standard bullets. This bullet can be filled with
added into a weapon. a liquid. Requires custom barrel designed
Grip: Prime Reach is 15ft Higher. specifically for this bullet.
Fourteen Hours and 400 Steel Cents. Enclosed Atmosphere: This bullet can be
Suppressor: This barrel loses the Loud made from two standard bullets. This bullet
Property. Twenty Hours and 200 Steel can be used in environments where dust can
Cents. not usually be fired; such as underwater.
Bayonet: Attach a small weapon. Ten Requires custom barrel designed specifically
Hours and 200 Steel Cents. for this bullet.
Bipod: This weapon can be set onto a
surface and used as if mounted. Ten Hours,
Rare Materials
300 Steel Cents
Crafting with rare and magical materials is
Creating Bullets: the mark of a master craftsman. Blacksmiths
Creating custom bullets requires a Master can craft guns, bullets, armor, equipments
Foundry. Creating bullets requires Dust and and weapons from rare materials, giving
steel, both of which can be recycled from them the properties of the material. A Master
other bullets. Each bullet made can include Forge, Foundry or Anvil are required to craft
on property from the following list. with Rare Materials.

Thick Bullet: This thick slug bullet requires Dour Wood


the dust from two standard bullets. Attacks Dour wood is an ultra hard wood that is
made with this bullet gain a Holdem, which also playable and light. The speed reduction
is drawn when the Firearm is drawn, and of armor made from Dour wood is reduced
recycled after the battle. Requires custom by 5ft. Items made from Dour Wood are
barrel designed specifically for this bullet. considered one size smaller, for the purpose
Thin Bullet: This economical bullet can be of what can be held in a hand.
made in pairs of two from the dust of one

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80
Swamp Feed abilities, as well as increasing your source
Swamp Feed is a poisonous metal. When suits.
Prestige classes may also come with a
introduced to the blood stream, or when held
negative; as any new source suit will reduce
against the skin for too long, the metal will
your hand permanently.
poison the creature. Targets who are cut by
Swamp feed or who have the material in
Scout
contact with their skin must make a Mettle
check with a simple complication, or become The Scout is quick and cunning, able to
strike hard and fast, taking full opportunity of
poisoned. Swamp Feed is also naturally
surprise attacks. They are excellent leaders
slick, and creatures attempting to grab or and guides, able to traverse dangerous lands
hold the material do so with disadvantage; and propel their allies from ambush to
and the item has a simple complication to ambush.
grab or hold.
When you take the Scout prestige class,
you become proficient in checks to track
Alchemical Iron enemies, hide, move quietly, and to perceive
Alchemical Iron tingles the flesh, alternating dangers.
between hot, cold, and charged. Attacks
made with Alchemical Iron deal Elemental You become proficient in Dust Implements, if
you were not already.
and Physical damage. Any item made from
Alchemical Iron transforms into a bolt of You gain the Grit source suit. If you did not
lightning when thrown, ignoring armor already have the Grit source suit before
complications derived from metal armor. taking this prestige class, your hand is
After being thrown, the object returns to its permanently reduced by 1.

natural form and radiates with power, dealing


You gain the Quickdraw ability, if you did not
2c Elemental damage to anyone who picks it already have it.
up or holds it.
Abrupt Ploy: At level 2, you become an
expert in the initial moments of battle. During
Prestige Classes the first draw of combat, you may draw an
additional card. During surprise rounds,
When choosing a Subclass at level 2 of cards discarded from redrawing are sent to
your Sort, you can instead choose a prestige the Recycling.
class. Any Sort can take any prestige class
at level 2. pening Gambit: At level 7, you become
O
Prestige classes allow for additional the master of the opening move. During the
customization and optimization for first draw of combat, you may draw another
characters. A prestige class offers various additional card. During surprise rounds,

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81
cards discarded from attacks are sent to the foundation are discarded if there is no
Recycling. combat.

The Order of a Turn:


The only actions that must be done in a
specific order are Drawing and Redrawing at
the beginning of a turn, and players can
perform the other actions in any order.

Complete Rules However, this means that a player can attack


or move before playing foundation, and be
attacked before they have any defenses up;

Rules for Combat for this reason it is wise to play foundation


first, but it is not a hard rule. You can also
choose to not act in a turn, foregoing an
Starting Combat: Draw!
action, or using an action to make a minor
Characters who wish to prepare for combat
action.
should declare that they draw. This
announces that they are battle ready, and
Turn Order:
serves as the start of a battle between all Draw Hand
wary combatants who may immediately Redraw
Draw as well. Set up Foundation
Characters who declare they draw may Move
Action
immediately draw up to their full hand,
redraw, play Foundation and play an ante. Drawing and Redrawing Cards:
This draw happens before the start of their Characters who draw pick up cards equal to
first turn. their hand size.
Characters may also Draw as a precaution At the start of each turn, players with an
if they believe that an ambush is around the empty hand can draw up to their hand size.
corner or that the room may be trapped. Players with any cards remaining in their
Being battle ready is important as a hand at the start of their turn cannot draw a
characters survival is based heavily on the new hand or redraw.
preparation of their foundation. Surprise After drawing a full hand at the beginning of
attacks are particularly deadly, and drawing their turn, a player may immediately redraw,
for combat will ensure that they are battle discarding any unwanted cards in their hand
ready. Drawing unnecessarily is, however, a and pick up an equal amount of cards. This
waste of cards, as all cards in your hand and

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82
can be done only once per turn, and only no cards in the foundation stack, any card
directly after a full hand has been drawn. can be played into it. When there are already
A characters hand size depends on their cards in the Foundation stack, any card
sort, as well as various abilities that can being played into the stack must be lower in
increase it. Single Source classes have a value, as well as numerically sequential. For
base hand of 5, while Two Sourced classes example: if the topmost card of a characters
have a base hand of 4; prestige classes can Foundation shows a value of 9, then only an
decrease hand size further, down to 3 or 2 8 can be placed below it.
cards per draw. Some sorts have the defensive abilities
Withstand and Cheat Death, which allow the
Foundation: Your Dynamic Defence player to discard a card from their hand to
A characters physical health is represented ignore the damage as a reaction.
by a stack of cards called Base Foundation.
This stack is always face down, and cards Complications: Armor and Cover
from the top of the stack are discarded when Any obstacle that a character must
the character takes damage. When the last overcome to strike a target and successfully
card in the Base Foundation stack is damage it is called a Complication.
discarded, the character becomes wounded. There are three types of Complications:
At the end of every Full Rest, Players shuffle Basic Complications, Armor Complications,
the Base Foundation stack back into their and Sensory Complications.
deck, and play cards into the stack up to Basic Complications, also commonly known
their max Base Foundation. as just Complications, determine the
A characters readiness for battle, defence minimum value of a card that can deal a
and preparation for danger is represented by target damage. The Complication is
stack of cards called Foundation. A determined by the various situational factors
characters Foundation stack is placed face of the Defender and the Attacker, such as
up on top of their Base Foundation, and defender being prone or in cover, or the
when a character takes damage they may attacker being mounted or using a weapon
discard cards from the top of the Foundation they are not proficient in.
instead of from their Base Foundation. There are three tiers of Complications in
Foundation is a character's dynamic combat, and each have a numerical range:
defenses, representing dodges, parries, Simple (1-3), Tough (1-6) and Impossible
dives, near misses, and non-lethal wounds. (1-9). Any card involved in an attack that is
At any time during a characters turn, cards numerically equal to or below any number in
can be played face up into the Foundation the range of the tier of the complication is
stack from the players hand. When there are

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83
discarded and does not cause damage to the displace creatures location, and reduce the
target. attack damage even further. Spread
For example, a pair of 6s against a Tough weapons like shotguns, can ignore sensory
complication would deal no damage, but a complications, and heightened senses such
pair of 7s against a Tough Complication as Echolocation and Seismic sense may
would deal 2 damage. A Royal Flush (9, 10, help ignore them in general.
Jack, Queen, King) against an target with Complications are not stackable within their
impossible complication would deal damage own complication type. If you have a shield
only for the 10, jack, queen, and king, but not and leather armor that both grant you a
for the 9, as 9 is equal to the Severe simple armor complication, they count only
complication. as a single simple complication and are not
Armor Complications are complications combined into a Tough complication or
gained through worn armor and shields. applied twice. Similarly, being hidden and
They are effectively the same as invisible will not grant you a higher sensory
circumstantial Complications, but are complication and will not reduce damage
susceptible to Piercing weapons, such as further.
Pistols.
Sensory complications come into play when
Attacking with Sets
the attacker does not know the defender's
As an Action, a character can make an
exact position or form. Sensory
attack against a creature or object. The
complications are derived from abilities or
player discards a set of cards from their
circumstances that make it more difficult for
hand, and the more cards present in the set
the defender to be seen or sensed, such as
will deal more damage to the target.
aesthetic or environmental cover, darkness,
A set is a combination of cards that are
or the attacker being blinded. Spread
similar, such as two cards of the same value
weapons such as shotguns can ignore
or five cards of the same suit. There are only
sensory complications, and heightened
seven types of sets: High Card, Pair, Three
senses such as Echolocation and Seismic
of a Kind, Four of a Kind, Full House,
Sense
Straight, and Flush.
When a Sensory complication is applied to
A High Card is a single card of any value or
an attack, the damage of the attack is
suit. A Pair is two cards with the same Value,
reduced by sensory complication. Basic
a Three/Four of a Kind is three/four cards
sensory complications will only reduce the
with the same value. A Full House is a five
attack damage by one, as they hide or block
cards, two of one value and three of another
a creatures location; However, more
value. A Straight is five cards with Values
powerful sensory complications will distort or

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84
that are in numerical order. A Flush is five There is only one Ante per deck. Game
cards of the same suit. Masters and players with Cohorts have only
You will have to play with strategy to avoid one Ante for all creatures under their control.
enemy and personal Complications if you are When one characters Ante becomes higher
to triumph in battle. When attacking, make than anothers, they can overtake them. A
sure you are accounting for their Basic and player must declare that they are overtaking
Armor Complications in order to not waste an the player or Game Master at the start of
attack, and remember that it is better get a their turn. Once they overtake them, the
hit with a High Card than miss with a low player immediately goes ahead of that player
Straight. and/or Game master in the Ante order. This
Complications do not stack, and attacks are can be used to get multiple turns in a row,
only affected by the highest complication; if but not two turns in the same round.
you have a Simple and Tough Complication,
it is as if you only had a Tough Complication Becoming Wounded
you have to exceed. When a character loses their base
If you have an effect that reduces a foundation, they become wounded. A
Complication, it reduces the highest wounded character drops what they are
complication. If there are multiple holding, immediately discards 10 cards from
complications of the same difficulty, it only their deck, and 10 more cards at the
reduces one and so the difficulty remains the beginning of each of their turns until they are
same. Multiple effects can reduce one exhausted. A wounded character cannot use
Complication several times, so having actions and their movement speed is
multiple Complications can help defend you reduced to 0ft, they automatically fail checks,
from these types of attacks. and they cannot place down foundation.
When a wounded character is hit by an
Ante: Speed up attack, they discard another 10 cards for
Your Ante determines your turn order. The each point of damage taken.
character with the highest Ante will always
take their turn first, and lowest ante will take Ending Combat
their turn last. When a player enters a battle, Combat ends either because all members of
they may place as many cards into their Ante one side are exhausted or wounded, or
from their initial hand as they want. During because they have not made any actions in
their turn, after the fight has started, a player over a minute.
can only add a single card to their Ante as When combat ends, characters discard their
part of their Movement. foundation, their ante, and their hand.

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85
Actions in Combat A player can perform a Maneuver, such as a
Actions are defined by the length of time grapple, shove, or disarm. The check that is
and amount of effort it takes to perform them. made during the action does not count as the
Every action requires the discarding of a card discarded for the action.
card, unless a card is already discarded as Reclaim Recycling:
part of the action. Below is a list of actions A player can shuffle their Recycling pile into
that can be taken during a turn. their deck. Otherwise, recycling is reshuffled
into their deck at the end of battle.
Attack: Take off backpack
You can try to harm a target creature or As an action, a character can remove their
object. Requires discarding a Set for backpack so they can search through it.
damage. Putting the backpack on again is part of a
Cast a Spell: action.
Casting a spell requires discarding a Heart Draw Mana:
card and Mana. If the spell has a duration, As an action, a character can draw mana
the Mana card with the lowest value that was from the aether, up to their remaining daily
used for the spell remains with the target allowance.
until the end of the duration.
Rush: Maneuvers
As an action you can move up to your full Attacking is not the only way to affect the
movement speed. This is in addition to your battlefield. Maneuvers can be used to
normal movement speed. destabilize and weaken an enemy.
Prepare: Grappling
Instead of performing an action right away, a As an action, a character can enter into a
player can ready and action to be used Vigor contest with a creature. If successful,
during another players turn. Tell the GM the target is grappled. A grappled characters
your action and what event will trigger your movement is reduced to 0ft, and the
action. When your action is triggered, you grapplers speed is reduced to half. A
can use your reaction to immediately take successful Vigor contest for the grappled
the action. The cards used in the action are character can end the grapple. The Grappler
the cards discarded for this action. can choose to end the grapple at any time. A
Unjam a weapon: grapple is ended if one of the creatures is
When a bullet gets jammed in a barrel, pushed out of range of the other.
characters can remove one of the jammed Shoving
bullets from one of the barrels. A character can push a creature away or
Maneuver: down. As an action, a character can enter

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86
into a Vigor contest with a creature. If to the attack increased the set value or
successful, the creature is pushed 5ft back damage.
or made prone.
Disarm Two Weapon Fighting
A character can attempt to knock an item With two hands you can attack twice,
out of a creature's hand. As an action, a although your concentration is always on
character can enter into a Vigor contest with your main hand. When you attack with two
a creature. If successful, the creature being light melee or ranged weapons, you treat the
disarmed drops the object. Use the scatter attack as though you had multi-attack.
rules to determine where the weapon goes. Before the attack, decide which hand is your
main hand, as the effects and abilities of
your off-hand weapons specials will only
Multi-attack come into effect if the multi-attack is
A Multi-attack is the ability to attack several successful.
times as one action, whether through
swiftness of blade, using multiple weapons,
or using an automatic weapon that can fire Attacking Broadside
several times. When making a multi-attack, When taking an enemy alive is preferred,
play a set of cards from your hand as with a but your weapon is deadly, it is best to attack
normal attack, then draw a number of blind broadside. Attacking broadside means to use
cards from the top of your deck equal to the a lethal weapon in a way that is non-lethal.
multi-attack bonus, and add those cards to Most weapons were not designed for this,
the set. If the added cards create a larger and the added difficulty will create a
set, use that new set for the attack instead; complication. A broadside weapon is
otherwise, ignore and discard the added considered an improvised weapon, and
cards. characters have a Tough Complication for all
For example, if you attack with a pair of 3s attacks which are made broadside. A
and blindly draw a 7, the attack functions as character who becomes wounded from a
normal and all three cards are discarded; broadside attack is automatically stabilized
however, if you drew another 3, the attack and cannot die from the attack.
would become a Three of a Kind set instead,
and that would be the set used for the attack.
When you are making a multi-attack, you
Ranged Attacks
are able to distribute the damage between
Short Range
multiple targets, but only if the cards added

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87
The Short Range is the minimum distance would be damaged, the character is instead
you can functionally use a ranged weapon. disarmed, and their weapon is tossed away
While between this range and the Prime according to the Scatter rules.
Start range, enemies have a sensory Firing through Creatures
complication. Weapons that fire below the In a crowded battlefield, it is not uncommon
Short range have two sensory complications to want to attack past allies and enemies at
priority targets. Creatures provide cover,
for the attack.
which varies on the angle of the shot, the
Prime Range
size and position of the blocking creature
Prime Start and Prime Reach are the and the size of targeted creature.
preferred distance of a given weapon. Many When a creature is directly blocking the line
abilities only function while within this zone. of fire, they create full cover for the creature.
If there is any angle between the two
Half Life Range
creatures and there is a possibility of a shot
A weapons Half Life is the distance
making contact, the attack will have a Severe
increments in which the shots become complication. When the attacker has a line of
increasingly difficult. When firing past a fire towards the creature with a quarter or
ranged weapons Prime Reach, the attack is more of the creature's torso exposed, the
attack has a Tough Complication. When an
subject to a sensory complication. For each
attacker as a line of fire of half or more of the
Half Life increment past weapons Prime
creatures torso, the attack has only a Simple
Reach, the sensory complication for the complication.
attack increases by one. The size of the creature will also affect the
Blind Firing viability of a shot. Creatures that are taller
and wider will be more exposed, and a
A character can fire against a creature
creature that is one size larger than the
around a corner without exposing any parts
creature giving them cover will only be
of their body except for their hand. When granted half cover, and no cover when the
blind firing, a player must choose which creature is two sizes larger.
square they are attacking. If a target is in that Attackers cannot damage unintended
targets by missing the attack. However, the
location, the attack also has a sensory
attack may make contact and cause a flesh
complication. Characters can only blind fire
wound, or glance off of armor.
at targets if within 20ft, or else the attack
misses automatically. Throwing Weapons
Creatures who try to attack a character Weapons that are designed to be thrown are
while they are blind firing are subject to a treated as Ranged weapons. Weapons that
Severe Complication, but cannot deal are Melee only can be thrown up to 20ft with
damage to the characters Base Foundation. a Tough Complication. When a weapon is
If there is sufficient damage to a blind firing thrown outside of its Prime Reach, or wasnt
character such that their Base Foundation meant to be thrown, draw scatter to see

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88
where the weapon lands; the attack functions can overlap, but cause no further effect on
against whoever is in the space that the overlapped surfaces. When a card of one
suit is drawn, followed immediately by the
weapon lands in.
suit of the opposite direction, both cards
Unlike other ranged weapons, thrown
instead apply to the initial direction.
weapons cannot be thrown past their first
Half Life. Weapon Sizes and Restrictions:
Small weapons can be used easily and
Scatter simultaneously together. A Medium weapon
Sometimes things go wide, a weapon slides takes full concentration to use and cannot be
across the floor or a potion slips from an used in conjunction with another weapon;
alchemists hand. When determining scatter, Two medium weapons can be held at the
draw two cards; The scattering objects travel same time, but only one can attack at a time.
direction and distance is determined by A large weapon requires two hands to use
these cards. properly. A Huge weapon must be mounted,
A scattering object will not travel if the cards and cannot be used while being held.
drawn are revealed to be face cards or tens,
but will travel 5ft for every interval of 3 below Weapon Proficiency
10. 9-7 is flown 5ft, 6-4 is flown 10ft, and 3-1 Weapon Proficiency allows a character to
are flown 15ft. use a weapon properly and as intended.
The suit of each card determines the When a character is not proficient with a
direction. By the Standard Westbound weapon, they have a tough complication with
compass, Hearts = South, Spades = North, all attacks associated with that weapon.
Clubs = West, and Diamonds = East. Weapon proficiency is usually provided by
An example of scatter would be: Ace of a Sort, Breed, Trait, and some weapons do
Diamonds and a 9 of Spades; So the object not require proficiency.
travels 15ft East and 5ft North.
If the two suits drawn are opposite directions, Improvised Weapons
the total distance the object travels is equal When using one's fists, or a chair, or broken
to the subtraction of the distances. This can bottle; you are making an attack with an
cause the object to move no spaces. improvised weapon. An improvised weapon
has an Tough complication during any
Consecutive Scatter attack, and does physical damage.
For consecutive scatter, such as a bramble
wall unearthing or a earthquakes tremor,
Movement
each card drawn moves the target area 5ft
A character's movement is determined by
towards the direction determined by the
standard Westbound compass. These areas their race, and can be adjusted by traits, sort

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89
abilities, and armor. Characters can move a Heavy snow, water hazards, and entangling
distance up to their maximum speed during terrain; when the terrain is not easily crossed
their turn, and can climb, jump, or swim as it becomes Difficult Terrain. Difficult terrain
part of their movement. can only be crossed at half the speed of
normal terrain. Whenever a character is
Prone moving into a square that is considered
As a free action during a characters turn, or difficult, for every 5ft they move, they must
as a reaction, they may drop prone. Being spend 10ft of movement.
prone, a character is forced to crawl which
halves their total movement speed their, and
attackers targeting a Prone target face a
Part Actions
Simple complication. Melee attacks against a
Part Actions are quick or easy actions that
prone creature may ignore armor
can be made as part of another action. Part
complications, as the weak points in their
Actions should be related to the action that
armor are more easily exposed.
they are a part of. Below are a list of some
Getting to a standing position from prone is
common Part Actions:
part of the characters movement, and takes
Reload a Weapon
half their total movement speed.
Pick up an object
Breaking Movement up Sheath a weapon
A character does not have to use all of their Up the Ante
movement at once. You can break your Open a door or window
characters movement before and after their
Free Actions
action. If the character has multiple speeds,
Some actions take no effort at all and do not
such as a fly or swim speed, your speed can
constitute an Action or Part Action. During
be broken up between these speeds, but is
your turn, or someone else's turn, you can
always subject to the max speed of the
perform one of these actions as free actions.
movement type the character are using. For
Dropping Prone
example, if a character has 60ft run speed
Dropping a Held Object
and a 30ft swim speed, they can swim up to
the shore 30ft, and then run another 30ft.
Reactions
However, if a character runs 30ft and jumps
During your turn, or another character's
into the water, they have no movement left to
turn, something may trigger a reaction from
swim, as the max swim speed of the
you. A reaction is a quick action that is in
character is already exceeded.
response to an event or another characters
Difficult Terrain

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90
action. You only have one reaction per bandits. Drogg takes down the first bandit easily
round, and regain a use of reactions at the enough, however, the bandits quickly adopt a

start of your turn. Below are some common new strategy, and at the end of their turns, hide
behind walls so that they cannot be shot at.
Reactions.
Unfortunately for them, Drogg is a Cowboy with
the Quickshot ability. As the characters try to
Cheat Death:
come out of full cover, Jeremy discards a Spade,
Those with the Luck source may be gifted
and then makes an attack with a Jack. The
the Cheat Death ability. As a reaction, a Bandit didn't expect this and had no foundation
character may reduce oncoming damage by prepared, so he was shot dead before he could
discarding cards with the Club suit. The finish his shot.
character reduces the oncoming attacks
damage by one for each card discarded this
way. Cover
Withstand: Quarter Cover
Those with the Fortitude source may be Small obstructions that block an attacker's
gifted the Withstand ability. As a reaction, a line of fire to a part of a targets body will
character may reduce oncoming damage by cause Quarter Cover, such as low standing
discarding cards with the Diamond suit. The walls and thick trees. Quarter Cover benefits
character reduces the oncoming attacks the character with a Simple Complication
damage by one for each card discarded this from enemies whose view is obstructed by
way. the cover.
Quickshot: Half cover
Those with the Grit source may be gifted with When half or more of a creatures body is
the Quickshot ability. As a reaction, you may obstructed, they gain half cover. Half Cover
discard a Spade Suit card and make an benefits the creature with a Tough
attack on an enemy who leaves Full Cover. Complication from enemies whose line of fire
You must play a set along with the discarded to the creature is obstructed by the cover.
Spade, and the spade cannot be included in Three Quarters Cover
the set. When only the vital parts of a creature are
not hidden by an obstacle, such as half the
head and a firing arm, the creature has
Fastest Shot in the West: Jeremy is playing a Three Quarters Cover. Three Quarters Cover
Ogre Cowboy named Drogg Grimmer. While benefits the creature with a Severe
walking through a ghost town, Jeremy gets complication from enemies whose line of fire
suspicious and draws for combat, and just then is is obstructed by the cover.
ambushed from the surrounded buildings by
Full Cover

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91
When a character is completely obstructed move and take minor actions, but cannot
by an obstacle, they are unable to be hit by take actions. Their movement speed is
an attack from enemies whose line of fire is reduced to 5ft, and they automatically fail
obstructed by the cover. checks.
Aesthetic Cover
When a character is fully obscured by an Recycling
obstacle that will not block an attack, such as When a character uses a Musical
a sheet on a clothesline; the attack is subject Implement or performing an effortless task,
to a Sensory Complication for enemies the used cards are recycled instead of
whose view is obstructed by the cover. discarded. Your recycle pile is a separate
pile from your discard pile. The Recycling
Damage Types pile is automatically shuffled into your deck
Attacks can deal one or more damage at the end of combat.
types, which are divided into three During combat, as an action, a character
categories: Physical, Elemental, and can reshuffle the recycling pile into their
Magical. These damage types can be more, deck. If a character is hit by a the reverb of a
or less, effective against certain targets, such musical instrument, the targets recycling pile
as a iron sword against a ghost, or burning is discarded.
embers against a tree. When a character is proficient in a check,
Physical: they may choose to only draw one card
Slashing iron, bludgeoning rocks, splashes instead of two, and recycle that card. This is
of acid, Physical damage is derived from due to their training making an easy task
substantial, tangible material. effortless.
Elemental:
Freezing storms, shocking lightning, and Stabilizing a wounded creature
searing fire, Elemental damage is derived When a creature becomes wounded they
from intangible energy. will continuously discard cards until they
Magical: become exhausted. A creature can stabilize
Magical forces that attack the essence of life another with a Pharmaceutics check with an
itself. Necrotic, Holy, Force, and Psychic Severe Complication. A stabilized creature
attacks all fall into this category. does not need to discard cards at the
beginning of their turn, but will have to use a
Becoming Exhausted Short Rest to gain a Base Foundation and
When a character has no cards remaining stop being wounded.
in their deck and hand, they are considered Monsters and Death
Exhausted. An exhausted character can still

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92
The GM will have most enemies die as soon for underwater combat. A dust weapon fired
as their base foundation is gone. However, underwater immediately jams.
they may choose to have the target become Wet Equipment
wounded or exhausted instead. Players can Wet equipment is heavier and impossible to
kill wounded and exhausted creatures by set aflame. Torches, lanterns, and other
attacking them while they are down. flammables require twenty four hours to dry,
Character Death or one hour under a fire. Bullets dry after one
Typically characters will only become hour, and have an impossible complication
Exhausted or Wounded, but neither status while wet; any attack during this time that
imply death. When it is truly warranted, death does not hit jams the weapon.
is achieved by attacking a wounded creature
who is also exhausted. Attacking a wounded Crown Cards
Crown Cards are Kings, Queens and Jacks.
creature who is not exhausted will cause
Any ability that requires a Crown Card must
them to discard 10c immediately for each
use a King, Queen, or Jack. Wildcards are
damage they take. If a character is able to be used as Crown Cards.
Exhausted and wounded, and is attacked,
that character dies. Surprise Attacks
In Westbound, Surprise attacks are
particularly deadly. A surprised creature or
Underwater
party can be decimated in a single round of
The road to adventure will sometimes lead
combat before their defences have rallied. It
underwater. Creatures who cannot breathe is important for the survival of a creature to,
underwater will have difficulty with when all possible, avoid being surprised, as
underwater combat. When a character who well to get surprise on their enemies.
In a surprise round, surprised characters do
cannot breathe underwater draws a new
not take their turns as normal. Surprised
hand at the beginning of their turn while
characters take a turn after all non-surprised
being underwater, that character also characters, and they do not draw a hand,
discards 10c. add cards to their ante, lay down foundation,
Swimming take actions, movements or free actions.
Creatures are surprised when attacked by
When swimming, you move at half your
an unknown danger and they are not readily
movement speed, as if going through difficult
prepared. Creatures who have drawn and
terrain. In rough water, creatures may need are combat ready cannot be surprised. A
to pass a Vigor check to prevent being surprise attack is generally by an unseen
tossed or dragged under. foe, or an creature they perceived to be
friendly. Creatures are fully aware of the
Attacking Underwater
actions of potentially threatening creatures,
When attacking underwater, all attacks have
and will not be surprised by them if they
an Impossible complication unless designed attack in the open.

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93
In Westbound, there are several statuses
Area Attacks that may help or hinder a character. Below is
Breath weapons, grenades, or drums attack
the list of various statuses.
areas instead of individuals. When
performing an area attack, the attack will
deal #c, where the # is the number of cards Hold'em
drawn for the attack. The attacker divides the A Hold'em is a card that is placed face up in
cards into sets, and distributes the sets as front of the player. That card can be applied
damage to creatures within the area of to any attack they make to increase the set.
effect.
Bleeding
All creatures within the area of effect
receive a set if they can, which includes the A bleeding creature loses one foundation
attacker if they are in the area of effect. If every time they exhaust their entire hand. A
there are more sets than creatures, the creature stops bleeding when it ends a turn
remaining sets are discarded. If there are with cards still in their hand.
more creatures than sets, only creatures that
Grappled
receive sets are affected by the attack.
A grappled creatures movement becomes
Reducing Defensive Complications zero.
Certain weapons and abilities are able to Exhausted
reduce the defensive complications of an An exhausted creatures movement is
enemy during an attacking. When using one
reduced to 5ft, and they can no longer
of these abilities, the complication or armor
complication of the target is reduced by a perform actions and automatically fail
tier: from Severe to Tough, and Tough to checks.
Simple, and Simple to Nothing. If the Vulnerable
defender has multiple complications, the A Vulnerable creature has a card placed in
attacker chooses which of the Complications
front of them face up. That card can be
or Armor Complications they want to reduce.
If the attacker has multiple abilities that applied to any attack against them to
reduce complications, they can assign each increase the set.
of the abilities to different complication or Poisoned
multiple to the same complication to reduce it A poisoned creature discards 10 card from
further.
their deck at the beginning of their turn. At
For example, if a Savage had one Triple
Grit Trait Bonus and a Keen weapon, they the end of their turn they can make a Mettle
would be able to reduce one Complication check with a simple complication to end the
two tiers, or two complications by one tier. poison.
Staggered
Statuses
A staggered creature discards their
foundation, and cannot regain foundation
until the start of their next turn.

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94
Blinded of cards equal to your level +1. Draw directly
A blinded creature can only attack in melee from the deck, and when you draw a card of
your source suit, add that card to your mana
or short range, and all enemies have
pool; cards that are not from your source suit
aesthetic cover from their attacks. They fail
are discarded. In order to prevent fatigue,
all checks to observe based on sight. you may choose to only draw a portion of the
Deafened total mana available, saving the rest to be
A deafened creature automatically fails any drawn later.
Certain characters may have an extended
check that requires hearing.
daily mana pool from other sources, such as
Wounded
their breed or traits.
A wounded creature discards 10c every turn,
becomes prone, cannot take actions, minor pell Level
S
actions, or move and automatically fails Spell levels are in Tiers and they determine
the power of the spell and how much mana
checks.
goes into each spell. There are four Tiers,
Prone
with Tier 1 being very weak and Tier 4 being
A prone creature moves at half speed, gains very powerful.
a simple complication, and loses the benefits Spells become more varied as they increase
of their Armor Complications. in level. Any character can cast a spell of any
tier as long as they pass the level
requirements, regardless to if they have the
How to Play: Spellcasting feature or not.
In order to cast a spell of a certain Tier you

Spell-Sculpting must meet the level requirements. Tier 1 is


available to characters of all levels; Tier 2 is
available for levels 3 and up; Tier 3 is
available for levels 10 and up; Tier 4 is
What is Spell Sculpting
available for levels 17 and up. Your
In the world of Westbound, magic is not
spellcasting level is determined by your
performed in the traditional way of
combined Sort, Breed, and Archetype level.
memorization and practice; instead spells
are sculpted on the spot with the powerful
Casting a Spell
raw and wild magic of the west. The pure
When casting spells, you must discard a
magic forces are squeezed together, and
card from your mana pool. You may discard
their unique combinations create a new spell.
several cards at the same time to cast more
The magic of Westbound is wild and
powerful spells at a higher tier. If an ability
untamed like the land itself.
says it can be cast As a spell, it takes one
mana of any suit to cast.
rawing Mana
D
Casting a spell while in battle is an action,
If you have the Spellcasting Feature, you can
and the card discarded must be of the heart
use an action to draw mana from the aether.
suit. When out of battle, you must discard 1c.
After every full rest, you may draw a number

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95
Arcanic Implements A Short Rest requires an hour of limited
Magic items, such as wands, rods, or magic activity; some movement is fine, but travel
carpets require a mana to be expended into and actions are too extraneus. A Short Rest
the activate the powers within. The mana allows a creature to regain some of their lost
can be of any suit, and once activated, the vitality, as well as curing some exhaustion.
implement is active for 24 hours. When you take a Short Rest, you may
recover from exhaustion as if you were
esisting Spells
R taking a breather. If you are missing Base
If a spell is cast on you, you can discard a Foundation, you can recover some during
heart of equal or greater value of the lowest this time. You may remove 5c from the game
valued mana card in the spell to ignore the in exchange for one Base Foundation
effects. If the spell has a timed duration, you recovered. This can be done multiple times,
may draw blindly from your deck to attempt up to your max Base Foundation.
to save as a free action at the beginning of Full Rest
your turn. A Full rest requires eight hours of relaxation
with extremely limited activity; it is expected
How to Play: that during this time, characters would camp,
eat, and sleep. A Short Rest allows a
Adventuring creature to regain all of their Base
Foundation and cure all exhaustion. At the
end of a Full Rest, shuffle all 52 cards into
your deck, and recover all base foundation
Resting up to your maximum.
Rest and Relaxation are as integral to
vitality of an adventuring party. Westbound Roleplaying
has three types of rest: A Breather, which is Archetypes
the shortest rest which only recovers some In Westbound, a characters archetype
exhaustion; a Short Rest, which recovers determines what matters to to them, and
some exhaustion and also some Base informs the player on how they should
Foundation; and a Full Rest, which recovers roleplay in certain situations. It says what
all of a characters health and alleviate their they care about and what their system of
exhaustion. morality is. Archetypes are broad strokes to
Breather inform and inspire character actions, without
A breather requires 5 minutes of limited restricting player agency.
activity; marching is fine but actions are too Archetypes also come with several
extraneous. A breather allows a creature to abilities, which can be gained by leveling the
catch their breath and reclaims some of their archetype up. These abilities give you a leg
lost cards. When you take a breather, shuffle up in social interactions, making your words
your discard pile and cut it in half. Half of the resonate with greater power than they would
pile is shuffled back into your deck, and the on their own. They can make your logic more
other half is send to the Out of Game Pile. sound, or make others more emotional when
Short Rest you speak. When you have an ability, make

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96
sure to let the Game Master know about it
when youre using it.
Archetype abilities require social Overcoming Obstacles: Checks
interactions to function, and are not a stand In Westbound, when overcoming an
in for checks. obstacle, be it a physical wall, or wizards
mind control, or an ancient trap, a check is
made to determine the outcome. A check is
Three adventurers are walking along made by blindly drawing card, or by playing a
wooded path, when they are set upon by a card from a players hand. The goal of the
small group of bandits. The bandits have player is to have a card with a value that is
their weapons drawn, and one steps forward higher than the complication of the check. If
to say Leave your weapons and gold, and the value is equal or lower than the
walk back the way you came. complication, the obstacle is not overcome.
Seeing an opportunity to thin their enemies Players should remember to let their Game
numbers before the battle ensues, the party Master tell them when they are making
responds with threats. The savage draws his checks, and not declare that they are making
weapons, and says All who stand and fight checks.
will die. Attempting to threaten them through The difficulty of overcoming an obstacle is
sheer aggression. Secondly, the gambler determined by the GM, and the creature
takes out his pistol, and says Alternatively, must exceed the difficulty. The difficulties
those who run wont be chased. Attempting are: Simple (3), Tough (6), Severe (9),
to appeal to their sense of self preservation. Absurd (13), Futile (16), and Hopeless (19).
Lastly, the wizard brandishes her wand and A check that is simple, tough, or severe is a
says And those who turn and fight their check that anyone could potentially perform,
bandit partners, will be rewarded in gold. but the more difficult checks, Absurd, Futile,
Attempting to cause suspicion and mistrust and Hopeless, are difficult even for
among the bandits. professionals, and unskilled creatures cannot
In this case, the Savage with the Warrior successfully complete the check.
Archetype had the Aggressive archetype Related Checks and Proficiency
ability, and considering the threat and the When you are proficient in a check, you may,
bandits cowardly nature, the bandits begin if you choose, draw two cards and add their
to shake visibly. The Gambler is of the values. Most Proficiencies are given from
Explorer Archetype, and had no ability to Traits, which give generic abilities of a
back up his statements, although the GM character of that type. Traits are general and
thought his words were well put and encompass the idea of a character, such as
threatening, and considering the savages a strong athletic character or a sneaky
threats, two of the bandits immediately bolt, stealth character. The GM will tell you if your
leaving only three remaining. The Wizard is trait is appropriate for the check.
of the Rebel Archetype, and has the When a character is proficient in a check,
Dismantle archetype ability, however, she they may choose to only draw one card
did not know that the remaining three bandits instead of two, and recycle that card instead
were brothers and trusted one another, so of discarding it. This is due to their training
the words had no effect on the bandits. that makes the easy task effortless.

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97
alm and Stress checks
C Certain checks, like lockpicking, can only be
Some events are stressful, not because of done by one person only and does not
the physical difficulty, but the mental exertion permit a group check.
required. This comes up when witnessing Cumulative Checks allow the repeated
horrific or otherworldly events, or enduring effort of characters. This may include
torture. If a creature takes a stress check climbing a tall wall, or dismantling an rubble
and fails, they discard 10c. A calm check will barrier. Cumulative checks still have a
save from the effects of stress. Complication, and failing on a cumulative
Contests check my cause drastic consequences, such
When two characters are competing against as falling off a cliff, or may just be a waste of
each other in a check, it is called a Contest. effort.
The characters draw cards with the
appropriate skills, and the character with the Carrying Capacity
highest value wins the contest. Characters Inventory
are allowed to use proficiency in these Harness and Backpack
checks. In the event of a stalemate, the Adventurers have their inventory split up
defender wins the contest. between what is available on their harness,
Advantage & Disadvantage and what is tightly stored in their backpack.
When a creature is at a position of privilege The harness represents the items stored on
or hindrance, they may be given Advantage the characters belts, pockets, sheaths and
or Disadvantage on an attack or check. holsters; which all need to be easily
Advantage means to draw two cards and accessible in all situations. The backpack is
discard the lower; and Disadvantage means general inventory meant to store items that
to draw to cards and discard the higher. are rarely used or only tradeable.
When you have advantage in a check you In either case, a harness and backpack can
are proficient in, you may draw three cards both hold up to 20 small or medium items
and discard the lowest; similarly, with each, 10 large sized items (Which take up
disadvantage you draw three and discard the two medium spaces), or one huge item. A
highest. Advantage and disadvantage will tiny item, such as a coin or piece of chalk,
negate each other, but two sets of takes 1/50th of a small space, and should be
advantage, or two sets of disadvantage, do placed in a small bag for miniscule items.
not accumulate to a greater advantage or Finding Items
disadvantage. With only a few items in your inventory, its
Group Checks and Cumulative Checks not hard to find what youre looking for.
At the Game Masters disgression, certain However, as more items are stacked into
checks may be able to use several people to your inventory, it becomes more difficult to
complete; such as breaking down a door or find them. As long as you have no more than
harvesting a creature for parts. In this case, 10 items in a partition, you can find any item
the total value of all cards drawn in the without a check.
collaborated effort must beat the When there are more than 10 items in a
Complication. partition, an observance check must be
made to find the item quickly. The difficulty of
the check is equal to the number of items in

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98
your inventory. This check can be made as a When falling, the ground makes an attack
cumulative group check, and any crown card against the creature for 1c damage for every
used in this way is an automatic success and 10ft they fall, the attack ignores all
the item is found. complications. If this exceeds 100ft, the
Trying to find an item in ones own harness attack ignores non-Base Foundation.
is a free action, and can be done multiple Vision, Light, and Senses.
times in a single turn with the additional use In order to properly observe a problem, you
of an action or minor action. Worn backpacks must first sense it. Most characters rely
must first be placed down before they can be heavily on vision, which requires light and an
searched in, and take an action before they an unobscured path to the target. Characters
can be searched. who perform actions without proper the use
Partitions of their senses do so with disadvantage.
The harness and backpack are considered Some creatures will have other ways to
two separate partitions and do not consider sense, with echolocation, seismic sense, or a
one another when making checks. This is myriad of other ways. These can sense
true for quivers or bags within bags. When without sight, but can still receive sensory
you place a bag within your backpack, it is complications due to other causes, such as
considered to be a single item for loud static noises, sudden deafness, or
considering an observance check to find earthquakes. Characters with these senses
them. The bags contents still take up the full would be able to recognize people and
inventory space of all the items they carry. objects as easily as if they were observing
Bags, quivers, or pockets filled with a single them with sight; recognizing subtle breaths
type of item do not require a second action to and clinking armor as one would recognize a
find an item. Items filled with multiple face and uniform.
different items, such as a kit or thieves tools, Firing into darkness
would require an action or minor action to Characters who are attacking a creature who
find. they cannot sense must choose where they
Baggage attack. They have a sensory complication,
Multiple backpacks can be carried by hand, and If that area is unoccupied then the attack
which is useful when looting a ghost town. misses. If there is a creature in the area,
Each pack carried this way decreases the even partially, then the attack goes as
user's speed by 10ft. normal, with a sensory complication against
Equipment the creature.
Worn items, such as armor, clothing, rings
and helms are not considered for Senses
observance checks relating to inventory. It is Basic Senses: Your basic senses are varied
generally considered that multiple of the and robust, and are more than suitable for
same item worn have no effect, and you most circumstances. You are able to sense
cannot wear two types of the same anything that is unobscured, unblocked, and
equipment, such as helmets or armor. illuminated, and can see with with at least a
small measure of detail up to 300ft away.
Environment and Light You can sense anything you are physically
Falling touching, and can make educated guesses

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99
about the positions of creatures and objects Signature that can become as familiar as a
based on loud sounds and strong smells face and may become recognizable.
within 10ft.
Gut Vision: Creatures with Gut Vision are
Black Sight: Creatures with black sight can able to determine the position and caloric
see in absolute darkness, their super value of objects and creatures around them.
sensitive eyes catching even the slightest Objects that are inedible do not register, so
reflections from surfaces. Creatures with they may not detect walls or weapons.
black sight have luminescent eyes to provide Creatures, races, and individuals have
light even in lightless corridors. specific Smell Signature that can become
Creatures with black sight will have as familiar as a face and may become
difficulty using it in conjunction with normal recognizable.
light, as it will overwhelm the sensitive nature
of their black sight. Bright light will distort a Creature Sizes
creatures black sight, giving a sensory
complication to creatures beyond the light. Meager
Creatures with black sight can see Small
darkened and shadowed areas as far as they Medium
could in bright light. The glow of their eyes, Large
however, will only extend a small distance to Enormous
illuminate areas in pitch blackness, such as Vast
underground tombs or cloistered temples.

Echolocation: Creatures with echolocation


have a superior sense of hearing. They can Spell List
sense through aesthetic cover, thin walls,
Spells require the spellcaster to both speak
and around corners. Loud noises will distort
and move at least one arm and hand. It is
a creatures echolocation, giving a sensory
important to remember that, after you cast
complication if they are beyond the noise.
the spell, you have very little control over it,
Creatures, races, and individuals have
unless the spells specifically says you have
specific Sound Signature that can become
control the spell. You can cast a spell on
as familiar as a face and may become
anything you can sense, regardless of range.
recognizable.
All spells take only a single action, and are
cast by discarding mana cards. The suits of
Seismic Sense: Creatures with Seismic
the mana cards discarded determine the
sense are able to sense other creatures that
spell that is cast, with different combinations
are in contact with a grounded surface that is
of suits creating different spells. Characters
connected to them. Flying or levitating
are limited by the amount of mana they can
creatures cannot be sensed, and heavy
use in a single spell by their level.
vibrations, like that of an earthquake, can
Spells can be cast by any character with
give a sensory complication to creatures
mana. Characters have no limit to how many
beyond the vibrations. Creatures, races, and
individuals have specific Vibration

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100
spells they can caster per day, only a limited Shield: Target Creature: Instant
amount of mana based on their character. Fortitude
To cast a spell, characters must discard a An arcane shield shimmers around a target.
card with the heart suit from their hand, and Until the start of your next turn, whenever the
discard mana from their mana reserve. target takes damage, they can instead have
When not in combat, a card of any suit is you discard a card from your deck and
able to cast a spell. reduce the damage by that much.
If a spell is to fail for any reason, the mana
is still expended and there is no effect from Quarrel : Action: Target Creature or Object:
the spell. 1 Hour
Grit
pell Surge: Certain spells are able to be
S
The target is marked with a large bullseye
cast with a Spell Surge. When you cast a
mark that glows that is visible to everyone,
spell that has the Spell-Surge option, you
even in darkness or when they close their
may add mana of any suit to the casting, and
eyes. Target creature or object has
add the benefit of the Spell Surge.
Vulnerability for the duration of the spell. The
bullseye mark can be seen through walls and
How to read this section:
other objects, and attacks against the
Each tier in this section correlates to the
creature ignore sensory complications. After
amount of mana involved with the spell.
one hour, the bullseye mark disappears.
Higher tiers will always have more mana,
and be require a higher level to cast. The
Shadow Step: Target Self: Instant
information for spells read as below:
uck
L
Spell Name: Target of Spell: Duration of You envelope yourself in shadows, and
Spell transport instantly to a nearby location. You
Mana Required for Casting Teleport yourself to an empty location you
Description of the spell. can sense or that you are familiar with within
30ft. If there is an object or creature in the
Tier 1 Spells space when you cast the spell, the spell fails.

Levitate: Target Creature or Object: 1 Tier 2 Spells


Minute
Tradition Heal: Target Creature: Instant
The target floats up into the air weightlessly. Tradition Tradition
Target creature or object begins to levitate, The wounds of the creature mend and seal
and has no control over their direction shut. Target creature adds 2 cards to their
without touching a surface. This spell can lift Base Foundation, up to their maximum Base
up to 10,000lbs on an object no larger than a Foundation.
15ft square. After one minute, the objects
weight returns to it. Cael Wall: Target Area: Instant
Fortitude Fortitude

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A wall springs out of the floor, constructed Enchant Arms: Target Object: One Hour
out of nearby materials. The wall is Tradition Grit
comprised of six 5ft square columns that go The weapon or object begins to pulse with
10ft high, and are placed randomly according dangerous magical energy. The wielder
to Consecutive Scatter. The walls have 2 gains Holdem for all attacks made with
foundation each and and Severe armor weapon. The weapon deals magical
complication. Cards used by the Consecutive damage, and projectiles fired from the object
Scatter are Recycled by the spellcaster. deal magical damage.
At the time the spell is cast, the spellcaster
Sleep: Target Creature: Instant may choose an additional effect for the item.
Tradition Fortitude It may glow in bright light in a 10ft radius,
A target with less than 7c foundation falls vibrate gently, hum sweetly,
into a deep sleep. They can be awakened by
taking damage, or if someone takes an Sweeping Shadows: Target Self: Instant
action to wake them up. The 7c used is in Luck Luck
the spell is Recycled by the spellcaster. You surrounded yourself with obscuring
shadows and whispers. Creatures who rely
Firing Squad: Target Area: One Minute on sight or sound have a sensory
Grit Grit complication for attacks against you.
Hot shrapnel bursts out of the shattered
span, attacking randomly at creatures within Hex: Target Creature: One Minute
the area. The spellcaster targets a 5ft Tradition Luck
square, and starting with that location, Firing The creatures mind becomes bewitched.
Squad targets five adjacent squares The target's hand is reduced by 1 for one
according to Consecutive Scatter. Firing minute.
Squad deals 6c damage distributed amongst
the creatures within the targeted squares; Hush: Target Creature or Object: One
the Caster of the Spell decides which Minute
creature takes what damage.
Luck Grit
Firing Squad continues attacking each
A quiet comes to the target, as the universe
round at the beginning of the casters turn.
holds its breath. Target creature or object
The Spell continues to choose targets
makes no noise for one minute. Creatures
according to Consecutive Scatter, always
make no sound when they speak or move,
starting with the square targeted by the
and objects make no sound when they clash
spellcaster when they cast the spell. For
with other objects. Creatures who rely on
each round Firing Squad is active, the
sound have two sensory complications for
amount of cards drawn for damage and the
attacks against you, as they cannot sense
number of spaces targeted are reduced by
you at all.
one.
All cards drawn for damage or Consecutive
Beguile: Target Creature: One Minute
Scatter are Recycled by the Spellcaster.
Luck Fortitude

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The creature becomes distracted and is each other. The door must be the only
unable to control its focus. The target exit/entrance to the room/building. This door
becomes infatuated with a nearby object or can lead to other planes.
creature of the spellcasters choice, and has
disadvantage on checks and attacks not Desecrate: Target Area: Until Dispelled
associated with the target. Luck Luck Tradition
The ground dies, and life ebbs from all
Giant Growth: Target Creature: One Hour around. All the earth within a 100ft radius of
Fortitude Grit the target area becomes black and devoid of
The creatures size increases massively, life. Creatures on this desecrated ground
their clothes and equipment shuffling off at cannot regain Base Foundation, even
their feet. The creature increases two sizes, through magical means. This spell lasts until
quadrupling in height and width. Their melee dispelled.
attacks have a reach of 10ft and have the
Sweeping and Keen characteristic. Their skin Army of the Dead: Target Area: Instant
becomes thick, and gain an Severe Armor Luck Luck Luck
Complication. At the end of the hour, the All corpses of creatures within a 100ft radius
creature shrinks back to their normal size. of target area that have died within the last
five years are returned as zombies. They
have the Zombie statistic, and they fight as a
horde. The zombies are not under your
Tier 3 Spells command, but will attack living creatures and
travel to find living creatures. This zombies
Repulsion: Target Creature or Object: One lasts until killed.
Minute
Tradition Tradition Tradition Conjure Storm: Target Area: Instant
An arcane wind surrounds the Target Object Fortitude Tradition Tradition
or Creature, and repulses all creatures and You create a storm cloud one mile in
objects back. All creatures within 10ft of the diameter. You control the height and location
creature are pushed 10ft away with 200lbs of of the storm at the time of casting. For one
force, and require an Absurd Vigor week the cloud can remain in the sky as fog;
complication to not be forced 10ft away from or for one day give off a light rain and wind;
the creature. or for one hour give off a monsoon of heavy
All attacks are pushed away as well, and winds, rain, and lightning; or for one minute
attacks against the target have a sensory create a tornado that takes up a 10ft space,
complication as they are forced back. travels six squares per turn randomly
decided by Consecutive Scatter.
Doors: Target Object: Until Dispelled
Luck Tradition Tradition Change Form: Target Creature: Until
You transform a door into a permanent Dispelled
portal. When two doors are inscribed with the Fortitude Fortitude Tradition
same symbol, they will magically lead into

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103
Target Creature with less than 7c foundation subject to the words of the caster, and can
is transformed. The creatures form changes be made to forget knowledge, remember
to the beast of the casters choice, and something it did not experience, change
remains that way until dispelled. A second archetype, or act as the dominators cohort,
casting of Change Form can dispel the first. etc. The dominated creature must
Cards discarded from the 7c are recycled. understand the language of the caster, and if
no intelligible words are spoken to them by
Earthquake: Target Area: Instant the caster, the creature instead enters a
Fortitude Fortitude Fortitude coma as their mind becomes blank. This
You create a great rumble and fissure in the spell remains active until dispelled, and a
earth to disbalance people and buildings. second Dominate Mind cast on a creature
This creates three fissures at target area, can dispel the first.
and only one of these fissures are under
your control. The first fissure is comprised of Animate Objects: Target Self: One Minute
Ten 5ft square craters that extend 20ft down, Grit Grit Grit
and are placed consecutively in the casters You can animate objects to assist you. As a
choosing. The second and third fissure is free action during your turn, you can discard
comprised of Ten 5ft square craters that a card and make any object you can sense
extend 20ft down, and are placed comes to life and act as a cohort. The card
consecutively; and the placement is discarded for this free action becomes their
determined randomly by Consecutive Base Foundation. The object cannot be worn
Scatter. by another creature, and must be huge size
Creatures within 10ft a space affected by or smaller.
the fissures must make a Poise check with a The animated objects gain a flight speed of
Severe complication or be knocked prone by 25ft, deals physical damage, and are
the violent shaking. considered a horde. All attacks by the
animated objects go to the Recycling instead
Return: Target Dead Creature: Instant of the discard pile. The animated objects fall
Grit Tradition Tradition to the ground as the spell ends.
Bring a willing target back to life. The body
must be in complete and in working order; Erase: Target Creature: Instant
Missing organs may cause the creature to Grit Grit Luck
remain dead. This does not repair broken You undo matter and form, wiping a creature
limbs or regenerate lost limbs. The body from existence. Target Creature you can
cannot have been dead for more than seven sense is dealt 10c Magic damage. If this
days. causes the target to become wounded, they
are immediately killed, and their body is
Dominate Mind: Target Creature: Until erased from existence. The 10c discarded
Dispelled from this spell are recycled.
Grit Grit Tradition
A target with less than 7c foundation is Rainbow Barrage: Target Area: Instant
dominated. A dominated creatures mind is Grit Grit Fortitude

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104
You create a rain of fire, ice and lightning, Regenerate: Target Creature: One Minute
and deal 7c Elemental damage distributed Luck Luck Fortitude
amongst the targets within a 20ft radius of A creature you can sense begins to
the target area. The 7c discarded from this regenerate rapidly. While this spell is active,
spell are recycled. . the target regenerates 1 base foundation at
the beginning of each of their turns. The
Bodies: Target area: Instant limbs of the creature that have been
Grit Luck Luck removed are reformed instantaneously. The
You create a crowd of lifelike figures that creature stops regenerating after one minute.
take take any form that is huge or smaller. At
the time of casting, you choose the location, Dimensional Anchor: Target Creature or
form, and number of the figures. These Object: Until Dispelled
figures do not move or have any actions, and Luck Fortitude Fortitude
must be placed upon the ground. The Bodies A creature or object within sight becomes
fade into sand and fall apart If interacted with anchored to the dimension they are in. This
physically. creature is unaffected by teleportation spells
that connect to another plane or the
Beacon: Target area: Until Dispelled shattered span, and is unable to enter any
Grit Luck Fortitude portal to another dimension. This spell lasts
You create a telepathic beacon at a point until dispelled.
you can sense. Creatures you designate,
either individually or by type, are Teleport: Target creature or Object: Instant
telepathically called to the beacon while Grit Tradition Luck
within 10 miles of the target area, with no Target willing or restrained creature or object
more information than that they invited to that is not being carried is teleported to a
that area. This call is by no means known location of the caster. The location of
compulsory and can be ignored. The spell the spell can be an area that they have seen,
lasts until dispelled. or an area they know about. If the location to
which they are teleported is occupied, by a
Barrier: Target Area: One Hour person or object, the spell will fail and the
Grit Fortitude Fortitude creature targeted by the teleport will take 5c
You create a large glittering wall from damage to their Base Foundation.
Energy. The wall is comprised of ten 5ft
square columns that go 10ft high, and are Being: Target creature: Until Dispelled
placed randomly according to Consecutive Luck Tradition Fortitude
Scatter. Each segment of the wall has 2 Target creature gains sentience, self
foundation each, Severe Armor awareness, if they have a mouth they can
Complication, and cannot be damaged by speak the common language, and have the
Physical or Elemental damage. After one Innocent Archetype. This spell has no effect
hour, the walls dissolve. The cards discarded on creatures that are already sentient, and
from Consecutive Scatter are Recycled. the target must be size huge or smaller. This
spell lasts until dispelled

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105
Guardian: Target Area: Instant The creatures and character statistics are
Fortitude Tradition Grit formatted as below:
You create a magical guardian out of the
floor, wall, or roof. The creature has the Name: Size: Speed: Hand Size:
statistics of the Guardian Cohort, and is Foundation: Classification
comprised of the various elements that Damage Type: Traits:
inhabit the target area. The Guardian will Special abilities: Description of Special
follow your verbal commands and may act as Ability
your cohort in battle. After casting the spell,
the Target area will have a 10ft square space Humanoid Characters
removed from where the guardian was
sprung. Elf Noble: Medium: 35ft Hand Size 4:
Foundation 1: Humanoid
Damage Type: Physical - Traits: Schooling,
Cityslicker, Calm
Monsters and Order: This cohort requires a verbal
instructions to perform a task. Once set, the
Cohorts cohort will continue the task until complete or
it becomes too dangerous.
This section details the statistics of some of Arcanics: This creature can use Arcanic
the creatures that one may encounter in Implements, and has 1 random mana they
Westbound, as well as some of the Cohorts can use to cast a spell.
that the Player Characters may ally
themselves with.
Cohorts are helpers and assistants who can Goblin Lackey: Small: 25ft: Hand Size 4:
perform tasks alongside the character. They Foundation 1: Humanoid
share a deck and hands, similarly to playing Damage Type: Physical - Traits: Furtive,
as a Game Master. Player Characters must Observant, Blandish
put down Base Foundation for their Cohorts, Order: This cohort requires a verbal
and do not benefit from any increase in hand instructions to perform a task. Once set, the
size from their cohorts. All creatures and cohort will continue the task until complete or
cohorts are Uncoordinated and cannot attack it becomes too dangerous.
the same creature that was attacked in the Small: This creature gives attackers a
same round, for players, this means that they natural Simple Complication and cannot use
can attack targets that have been attacked heavy weapons.
by other players, but they cannot attack Nasty: This creature gains a holdem if they
targets that have been already attacked by had a surprised round in this battle.
characters controlled by the player. Horde: This creature can attack as a horde.
Creatures and Cohorts come with skills and
special abilities, which are labeled in the Orc Culprit: Medium 30ft: Hand Size 4:
special abilities section of their statistics. Foundation 1: Humanoid

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106
Damage Type: Physical - Traits: Vigor, cohort will continue the task until complete or
Hunter, Mettle, Coercion it becomes too dangerous.
Order: This cohort requires a verbal Bonechewer: The Gear-Smith has a
instructions to perform a task. Once set, the Bonechewer, which has a range of 5ft - 10ft -
cohort will continue the task until complete or 50ft - 25ft*
it becomes too dangerous.
Savage: This creature gains a holdem for Halfling Sorcerer: Small: 30ft: Hand Size 3:
savage attacks. Foundation 1: Humanoid
Horde: This creature can attack as a horde. Damage Type: Physical - Traits: Eldritch
Dangerous: This creature gains 1 holdems Lore, Blandish, Poise
when attacking as a horde. Order: This cohort requires a verbal
instructions to perform a task. Once set, the
Ogre Liability: Large: 30ft: Hand Size 4: cohort will continue the task until complete or
Foundation 2: Humanoid it becomes too dangerous.
Damage Type: Physical - Traits: Vigor, Mad Magic Vessel: By discarding a heart, The
Dog, Mettle Sorcerer can draw one or two cards and cast
Order: This cohort requires a verbal them as a spell.
instructions to perform a task. Once set, the
cohort will continue the task until complete or Elvish Grand Wizard: Medium: 35ft Hand
it becomes too dangerous. Size 5: Foundation 2: Humanoid
Horde: This creature can attack as a horde. Damage Type: Physical - Traits: Schooling,
Deadly: This creature gains 2 holdems Cityslicker, Calm
when attacking as a horde. Order: This cohort requires a verbal
instructions to perform a task. Once set, the
Human Gunslinger: Medium: 30ft: Hand cohort will
Size 5: Foundation 1: Humanoid Arcanics: This creature can use Arcanic
Damage Type: Physical - Traits: Vigor, Implements, and has 10 random mana they
Furtive, Coercion can use to cast spells up to Tier 3.
Order: This cohort requires a verbal Rally: As an action, the Wizard can rally his
instructions to perform a task. Once set, the forces. Shuffling all discarded cards back
cohort will continue the task until complete or into the deck. This ability can only be used
it becomes too dangerous. once per short rest.
Ol Faithful Pistol: The Gunslinger has a
fistfull o bullets and a pistol, with a range of: Half-Orc-Ogre Warchief: Large: 30ft: Hand
5ft - 30ft - 90ft - 20ft.* Size 5: Foundation 4: Humanoid
Damage Type: Physical - Traits: Vigor, Mad
Dwarvish Gear-Smith: Medium: 30ft: Hand Dog, Mettle
Size 4: Foundation 1: Humanoid Order: This cohort requires a verbal
Damage Type: Physical - Traits: Vigor, instructions to perform a task. Once set, the
Schooling, Coercion cohort will
Order: This cohort requires a verbal Rally: As an action, the Warchief can rally
instructions to perform a task. Once set, the his forces. Shuffling all discarded cards back

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107
into the deck. This ability can only be used Never know if its a familiar, or a transformed
once per short rest. dire wolf.
-Krillo
Human Bandit King: Medium: 30ft: Hand
Size 6: Foundation 2: Humanoid
Damage Type: Physical - Traits: Vigor, Horse: Large: 40ft: Hand Size 2: Foundation
Furtive, Coercion 2: Beast
Order: This cohort requires a verbal Damage Type: Physical - Traits: Vigor,
instructions to perform a task. Once set, the Mettle
cohort will Command: This cohort requires a verbal
Ol Faithful Pistol: The Gunslinger has a and visual instructions to perform a task.
fistfull o bullets and a pistol, with a range of: Simple: This creature can only perform
5ft - 30ft - 90ft - 20ft.* basic tasks.
Rally: As an action, the Bandit King can rally Mounted: Medium creatures can mounted
his forces. Shuffling all discarded cards back by medium sized creatures. While mounted,
into the deck. This ability can only be used the rider has a simple complication for their
once per short rest. attacks.
Rush: While rushing, mounted creatures
have a tough complication for their attacks.
Beasts and Monsters
Mule: Large: 25ft: Hand Size 2: Foundation
Dog: Medium: 30ft: Hand Size 3: Foundation 2: Beast
1: Beast Damage Type: Physical - Traits: Vigor,
Damage Type: Physical - Traits: Vigor, Mettle
Judgement, Observation Command: This cohort requires a verbal
Command: This cohort requires a verbal and visual instructions to perform a task.
and visual instructions to perform a task. Simple: This creature can only perform
Simple: This creature can only perform basic tasks.
basic tasks. Mounted: Medium creatures can mounted
by medium sized creatures. While mounted,
Cat: Small: 30ft: Hand Size 2: Foundation 1: the rider has a simple complication for their
Beast attacks.
Damage Type: Physical - Traits: Poise, Rush: While rushing, mounted creatures
Judgement, Observation have a tough complication for their attacks.
Simple: This creature can only perform
basic tasks. Riding Spiders and Queens:
Originating deep underground, Riding
Spiders are taken from their mother as eggs
If you ever find yourself in a wizards tower, and raised amongst horses. Riding Spiders,
and see some cats or lizards hanging although unable to handle the heavy weight
around, dont get stingy with the bullets. of horses or mules, are truly all-terrain
mounts, capable of climbing up sheer cliffs
and even riding indoors or in caves.

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108
Riding Spiders will bond to specific people goes missing, make sure to raid her nest.
when they are born, and will follow them to Gods forbid she ever eats a person, or youll
learn how to behave. Once established, have to hunt her down and start all over
spiders are able to learn from other spiders, again.
making the process almost automatic. -Krillo
However, unintentional behaviors are carried
throughout generations, and those raising
first generation spiders are warned to mind Riding Spider: Medium: 30ft: Hand Size 2:
their actions while the spiders are watching; Foundation 2: Beast
or there may be spiders attempting to put on Damage Type: Physical - Traits: Furtive,
clothes and pet dogs for years to come. poise
Riding Spiders are naturally poisonous, Spiderclimb: This creature has a climb
although their poison glands are removed speed of 30ft.
before they fully mature. Some gamekeepers Command: This cohort requires a verbal
keep the Riding Spiders poison glands, but it and visual instructions to perform a task.
tends to get messy, and riders are warned to Mounted: Medium creatures can mounted
constantly wash their hands. by small sized creatures. While mounted, the
Spider Queens do poorly in captivity, so rider has a simple complication for their
they are often brought as eggs to secure, attacks.
isolated locations where their eggs can be Thousand Eyes: This creature acts during
easily accessed. The adolescent queen is far surprise rounds.
more adventurous than her adult Rush: While rushing, mounted creatures
counterpart; exploring far outside her cave, have a tough complication for their attacks.
capturing various creatures, and scouting for
alternate nest locations for future queens. Alternate Ability: Feral: This Spider is
Spider Queens mature after eight years, and poisonous, and creatures it attacks must
once an adult, rarely leave their nest. In their make a Mettle check with a Tough
seventh year they will hatch their first eggs, Complication, or become poisoned.
which must be left alone if the nest is to
develop healthily. Adult Queens live for up to Spider Queen: Enormous: 60ft: Hand Size
eighty years, creating young queens when 6: Foundation 6: Beast
they are sick or if there are nearby potential Damage Type: Physical - Traits: Vigor,
nests. Regardless of training, Adult Queens Furtive
are territorial about their nests and eggs, and Spiderclimb: This creature has a climb
will fight to defend them. speed of 30ft.
Thousand Eyes: This creature acts during
surprise rounds.
Riding spiders take a whole community to Poison: This Spider Queen is poisonous,
breed, including pushin ideal pray to her and creatures it attacks must make a Mettle
hunting grounds. If you see a queen, dont check with a Severe Complication or become
dare run or else shell think youre a meal. poisoned.
Stand your ground and yell for help, and put
boots to asses if need be. If anyone ever

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109
Alternate Ability: Adolescence: This queen is Pure Elemental: The Fire Elemental is
young, is only size Large, has only 4 immune to Elemental damage, and Physical
foundation, and a hand size of 5. damage.
Flying: The Fire Elemental has a flying
Vulture: small: 10ft: Hand Size 3: speed of 20ft
Foundation 1: Beast
Damage Type: Physical - Traits: Flinch Djinn: Large: 40ft Hand Size 6: Foundation
Flying: This creature has a 40ft fly speed. 3: Elemental
Beak & Claws: When the Vulture attacks, Damage Type: Magical - Traits: Schooling,
the deal physical Damage. Calm, Coercion, Vigor, Poise.
Pure Elemental: The Fire Elemental is
Dire Wolf: Medium: 35ft: Hand Size 4: immune to Elemental damage, and Physical
Foundation 2: Beast damage.
Damage Type: Physical - Traits: Vigor Flying: The Fire Elemental has a flying
Bite: When the Dire Wolf attacks, they deal speed of 40ft
physical Damage. Arcanics: This creature can use Arcanic
Pack Tactics: Dire Wolves lose the Implements, and has 10 random mana they
Uncoordinated feature if an ally is in melee can use to cast spells.
with the target. Armored: This Creature has an Tough
Hide: The creature has a thick hide. It has a armor complication.
Tough armor complication.
Caustic Ooze: Large: Speed 25ft: Hand Size
Guardian: Large: 20ft Hand Size 5: 5: Foundation 5: Elemental
Foundation 3: Construct Damage Type: Physical - Traits: None
Damage Type: Physical - Traits: Vigor, Slam: The Caustic Ooze makes a Physical
Mettle attack at an enemy within melee.
Eternal: The guardian does not need food or Elemental: The Caustic Ooze is has two
air to live, and lasts until dispelled. sensory complications from Elemental
Eternal Command: This cohort requires a damage, and has one sensory complication
verbal instructions to perform a task. Once from Physical damage.
set, the cohort will continue the task until Diverge: When a Caustic Ooze that has
complete. more than 1 base foundation loses Base
Elemental: The Guardian is immune to foundation due to physical damage, the Base
Elemental damage, and has a sensory Foundation lost this way creates an identical
complication from Physical damage. Caustic Ooze with that amount of base
Dense: The creature has a thick stone foundation.
exterior. It has an Tough armor complication. Swallow: When the caustic ooze deals
damage, and has not already swallowed a
Fire Elemental: Large: 35ft Hand Size 5: creature, the creature damaged is
Foundation 2: Elemental swallowed. Swallowed creatures are dealt 5c
Damage Type: Elemental - Traits: Mettle, physical damage at the beginning of their
Calm turn. A creature who deals damage to the

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110
Caustic Oozes base foundation from inside Horde: This creature can attack as a horde.
the creature is regurgitated. Deadly: This creature gains 2 holdems
when attacking as a horde.
ombie: Medium: 20ft: Hand Size 2:
Z
Foundation 1: Undead Dragons and Drakes:
Damage Type: Physical - Traits: Mettle Terrifying and Dominant; the dragon
Brainless: This cohort requires both verbal represents the pinnacle of Might and Magic.
and visual instructions to perform a task. Born of the Hunt god Forjah as the perfect
Once set, the cohort will continue the task prey; Dragons are clever immortals,
until complete, regardless of danger. impossibly fast and undeniably strong.
Hungry: Without orders, the creature Dragons are natural sorcerers, and capable
always attempts to satisfy its hunger for fresh magic users when inevitably trained in the
meat. arts. They naturally breath fire, but can
Hard Target: The exact nature of the zombie magically imbue their breath with every
us unknown, attacks against the zombie element.
have a sensory complication. Drakes, also known as the Lesser Dragons,
Horde: This creature can attack as a horde. find their strength in gimmicks, unlike their all
powerful predecessors. Drakes have very
Skeleton: Medium: 30ft: Hand Size 4: specific fighting styles, and always play to
Foundation 1: Undead their strengths and their enemies
Damage Type: Physical - Traits: Mettle weaknesses. They are intelligent, often
Brainless: This cohort requires both verbal eccentric, and some are known to speak,
and visual instructions to perform a task. although this is not always the case.
Once set, the cohort will continue the task
until complete, regardless of danger. dult Dragon: Vast: 80ft: Hand Size 9:
A
Bone Armor: The skeleton takes two Foundation 9: Dragon
sensory complications from attacks that deal Damage Type: Physical - Traits: Mettle,
elemental damage. Poise, Furtive, Coercion, Vigor, Judgement,
Horde: This creature can attack as a horde. Hunter
Dangerous: This creature gains 1 Holdem Claw: When the Adult Dragon attacks, it
when attacking as a horde. deals Physical damage and ignores armor
complications.
Ghoul: Medium: 30ft: Hand Size 5: Bite: When a Dragon attacks with a Crown
Foundation 2: Undead card, the attack is instead a Bite. A target hit
Damage Type: Physical - Traits: Poise, by a Bite attack is swallowed. A swallowed
Mettle creature can be attacked as a part of an
Hard Target: The exact nature of the Ghoul attack. A creature who deals damage to the
us unknown, attacks against the Ghoul have dragons Base Foundation while inside its
a sensory complication. stomach is regurgitated, along with all its
Paralyzing Poisons: When this creature other contents.
successfully damages an enemy, they must Scales: The Adult Dragon has an Severe
pass a Mettle check with a Severe Armor Complication.
complication or become poisoned.

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111
Wings: The Adult Dragon has a fly speed of smaller creature, entrap them in a bubble of
80ft. floating saliva, and fire them 20ft into the air.
Chromatic Breath: The Adult Dragon can The bubble of floating saliva acts as a
discard a Crown card as an action to breath cohort, with a single Base Foundation that
the elements on its enemies. The Chromatic can have more foundation added to. At the
Breath deals 10c Elemental Damage divided start of the Devour Drakes turn, the Floating
among all creatures in a 40ft line starting Bubble rises another 10ft in the air. When
from the dragon. the floating bubble loses its base foundation,
Arcanics: This creature can use Arcanic it pops, and the creature falls to the earth.
Implements, and has 10 random mana they Hide: The creature has a thick and greasy
can use to cast spells. hide. It has an Tough armor complication.

Whiptail Drake: Small: 35ft: Hand Size 3: Unicorn: Large: 40ft: Hand Size 5:
Foundation 1: Dragon Foundation 2: Fairy
Damage Type: Physical - Traits: Poise, Damage Type: Magical - Traits: Poise,
Furtive Vigor, Blandish, Mettle
Toxic Sting: When the Whiptail Drake Order: This cohort requires a verbal
makes an attack, it deals physical damage. instructions to perform a task. Once set, the
Targets must make a Mettle check with a cohort will continue the task until complete or
Simple complication or become poisoned. it becomes too dangerous.
Wrapping Tail: The Whiptail Drake attempts Simple: This creature can only perform
to grapple the target with advantage. If basic tasks.
successful, the target cannot attack Mounted: Medium creatures can mounted
creatures that are not the Whiptail Drake by medium sized creatures. While mounted,
until the grapple is broken. the rider has a simple complication for their
Quick: The Whiptial Drake can use the attacks.
Rush action as a Minor Action. Rush: While rushing, mounted creatures
Horde: This creature can attack as a horde. have a tough complication for their attacks.

Devour Drake: large: 35ft: Hand Size 4: Hydra: Huge: Medium: 30ft: Hand Size 6:
Foundation 2: Dragon Foundation 6: Monster
Damage Type: Physical - Traits: Mettle, Damage Type: Physical - Traits: Vigor,
Poise, Vigor, Gut Magic Mettle
Claw: When the Devour Drake makes an Split: Whenever the Hydra takes Base
attack, it deals Physical Damage. Foundation damage, it loses a head and
Lighter than Air: The Devour Drake is grows two more.
extremely light, and has advantage on poise Multiple Heads: The Hydra has three heads
checks. and can grow more, and can attack as a
Gut Magic: This creature can use Gut horde for each head acting as a cohort.
magic abilities, and regains the use of these Deadly: When attacking as a horde, the
abilities by eating 100lbs of food. Hydra gains two holdems to use for the
Swallow And Pass: As a Gut Magic ability, attacks.
the Devour Drake can swallow a medium or

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112
Hide: The creature has a thick and greasy teeth they could pull out for the Pearl Raptor
hide. It has an Tough armor complication. in exchange for their lives.
Poison Breath: As an action with a crown
card, the hydra can breath poison on all
creatures within 15ft. Effected creatures Your first instinct will be to hide indoors and
must make a Mettle check with a Severe wait for daylight, but this thing aint no
complication or become poisoned. shadow and it aint afraid of the sun. Best to
give it what it wants and not make a fuss; or
Pearl Raptor better yet, carry a pocket o teeth with you.
The Pearl Raptor is a feathered, humanoid, -Krillo
winged creature with with a wide wingspan
the breadth of a train car. Its skin is covered
with black feathered tufts. Its beak is long, Pearl Raptor: Medium: 40ft: Hand Size 5:
extending all the way to the back of its neck, Foundation 1: Shadow
and is filled with pearly white teeth that shift Damage Type: Physical - Traits: Poise,
position in its mouth. It has human arms and Furtive, Coercion, Blandish
legs, each with long taloned fingers at the Flying: The Pearl Raptor has a flying speed
ends. The creature is intelligent, and cruel, of 40ft.
and speaks to its victims in their native Beak: The Pearl Raptor deals physical
tongue. They are prideful, and extremely damage within melee.
violent when displeased. Flurry of Claws: When the Pearl Raptor
The Pearl Raptor is well known for its terror attacks, it has multiattack 4.
and seeming invincibility. Though many have Rending: When a creature takes damage
faced a Pearl Raptor, the Pearl Raptor from a Pearl Raptor, it begins to Bleed.
doesnt seem to take any sort of wound, Inescapable: When a creature leaves
always disappearing in a puff of smoke and melee with a Pearl Raptor, the Pearl Raptor
black plumes whenever a strike would land. can make an attack as a reaction.
The creature has a strange obsession with Shadow Touched: When the Pearl Raptor
teeth, often plucking them from the recently would take damage, it instead discards that
dead, or even bartering for them with the many cards from its deck.
living. It is unknown why it collects them or Disappear: When the Pearl Raptor takes
what purpose they serve the creature; only damage or uses its Shadow Touched ability,
that when it speaks, a smile of chromatic it can disappear up to 30ft away as if it used
teeth completely convas the creatures the Shadow Step spell.
mouth.
The Pearl Raptor seems to publicize its Metal Mouth
own myth to acquire complacency from its These tall, slender creatures appear to be
victims. It is heard flying above frontier towns comprised entirely of monotone sheets of
at night; and large, gnarled plumes are found cloth. They have no discernable eyes,
near recently dug graves. It is a common in mouths, or any other exposed features; save
the west for children, or drunk men, to play for rock-like visor that they each carry on
games daring one another about how many their head.

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113
Little is known about these strange Metal Mouths: Medium: 35ft: Hand Size 6:
creatures. They seem to be social with one Foundation 1: Monster
another, as well as displaying intelligence. Damage Type: Physical - Traits: Poise,
They are said to have a secret language that Vigor
they speak to one another, although it is only Unseen Vitals: The Metal Mouth has a
heard when they appear to think that they sensory complication against all attacks.
are alone. The sound described to their Startling Strikes: Metal Mouths treat Severe
language is that of metal striking metal, complications as Tough complications while
which is where they get their name. attacking.
Nothing is known about their physiology; as Ethereal Sense: Metal Mouths sense in the
it is hidden under their cloth like visage. The ethereal and material plane within 60ft. They
Metal Mouths are not naturally violent, and can sense through objects and walls.
only attack when provoked. Those who have Equipment: Large smooth stone,
been attacked by these creatures describe monotone cloth.
hard, painful strikes that launch from within
their cloaks. When supposedly killed, the Gecko Bandito
cloth and stone falls flat on the ground, with This small green lizard is named after its
nothing inside whatsoever. The stone sticky hands, rambunctious use of dust for
appears to be a large, impossibly heavy rock various crimes. It is half the size of a halfling,
that has been smoothed to a roundness. Its with lime green scales and sticky fingers that
purpose is still unknown, as they do not use allow them to walk up vertical walls.
it for combat. These creatures have adapted to Dust, and
It is unknown what their obsession with theyve learned how to collect guns and
trains and rail lines are, but it is a common ammo as a squirrel would food. Theyve
experience to see them gathering around been known to carry several handguns each
tracks. It is rumored that many of the and hunt in packs. With six appendages,
unplanned forks in the tracks are caused by each with three fingers, the lizard is a
them, as their sudden appearance often capable of wielding several weapons at once
correlates to a split in the line; however, no while reload rapidly.
one has ever seen them start construction on Once introduced into a town or society, they
such a project, nor can decipher the begin to steal weapons, food, and alcohol.
reasoning for making divergences in the line. They have learned how to hold up stores and
saloons for supplies and alcohol. They prefer
not to waste ammo, and wont fire unless
These things give me the creeps, but they scared or provoked. A drunken Gecko
aint much trouble, unless you bring it to Bandito is far less stingy with ammo.
them; and not worth the effort in fighting. If Before the introduction of Dust, Gecko
they bother you, just keep away from the Banditos were known to be docile, if not
tracks until theyre done their business. mischievous, with the habit of raiding
-Krillo adventurers backpacks and hiding their
belongings in high trees. Their low status on
the food chain kept the humble gecko from
getting into too much trouble. Geckos that

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114
have not been introduced to society will act Optional: Drunken: Banditos start battles
similarly, stealing and hiding adventurers with half their deck removed from the game,
items and staying out of trouble. and fall asleep when exhausted.
Gecko Banditos are social creatures, Optional: Wild: This Gecko has no weapons
though the small creatures lack a language, or attacks.
they are intuitively intelligent and are able to
share information through somatic
presentation. A group of Bandito Geckos are Troll: Huge: 50ft: Hand Size 3: Foundation
called a Gang, which are often formed when 5: Monster
food, ammo, or alcohol become scarce. Damage Type: Physical - Traits: Vigor,
Mettle
Lumbering Smash: As an action, the Troll
These little guys aint much for company, smashes at a single creature, ignoring armor
but throw a sack full of em at an enemy complications. If it is medium or smaller in
camp if youre looking for a nice distraction. size, and Lumbering Smash deals damage,
They sure like to drink but cant hardly hold the attacked creature is grabbed and
their whiskey; takin down a gang of them is grappled by the troll.
as easy as opening a bottle. Swinging Strike: The Troll swings wildly at
-Krillo those smaller things below. As an action, the
Troll deals 5c to creatures within a 10ft
square adjacent to the Troll. Any grabbed
Bandito Gecko: Small: 25ft: Hand Size 3: creature is included in the attack.
Foundation 1: Beast Throw: The Troll throws stones or people at
Damage Type: Physical - Traits: Poise, farther targets. As an action, the Troll makes
Vigor a ranged attack up to 50ft away, or 100ft with
Sticky Hands: The Bandito has a climb Scatter. If a Character is thrown, the attack
speed of 25ft. deals equal damage to the target as it does
Small: The Bandito has a simple the thrown character.
complication from all attacks. Thick Hide: The Troll has a thick and greasy
Thief: While within melee, the Gecko can hide. It has an Severe armor complication
use a Crown card to steal an item off a target and a sensory complication.
that is not in a backpack or being held. Regeneration: The Troll naturally
Quick Reload: This creature reloads regenerates. At the start of each turn, as
multiple barrels with one minor action. long as the Troll has not taken any elemental
Unload: The Bandito Gecko attacks with damage this round, the Troll regains 1 base
multiattack 1. foundation up to its max.
Bulletstorm: The Bandit Gecko can attack Sunlight Sensitivity: Each round the Troll is
as a horde, with multiattack 1 for each in the under direct sunlight, they take 5c
gecko. damage, and are turned to stone if this
Equipment: 2 Ol Faithful Pistols, Fist Full causes them to become wounded.
O Bullets
Traps

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115
In Westbound, traps are particularly deadly, A large spherical rock is suspended in an
as many adventurers cannot take a single alcove in the roof, ready to drop on thieves.
deadly strike. Deadliness: 7c Physical Damage
As traps do not have a wielder, they Concealment: Severe Complication.
naturally have a sensory complication, as no Trigger: Removing an item from the
one is there to aim the attack. sensitive pressure pad will cause the boulder
to fall and begin rolling towards the triggered
Name: area.
Description of the Trap
Deadliness: How many cards drawn for the Swinging Spike:
attack A large metal spike attached to a bending
Concealment: The Observance check to find rod, ready to swing into the open doorway of
the object. the natural cavern.
Trigger: What triggers the Trap. Deadliness: 7c Physical Damage
Concealment: Simple Complication.
Pit Trap: Trigger: Walking into the tripwire will send
Spikes of iron and wood concealed under a the spike into the tripwires location.
false floor.
Deadliness: 5c Physical Damage Loaded Gun:
Concealment: Tough Complication. A gun in a door's keyhole fires out at
Trigger: Any creature that enters into the thieves opening the door.
space falls into the trap. Deadliness: 5c Physical Damage, Pierces
armor
Flying Darts: Concealment: Severe Complication.
A slew of pressurized darts are sent flying Trigger: Opening the door without the key
through tiny holes in the wall. will fire the gun out of the keyhole.
Deadliness: 4c Physical Damage, ignores
sensory complications.
Concealment: Simple Complication. rap Modifiers
T
Trigger: Stepping on a pressure plate These modifiers can be added to a trap to
disguised as a flagstone triggers the trap to increase its effectiveness.
attack the entire area.
Poisoned: Attacks that deal Physical
Burning Pitch: damage will cause the target to become
A jar of boiling tar is suspended above the poisoned.
doorway, and constantly heated by a nearby
furnace. Oil and Match: Attacks with this trap deal
Deadliness: 5c Elemental Damage Elemental damage, in addition to their other
Concealment: Simple Complication. damage types.
Trigger: Opening the door will cause the trap
to pour its contents onto the opener. Keen: Attacks with this trap reduce the
targets Armor Complication by one tier.
Falling Boulder:

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116
Foe Seeker Rune: This trap is on a swivel performing an action that they know will
and emblazoned with the Foe Seeker Rune. require a check, but it is best to call the
It will ignore all sensory complications and checks for yourself.
attack the closest target.

The Lone Gunman: Druce is new to Westbound,


and is playing as the Game Master for his friend
Brennan. Druce was afraid that Brennan's
character would be killed easily if he was
attacked by multiple people, but was unaware of

Game Masters how uncoordinated the bandits were. Since most


creatures cannot attack a character that has
already been attacked in the same turn, Brennan
Guide was able to play without fear of getting ganged up
on, except for by special creatures like Wolves,
which became especially scary to him.
Being a Game Master in Westbound
As Game Master, you tell the tale.
Westbound is foremost a game about story.
Making epic adventures in the magical wild
west. As the Game Master, you tell the story, Combat
embody the characters and the land, and Fighting as a Game Master is very similar
describe all the action within the world. You to fighting as a player. You have one hand
lead the players through the world and and a deck, your goal is to reduce your
together create a rich story. opponent's foundation, and you draw a full
A Game Master should create a Scenario hand at the start of a round when you have
or Campaign for the players. This should no cards left in your hand.
involve locations, characters, conflict and When drawing cards in westbound, you
obstacles. The Players will play individual have a number of cards equal to the largest
characters within the world, and it is a Game hand size of all your creature, plus one
Masters job to lead them through the world, additional card for each creature after that
keep them entertained and engaged, and to one. This means you will generally have
moderate disputes amongst the players. more cards than the players, but will have far
A Game Master should describe the more to spread it over more. Most characters
scenery, including sound and smell, and give will be uncoordinated and wont be able to
the players goals to achieve if they do not strike at the same target, so you will not be
have goals of their own. They should speak able to hurt player characters very easily,
for the characters in the world and direct the unless they are ignoring their foundation. All
players enemies in combat. characters are considered uncoordinated
The Game master should tell the players unless otherwise stated.
when to make checks, and decide on the When you run out of cards and are
complication of those checks based on the exhausted, the team will break, either
difficulty of the action. You can let players becoming too exhausted to fight, becoming
call checks for themselves if they are fearful of the danger and running, or

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117
surrendering. A team with a leader may be hand draws by leaving cards in your hand at
able to rally and continue the fight, so it the end of your turn.
would be wise to keep your leaders If you find yourself having to hold back
protected. often, you may need to fine-tune which
Drama is important in combat, as well as enemies you put in front of your players, or
realism among the characters. Most there may be a larger issue among the
characters should preserve their own lives players team composition or playstyle.
and play to their strength. More devilish
characters should grab bystanders to make alling for Checks
C
human shields, while more cowardly When a character does any extraneous
characters should run away from advances activity, or an activity that has a chance of
of the enemy party. failing, they should make a check.
Checks should be used on any extraneous
It is important to distinct between being in activity to represent the wear of adventuring
combat and being outside of combat. When on a characters body. Longer activities, such
players draw hands, it means they are as digging a grave, should require
combat ready and may place down consecutive or collaborative checks.
foundation; otherwise, the characters are When an activity has the chance of failure,
considered to be more relaxed and not ready a check should be called for. When
for an attack. When a character Draws, but considering the difficulty and complication,
there is nothing to fight, they will lose their remember that any check from Simple to
hand after one minute of no combat. Drawing Severe can be completed by an untrained or
for combat is exhaustive, and players will unskilled character, while Absurd to
learn to limit their Drawing for perceived Hopeless require both skill and luck.
danger. It is possible for one player to Draw It is a simple complication to climb out of a
and not the others; this is a common tactic window, a tough complication to break down
preserve both life and energy while a wooden door, a Severe complication to
exploring. When a character sees another swim in a whirlpool, an absurd complication
character draw, they may immediately do so to pick a lock, a Futile complication to
as well. Traps and surprise attacks are maintain a standing balance on a tightrope,
extremely deadly, and players can only and a Hopeless complication to climb a
defend by drawing before the trap has smooth marble wall.
sprung. When determining whether or not a trait or
skill is appropriate for a check, remember
Controlling Combat that Skill Traits are bundles of skills that
Its important to let the cards fall as they encompass the idea of a type of character,
may, but in certain situations you may find rather than definitive abilities. If a character
your party is being hurt too badly, either due is trying to do an abstract action that is
to poor card draws, an overpowered considered sneaky or sly, it would be best to
monster, or poor party composition. If your call it a Furtive Check.
party is getting hurt too badly, you can In combat, checks are often done as free
control the enemies attacks, splitting sets actions, either to resist from something bad
into foundation, and denying yourself full happening or do perform an action that

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118
requires extra effort, such as climb a wall. A group, you can instead have that target
check made when a character has drawn become exhausted so he doesnt weaken
can be made with a card in the players hand the entire group.
or from the top of the deck. When a
character has advantage on a check, they ame Master Exhaustion:
G
can draw two cards from the deck and ignore A Game Masters deck is constantly used
the lower. When a character has throughout the game, so it is usually
disadvantage, they have to discard two cards reshuffled back to 52 cards before a battle
and ignore the higher. Proficiency in a check starts. When a group of characters in a
allows the character to draw two cards and combat situation are tired, or have previously
combine the values. been in a battle, they would have cards
discarded from their GMs deck at the start of
the battle.
The Company meets their Match: Druce and When a Game Masters deck is depleted
Brennan decided to add more players to their and nears exhaustion, there are two options
little company of Westbounders. Suddenly, there the Game master has: To Rally or Break.
were five players and Druce was having difficulty
When a Game Master Breaks, the
challenging the group. Even with seven bandits
characters under the GMs control stop
attacking the group, Druce only had ten cards to
attack, and after laying down a single foundation
fighting and attempt to flee or surrender.
on each bandit, he had only three cards in his When a Game Master Rallies, they
hand left. Druce was doing little damage, and his reshuffle their discard pile into their deck.
bandits would die before they could even put a This is typically done as actions through
dent in the player's defenses. However, as Druce Leader characters; such as warchiefs, bandit
got some practice, he started to adopt better kings, and Grand Wizards. Most leaders
strategies, adding foundation to only a very few of have a limit to how many times they can rally
his characters and sending them forward to
in a battle. Some characters, like the
sponge up most of the damage, and putting the
undead, have limitless endurance and
others in strong cover to keep them from dying
and watching the flanks of the others. Now, the
automatically Rally whenever their deck is
players are challenged by combat, and can adopt depleted.
new strategies of their own, like sneaking into the
enemy's flanks to attack the characters without Horde Tactics:
foundation. Certain characters, such as undead or orcs,
are able to fight as a Horde. When in this
state, attacks are made by groups of
layers Exhausting you:
P characters instead of by individuals. When a
In certain cases, such as hordes, it is group of Horde creatures attack an
disadvantageous to let the player discard individual, draw a card for each creature
your cards. Remember that you can choose participating in the attack. The strongest set
for a creature to become exhausted instead amongst those cards drawn is the damage
of suffering the effects of exhaustion on the dealt by the horde.
group. If one weak target gets brought in and More powerful horde creatures, such as
the players begin targeting him with Ghouls or Ogres, gain holdems to use with
Exhaustion attacks, which weaken the whole their horde attacks.

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119
Any creature with the horde ability can wizard who sees a centurion approach may
attack as a horde, even if they are the only cast a fireball before he understands they
creature attacking. are friendly, or mistakenly zap a stranger
instead of the bandit they were looking for.
eveling Up the Player characters:
L
As the story progresses, the players will ow to use the Fist Full O Bullets
H
increase in power and abilities. It is up to you The Fist Full O Bullets, or fist full o arrows
how far you want the players to progress in depending on the ammunition, is a way to
power and how fast. You can choose to use ammunition without constant tracking. A
increase their level every session, after every Fist Full O Bullets is an indeterminate,
story arc, at the end of each campaign, or plentiful, but finite amount of ammunition.
when they complete specific tasks. Whenever a Game master deems, he can
You should generally talk to your players say the Fist Full O Bullets are running low
and lay out how they progress in level. on supply, and determine how many bullets
remain in the pile and give it a finite amount.
The finite number should be about 10; a
sing Archetypes
U limited amount that is small enough to be
When players are trying to use their concerning, but large enough that the player
Archetype abilities, it is important to isnt caught off guard.
remember the balance of powers: The ability You should only let a Fist Full O Bullets
should not be useful in every situation, but it become low on supply in reasonable places
can be a game-changer when played right. in the story; at the end of an long adventure,
Consider the Archetype abilities as you when one character shares their bullets with
would an enchanted weapon; as it makes another, or after a bullet-heavy battle. A bad
their social power stronger. If a player is time to make a player low on supply is after
trying to cause an enemy force to drop their they leave a town, or after they pass by a
weapons and surrender, and they have an place to resupply. The Fist Full O Bullets is a
archetype ability to do that, consider ramping way for the Character to track ammunition
up their effects, having each comment instead of the player, based off of their
reverberate in the enemy's mind and making in-game experience; therefore, if the player
their situation seem worse. Similar to a believes that the character is secure in their
battle, this should not be done in a single ammunition supply, the Game Master should
blow, but in a back-and-forth bout. justify that faith.
Players should tell you when they are trying This can be used as a role-play opportunity
to use their abilities so you can make sure to for players playing ditzy or forgetful
adjust how the NPCs respond. characters, but this should be discussed with
them at the time of character creation.
Magic-Users casting beyond their sight:
In Westbound, spellcasters can target Optional Rules:
areas and creatures that they can see or Injury
sense. This power may seem daunting, For Game Masters that want a greater
however, you should consider the difficulty in sense of danger in their campaigns, they
recognition of anything beyond 300ft. A may want to add rules for injury.

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120
When a character is wounded by a they can use the rules for Serendipity.
non-lethal attack, they make a Mettle check Serendipity should be rewarded for
with a simple complication. The difficulty tier out-of-the-box thinking, excellent roleplaying,
of the complication is increased by one tier or any player behavior that you want to
every time the character becomes wounded reward.
before taking a full rest. When a player has been given Serendipity
When a character fails a draw on this mettle by the GM, they can exchange it to make a
check, they draw a card to determine their discovery about a character, object, or
injury. An injured character loses a trait. The situation. The discovery is something natural
suit of the drawn card determines the type of given the situation and can be coincidental or
trait lost, and the value of the card lucky. A character might find that their
determines which which trait is lost. Counting reluctant informant carries the same holy
from the top down, the trait in the numbered symbol around his neck as he does, or they
position of the card drawn is lost until the might find that a horse and cart accidentally
character recovers from the injury. If the wanders into the middle of a firefight to give
value of the card exceeds the number of him cover.
traits the character has, restart the count The Game Master can veto the discovery
again from the top. made by the player without explanation. If
If the character has no traits associated the discovery is vetoed, the Game Master
with that suit, they instead injure an can choose to return the Serendipity to the
associated part of their body. They have player or to not return it. Serendipity is
disadvantage on all checks until that injury is generally returned if the requested discovery
healed. If a character injures a part of their wasnt fitting to no fault of the player, but not
body that is already injured, that part of their returned if the discovery was unfitting or
body is dismembered and will not recover. exploitative.

Heart - Inured Head


Diamond - Injured Sense
Spade - Injured Hand Triumph at Saint Kiaro
Club - Injured Leg
Triumph at Saint Kiaro is a one-shot
adventurer for 2-5 players characters, and
A character can recover from an injury with
takes about three hours to complete. It
a Mettle check after a full rest with a Severe
revolves around the Player Characters trying
Complication. Characters have disadvantage
to get a magic weapon from a local gang
on this check if they had been active before
known as the "The Martyrs." The Martyrs
starting the full rest. They have advantage on
have created a business by creating undead
the check if they are resting with a character
scares in the city and clearing out for a tidy
who has the Pharmaceutics trait.
sum, mostly because they have a magic
Mace of undead destruction known as
Optional Rules
Blights Bane. The players will take this sword
Serendipity
to free Stonefort of the Martyr's extortion,
For Game Masters who want to reward
and profit at the same time.
players with more than gold or weapons,

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121
The players meet the envoy of the The
The Martyr Gang: Martyrs. Puente has set up a meeting with
This gang operates in a ghost town named the man in a guise that the players are
Saint Kiaro, which is 10 miles east of the wanting to buy it, and is hoping hell bring the
town Stonefort. There are 20 dwarves in the mace, or at least give them information on
gang, not including Dorin ShoeShank and where they could find it. Puente offered
the leader Padwuen DirgeSinger who keeps 50,000 Silver Dollars to the Martyrs, and is
the magic mace named "Blight's Bane." The hoping they wont ask to see the money.
gang has a secret hideout under the church Dorin ShoeShank arrives to scope out the
in Saint Kiaro, as well as a few stores of scene and negotiate the deal. He is a
undead. They have spread rumors relatively low ranking member, so much so
throughout the town of an undead plague, that Padwuen is willing to risk him in this
and sneak captured undead into the city to dubious trade. Dorin is hoping to make good
verify that claim. on the deal and prove he is not incompetent.
Table of Contents Dorin knows much, and forgets what others
The Adventure Hook don't know, and will let slip minor information
Scenes: without thinking, such as that location of the
The Meetup Marytr's Hideout (1) and information on
Trouble in Saint Kiaro Padwuen (2).
False Treasure Room That being said, Dorin is a Steel Dwarf with
The Hideout a taste for whiskey in a relatively dry hideout,
The Pride of Boss Martyr and will accept any alcohol sent his way. He
What Comes After will often stare at the bar or crossing servers,
Enemies & Traps but has no money to order anything. After a
New Items few drinks, he will become intoxicated and
Maps will be more willing to share info.
If he is attacked or harassed, he will give
more information, but he will also leak false
The Adventure Hook
information in an attempt to help his allies in
The Player Characters are contacted by an
Saint Kiaro: Including a myth about a
their old ally Puente, a half-Halfling
Banshee and a fairytale about the church
Half-Human reformed criminal. He informs
bell holding treasure.
them the Martyrs, a criminal band, are in
This is a good point to let the players use
possession of a mighty undead slaying
their archetype abilities.
weapon and are exploiting it for money. He
will suggest liberating the weapon, either as
If Captured, Dorin will give limited info on
a service to the community, or so that the
the town, but will also lie.
players can take over the racket.
If gotten drunk, Dorin will drop his guard
and give lots of info on the town.
Scenes If let go, Dorin will go back to Saint Kiaro
Scene: The Meetup If let go after being harassed, Dorin will stay
in town a day and leave at night.

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122
Info on Saint Kiaro and Gang Players sneaking in should come in from
1: "The Martyrs are based out of Saint Kiaro, behind there. If they do not sneak in or come
a ghost town a few miles east of Stonefort." in an area the bandits can see, the bandits
2: "Boss's name is Padwuen DirgeSinger, on watch put on armor. There is a dwarf on
and he keeps the weapon Blights Banes a the watchtower at night, who has Black
warhammer that is especially effective at Sight, and will yell to the others at the
slaying undead." approach of anyone into the town, and ring
3: The whole group is afraid of the police, the bell if a fight ensues.
and have alarms set to get all the treasure There are five guards in the area, plus the
out if the law comes. one in the tower, mostly dwarves but with
4: "There's a guard that watches from the some humans, and there four in the church.
tower. Night or day, the Martyrs see trouble The doors of the church are sturdy wood,
coming from a thousand yards, except for which can be closed and barred from the
the blindspot behind the west hotel" inside. If outnumbered or scared, they will
5: "The Chapel holds many secrets, including retreat into the Church and make a last
a secret door that has a trap reminiscent of a stand.
children's game."
6: "There is a Cursed Sword on display in the Scene: The Church Inner Sanctum
fake treasure room under the chapel." Inside the Church is a large empty
ceremonial large pool that outlines the far
Lies about the Saint Kiaro walls, with stairs near the entrance, and
1: "There is only one guard awake at night, diving to 4ft deep by the end. Those who
who is in the Bell Tower on watch." retreat into the inner sanctum will stand in
2: "The boss has a banshee under his the pool to give themselves cover. Above the
command who watches out for the town, and altar on the east end of the chapel is the bell
she possesses people who are trying to tower. There is a rope that allows people to
sneak into the town. He uses Blights Bane to climb up, but it is pulled up while the tower is
control the girl!" occupied.
3: "The bell of the Church Tower is magical, Underneath the bridge at the far end of the
and is used to store the town's treasury pool is a small tunnel that is 3x3ft, and can
within the Shattered Span." be crawled into by a medium creature. A
large creature can squeeze through, but
Scene: Trouble in Saint Kiaro must be pulled or pushed.
The town has minimal guards, always five At the end of the tunnel is 10ft down, and
on duty regardless of the time, and most end with a small door with 14 keys and 32
pretend to be looters and scavengers. The keyholes. The keys must be placed into the
town is built in a circle around the chapel, the correct keyhole, or the keyhole will shoot at
bell tower of which is used as a lookout, with them. The keys wont be damaged from the
a sniper inside at all times. The only blind shot. When all 14 keys have been correctly
spot is behind the tavern, which has two placed and turned, the door will swing open
floors. The guards are cautious, but not to an underground treasure room.
cruel, and will briefly entertain the notion of
unarmed wayward travelers.

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123
A small poem is written above the door with Scene: The Hideout
32 locks. The false treasure room leads to the hideout
"Fourteen keys are here and ready, and through the well. The hideout includes a
fourteen locks to boot. small kitchen, a living area, a sleeping area,
Eighteen arms are cocked and steady, a treasure room and armory, as well as a
awaiting a lawman to shoot." private room for the boss of the Martyrs.
There are about 14 men who live in the
If the players came in unnoticed, they will hideout when the Player Characters arrive,
be able to take their time in solving the none are armed, and at least half are
puzzle. However, if the players were loud sleeping.
and shot their way in, the Martyr sniper will The treasure room and armory contains 10
have one last surprise. After being revived by O'l Faithful Pistols, 10 Witchbane Fan
his Bottled Pixie, the sniper will shoot and Cannons, 20 Leather Jerkins, 20 backpacks,
destroy the lock holding in the skeletons in and 500 Silver Dollars and 50,000 Steel
the Grande Hotel. Twenty skeletons will Coins.
attempt to kill any target they can sense, and If Warned by the bell or by a gunfight (They
players can attempt to try and keep the will assume a single shot was just a misfire)
skeletons at bay by securing the door and while on the surface, the crew will believe
solving the puzzle or trying to kill all of the they are being assaulted by the law and use
skeletons. secret tunnels to move their equipment and
treasure out. A few will sneak back into the
town and steal any horses the Player
Scene: False Treasure Room Characters left in the town.
The locked door under the chapel leads to If Warned by yelling or gunfire inside the
this false treasure room. Its is a 15x15ft dirt hideout, all the gunmen inside will try to arm
room that is supported by wooden beams. up to defend themselves, rushing towards
This room contains two chests, a mounted the armory, or escaping through various
sword, and a a small well used as an altar by escape tunnels. Each room has a hidden
worshipers of the water god. The water in the tunnel which can be used to escape if they
well is flush to the top, and holds a cannot reach the armory. Each tunnel leads
Each chest contains 500 steel coins, fake 100ft away from the camp in a different
jewelry of Foolsgold, and a magical Short direction.
Sword named "Eyeless." If the sword is
activated, its user becomes blind for 24 Scene: The Pride of the Boss Martyr
hours. The door of DirgeSinger's room is alarmed,
The well is 30ft deep, and at the bottom is a and a loud bell will ring out if opened. So
plug, that if removed will flood the water there is no way to surprise the Dwarf Boss. If
away. Characters who investigate the well there has been no warnings so far, he is
will find a ladder built into the wall, as well as sleeping in the middle of the room while
a rope that can be used to pull the plug. The holding the Blights Bane. If he is warned, he
now empty passage leads to the hideout. will be wearing a leather jerkin and seen
trying to sneak into a tunnel, but his pride will

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124
make him return to kill the Player Characters Martyr Sniper: 30ft: Hand Size 5:
that attacked his hideout. Foundation 1: Humanoid
The room is one large 30x40ft room which Damage Type: Physical - Traits: Vigor,
is separated by three sets locked bars. Furtive, Coercion, Observant
Behind each set of bars are 5 undead, which
Cast Iron Stomach: This creature has
are stored here to protect DirgeSinger. When
advantage on Mettle checks to resist poison.
the player characters enter the room, 5 of the
undead immediately attack. Breaker: The armor complication of an
DirgeSinger uses Blights Bane in enemy based on Non-magical Armor is
conjunction with the several pistols he keeps decreased by one for the consideration of
on a bandoleer. He will use the pistols or this creature's Savage Attacks.
mace to break the locks and release more Marksman's Rifle: This creature has a Dust
undead, and can do this as a reaction if he Implement with a range: 15ft - 30ft - 105ft -
loses all his foundation or takes loses a base 40ft
foundation. The undead will not attack Serrated Dagger: This creature has a
anyone holding Blights Bane, and will Savage Weapon that causes bleeding.
surround the players, allowing DirgeSinger a Trapped Pixie: The Sniper keeps a tiny pixie
chance to recuperate. trapped in a jar and forces her to cast spells.
If the Sniper dies, the Pixie can cast the Heal
spell on him.

Dwarf Martyr: 30ft: Hand Size 4: Foundation Loaded Gun Trap:


A gun in a keyhole fires out at any lawman
1: Humanoid
trying opening the secret door.
Damage Type: Physical - Traits: Vigor,
Deadliness: 5c Physical Damage, Pierces
Furtive, Coercion armor
Cast Iron Stomach: This creature has Concealment: Severe Complication.
advantage on Mettle checks to resist poison. Trigger: Turning the key in the wrong lock
will fire the gun from of the keyhole.
Breaker: The armor complication of an
enemy based on Non-magical Armor is
Skeleton: Medium: 30ft: Hand Size 4:
decreased by one for the consideration of
this creature's Savage Attacks. Foundation 1: Undead
O'l Faithful Pistol: This creature has a Dust Damage Type: Physical - Traits: Mettle
Implement with a range: 5ft - 30ft - 90ft - Brainless: This cohort requires both verbal
20ft*
and visual instructions to perform a task.
Serrated Dagger: This creature has a
Once set, the cohort will continue the task
Savage Weapon that causes bleeding.
until complete, regardless of danger.
Equipped: If given time to equip, they have Bone Armor: The skeleton has a sensory
an Leather Jerkin that provides a Simple complication from Elemental attacks.
Armor Complication. Horde: This creature can attack as a horde.

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125
Dangerous: This creature gains 1 hold'em Melee Only
when attacking as a horde. Kingsblade: This weapon has a holdem:
King of Spades. This can be applied to all
Padwuen DirgeSinger: 30ft: Hand Size 5: melee attacks with this weapon.
Foundation 2: Humanoid Dead-Slayer: This weapon has a Holdem:
Damage Type: Physical - Traits: Vigor, Queen of Hearts, and Jack of Clubs. This
Furtive, Coercion can be applied to all melee attacks against
Cast Iron Stomach: This creature has undead with this weapon.
advantage on Mettle checks to resist poison. Dazzling: Undead have a sensory
Breaker: The armor complication of an complication against the wielder, and
enemy based on Non-magical Armor is
uncontrolled undead cannot attack the
decreased by one for the consideration of
wielder at all.
this creature's Savage Attacks.
Bandeleer of O'l Faithful Pistols: This Keen: When attacked with this weapon, the
creature has Five Dust Implements with a enemys highest Complication is considered
range: 5ft - 30ft - 90ft - 20ft* one tier lower.
Blights Bane: This creature has a
Magic: This weapon deals Magic Damage.
two-handed Savage Weapon that has the
Sweeping: Damage from this weapon can
Kingsblade, Keen, Sweeping, Magic,
Dazzling, and Dead-Slayer properties. be distributed among several enemies within
Loose the Dead: As a reaction, when melee.
Padwuen has no more Foundation left, or
loses a base foundation, he can use a
Pixie in a bottle: Captured Cohort
reaction to attack the gates locks on the
Magic User: The Pixie is a spellcaster, and
gates and unleash the undead.
once per Full Rest can cast either Levitate or
Heal.
Prisoner: The Pixie is a living, thinking, and
lights Bane: Savage Weapon: Medium:
B
speaking character who will try to escape the
Cost 450 Silver Dollars
bottle whenever possible.

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126
HAND
HAND SPEED
ESTBOUND ARMOR

*WANTED*
LEVEL NAME
SERENDIPITY

SORT Level Level BREED


Subclass

$ $
0
Source Abilities
1
1
2
3 TRAIT " TITLE " 2

4
For the following crimes
3

5 4
6 TRAIT
5
7 ARCHETYPE Level
0 3
8
9 TRAIT 1 4

10 2 5

Bonus
REDUCE COMP
GRIT
LUCK FORT
COMPLICATION TRAD FOUNDATION

TRAITS MANA POOL

EQUIP STASH PACK

CRAFT NOTES

2017 Island of Bees. Permission granted to photocopy for personal use.


Game Master's Cheat Sheet
Drawing Range
Draw a hand equal to the largest hand Firearms and other ranged weapons each have an effective range.
among your creatures in play This is represented by a series of four numbers corresponding to:
Add one card to your hand for every Short Range, Prime Start, Prime Reach, and Half-life
additional creature 2 Sensory Sensory Sensory 2 Sensory
Comp. Comp. Prime Range Comp. Comp.
Ante
Maximum starting ante is equal to the Short Prime Prime
Half-life Half-life
largest hand among your creatures Shooter Range Start Reach

Checks
To pass a check, the draw must exceed the complication
Falling in Combat
Normal Complications Skilled Complications Lose all Base Foundation Run out of cards
Simple Tough Severe Absurd Futile Hopeless Player Character Wounded Character Exhausted
3 6 9 13 16 19
Skilled Check: Draw two cards and add GM Creature dead Creatures Rally or Break
OR draw one card and recycle Wounded
Advantage: Draw extra card, discard lowest
Discards 10 cards every turn, becomes prone, cannot
Disadvantage: Draw extra card, discard highest
take actions or move, automatically fails checks.

Scatter
Draw two cards. These cards determine N Exhausted
Movement is reduced to 5ft, can no longer perform
where the object moves to actions and automatically fails checks

Resting
Direction: The suit of the card, according
to the Standard Westbound Compass
Distance: Determined by the value of the card; Breather(5m): Recover half of discard
Short Rest(1h): Breather + recover
A-3 4-6 7-9 10+
W E
GRIT
LUCK FORT Base Foundation at 5 Cards per
15ft 10ft 5ft 0ft TRAD
Long Rest(8h): Reshuffle all 52 cards

Statuses
Consecutive Scatter
Each card drawn moves the target
area 5ft in the corresponding direction Hold'em
If you draw the opposite of your last draw,
Card placed face up in front of them. Can be
move again in the first direction
S applied to any attack they make to increase the set.

Complications Vulnerable
Has a card placed in front of them face up.
Armor Complication (AC): Granted by worn armour.
Can be applied to any attack against them.
Ineffective against firearms
Sensory Complication: Reduces damage by 1 Bleeding
Cover Loses one foundation every time they exhaust
1/4 Cover: Simple 1/2 Cover: Tough their entire hand. Stops when they end a turn
3/4 Cover: Severe Full Cover: Cannot hit with cards still in their hand.
Aesthetic Cover: Grants Sensory Complication
Poisoned

Combat Mechanics
Discards 10 card from their deck at start of turn.
At end of turn, Simple Mettle check to end Poison.
Recycling: Recycled cards are kept in a seperate pile Staggered
Shuffle them back into the deck as an action Discards foundation, and cannot regain foundation
Multiattack: Play an attack set, then draw extra cards until the start of their next turn.
If the extra cards can add to the set, they do Blinded
#c: Draw # cards from the deck Can only attack in melee or short range, all enemies
AOE: Draw #c cards indicated and distribute as sets have aesthetic cover from their attacks. They fail
Horde: Draw a card for each creature in the horde all checks to observe based on sight.
The highest set in these cards is their attack Prone
Rally: Reshuffle the discard pile back into Moves at half speed, gains a simple complication,
the deck when you run out of cards loses the benefits of their Armor Complications.
2017 Island of Bees. Permission granted to photocopy for personal use.

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