0% found this document useful (0 votes)
443 views35 pages

ReturnToDaggerworld Ver1 0

This document presents a campaign frame for the Daggerheart tabletop RPG, inspired by the MMORPG Daggerworld, detailing its history, themes, and gameplay mechanics. It includes new classes, ancestries, and community features tailored for players, emphasizing nostalgia, adventure, and digital exploration. The campaign invites players to navigate a resurrected game world filled with mysteries and challenges, blending elements of technology and fantasy.

Uploaded by

pprincon88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
443 views35 pages

ReturnToDaggerworld Ver1 0

This document presents a campaign frame for the Daggerheart tabletop RPG, inspired by the MMORPG Daggerworld, detailing its history, themes, and gameplay mechanics. It includes new classes, ancestries, and community features tailored for players, emphasizing nostalgia, adventure, and digital exploration. The campaign invites players to navigate a resurrected game world filled with mysteries and challenges, blending elements of technology and fantasy.

Uploaded by

pprincon88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A Campaign Frame by GriffonRex

Game & Graphic Design GriffonRex


Art GriffonRex, Gnarly Ghosts, Dhruvanash Soni, Aaric Liu, Shy Perki
Cover art Stealthnachos

Additional content licensed with permission


Envato Elements
Adobe Stock
Unsplash.com

No AI was used in the creation of this PDF

This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role,
LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information
can be found at https://www.daggerheart.com. There are no previous modifications by others.

2
Dhruvanash Soni

3
Table of Contents
Overview
The Pitch
Communities
Ancestries & Classes
Player Principles
Gm Principles
Distinctions
Forum Rumors
Campaign Mechanics
Session Zero Questions
New Classes
Hunter
Inquisitor
Thaumaturge
Mystery Domain
New Subclasses
Joker
Oracle
Warlord
Monster Slayer
Pirate
Shaman
Oneiric Origin
Weaponmaster
School of Summoning
Justice Guild
Sword Saint
Pact of the Conspiracy
Sidhe
New Adversaries
Hackers
Artificial Intelligence

4
What is this? TermInOlogy
In the early summer of 2025 (at the time of writing), Avatar: The character players control in-game.
two things happened at the same time. First, I started
playing .hack//G.U. Last Recode, a remaster of the Persona: The character players control out of game,
original PS2 sequel to the MMORPG mystery game, the one who owns and operates the avatar.
.hack//. Second, I started playing Daggerheart, the
Game Master PC (GMPC): An NPC persona and avatar
new tabletop RPG by Darrington Press, a company
controlled by the GM. A character with the equivalent
featuring many of the voice actors from .hack//G.U.
power of a PC.
Last Recode.
Admin: A special kind of GMPC with god-like powers
For no reason whatsoever, I had a funny thought about in the game world.
combining these two things. The result, is the PDF
you’re reading. Non-player character (NPC): Refers to AI-controlled
NPCs in Daggerworld.
This Campaign Frame is, in my mind, an interesting
campaign concept for Daggerheart that, hopefully, Daggerworld: A virtual game world created by Darrow
some people will find interesting. However, I have no Press Digital based on their popular Daggerrealm IP.
clue how “interesting” it will be!
Daggerrealm: A series of books, comics, games,
podcasts, and merchandise owned by Darrow Press.
Is this intriguing enough to put some real effort into,
or more of a passing curiosity? Darrow Press: The fictional company that owns the
Daggerrealm series.
So in the interest of “science”, I put out a “Playtest
Edition” of the frame first. It seemed to hook some Darrow Press Digital (DPD): The fictional video game
people so I made this fancy-pants version. The sort of design and publishing arm of Darrow Press. Produced
version where I got to push all the shiny buttons on the popular Daggerworld MMORPG.
my copy of InDesign.
PVP/PVE: Player-vs-player and player-vs-environment.
GriffonRex The two modes of play in the Daggerworld MMORPG.
Original (playtest) print: June 6th, 2025 In PVP personas fight other personas for gold, glory,
and territory. PVE is the more pervasive “default”
game mode, where avatars explore the world, plumb
dungeons, and fight NPC monsters.

PK: Short for player kill. The act of one persona


hunting and killing another persona’s avatar. Usually
through ambush tactics, and against weak avatars.

RMT: Short for Real Money Trading. When avatars


generate in-game items and gold which they sell
for real-world money. Usually done large scale and
against the game’s terms of service.

AH/MB: Short for auction house or market board,


places where personas can buy, sell, and trade items
in-game for in-game currencies.

Guild: Persona-run factions that can own property


and engage in warfare against other guilds.

5
Gnarly Ghosts

Return to DAGGERWORLD
When the servers of an old popular MMORPG spring back online, digital anthropologists, hackers,
and nostalgia-addled gamers return to its liminal shores, unaware of the danger and mysteries that
have been growing since they left.

Complexity Rating: ● ● ● ●
THE PITCH TONE & FEEL
Read this section to your players to introduce them to the Conspiracy, Mystery, Technological, Adventurous,
campaign. Contemporary, Video Games
Twenty years ago, the servers for the incredibly popular
and influential online RPG DAGGERWORLD were shut
down. There, all the guilds, monsters, treasures, and
THEMES
memories sat growing hazy and forgotten. No one Loss, Growing up, Nostalgia, Found family, Art vs.
knows who, or how, or why, but the servers have come Corporate greed, Overcoming trauma, AI & Friendship
back online. Only a few accounts seem to be able
to access the game world, or maybe only a few care. TOUCHSTONES
Regardless, those who are logging in are finding more
than old NPCs and quests. Something has been growing dotHack, Tron: Legacy, Digimon, Log Horizon, Overlord,
in the past twenty years, and it’s not content to stay in The Matrix, Five Nights at Freddies
the digital space. In a Return to Daggerworld campaign,
you’ll login to a digital adventurer avatar and explore a
forgotten online landscape in search of buried secrets
and lost summer vacations. As your adventures unfurl,
so to does the scope and threat of the campaign. It’s all
fun and games... At first.

6
OVERVIEW
If your group decides to play this campaign, give your players the following information before character creation.
[Archive]: Darrow Press Digital original author, and with a dwindling fanbase
Web-mail: Daggerworld’s 20th Daggerheads were poised for more Daggerworld. They
only had to wait a short half a year until Elegy for the
anniversary memorial!
Moons was released, coinciding with the Elegy for
20 years ago was the grand launch of the original the Moons Daggerrealm movie, which introduced the
Daggerworld massive multiplayer online role-playing world to the Faerie, Faun, and Firbolg ancestries.
game. It featured the epic Enter the Daggerworld
Digging into the code for EotM, players found details
storyline. At launch players enjoyed a dozen
about an upcoming expansion featuring the Fighter,
dungeons, fully-voiced dialogue from NPCs, and the
Warlock, and Inquisitor classes, as well as the Gheist,
core Guardian, Rogue, Warrior, and Wizard classes.
Werekin, and Dhampir player options. Sadly, it was
Ancestry-wise, players could pick from the Dwarf,
not to be, as Darrow Press Digital announced they’d
Elf, Goblin, Halfling, and Human ancestries from the
be shutting down Daggerworld. Newer games and
popular Daggerrealm series.
dwindling sales finally did the gaming titan in, but not
Hot on the heels of Enter the Daggerworld came before Daggerheads gave the game on huge send off,
Rise of the Underhome, expanding the story the which a global party bidding the fantasy world that
Daggerrealm’s bizarre underworld. Players could held so many memories, friendships, and smiles for
now create Druid and Ranger classes. The Fungril, so long.
Infernis, Orc, and Ribbet ancestries were also
teased on message boards weeks before the trailer
showcase. However, Rise of the Underhome was most
known for its inclusion of player housing, and the
randomly generated dungeons, which included epic
personalized loot, the Sidereal Panoply. And who
could forget the wedding mechanics, or the Duke
Gildenstern’s combat wheelchair meme, from when
he saved the players from Saul, the Living Volcano?!
It took no small number of flame wars and begging
and pleading from the fanbase, but a year and a
half later Darrow Press Digital finally released the
long awaited Burning Banner expansion pack. The
burning banner brought guilds, guild housing, as
well as PVP and open warfare to Daggerworld. After
years of teasing their invasion in the Daggerrealm
graphic novels, players could make avatars from the
Sunscorched Empire, bringing the Clank, Drakona,
Galapa, Giant, Katari, and Simiah ancestries. Citing
issues in tech debt, there were no new classes added
in this expansion, but even that couldn’t douse fan
excitement.
Three years of BB passed, and the fanbase assumed
DPD would release a sequel to Daggerworld. Instead,
following an April Fool’s ARG, the less well liked but
still amazing Lance of the Heavens expansion pack
hit store shelves with a bang! Finally bringing the
class options, such as the Bard, Seraph, and Sorcerer Shy Perki
classes. Players could also create avatars of mixed
heritage, doubling the build variety and finally putting
out the fire that had been brewing on the roleplay
servers for the past half-decade.
After the mysterious disappearance of Daggerrealm’s

7
Communities
Return to Daggerworld uses unique communities which are variations on the ones found in the Daggerheart Core
Rulebook. Provide the following information to your players during session 0.

Crafter Guilder
In this house, spreadsheets and timetables aren’t Guilds are an important part of the MMO experience,
dirty words. Why wander through hours of mazes and and it’s all thanks to the tireless work of guild leaders.
monsters for the slim chance of getting rare loot, all As a guilder, you might have been the captain or head
while pre-teens shout at each other, when the real fun of a guild. Maybe you had a hands-on approach, or
can be had in making your own dang loot? were more casual. Regardless of your style, you were
a leader and organizer to your guild mates. Everyone
■Community Feature has to work together to get anywhere, after all!

Pack Slots: Add Pack Slots to your inventory. Once per


session, you can spend a Hope to reach into your pack
■Community Feature
slots and pull out a mundane item that’s useful to your Leadership: You have advantage on rolls to consort
situation. Work with the GM to figure out what item with avatars, negotiate prices, or give commands to
you take out. NPCs.

Glitcher Lorefiend
No game is perfect, all software has exploits. You’re Maybe you’ve been a fan since day one, or you
just someone with the knowledge and skills to absorbed anything and everything worth knowing
take advantage of the game’s spaghetti code. They in Daggerworld during a month-long hyperfixation
might patch-out an exploit one day only for you to bender. The lore of the world has spoken to you,
find another one a few hours later. Maybe you’re a and you have etched it’s intricacies, plot holes, and
speedrunner, a superfan, or you just like poking your mysteries deep into your brain.
nose behind the digital curtain.
■Community Feature
■Community Feature Well-Read: You have advantage on rolls that involve
Edgewalker: You have advantage on rolls to the history, culture, or politics of a prominent person
traverse dangerous cliffs and ledges, navigate harsh or place in-game.
environments, and use your game exploitation
knowledge. Newbie
Gold Farmer You heard a lot of cool things about Daggerworld, but
you never played it until now. It could’ve passed you
You’ve heard it all before, but you’re no exploiter, you by, maybe you didn’t have the right computer set up,
made your gold fair and square! Everyone else is just or maybe... You weren’t even born yet when the game
jealous of your nice guild house, your rare custom first dropped! Everyone wants to show you the ropes,
outfits, and your exclusive con mount. You certainly and you have a lot to prove, but you’re no slouch in
don’t know how to dupe mats and hide the trail the gaming department. Once you master the controls
through a market board loophole. you’ll show them a thing or two!

■Community Feature ■Community Feature


Scoundrel: You have advantage on rolls to negotiate Beginner’s Luck: The game takes pity on new players.
with avatars and NPCs, detect lies, or find a safe place When you roll with Fear, place a token on your
to hide. community card. You can hold a number of tokens
equal to your level. Before you make an action roll,
you can spend any number of these tokens to gain a
+1 bonus to the roll for each token spent. At the end of
each session, clear all unspent tokens.

8
PVPer Solo
NPCs? Boring. You aim for the most dangerous game: Look, you just don’t get along with most people, that’s
a low-level mage panic casting as you appear from the no crime. You’ve learned to make it in Daggerworld on
underbrush, glorious knives glinting in the moonlight. your own for as long as possible, and it’s all thanks to
Fighting someone of your level, that’s also a rare treat. your own perseverance. Anyone can do it with a bit of
The thrill of combat, the sweet taste of victory, or the discipline, and the reward is not having to deal with
bitter ashes of defeat. There really is no other feeling other people’s petty drama.
like it.
■Community Feature
■Community Feature Dungeoneer: When you’re in an area with low light or
Lightfoot: Your movement is naturally silent. You have heavy shadow, you have advantage on rolls to hide,
advantage on rolls to move without being heard. investigate, or perceive details within that area.

Roleplayer
What’s the point in playing in an online fantasy world
if you aren’t going to live the fantasy? Other people
may “play” the game, but you live it. You weave
story, acting, and drama into your very being, and
everyone else stands in awe of your dedication and
commitment.

■Community Feature
In-Character: Record three sayings or values
important to your avatar’s backstory. Once per rest,
when you describe how you’re embodying one of
these principles through your current action, you can
roll a d20 as your Hope Die.

Gnarly Ghosts

9
Gnarly Ghosts

AnceStriEs & ClASseS


All ancestries and classes are available, but you should provide the history of the campaign frame if you want your
ancestry and class choices to have story impact.

■Enter tHE DaGgErWOrLd ■LaNcE Of thE HeAvenS


Classes: Guardian, Rogue, Warrior, and Wizard Classes: Bard, Seraph, and Sorcerer classes
Ancestry: Dwarf, Elf, Goblin, Halfling, and Human When players see any of these classes they might
Players with avatars using these classes and ancestries assume the player is heavily into role-playing and fan-
are assumed to be old fans and very experienced. fiction.

■RiSE Of thE UnderhoME ■ElegY FOr the MooNS


Classes: Druid and Ranger Ancestry: Faerie, Faun, and Firbolg
Ancestry: Fungril, Infernis, Orc, and Ribbet Older fans sometimes look down on these
Players with avatars using these options are thought to avatars since they were released near the end of
be more creative or fan community oriented. Daggerworld’s hype.

■BurnING BAnNeR ■UnrEleaSEd


Ancestry: Clank, Drakona, Galapa, Giant, Katari, and Classes: Warlock, Fighter, Inquisitor, Hunter, and
Simiah Thaumaturge
Players assume these ancestries represent players that Unreleased. As far as anyone knew, it was horror-
are hardcore and into PVP or “try hard” culture. themed.

10
Player Principles GM Principles
If your group decides to play this campaign, give your Keep the following guidance in mind while you GM this
players the following information before character campaign.
creation.
■PlAy wITh IdentiTy
■ExpreSs yourselvES
Virtual worlds allow people to curate their identity,
In this game you not only play your avatar, but also the way people choose to represent themselves also
the persona controlling the avatar. Consider the says something about who they are. Sometimes people
personality of the player in-game, and how their are forced into an identity. How does this affect them?
history, opinions, and biases express themselves As this topic can get close to real-world issues, make
through their avatar. The avatar allows people a way to sure you’re on the same page with your players on
edit and control what they want others to see as much identity, and use safety tools if needed.
as they are an expression of the persona’s creativity.
■Dig up UncomFORtable PastS
■ConsideR thE PAsT and pREsent
When we’re young, we can be fearful, hopeful, or both
Did your persona play the original Daggerworld? What when thinking about our expectations of the future.
part of the game did they join, and how did it affect Other people, like adults, can also have expectations
them? Did their time in the game pass uneventfully, or of us. You can challenge your player’s personas by
are they still reeling from it? Does your persona have drawing attention to how things were in the past
any regrets of the past, or hope for the future? Return and how things are in the present. What happens if
to Daggerworld is a campaign frame that can push a GMPC remarks on how a player’s persona hasn’t
the past, sometimes painful, sometimes forgotten, or changed since high school, or what if the same GMPC
sometimes misremembered, into the present. can’t help but treat the persona as if they were still
the person they were in high school? How do our
■Question Reality characters fight against the past?
What does your persona think about their real
world versus the virtual world? Do they place any ■chAlLeNGe reAlITy
importance on the virtual world, and if so, how much? Stories of artificial intelligence can become formulaic.
The ways the real world affect the virtual world are The central conceit usually is that AI is no different
obvious and self-evident, but the virtual can also affect from material sapience. The humans are then either
the real. Do the virtual denizens of imaginary worlds punished for their hubris with a robot uprising or a
deserve rights, and if so which ones and to what human falls in love with an AI and the courtship is
extent? questioned.

■LOOK out fOr one anOthER There is another path where the author plays with
the reality of an AI, where they allow the audience’s
You are a part of a group, a team, and together you rise expectations of AI in fiction to fill in gaps that the
and fall. All of these questions about reality, the past, author can exploit. We see this in films like Blade
and identity are attacks on the self. They inflict unseen Runner, Ex Machina, or The Matrix where artificial
wounds that can unravel you from the inside. This intelligences are both human and inhuman, where the
is where the group comes in to help their comrades boundary of human and machine is vague.
in need. Offer them a shoulder to cry on, slap some
sense into them, remind them of the one truth they’ve As the players question their identity, their past, and
forgotten that makes them whole. We all are social themselves, themes of AI can reflect and deepen
creatures, and being in a digital space does not change those themes. How would an artificial mind think
that, but amplifies it. about those same topics, and would they draw similar
or different conclusions? Would considering these
questions make the AI human, or do the answers
matter?
A good antagonist to this campaign frame would
be someone or something that represents a dark
reflection to the answers your players have to these
questions.

11
DistIncTIoNs
Use this information to prepare your campaign. You can also share it with your players as needed.

■LOgGiNg In clothing, or toys, never weapons, armor, or useful


adventuring equipment.
You are in control of the persona, the person playing
the game, and the avatar, the character controlled by The most well-known events are field events. These
the persona. This divide between persona and avatar are roaming monsters and special quests that only
allows you a unique perspective and approach to appear at certain times, in certain places, and under
problem solving in Return to Daggerworld. certain conditions. The amount of game knowledge,
prep, and skill required to find and accomplish these
■RetuRnING to a HAlf events is commensurate to their rewards. Getting a rare
item from a special event is usually a coveted prize for
reMembered WOrld achieving such a grand accomplishment.
Daggerworld was very popular in its heyday, but it’s
One more event you might experience are promo
not well populated anymore aside from the NPCs.
events. These are quests, NPCs, and situations that
Aside from your companions, other players are a rare
are cross-promotional, such as a movie, book, or TV
sight. This leaves a lot of space for indirect stories,
show released sometime in the past. It’s common in
where you explore abandoned guild houses and piece
some online games to, for example, have a quest with
together the lives of the players who called them
characters and themes related to another product made
home.
by the company or in collaboration with the parent
company. This frame doesn’t provide any example
■Volatile SOftwaRE promo-events, but we do recommend that your table
As a game, Daggerworld is meant to be played an come up with a few that are references to previous
conquered. The penalty for failure isn’t as bad as it tabletop RPG campaigns you’ve had.
might be for other campaign frames. Certainly, being
unable to beat a boss is difficult, but it’s hardly the end ■Double-Time
of the world, only a stall in your quest.
Time moves twice as fast in the digital world compared
There are things that can stop you more permanently, to the real world. This is to allow players with different
however. Glitches and hackers. Glitches are digital schedules to experience events that only occur at
adversaries that can corrupt your avatar or account, certain times of the day in-game.
putting a more permanent end to your avatar’s quest.
Hackers function in much the same way, but can be ■Quests & “qUESTS”
more subtle or insidious in their abilities. On the other
hand, you can usually parlay with hackers. A “quest” in an MMORPG is a specific story adventure,
usually given by an NPC in a town, that requires
■SpeciAl EvenTS the player to achieve some goal in order to grant
them treasure, explain some aspect of in-game lore,
Special events are an important part of online RPGs, discover a new location, or to teach the player some
and Daggerworld is no exception. new mechanic or rule. Good quests usually allow
for multiples, for example offering in-game lore and
Holiday events are the most common, and there are showing off a new location.
four of them, one for each season: Spring renewal,
Summer break, Autumn harvest, and Winter tidings. Quests outside of this definition are goals the GM or
Each seasonal event lasts two weeks, and include players assign, tasks that occur above or outside of
puzzle or group mini-game events in every major city. in-game quests. These quests might be retaking an old
The look of the major cities will also change to match Guild castle, finding a hidden treasure cache buried
the seasonal event with colored streamers, unique by a player 20 years ago, or getting to the bottom of a
foods and items, as well as special outfits for NPCs. glitch-related conspiracy.
Some monsters and locations may also change, with
In-game “quests” can be a part of the overarching
snowmen enemies for Winter tidings, or scarecrows
questlines. For example, players interested in retaking
for Autumn harvest.
their old Guildhall might first need access to an
Completing seasonal events always results in attaining exclusive polar zone, one that can only be reached by
rare gifts that can only be gained from completing completing an in-game “quest” first.
an event. These gifts are usually seasonal furniture,

12
■Getting ArOund ■The NecroL0rd’s Hoard
Aside from walking, players usually get around by The Necr0Lord was the sneering and pretentious
teleportation or vehicles. Teleportation costs gold to leader of the Red Legion, a guild of notable PVP
use, the greater the distance the greater the price, players and tryhards. In the real world, the Necr0Lord
and the avatar must have visited the teleportation site was an online grifter who was eventually jailed for a
previously in order to use a teleport to that location. failed crypto-scam. The feds were never able to find
Vehicles on the other hand allow the avatars for fast the money he stole, apparently it’s locked away on a
travel overland. Some vehicles are submersible or blockchain, the password of which is lost to time...
act as boats, and some can fly. The faster the vehicle, Is the story everyone knows. A mysterious fixer and
the more avatars the vehicle can seat, and the more hacker however claims that Necr0Lord made a special
ways of traversing the landscape the vehicle can room full of crafted gear, each of which contains one
perform, the rarer or more expensive the vehicle is. of his passwords in the item descriptions. Apparently,
Low-level vehicles in Daggerworld are usually tamed anyone who can brave his guild hall, full of traps,
animals, while rarer vehicles may be ships or mythical monsters, and more than a few digital exploits, can
creatures. uncover the vault. The fixer can’t do this alone, and
has hired the party to help them. Let’s hope the rumor
Forum Rumors is true.

A few story hooks, offering adventure sparks. ■Trapped on the Airship


Express
■Festival Queen
The Airship Express is an airship that flies around
Every winter solstice an in-game event is held where the entire world on a very precise timer. For players
players can compete for prizes. The winner of the who don’t have mounts capable of flight, or access
event is gifted the Blessing of the Festival Queen, to extensive teleportation points, it’s a godsend.
a powerful artifact that only 10 players in the world Eventually the AE became a popular hangout spot for
have. Some seek the blessing to add to their collection, newer players where they could ask questions, make
others intend to auction the item off for real world friends, and discuss the game between quests.
cash. There’s even a high profile player who has
already won the blessing, but enters the competition The party is a group of friends who met during the
to prevent anyone else from winning, thus increasing early days of Daggerworld while riding the airship.
the value of their artifact. When Daggerworld came back online, they all
received a mysterious invitation back to the world.
■Legend of the Only when they all step onto the airship, and the doors
lock, will they realize to late that they’ve been lured
Moonlight into a trap.
The Moonlight Prince was a player who died tragically
when very young. The community came together ■Yesterday & Tomorrow
and, with the help of DarrowPress, made a memorial There is a portal at the bottom of a crypt dungeon
in game, a statue of the prince next to a beautiful that, rumor has it, leads to an unreleased world, the
fountain in a moonlit grove. Players who prayed at the fabled fifth expansion pack. Whoever can reach it and
grove could obtain the grace of the Moonlight Prince, catalogue what they find would become infamous.
a minor buff that helped to keep the player’s memory They may even uncover why Daggerworld was shut
alive. down.
Since the servers came back online though, rumors There is another rumor about the world beyond the
have started to spread that anyone who prays at the portal. If your character dies exploring the other
statue is attacked by a strange monster, who places world, you will die in real life. No one that’s real
the curse of the Moonlight Beast on anyone who gets though, likely some forum creepypasta, right?
attacked. Gamers assume hacking and sabotage are
at play, but what if it’s something more? There are no
administrators active, and the Prince’s real life family
and friends have reached out for help in solving this
mystery.

13
Campaign Mechanics
The following mechanics are unique to this campaign.

■The Digital & tHE ■Death is nOt The End


TAnGiBle If an avatar reaches 0 Hit Points from a normal enemy
or GMPC, they don’t die normally. Instead of the
Because the campaign frame concerns an online normal death move options, avatars have hold and
game, most of the distinctions lie in how everyone release.
approaches the digital-real divide.
Save Points: These are special locations found all
Player characters are made up of an avatar (the around the world. Players who spend 10 seconds
in-game character) and the persona (the person communing with a save spot “store” the location. They
controlling the character). The persona has no stats, will return to the save spot if they choose to release
but is expressed through community, while the after dying.
avatar is made up of all the normal abilities and traits
associated with Daggerheart PCs. Despite the split, the Hold: The avatar remains in the game at the spot that
persona and the avatar should be treated as two parts they died, hovering above their body as a ghost. If a
of the same whole. character casts resurrection or uses yggdrasil dew on
them, their spirit rejoins their body and they revive. A
Rolling dice for the persona is discouraged, but if it’s holding player can always choose to release.
required for whatever reason, the player makes an
Action Roll (10), with advantage if their community Release: The spirit of the dead character returns to the
would help. last save point they used. Their body reforms in this
location with full hit points. Their armor, weapons,
Persona can log out, doing so leaves the avatar and other valuables are left in the spot where they last
vulnerable to danger for 10 seconds, after which died.
they disappear. When the persona next logs into that
avatar, the avatar will re-appear in the same spot they Digital Death: If an avatar reaches 0 Hit Points from
disappeared at. special glitched enemies or hacker GMPCs, they
risk data destruction. This functions the same as
Personas can also swap avatars by logging into each death in a normal Daggerheart campaign frame,
others game accounts. This can be managed by having except resurrection spells and magic don’t revive
the players swap character sheets (but keep their them. Instead, they require a quest that involves data
community features, which are granted by the avatar). retrieval that will likely have them facing another
Social and mental abilities from the avatar provides glitch or hacker adversary.
information to the persona. To what extent the system Digital death doesn’t destroy the persona, only the
provides this information, and how deductive or avatar. If the persona makes a new character, then the
seductive your persona is, is up to the player. Some player follows the usual rules for character creation,
highly charismatic avatars might have socially inept but gets to keep their community choice. The player
personas, or the avatar may have no social graces, but can also always choose to make a completely new
the persona is very personable. character with a new persona.
Friendlist & Blocklist: Avatars have a friendlist and
blocklist. Avatars can communicate in a one-to-one ■Character Respec
manner with anyone on their friendlist from any
distance. They can also tell when someone on their “Respec” is short for “respecialization”, the process
friendlist is online. of changing an avatar’s stats and look. Players can
change their character’s Ancestry or Class by spending
The blocklist prevents an avatar on the list from in-world currency in a large city at a Specialization
communicating with the person who placed them on Clinic. The cost to respec goes up the higher level the
the list. When an avatar is placed on the blocklist, the avatar is.
blocker can choose to temporarily lift the block in case
of emergencies. Avatars on the blocklist also won’t Ancestry Change
appear in pick up group activities, where the system Cost: 1 Chest
randomly assigns players to a group for dungeon runs. The character replaces their Ancestry with another.
This isn’t a mechanic in this game, but an aspect of the They can also go from multiple Ancestries to one, or
world the GM might include. vice-versa.

14
Domain Change
Cost: 3 Handfuls per card Session ZerO
The character returns all Domain cards from a
specific Domain and re-picks them, maintaining the questions
levels their previous cards had (for instance, you Ask these questions to your players, or make your own.
can’t turn in level 2 Domain cards for level 1 or 3
ones). Also, you can’t return any cards that have been • What embarrassing or horrible memory from
permanently vaulted. your early days of Daggerworld do you hope to not
encounter?
Name Change
Cost: 1 Chest • What stories about glitches or hackers have you
The player changes their avatar’s in-game name. This heard?
doesn’t update other player’s friendlist or blacklist • What part of Daggerworld have you never been
options, so friendly players will need to re-add the able to master?
new name to their friendlist. Married characters are • What’s the one thing you never did when you first
always on each other’s friendlist, even during a name played Daggerworld?
change.
• Who is the one Daggerworld player you’ll never
forget?
■Marriage
Avatars can be married with a special ceremony
of bonding. The ceremony can be customized to
the wishes of the participants. The ceremony takes
place in a unique location in-game specifically for
weddings. There is no gender restriction for bonding.
The bonding ceremony costs anywhere from 3
to 10 Bags of gold, up to 1-2 Chests for elaborate
ceremonies. Some players even go so far as to
craft special trinkets, presents, and clothing for
participants.
At the end of the ceremony, the wedded avatars obtain
the Bonding Band, a unique piece of jewelry which,
when equipped, allows the bearer to teleport to their
betrothed’s location, no matter the distance. The
band can’t be lost, stolen, or destroyed except through
annulment.
Annulment: A bond can be annulled if both bonded
return their Bonding Band’s to the ceremony location,
ending the marriage and all associated in-game
benefits.

■Mounts
It’s common for avatars of Tier 2 and higher to have,
at least, a basic mount. Mounts come in many shapes
and sizes, some being sensible like horses, while
others are wilder, such as walking couches. At tier 3
some mounts can even fly or swim underwater! While
mounted, avatars can’t fight, and taking any damage
while mounted, or making an attack, automatically
un-mounts the character. Mounts can be summoned
from anywhere so long as the avatar is not engaged in
combat.

15
Hunter
“The Bloody Hunter series was a cult classic back in
‘27, so for our next expansion the Hunter was the first Hunter SubclasSes
new class we designed. We strived to stay close to the
way Greyfur was written in the comics, while also Choose either House Paracelcus or House
expanding the lore a bit with House Paracelsus. The Faustus subclass.
Hunter is every bit the tank we’ve come to expect, with
a focus on one-on-one boss fights. Outside of bosses House Paracelsus
and raids, they make a flexible off-tank. Don’t forget to
extend your metal fist to the heavens while shouting Play House Paracelsus if you want to use alchemical
‘Witch Form’!!” potions to stay in the fight and help your allies.

-DarrowPress Newsletter [UNSENT]


■SpelLcASt TraIt
Domains Knowledge
Mystery and Midnight
■FOundaTion FeAtUres
Starting Evasion
Admixture: Immediately after a long rest, you can
12 craft a number of potions equal to your Knowledge
trait. When you make a potion, mark HP or Stress
Starting Hit POints to make an equivalent HP or Stress potion. Only you
6 can apply these potions, but when used the imbiber
recovers a HP or Stress.
ClasS Items Allsense: While in Witch Form you suffer no
The tattoo or scar of your house disadvantages caused from veiled, hidden, or
glamoured adversaries.
Hunter’s HOpe feature
Arcane Itch: Spend 3 Hope, you can sense when you’re ■SpecialIzAtiOn FeAtUreS
in the presence of a mundane disguise or magical Reinforced Bond: Your Admixture feature now lets
glamour, though you can’t tell exactly where the guise you mark Armor to create an Armor potion. When
is or what it is. consumed, the user gains an extra Armor slot (they
don’t recover Armor).
ClasS featuRes
Lead to Gold: Your Admixture feature expands. When
Witch Form someone imbibes one of your potions, they recover
At the outbreak of combat spend a Hope to enter your two HP or Stress, or gain 2 Armor slots.
Witch Form. Until combat ends you gain HP equal
to your Instict, and you take damage to your Witch ■MASTERY FeAtUre
Form HP before your normal HP. If you cross the
Synthetic Backlash: Add a number of tokens to this
veil of death while in Witch Form, you can choose
card equal to your Knowledge. When you recover from
to transform into a Shade Terror. A Shade Terror is
a condition you can spend a token to inflict that same
a GM-controlled adversary with all of your stats and
condition on another target within Very Close range.
gear, completely recovered HP, and is permanently in
Recover one token to this card every moonrise.
Witch Form.

16
House Faustus Background QuestiOns
Play House Faustus if you want to be a devilishly
charming dervish on the battlefield. Answer any of the following background questions. You
can also create your own questions.
■SpelLcASt TraIt • What was the first monster you hunted?
Strength • What is your Witch Form like?
• What does the mark of your house look like?
■FOundaTion FeAtUreS
Weapon Versatility: Your weapon isn’t just for killing, COnNecTionS
it’s also a tool that can be used in many situations.
When you use a weapon in a way that doesn’t deal Ask your fellow players one of the following questions for
damage, and the GM has you make a roll, you have their character to answer, or create your own questions.
advantage on that roll. • I made you a trinket from one of my hunts, what
is it?
■SpecialIzAtiOn FeAtUre • What habit of mine disturbs you the most and
Two to Tango: When you roll with Fear on an attack why?
while in Witch Form, spend a Hope to force the GM • You taught me something about monsters I didn’t
to spotlight the adversary closest to you (if multiple know, what was it?
adversaries can be chosen, the GM decides which to
spotlight). This adversary has disadvantage on any
single target attacks that don’t include you.

■MASTERY FeAtUreS
Signed in Blood*: Once per session after beating an
adversary, spend 3 Hope to offer the adversary a
choice: their life for servitude. They can serve you for
no longer than your Strength in days. During their
service you can’t ask them to do something that would
put their life in danger. If the target refuses to serve
you, or they refuse you three times while in service,
they perish. If they accept, they recover all HP and
Stress instantly. At the end of their service they are
free to do as they will again.
*If this feature is innapropriate for your game, use Witch
Form Mastery instead.
Witch Form Mastery: You have mastered your Witch
Form. You can spend Hope at any time to enter witch
form, and you can spend multiple Hope to do so. The
form lasts for a number of hours equal to Hope spent.
You can hide your witch form from non-supernatural
senses, or reveal it to gain advantage on rolls to
intimidate or seduce.

Aaric Liu

17
INquisitOr
“A Greyfur-Antonia shipper on the writing staff (who
shall not be named), was adamant that our next InquisitOr
support class be like everyone’s favorite detective.
Since we added the Mystery Domain powers we SubclasSes
needed another class to take up that mantle. The
Inquisitor is a social class with a focus on knowledge Choose either the Sleuth or Researcher
and skill checks. The Mystery Domain rounds them subclass.
out with non-violent ways to take down opponents.”
-DarrowPress Newsletter [UNSENT] Sleuth
Play the Sleuth if you want to play the renowned detective
Domains who solves crimes.
Mystery and Grace
■SpelLcASt TraIt
Starting Evasion
Instinct
10

Starting Hit POints ■FOundaTion FeAtUres


6 Professional: You are recognized as an official
inquisitive to a recognized organization. Once per
ClasS Items session you can lean on your credentials to gain
access to off-limits locations, information, or people
A focusing stone or unsolved case files as long as it’s related to a Case File.
Inquisitor’s HOpe feature Well-Prepared: If you fail a roll caused by an
environment action, spend 2 Stress to add a d6 to the
Foresight: Spend 3 Hope to automatically succeed on
result. If you still fail the roll, you get 1 Stress back.
a reaction roll before rolling your dice. You still suffer
any effects for succeeding on the roll.
■SpecialIzAtiOn FeAtUreS
ClasS featuRes Report: You can use your “Professional” feature two
Case File times per session. You can ask the organization you
work under for temporary assistance on a Case File
Once per session, you can open a Case File. Your Case with a Presence Roll (13). On a success they provide
File is a one sentence question (such as, “who killed you a handful of gold, a unique tool, or a mundane
the Duke?” or “who stole the crown jewels?”). You can object that the situation requires. If you succeed with
have 3 Case Files open at one time. Between game Fear, they will provide this aid, but you must report on
sessions and when you rest, you can remove a Case your case within the week. If you fail with Hope, the
File, or rewrite its question. When you resolve a Case next time you use this feature you roll with advantage.
File, you recover all Stress.
Sidekicker: Once per session, when you Help an Ally,
When you make a roll to identify or investigate you roll a d8 advantage die.
something related to a Case File, you automatically
gain 1 piece of information, regardless of how you ■MASTERY FeAtUre
roll.
String Theory: You have a pinboard, scroll, or tech
Dilettante projection covering every aspect of this case, and a
healthy dose of red yarn to put it all together. When
When you make a roll to identify or investigate, you
you use the long rest move to Work on a Project
can spend Hope to use any trait for the roll, as long as
related to a Case File, you always forward the progress
you can explain to the GM how the attribute helps you.
by at least one tick. If you would roll, add +3 to your
For example, using Strength to pick through heavy
roll.
debris at a crime scene.

18
ResEaRcHeR Background QuestiOns
Play the Researcher if you are a learned person voraciously Answer any of the following background questions. You
in search of knowledge and truth. can also create your own questions.
• What’s the one cold-case you can’t let go?
■SpelLcASt TraIt
• Why don’t you deserve mercy?
Instinct
• What’s the one truth that keeps you up at night?
■FOundaTion FeAtUreS
Akashic Record: You can tap into the Akashic Record,
COnNecTionS
another plane of existence where all knowledge is said Ask your fellow players one of the following questions for
to exist. You have an additional Experience called the their character to answer, or create your own questions.
Record. The Record has a bonus equal to half your
Inquisitor level (round up). The Record can be attuned • What’s the one thing about you that I know, that
to an ancestry, place, or 10-year time period. You can you don’t know yet?
change what The Record is attuned to after any long rest. • What mystery have I agreed to help you solve, and
By spending a Hope you can gain a bonus to knowledge why are you unhappy with my progress on it?
and skill rolls related to your Record’s attunement. • What dead language do we both know, and how
did we learn it?
■SpecialIzAtiOn FeAtUre
Universal Library Card: When you arrive in a prominent
town or environment, you know where to go to get
information. Give it a name, note how it’s useful to
one of your Case Files, and choose one fact from the
following list:
• You must be invited to enter.
• You must provide a book they don’t have to enter.
• You were kicked out last time you were there.
• You can only enter once, and then never again.

■MASTERY FeAtUreS
Third Eye: Spend 3 Hope to manifest an arcane eye in
the middle of your forehead. The eye allows you to see
through solid objects and detect invisible creatures out
to a Far distance from yourself. The eye lasts until the
end of the scene.
Student-Teacher Relationship: During a long rest, you
and an ally of your choice each spend 3 Hope and trade
a Domain card. Until the end of the session you can use
the Domain card as if it were your own (if it requires a
Spellcast roll, both of you use Instinct). Once the card
is used, return it to its original owner. While a card is
traded, it can’t be used by its original owner. Cards not
used by the end of the session return to their original
owner.

19
Thaumaturge
“We always save the most dramatic reveals for last.
This expansion we’re happy to announce the arrival Thaumaturge
of the Thaumaturge class, based on Greyfur’s arch-
nemesis Arcturus! The Thaumaturge is a glass cannon SubclasSes
with the Dread and Valor domains, representing
their mastery over chaos, and knowledge of the light Choose either the Heretic or Occultist
and dark dimensions. Playing a Thaumaturge can subclass.
sometimes feel like a blessing and a curse; but only
the true occultist can walk the Silver Shade Path.” Heretic
-DarrowPress Newsletter [UNSENT] Play the Heretic if you want to be a misunderstood seer.
Domains
■SpelLcASt TraIt
Dread and Splendor
Knowledge
Starting Evasion
11
■FOundaTion FeAtUres
Glossolalia: Rapid words of enochian provenance spill
Starting Hit POints from your lips. When there is less than 4 or greater
5 than 9 Fear, all creatures within Very Close range
(including you) clear an additional HP or Stress when
ClasS Items recovering, or mark an additional HP or Stress when
being harmed (not when using a Domain card that
A defiled religious icon or a creature suspended in a jar of requires HP or Stress be marked).
formaldehyde.
A Pox Upon Ye: After a successful attack, spend a
Thaumaturge’s HOpe feature Demense token to inflict the target with Vulnerable
until the condition is cleared.
Chaos Control: Spend 3 Hope to inject the next player
roll with Chaos. Regardless of outcome, the roll
generates an additional Hope and Fear. ■SpecialIzAtiOn FeAtUreS
Moribund Movement: As a move action, swap places
ClasS featuRes with a recently deceased corpse within Close range.
Demense of Forgotten Gods Eldritch Armor: Once per combat, when you mark HP,
You are in tune with the powers of Chaos. Extraplanar gain a Demense token.
Gods with inscrutible plans. The level of the Demense
is equal to half the current Fear (round down). After ■MASTERY FeAtUre
a long rest, set a number of tokens on this card equal
Doom is Nigh: You open the sky to reveal the gnawing
to the Demense level. You can spend any number of
vista of the grave of stars. You are Stunned, unable
Demense tokens to add to yourself or an ally within
to move until the Condition is cleared. While in this
Close Range a bonus to Evasion equal to tokens spent.
state, anyone within Close Range of you can’t recover
HP or Stress. In addition, you increase the number of
HP or Stress marked by targets within Far range of you
by 3. Anyone who gazes into the abyss for longer than
a turn is also temporarily Stunned.

20
Occultist Background QuestiOns
Play the Occultist if you want to be a collector of dangerous Answer any of the following background questions. You
curiosities. can also create your own questions.
• What great mystery did the Gods of Chaos reveal
■SpelLcASt TraIt to you?
Knowledge • Do you believe in destiny or free-will, and why?

■FOundaTion FeAtUreS • What’s the one thing people understimate you on?

Dimensional Flechette: Add tokens to this card equal to COnNecTionS


your Knowledge. Spend a token to use this feature: make
a Spellcast Roll against a target within Close range. On Ask your fellow players one of the following questions for
a success, the target takes damage equal to a d6 plus their character to answer, or create your own questions.
the current Fear total. If this defeats the target, an ally
within Very Close range clears a Stress. • What truth have you hidden from me, and why?
• Through all the madness, what have I said that
■SpecialIzAtiOn FeAtUre made you think I’m not wrong?

Psychic Wandering: After a long rest, gain the benefit


• What can I do to convert you, and why have I
refused?
of a Community you’re not a part of. You can never gain
the benefit of a Community you already know, and each
time you use this Feature you must choose a different
Community from the one you had last.
Eldritch Knife: Once per combat, when you cause a
target to mark HP, gain a Demense Token.

■MASTERY FeAtUreS
Conjunction of the Planes: Spend 3 Hope to overlay your
dimension with the outer planes of Chaos. Whenever
someone in Far range of you rolls with Duality Dice, you
can spend Demense tokens to swap one of those dice
with a d20.

21
Mystery DOmain
■Read the HEArt ■SUbduE
Level 1 Mystery Ability Level 2 Mystery Ability
Recall Cost: 0 Recall Cost: 0
Spend a Hope to gain advantage on a roll to detect When you make a successful attack against an
deception and tricks. adversary, deal an additional 2d8 physical damage. If
the damage rolled would not defeat the enemy, they
■DiscOmbobULAtE don’t lose any HP.

Level 1 Mystery Ability


Recall Cost: 1
■Arcane Sense
Level 3 Mystery Ability
Make a Spellcast Roll against a target within Melee Recall Cost: 1
range. On a success, they’re Stunned and forces
them to mark a Stress. While Stunned, they can’t use You can enhance your senses, allowing you to perceive
reactions and can’t take any other actions until they the imperceptible. Mark a Stress and add a number
clear this condition. of tokens to this card equal to your Instinct. You can
spend tokens to detect magic, illusions, and anything
■Inquisition invisible. Once detected, the target is outlined so that
anyone else can detect the source as well. This power
Level 1 Mystery Ability doesn’t tell you what spells or illusions have been
Recall Cost: 1 cast, but formerly invisible targets can be seen and
You have a supernatural mastery over detecting interacted with as normal.
falsehoods and finding truth. After a long rest, place a
number of tokens on this card equal to your Instinct. ■PursUit
When you spend at least 5 minutes in conversation Level 3 Mystery Ability
with someone, you can spend a token to ask the GM Recall Cost: 2
one of the questions below; the GM must answer to
the best of their ability. Make a Spellcast Roll against a target within Far
range. On a success, they’re temporarily Marked.
• What do they want? When they move, you can freely move along with
• What do they fear? them, ending your movement no closer from them
• Are they telling me the whole truth? than when you started if possible. This effect ends if
they move beyond Far range from you.
• What are they hiding from themselves?

■COrdon OfF ■Object REading


Level 2 Mystery Ability Level 4 Mystery Ability
Recall Cost: 1 Recall Cost: 0

Once per long rest make a Spellcast Roll (13) and Make a Spellcast Roll (12) against an item you’re
target a point within Far range to create a cordoned touching. If you succeed with Hope, choose up to
off area within Very Close range of the point. Anyone three questions below, if you succeed with Fear or fail
within the perimeter can’t be the target of an attack, with Hope, choose one. The GM answers the questions
nor can attacks be made from within or through the to the best of their ability.
perimeter. Attacking the perimeter destroys it unless • Who has owned this object?
you spend a Hope. Instinct rolls made within the
perimeter gain a d6 bonus. • Where has this object been?
• When was this object made?
• How was this object made?
• What does this object do?

22
■EleMEntAry ■Mystery-TOuched
Level 4 Mystery Ability Level 7 Mystery Ability
Recall Cost: 0 Recall Cost: 2
When you succeed with Fear, add a token to this card. When 4 or more of the domain cards in your loadout
You can cash in 3 tokens at any time to gain 1 Hope. are from the Mystery domain, gain the following
benefits:
■CirclE Of BIndiNg • +1 bonus to Instinct
Level 5 Mystery Ability • You can always take the Prepare move once for
Recall Cost: 2 free per downtime.
Make a Spellcast Roll against all targets within Close
range. On a success, they’re temporarily Restrained
■Partner
and must mark a Stress. If you target a flying creature, Level 8 Mystery Ability
this spell grounds and temporarily Restrains them. Recall Cost: 2
At the end of a long rest, you can mark one character
■MAzE as your Partner. When your Partner moves, you
Level 5 Mystery Ability can move with them, so long as you don’t end your
Recall Cost: 2 movement closer to them than when you started. If
your Partner succumbs to an Effect, you can spend a
Make a Spellcast Roll against a target within Very Hope to remove it. When you Help an Ally and the
Close range. On a success with Hope, they’re Mazed, target is your Partner, or your Partner helps you, roll a
teleported to the labyrinth dimension. They return d8 advantage die instead of d6.
at the end of their next turn and are Vulnerable. On a
success with Fear, as above but they’re not Vulnerable.
On a failure with Hope, they mark a Stress but aren’t
■J’AcCuse!
Mazed. Level 8 Mystery Ability
Recall Cost: 2
■LivIng dOLl Make a Spellcast Roll to force a target within Close
Level 6 Mystery Ability range to admit a damning secret. On a success, the
Recall Cost: 0 target must make a Reaction Roll (14).

You can grant a form of life to inanimate objects. Make Targets who succeed mark 3 Stress or admit to their
an Instinct Roll (12). On a success, the object can greatest shame and mark 1 Stress. Targets who fail
move on its own, and speak a language that you know. mark 3 Stress and admit their greatest shame.
This effect lasts until the end of the scene. On a roll
with Fear, the object is uncooperative or hostile. ■BeFuddle
Level 9 Mystery Ability
■Peacebind Recall Cost: 2
Level 6 Mystery Ability At the end of a scene, make a Spellcast Roll against
Recall Cost: 0 a number of targets within Far range equal to your
Make a Spellcast Roll against all targets within Instinct. On a success, targets must make a Reaction
Very Close range. Targets you succeed against are roll (10 + Presence) to accurately recall what happened
Peacebound, and sheathe their weapons. Peacebound in the previous scene. On a failure, the target forgets
targets can’t use weapons to attack without marking a everything that happened in the last scene.
Stress.

■GumshOe
Level 7 Mystery Ability
Recall Cost: 1
After you make an action roll to investigate, persuade,
or research, you can spend a Hope to reroll the Hope
or Fear Die.

23
■IteM RestOrAtioN
Level 9 Mystery Ability
Recall Cost:2
Make a Spellcast Roll (16). On a success, place a
number of tokens equal to your Spellcast trait on this
card. When you touch an object, choose a timeframe:
one day, one week, or one month and spend a token.
The item reverts to the condition it was in at the time
frame you specified. You can spend 3 tokens to instead
revert an object to its condition one year, a decade, or
a century ago.

■Midnight Hours
Level 10 Mystery Ability
Recall Cost: 3
When you take a short rest, you can spend one or two
Hope to take one or two long rest moves in that time.

■Crack the Case


Level 10 Mystery Ability
Recall Cost: 3
When you’re working on solving a mystery, and
predict:
• Who committed a crime
• How a crime was committed
• Where a missing item or person currently is
And this information wasn’t previously known, you
may look to the GM for confirmation. If you’re correct,
choose three of the options below. If you’re partially
correct, choose one of the options below and place
this card in your vault. If you’re wrong, place this card
in your vault and mark a Stress.
• Gain 1 Hope
• Clear 1d4 + tier Stress
• Clear 1d4 + your tier Hit Points
You make the same choice multiple times.

24
New SUbclasSes
A new subclass for all the classes available in the standard version of Daggerheart.

JOkER Oracle
Bard subclass DRuiD subclass
Play the Joker if you want to befuddle and confuse the Play the Oracle if you want to divine the future from the
enemy. stars.

■SpelLcASt TraIt ■SpelLcASt TraIt


Presence Instinct

■FOundaTion FeAtUres ■FOundaTion FeAtUres


Slapstick: When you fail with Fear, add a token to this Astral: When you take a long rest and can view the
card. You can spend 4 tokens to clear all Stress. sky, add one token to this card. This card can hold
a max number of tokens equal to your tier. You can
Just Kidding: You can deal 1 less Hit Point of damage spend tokens on this card to use your other Oracle
to cause the target of your attacks to mark 1 Stress. features.

■SpecialIzAtiOn FeAtUre Star Tower: Spend an astral token. Replace any


advantage die with +6 or disadvantage die with -1.
Tumbling: When you move through dangerous or
hazardous terrain, you can mark a Stress to ignore
effects caused by the environment.
■SpecialIzAtiOn FeAtUreS
Empress Devil: Spend an astral token. You or an ally
■MASTERY FeAtUre rerolls a Hope or Fear die, and keep the new result.
This feature can only affect a roll once.
Smile: Spend two Hope, you spotlight any character of
your choice. They gain a d10 Rally Die. ■MASTERY FeAtUre
The World Judgment: Spend an astral token. The DM
rerolls a d20 roll, keeping the new result. If they roll
11+, they gain a Fear token. If they roll a 10 or less, an
ally with no Hope gains a Hope token. This feature can
only affect a roll once.

GriffonRex

25
WarlOrd MOnstER SLAyer
GuarDiAn subclass RAnGEr subclass
Play the Warlord if you want to lead your underlings allies Play the Monster Slayer if you want to go hog wild on
to victory! beastial foes.

■SpelLcASt TraIt ■SpelLcASt TraIt


Presence Strength

■FOundaTion FeAtUres ■FOundaTion FeAtUre


Beacon of Strength: While you’re Unstoppable, allies Monster Hunter: You have advantage on action rolls
within Very Close range gain advantage on Reaction to investigate, identify, and subdue non-humanoid
rolls to resist mind altering effects and spells. monsters.
Open the Way: When you deal Severe damage to an
enemy, you can downgrade the damage to Major to ■SpecialIzAtiOn FeAtUreS
allow an ally within Melee range of the enemy to make Get Stuck In: Monsters must mark a Stress to leave any
a free immediate melee attack. space within Melee range of you.

■SpecialIzAtiOn FeAtUre Muleta: Make a Spellcast Roll against your Focus.


On a success, if the Focus moves, they must end their
Battle Formation: When you move in combat, spend movement closer to you than when they started.
a Hope to allow up to your Presence in allies move as
well. ■MASTERY FeAtUres
■MASTERY FeAtUre Enmity: When the GM spends Fear to spotlight your
Focus, you gain a Hope.
We Can Win: Once per long rest, when you defeat a
worthy foe in combat, your allies can clear all Stress. The Thrill of the Hunt: Spend 3 Hope when you
succeed on an attack, swap your Hope and Fear dice.

26
Pirate Shaman
ROgue subclass SeraPH subclass
Play the Pirate if you want to be awesome and eventually Play the Shaman if you want to be an anchor between the
get a ship of some kind. real and spirit worlds.

■SpelLcASt TraIt ■SpelLcASt TraIt


Agility Presence

■FOundaTion FeAtUre ■FOundaTion FeAtUres


Swashbuckler: When you attack while wielding a Voice of Two Worlds: When you first enter a new
weapon in each hand, add the damage bonus from location, you can speak with the ambient spirits of the
your other weapon to the one you hit with. area. You have an advantage to find and communicate
with them. Ambient spirits can tell you minor facts
■SpecialIzAtiOn FeAtUre about the place you find yourself in, such as recent
events, the weather, and gossip.
You Are A Pirate: Make a Spellcast Roll against a
target within Melee range of you. If you succeed, steal Friends on the Other Side: Spend Prayer dice to cast
a weapon they’re wielding. You can spend a Hope to your domain spells through spirits instead of from
swap the weapon you stole with one of your own. yourself. These spirits can extend beyond your reach
up to Far range. The spirits can even target characters
■MASTERY FeAtUre around corners, behind locked doors, and out of your
sight, so long as they’re within Far range to you.
We Are On The Cruise: You have a vessel of some kind.
Work with your GM to create something that fits your ■SpecialIzAtiOn FeAtUre
setting. Pick two traits from the list below:
Speaker for the Dead: Once per day, make a Spellcast
• It’s fast Roll (15) and speak the name of the departed,
• It’s quiet while holding an item that belonged to them. Gain
• It’s sturdy advantage if you’re holding the hand of someone the
deceased knew in life. If you succeed with Hope, you
• It’s haunted can allow the dead to embody your person, and speak
• It has a full crew through you until you end this effect. As thanks, the
• It’s self-propelled spirit gives you one of their experiences at +3 until
your next long rest. If you succeed with Fear, as above
• It has a secret weapon but you gain no experience. If you fail with Hope, the
*If your GM house-rules this feature away they’re a spirit refuses to speak to the living. If you fail with
coward. Fear, as above and you mark a Stress.

■MASTERY FeAtUre
Change Your Mind: You can draw a demon out from
the person they’re inhabiting. Make a Spellcast Roll
(20) against a target in Close range and choose a
negative emotion (avarice, despair, hubris, jealousy,
or wrath). On a success, the target falls unconscious,
while the demon of the appropriate emotion
(Daggerheart pg. 228-229) manifests. If you fail, mark 3
Stress and place this card in your vault.
If the demon is defeated, the target is freed from that
negative emotion for a year and a day. If the demon
defeats you, it possesses your body. Replace your class
and subclass with Warlock: Path of the Wrathful and
replace your old domain cards with new ones.

GriffonRex

27
Oneiric Origin WeapONmastER
sOrcerer subclass WARRIOR subclass
Play the Oneiric origin if you want your magic to spawn Play the Weaponmaster if you want to be peerless with a
from the land of dreams and the subconscious. weapon in your hands.

■SpelLcASt TraIt ■SpelLcASt TraIt


Instinct Knowledge

■FOundaTion FeAtUre ■FOundaTion FeAtUres


Oneiromancy: Once per day, when you touch the Subtle Grip: When you switch weapons in combat you
temples of someone who is sleeping, make a Spellcast don’t mark Stress. When you wield a single weapon
Roll (10). On a success, you fall into a trance and enter with two hands, it deals additional damage equal to
the target’s dream. your Knowledge trait.
In the dream, all rolls use Instinct, and whenever you Belt Loops: You can carry four additional weapons
would lose Hit Points you instead mark equivalent instead of two.
Stress. When you mark 3 Stress or more, you wake
up. The dream world can reveal buried secrets and ■SpecialIzAtiOn FeAtUreS
hidden truths of the dreamer. If you learn something
new about the dreamer or yourself, both you and the Free Hand: You can “borrow” a nearby weapon. Mark
dreamer gain a Hope when you wake up. a Stress and choose one weapon within Melee range.
If the weapon is held by an enemy, you must make a
■SpecialIzAtiOn FeAtUre successful Spellcast Roll (12) first. You can make one
attack with the borrowed weapon before returning it
Field Trip: When you use Oneiromancy, you can bring to its owner.
any number of allies with you into the dream.
Shatter: When you make a successful weapon attack
Waking Nightmare: Your form shifts, taking on aspects you can upgrade the damage threshold to severe,
of the nightmares of those around you. Spend a Hope doing so breaks the weapon.
to make a Spellcast Roll (14). On a success, add a
number of tokens to this card equal to your Instinct. ■MASTERY FeAtUre
You can spend a token to do one of the following:
Versatile Form: Once per long rest you can swap a card
• Grant an enemy disadvantage on a roll from your vault with one in your loadout ignoring the
• Clear 2 Stress when the GM uses Fear Recall Cost. The first time you use the new domain
• Increase a damage die by one step card, if it requires an action roll, you gain advantage
(d4>d6>d8>...>d12) to the roll.

• Cause a target hit by one of your spells to become


temporarily Vulnerable

■MASTERY FeAtUre
Noble Dreamer: When you long rest you clear all of
your Stress automatically.
The Sandman Cometh: If an adversary in Far range
marks their last Stress, they fall Asleep.

28
SchooL OF Justice Guild
SumMOnING AsSaSsin subclass
Play the Justice Guild if you want to be a holy assassin.
wIZarD subclass
Play the School of Summoning if you want to have a ■SpelLcASt TraIt
magical pet.
Agility
■SpelLcASt TraIt
■FOundaTion FeAtUres
Knowledge
Light of Justice: When you deal Severe damage,
■FOundaTion FeAtUre the light of justice flows through you, blinding
the wicked. After dealing Severe damage, you are
Eidolon: Once per long rest spend a Hope to summon temporarily Luminescent. Your body glows, and attacks
your eidolon. The eidolon shares your Evasion and made against you suffer d4 disadvantage. You lose
traits and their attacks use your Knowledge and deal Luminescent the next time you take damage, deal
1d10 + tier physical damage. The eidolon as 1 Stress damage, willingly end the effect, or the scene ends.
slot and Hit Points equal to your Knowledge trait. The
Mark of Retribution: Once per long rest you can mark
eidolon follows your instructions to the best of its
an ally with a protective ward. Add a number of tokens
ability.
to this card equal to your Finesse. When you or your
When your character tiers up, choose one available marked ally would take damage, spend a token to
option from the following list for your eidolon: deal d6 magical damage using your proficiency to the
attacker. When all tokens have been used, the mark
F Your eidolon’s attacks deal an additional d10 disappears.
damage
F Your eidolon grants an additional Hope slot ■SpecialIzAtiOn FeAtUreS
F Your eidolon gains 3 Stress slots
Reach of Justice: Your can reach through your
F Your eidolon’s damage dice go up one step protective wards to attack the guilty. Mark 2 Stress,
F Your eidolon gains 4 Hit Points your next attack originates from your marked ally.
F Your eidolon gains a +2 bonus to their Evasion Mark of Castigation: Add a number of tokens to this
card equal to your Finesse. Once per long rest you
■SpecialIzAtiOn FeAtUreS can mark an enemy with a punishing ward. Make a
Sympathetic Magic: Mark a Stress to cast spells Spellcast Roll against a target in Melee range. On a
through your eidolon. success, remove one token and the target takes d8
magical damage using your proficiency whenever they
Morphication: When you summon your eidolon, make an attack. When all tokens have been used, the
spend an additional Hope to grant it one of the mark disappears.
following:
Edge of Dawn: All Midnight Domain cards that require
• It gains flying shadow, darkness, or low-light also work in direct
• It can swim sunlight and blinding light.
• It can climb on walls silently
• It’s attack can target anything within Close range
■MASTERY FeAtUre
• It gains 2 Armor slots Brink of Justice: When you make an attack while
Hidden, replace your Hope die with a d20. Moving
■MASTERY FeAtUre into an adversaries line of sight no longer ends
Hidden.
Second Circle Summoning: You can summon a second
copy of your eidolon.

29
sWORd SaInT PAct Of tHe
Brawler subclass ConSPIRACY
Play the Sword Saint if you want to focus your martial wARlOcK subclass
arts on the elegance of the blade.
The Pact of the Conspiracy doesn’t exist.
■SpelLcASt TraIt
Strength
■SpelLcASt TraIt
Instinct
■FOundaTion FeAtUres
Balance: While you have a bladed weapon equipped:
■FOundaTion FeAtUres
Uncanny: They are behind some of the terrible things
• Your Evasion has a +1 bonus. that have been happening lately. When you fail with
• Increase the damage die on the weapon by 1 step Fear, gain a Favor. They want to see you fail.
(to a max of d12).
Paranoia: They are coming for you, but you’re
Blade Bond: Once per session you can perform a prepared. When you fail to hide, you can spend a
Bonding Ceremony as a long rest move. During this Hope to reroll. If your Hidden effect is broken by an
ceremony you imbue a bladed weapon with magical adversary getting line of sight on you, they take d8
essence. While bonded the weapon can not be broken, magic damage using your proficiency.
does magical damage, and glows when spells are cast
within Very Close range. The color of the glow changes
depending on the kind of magic (blue = codex, green
■SpecialIzAtiOn FeAtUres
= sage, etc). If multiple spells produce a rainbow-like Meaning in the Pattern: They leave clues for you to
aura on the blade. find. Only you can decipher them. At the start of the
game session, roll d10s equal to your tier, and place
When your blade is used to kill a person, it speaks to
the highest rolled result on this card. Before any die
you when you next sleep. Each blade has a distinct
is rolled, mark 3 Stress to replace whatever value that
personality decided by you and the GM.
die would roll with the one on this card. After the roll
is replaced, roll a new set of dice one step below the
■SpecialIzAtiOn FeAtUreS previous (d10 > d8 > d6 > d4). After using the d4, place
The Blade Reflects the Truth: Spend a Hope to show this card in the vault until the next session.
the truth of the person reflected in your blade. You can Growing Paranoia: Increase your Paranoia damage to
make an Instinct Roll against someone in Very Close d10.
range. On a success, ask a yes or no question about the
target. The GM must answer truthfully. If you roll with
Fear, the target can ask a yes or no question of you.
■MASTERY FeAtUre
Rigged from the Start: They’re here. Mark 3 Stress and
Steel Eater: Once per session your blade can devour
spend a Hope. Three mysterious figures appear from
the essence of another weapon as a long rest move.
nowhere. They spotlight after you, and are controlled
During this move, transfer a feature of the devoured
by other players (or the GM). Refer to their stats below.
weapon into your blade. Your blade can host a number
After combat they disappear. No one remembers
of extra features equal to your Tier.
seeing them. Anyone who says otherwise either dies
or becomes a sunken, hollow thing.
■MASTERY FeAtUre
This Adversary Does Not Exist
We Are One: Mark a Stress to teleport to the nearest
open space where your blade is, or teleport your blade Difficulty: 18 | Thresholds: 30/60 | HP: 8 | Stress: 8
to you. Caution, the more you use this feature the ATK: +5 | Something Inside is Wrong: Close | 2d12+4
more your will and the blade’s become intertwined. mag
Experience: Forbidden Knowledge +3, Stealth +3
FEATURES
Nothing After All - Passive: When reduced to 0 HP, is
gone. No one remembers it ever existing. It leaves no
trace behind except the damage it caused.

30
Sidhe
Witch subclass
Play the Sidhe if you want to be the sort of witch that
wheels and deals like the faeries of old.

■SpelLcASt TraIt
Presence

■FOundaTion FeAtUres
Cross My Heart: When you are witness to a pact or
agreement, spend a Hope. If anyone breaks the rules
of the pact, you instantly know the agreement was
broken, and how it was broken. The oathbreaker gains
the Hexed effect.
Well Spoken: You have advantage on rolls to discern
intention, be diplomatic, understand contracts, and
hospitality.

■SpecialIzAtiOn FeAtUreS
Revelry: Make a Spellcast Roll against all targets
within Far range. Targets you succeed against become
temporarily excited with an emotion of your choice,
such as joy, sadness, rage, or fear. This feature doesn’t
work on your allies.
Knighted: After a long rest, add a number of tokens to
this card equal to your Presence. Spend tokens from
this card to spotlight an ally in Close range. If the ally
makes an attack, they gain advantage.

■MASTERY FeAtUre
Crown of Authority: You can mark a Stress to take on
your dread form of authority, gaining the following
benefits:
• All allies within Close range gain an additional
Hope when rolling with Hope.
• When an ally defeats a creature within Close
range, you can absorb their emotions to clear a
Stress.
• You can mark a Stress to grant an ally in Close
range advantage on an action roll.
Every time you make an action roll in this form, you
must spend a Hope. If you can’t, you drop this form.

GriffonRex

31
New Adversaries
Because no player should feel too comfortable.

Hackers ■Expanded Scope


In the modern day, the lone or small collective hacker
In Daggerworld, hackers break the game and network isn’t as prominent as prominent as criminal or state
code to gain an advantage for inscrutable means. organizations. If a campaign includes delving into
It’s easy to treat hackers as wizards or demigods in Daggerworld for important user data or self-aware AI,
the game, but in practice some are actually closer to it’s possible for players to bump up against opponents
rogues, scoundrels, or thieves. well-versed in cyberwarfare, with elite silos of hackers
working together to attain some clandestine goal.
Two things are important when adding a hacker to
a campaign, and those are motivation and ability. ■Digital Death
A hacker’s motivation is the thing that drives them: Mentioned in the Campaign Mechanics section,
what do they want or need that requires hacking. hackers are one of the two kinds of enemies who
The second, ability, is how talented the hacker is at can inflict digital death on avatars. This is a form of
hacking. How the GM answers these two questions digital degradation that circumvents the normal rules
plays a key role in what sort of hackers the players of character death in Daggerworld, and corrupts the
might face. data of an avatar. Functionally, this means that hacker
characters who reduce PCs to 0 HP enforce the normal
There are three kinds of hackers included here: death rules for Daggerheart RPG.
• Script Kiddie: A pejorative term, script kiddies
are barely hackers by any metric. Script Kiddies
use hacking programs made by others users, and Elite
are usually motivated to commit criminal acts for Tier 4 Solo
infamy, or highly personal and emotional reasons
A shiver runs down your spine, something about this
such as petty revenge.
avatar is... off.
• Black/Grey/White Hat: Mid-tier hackers. They
can crack government and business networks Motives & Tactics: Remain undetected, take what I
and understand computer systems fairly well. want, punish any clumsy enough to get in the way
The colors they’re associated with (black to Difficulty: 20 | Thresholds: 36/60 | HP: 12 | Stress: 6
white) is a descriptive way of categorizing their ATK: +10 | <adminLicense>: Very Close | 4d8 + 4 mag
motives, though most hackers don’t self-describe
themselves as a “black” or “gray hat”. Black hats Experience: Intrusion +3, Stealth +3, Insight +3
are what most people think of when you say
“hacker”, while gray hats break cybersecurity law FEATURES
for altruistic reasons or as hacktivists. White hacks Relentless (3) - Passive: The Black Hat can be
are security experts, usually hired by governments spotlighted up to three times per GM turn. Spend
and businesses to find holes in their security, and Fear as usual to spotlight them.
help keep networks safe.
global.noClip() - Passive: While the Elite is flying,
• Elite: Elite hackers are the best of the best. Their
spend a Fear to move up to Far range instead of
motivations are varied and hard to discern, due to
Close before taking action.
their high skill, they work well at masking their
presence. It is highly unlikely that an elite will global.Shout() - Action: Spend a Fear to make a
engage in obvious game exploitation compared to standard attack against all targets within Close
other hackers. Elite hackers also understand that range. PCs the Elite succeeds against lose a number
the greatest vulnerability for a computer system of Hope equal to the HP they marked from this
is the human component, and they can be just attack.
as adept at mental manipulation as they are at
system cracking. packet_inject.exe - Reaction: When the Elite makes a
successful attack against a PC, you gain a Fear.
global.teleportAct{12} - Reaction: Countdown (12).
When the Elite is first spotlighted activate the
countdown. It ticks when a PC attacks. When it
triggers, all players are teleported to the Admin jail.

32
Black Hat White Hat
Tier 3 Solo Tier 3 Social
Their aloof stance exudes an aura of danger, like a A high-level avatar whose gear all comes from the early
taught bow ready to fire. days of the game.
Motives & Tactics: Observe, manipulate, twist Motives & Tactics: Observe, protect the sanctity of
reality the game, act like the only adult in the room
Difficulty: 16 | Thresholds: 8/16 | HP: 12 | Stress: 6 Difficulty: 14 | Thresholds: 6/16 | HP: 12 | Stress: 6
ATK: +4 | <wyrm.exe>: Close | 4d6 + 2 mag ATK: +5 | <wyrm.exe>: Close | 4d6 + 2 mag
Experience: Intrusion +3, Stealth +3, Insight +3 Experience: Insight +3, Defend the Net +3

FEATURES FEATURES
Relentless (3) - Passive: The Black Hat can be Relentless (3) - Passive: The White Hat can be
spotlighted up to three times per GM turn. Spend spotlighted up to three times per GM turn. Spend
Fear as usual to spotlight them. Fear as usual to spotlight them.
spawnCreature{X} - Active: Spend two Fear to call.dataLog{X} - Active: Mark a Stress to call the
summon up to 1d4 tier 1 Minions, or a tier 1 Horde data log on a subject in Very Close range. The White
of your choice. Hat knows everything that’s happened to the subject
in the past 24 hours.
player.logoutAct{8} - Reaction: Countdown (8). When
the Black Hat is in the spotlight for the first time, player.stealthAct{2} - Reaction: Countdown (2).
activate the countdown. It ticks down when a PC When the White Hat is in the spotlight for the first
makes an attack roll. When it triggers, the Black Hat time, activate the countdown. It ticks down when a
leaves combat. PC makes an attack roll. When it triggers, the White
Hack becomes Hidden until after their next attack.
Attacks made while Hidden from this feature have
advantage.
Gray Hat
Tier 3 Solo
Their aloof stance exudes an aura of danger, like a
taught bow ready to fire.
Script Kiddie
Tier 2 Skulk
Motives & Tactics: Observe, manipulate, twist
A braggodocious hacker, likely to run at the first sign of
reality
any real danger.
Difficulty: 15 | Thresholds: 9/15 | HP: 10 | Stress: 5
Motives & Tactics: Ambush, jeer, steal, rant
ATK: +4 | <wyrm.exe>: Close | 4d6 + 2 mag
Difficulty: 14 | Thresholds: 4/8 | HP: 4 | Stress: 2
Experience: Intrusion +3, Stealth +3, Insight +3
ATK: +2 | <packetLoss>: Very Close | 2d8 + 2 mag
FEATURES Experience: Intrusion +1, Trolling +3
Relentless (3) - Passive: The Gray Hat can be
spotlighted up to three times per GM turn. Spend
FEATURES
Fear as usual to spotlight them. Cheater’s Defense - Passive: When the Kiddie
reaches half HP or Stress they become Hidden until
player.noClip - Passive: Before a PC would make
after their next attack. Attacks made while Hidden
an action roll that would affect the Gray Hat, they
from this feature have advantage.
must first make a Finesse Reaction roll. On a failure,
the PC marks a Stress. On a success, the PC is Simple Exploit - Active: Spend a Fear to make an
permanently unaffected by this feature. attack against a target at Very Close range. On a
success, the target takes 2d6 magical damage and
call.dataLog{X} - Active: Mark a Stress to call the
becomes Paralyzed by a buffer overflow until they
data log on a subject in Very Close range. The White
break free with a successful Finesse Roll or they
Hat knows everything that’s happened to the subject
take damage.
in the past 24 hours.

33
ArtifIcial ■Templating
As any NPC in Daggerworld can possess artificial
InteLligEnce intelligence, any adversary in the Daggerheart
rulebook is a possible host for sentience.
Artificial intelligence is a staple of some sci-fi stories
set in digital spaces. The kind of artificial intelligence To aid in this, apply the following templates to any
in your campaign (if you use any at all) should match adversary stat-block you wish, and increase the
the sort of story you want to tell. adversaries’ Tier by 1. AI NPCs are always solos or
leaders.
The AI provided here are ranked on sentience.
Sentience operates in an uncanny valley, where
too much or too little makes these beings alien, ■Digital Death
unnerving, and perfect for horror stories, while Mentioned in the Campaign Mechanics section, AIs
sentience at around the level of the average human are one of the two kinds of enemies who can inflict
makes the AI human-like and empathetic to players. digital death on avatars. This is a form of digital
Note: When we say, “sentience”, we aren’t talking degradation that circumvents the normal rules of
about intelligence, but the amount of reasoning, character death in Daggerworld, and corrupts the
empathy, and rhetoric an AI can use. data of an avatar. Functionally, this means that AI
characters who reduce PCs to 0 HP enforce the normal
Unlike the hackers in the previous section, it’s death rules for Daggerheart RPG.
harder to mix and match varying kinds of AI. That
shouldn’t discourage you from including these in
your campaign, if you think they’ll work; only that
GMs should avoid mixing various kinds of AI without
considering their application.
There are four levels of AI included here:
• Glitch Beast: These are enemies from the game
with low-levels of artificial intelligence. These
aren’t dumb beings, far from it; they possess a
singular drive, and can adapt to any situation,
reason, plan, and learn from mistakes in the
pursuit of accomplishing their goal. Think: elite
killer robots.
• Born Yesterday: These beings have human-level
sentience, but are naive to the dangers of being a
self-aware machine intellect. They are ready and
willing to get to know more about humans, as
they learn more about themselves and the world
around them.
• Cautious Mind: These intellects are not so
different from Born Yesterday AI, except they’ve
been betrayed by mankind, or have enough
awareness to know not everyone can be trusted.
They will pretend to be a normal in-game
character until their certain they aren’t being
observed, when they’ll let their guard down.
• Alien Intellect: These are creatures of vast and
unknowable intelligence, more akin to a god than
any mortal. Their motivations, capabilities, and
perspective are hard to understand, and only
pieces of their larger plans can be glimpsed at
a time, and not always because they’re trying to
Shy Perki
hide but because they’re virtually forces of nature,
literally and figuratively.

34
Born Yesterday Glitch Beast
Tier +1 Tier +1
It’s apparent the moments you lay eyes upon it, This being stands apart from its peers. They are almost
something’s different about this one. It gazes back as a drawn to it, in a strange way.
smile dawns its countenance.
Motives & Tactics: Pursue their prime directive
Motives & Tactics: Learn as much about the world through any means necessary
as possible Stat adjustment: Difficulty +1, Stress +2
Stat adjustment: Thresholds +2/+2, HP +1, Stress +1 Experience: Prime Directive +1
Experience: Socializing +2
FEATURES
FEATURES
Relentless (2) - Passive: The Glitch Beast can be
Relentless (2) - Passive: Born Yesterday can be spotlighted up to two times per GM turn. Spend Fear
spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
as usual to spotlight them.
Me Too - Passive: If the original character with this
Inscrutable - Passive: All action rolls to understand template would be destroyed, before they’re gone,
Born Yesterday have disadvantage, but all rolls to once per session spend a Fear to apply this template
deceive them have advantage. to another NPC within Close range.
How could you? - Reaction: When Born Yesterday Elusive - Reaction: Mark a Stress to force
witnesses an NPC being destroyed, spend a Fear to disadvantage on an opponent’s attack.
have them flee from the scene.

Alien InteLlect
Cautious Mind Tier +1
Tier +1
I can’t let you do that.
It’s subtle, but there’s definitely something to this being.
Motives & Tactics: Oppress, belittle, control
Motives & Tactics: Remain undetected by humans Stat adjustment: Difficulty +1, Thresholds +2/+2, HP
while pursuing its own goals +1, Stress +2
Stat adjustment: Difficulty +1, Thresholds +2/+2, Experience: Manipulation +3, Prime Directive +3
Stress +2
Experience: Manipulation +2 FEATURES
Relentless (3) - Passive: The Alien Intellect can be
FEATURES
spotlighted up to three times per GM turn. Spend
Relentless (2) - Passive: The Cautious Mind can be Fear as usual to spotlight them.
spotlighted up to two times per GM turn. Spend Fear
Inscrutable - Passive: All action rolls to understand
as usual to spotlight them.
Alien Intellect have disadvantage.
Reasonable doubt - Action: Mark a Stress to say or
Me Too - Passive: If the original character with this
do something expected of unthinking programming
template would be destroyed, before they’re gone,
and force all targets within Close range to make
once per session spend a Fear to apply this template
a Presence Reaction Roll (16) to see through the
to another NPC within Close range.
deception. On a failure, the target gains Doubtful,
and must mark 2 Stress to treat you as anything Momentum - Reaction: When the Alien Intellect
other than a video game NPC (losing Doubtful in the makes a successful attack against a PC, you gain
process). Fear.
Elusive - Reaction: Mark a Stress to force
disadvantage on an opponent’s attack.

35

You might also like