- Risveglio (Easy)
- Constructs (Medium)
- Tier III Zhyr (Hard)
- Mask Powers
- Superheavy (Hard/Mega)
- Loyalist NPCs
- Coalition NPCs
- Iridian NPCs
- Invocations Table
- Personal Invocations
- Equipment
- Status Inflictions
| Construct Table | |||||||
|---|---|---|---|---|---|---|---|
| Stat/Unit | Scout | Sapper | Leech | Arbalest | Lancer | Minuteman | Conquistador |
| Physical Attributes | |||||||
| PHealth1 | 6 | 6 | 7 | 7 | 7 | 10 | 12 |
| Armor2 | 6 | 5 | 7 | 7 | 8 | 10 | 10 |
| PDef | 3 | 4 | 4 | 3 | 5 | 5 | 6 |
| Agi | 5 | 3 | 3 | 4 | 4 | 4 | 5 |
| Perc | 5 | 5 | 3 | 5 | 4 | 4 | 5 |
| Str | 3 | 4 | 4 | 3 | 5 | 5 | 6 |
| Pseudo-Special Skills | |||||||
| Mel | 3 | 2 + 2 | 3 + 2 | 3 | 4 + 2 | 4 + 2 | 5 + 3 |
| Range | 4 | 4 | 3 | 5 | 3 | 5 | 6 |
| Engineering | - | 5 | - | 4 | |||
| Special Skills | |||||||
| Special 1 | Rangefinder: Gains a +3 perception advantage when seeking out enemy units at far (>500 m) range. | Sabotage: Gains a +3 Engineering advantage when working against enemy mechanized systems. | Parasitic Latch: Grants a +3 Strength bonus when latching onto a target. | Deadeye: Gains a +3 Perception advantage when seeking out anomalous enemies. | - | Ethereal Blades: Gains a +3 Melee advantage when locked in close combat. | |
| Passive Skills | |||||||
| Construct: Any unarmed melee attacks against a unit with this attribute will result in all damage being reflected back at the attacker. Any damage received from anti-material weaponry (.50 BMG or greater) bypasses armor and attacks PHealth directly. | |||||||
| Self-Destruct: When a construct reaches 0 PHealth, it detonates with a 4df+3 physical force behind it. | |||||||
| Zhyr NPC Table | ||||||||
|---|---|---|---|---|---|---|---|---|
| Stat/Unit | PTHF | ASLT | DFDR | SPSR | SUBD | SCRH | SGNE | |
| Physical Attributes | ||||||||
| PHealth | 7 | 8 | 10 | 8 | 9 | 8 | 7 | |
| PDef | 4 | 5 | 6 | 5 | 5 | 4 | 4 | |
| Agi | 6 | 5 | 3 | 5 | 4 | 4 | 5 | |
| Perc | 6 | 4 | 4 | 4 | 5 | 4 | 6 | |
| Str | 4 | 5 | 6 | 5 | 6 | 5 | 4 | |
| Pseudo-Special Skills | ||||||||
| Intim | 4 | 5 | 4 | 4 | 6 | 6 | 4 | |
| Melee | 2+2 | 4+2 | 4+3 | 3+2 | 5+3 | 3+2 | 2+2 | |
| Ranged | 6 | 5 | 5 | 6 | 4 | 5 | 4 | |
| Sneak | 6 | 4 | 3 | 3 | 4 | 3 | 5 | |
| Medical | - | 5 | ||||||
| Engr | - | 5 | - | |||||
| Special Skills | ||||||||
| Special 1 | Counter sniper: Gains a +5 Range advantage when locked in duels with enemy snipers. | Furious Charge: Grants a +5 Agi advantage when rushing headlong into battle. | Stalwart: Gains a +5 PDef advantage when an enemy unit charges them in melee combat. | Wall of Lead: Provides a +5 Ranged attack for two turns, but reduces Agility to zero. | Martial Artist: Grants a +5 to Melee when engaging an opponent who is also armed with melee weapons. | - | Combat Medicine: Grants a +5 to all medical rolls while units are engaged in combat. | |
| Special 2 | Free Pickings: Gains a +4 Range advantage when engaging targets that are otherwise unable to effectively retaliate. | Stormwind: Gains a +4 Range advantage when engaging targets that are able to retaliate. | Unmovable: Gains a +4 Strength advantage if an enemy action attempts to push this unit back. | Hardened Emplacement: Grants a +4 PDef advantage if attacked by projectiles while firing. | Artful Dodger: Gains a +4 Agi advantage when attempting to dodge melee strikes. | - | Healing Push: Grants a +4 Agi advantage when rushing to an allied unit that has less than 50% PHealth remaining. | |
| Special 3 | - | - | Shield Bash: Grants a +3 Melee advantage if utilizing a shield as a melee weapon. | - | CQC Shooter: Gains a +3 Ranged advantage if firing in close-quarters ( < 20 meters). | - | - | |
| Passives | ||||||||
| Passive Skill | Supernatural Conditioning: All mental attacks against a Tier III Zhyr fail without question. | |||||||
| Passive Skill | Hotzone Dancers: All Tier III Zhyrs are equipped for toxic battlezones, and are impervious to any harm done by substances or poisons. | |||||||
| Passive Skill | Riot Kick: On a melee critical win, the Zhyr adds 1d4 blockable damage to their hit. | |||||||
| Passive Skill | - | - | - | Null Ward: Any anomalous abilities within a 10 meter distance of the Zhyr is taken at a -3 disadvantage. | Riposte: Any successful parry (PDef win) of a melee attack allows the Zhyr to automatically retaliate, regardless of turn sequence. | Fire Resistance: Any flame-based attacks directed against this Zhyr are automatically negated. | - | |
| Equipment | ||||||||
| Primary | Remington 700 | M-14 | MG-42 | Thompson .45 | M2-A1 Flamethrower | M-14 | ||
| Primary Effects | Headshot: If this unit scores a Ranged critical win, the targeted enemy unit is inflicted with the Headshot status. | - | Suppressing Fire: When this unit is firing this weapon, all enemy units are inflicted with the Suppressed status. | - | Burning: A successful hit inflicts the 'Burning' status on an enemy. | - | ||
| Secondary | Ghost Cloak | M1911 | Tower Shield | Mauser C-96 | Combat Buckler | M1911 | ||
| Secondary Effects | Under Cover of Darkness: Grants +5 Sneak when the Zhyr is operating in low light conditions. | - | Shielded: Grants the Shielded status. | - | Shielded: Grants the Shielded status. | - | ||
| Melee | - | Sakura Blade | - | Sapper Rods | - | External Drug Delivery System | ||
| Melee Effects | - | Perfect Slice: Any physical defense bonuses are negated. Targeted unit is forced to roll baseline PDef only. | - | Stunned: A successful hit inflicts the 'Stunned' status on an enemy. | - | Drug Delivery: When used to heal an ally, provides a +5 Medical bonus. When used offensively, target enemy suffers -2 to all physical stats for one turn. This effect does not stack. | ||
| Disposable | Signal Flares (3) | Hand Grenade (3) | Null Grenade (3) | - | Adrenaline Boosts (3) | Flame Grenade (3) | Gas Grenade (3) | |
| Disposable Effects | Can either be used to illuminate targets for friendly units, who gain a +4 Perception advantage. If used as a weapon, target is afflicted with the 'Burning' status upon successful hit. | Once thrown, deals 4df+4 explosive damage near where it lands. | Once thrown, all anomalous effects are rolled at -3 disadvantage for 3 turns. | - | When used, grants the Zhyr +3 Agi in exchange for -1 PHealth. | Once thrown, it explodes with 4df+3 fire damage, and afflicts all successfully attacked units with the 'Burning' status. | Blankets the field with a field of hallucinogenic fog, forcing a MDef check against all unprotected units (DC 5). All units affected will be afflicted with the Hallucination status. | |
Tier III Zhyrs are nominally incapable of utilizing Elorean invocations, but are equipped with their rebreathers, which auto-store runes for their own usage.
For a Tier III Zhyr to utilize a Mask power, the following is observed:
- A d10 is rolled. The Mask will only initialize on an 8 or higher, and if the roll is a 1, the Mask working inflicts Backlash3
- If the Mask is allowed to initialize, a second d10 is rolled. The following number corresponds to the effect chosen below.
| Table of Mask Powers | |||
|---|---|---|---|
| Roll | Name | Description | Effect |
| 1 | Chilling Wind | The air around begins to feel chilly, taking whatever strength the enemy possesses and rendering it useless. | Inflicts a -2 Strength and Melee disadvantage against all enemy units for 1 turn. |
| 2 | |||
| 3 | Fearful Gaze | The rune glows and engages, causing any wh look at it to feel paralyzed by a unnatural and primal fear. | A selected enemy unit must roll an MDef check vs the Zhyr's Intimidation roll. Failure to meet or exceed the roll will paralyze4 the unit for one turn. |
| 4 | Heaven's Chains | Multiple runes sprout and fire ethereal chains throughout the area, ensnaring and immobilizing all enemy units. | Chains are fired out at 4df+5, and enemy units must roll AGI to dodge the chains or Melee/Ranged to destroy the chains. Anyone successfully hit will be inflicted with the Entangled status. |
| 5 | Cavalcade of Angels | The air fills with a wondrous symphony of sounds before the entire area is blasted apart. | Deals 4df+5 explosive damage to all enemy units in the area. |
| 6 | Shadowwave | A blanket of unnatural darkness envelops the field, threatening to consume the sanity of all who enter it. | Deals 4df+4 mental damage to all enemy units in the area. |
| 7 | Ethereal Lance | A rune generates a solid lance of essence, before launching it at a nearby opponent. | Deals 4df+6 piercing/magical damage against a selected enemy unit. |
| 8 | Ethereal Barrier | A rune generates a large pane of essence that protects the Zhyr from all incoming damage. | All damage towards the Zhyr is negated for 5 turns or when the barrier has absorbed 10 PHealth worth of damage, whichever occurs first. |
| 9 | Nightmare Gaze | The rune forces a Hallucination against the first enemy who gazes at it. | A selected enemy unit must roll an MDef check vs the Zhyr's Intimidation roll. Failure to meet or exceed will result in 1 MHealth damage and the Hallucination status. |
| 10 | Resurrection Bolt | Targets a friendly ally who has deceased, and raises them back with full health and stats. If there are no friendly deceased allies on the field, it will automatically resurrect any deceased. | A deceased ally or foe is resurrected with full health and no status afflictions. |
ERAS Tanks
Transported in pairs underneath an aerial engine, these recent additions to a Cohort allow for powerful armored pushes into contested territory, something previously impossible except with massed cavalry charges.
| PHealth | Armor | PDef | Agi | Perc | Capacity |
|---|---|---|---|---|---|
| 20 | 30 | 7 | 7 | 6 | 5 persons |
| Armaments | |||||
| Stat/Unit | 20mm Autocannon | ||||
| PHealth | 4 | ||||
| Armor | 6 | ||||
| Ranged | 8 | ||||
| Specials | Armor Piercing: Any armor bonuses are ignored. | ||||
| Specials | |||||
| Tracked Vehicle: This unit takes no penalty from attempting to traverse difficult terrain. | |||||
| Armor Plating: This unit takes double damage from large-caliber weapons and explosives. | |||||
ERAS Airships
The mainstay of an Elorean mobile host, the Elorean Royal Air Service maintains its powerful aerial engines to bring material and men throughout the expanses of Sereste.
| PHealth | Armor | PDef | Agi | Perc | Capacity |
|---|---|---|---|---|---|
| 30 | 40 | 10 | 5 | 7 | 20 persons |
| Armaments | |||||
| Stat/Unit | Heavy Etherbeam Cannon | Bow 20mm Cannon | Port 20mm Cannon | Starboard 20mm Cannon | Stern 20mm Cannon |
| PHealth | 4 | 5 | 5 | 5 | 5 |
| Armor | 10 | 15 | 15 | 15 | 15 |
| Ranged | 10 | 7 | 7 | 7 | 7 |
| Specials | Burning: Any units hit by the Etherbeam Cannon are inflicted with the Burning status. | Armor Piercing: Any armor bonuses are ignored. | |||
| Specials | |||||
| Aerial Vehicle Lift: An airship may carry up to 2 vehicles in chains slung underneath. | |||||
| Construction: An airship may produce constructs to assist in battle. A d10 is rolled - on a result of 8 or higher, a randomly determined construct is built and deployed to the battlefield. | |||||
| Airborne: A critical win hit against this unit will cause it to lose altitude and crash, knocking it out of combat. Its armaments may still be operational. | |||||
| Armor Plating: This unit takes double damage from large-caliber weapons and explosives. | |||||
| Loyalist NPCs | |||||
|---|---|---|---|---|---|
| Stat/Unit | Stella Kal | Douglas Fant | Willow Atkinson | Adrienne Coxwell | Florence Dai |
| Physical Attributes | |||||
| PHealth | 7 | 10 | 7 | 7 | 6 |
| MHealth | 9 | 8 | 7 | 20 | 8 |
| Armor | - | 10 | 4 | - | - |
| PDef | 5 | 9 | 6 | 4 | 3 |
| MDef | 8 | 6 | 5 | 10 | 5 |
| Perc | 5 | 8 | 6 | 9 | 5 |
| Agi | 6 | 7 | 10 | 5 | 5 |
| Str | 4 | 8 | 5 | 4 | 3 |
| Pseudo-Special Skills | |||||
| Pers | 5 | 3 | 5 | 6 | 5 |
| Intim | 4 | 10 | 5 | 8 | 3 |
| Bluff | 6 | 4 | 5 | 10 | 4 |
| Melee | 5 + 2 | 6 + 4 | 5 + 2 | 4 + 2 | 3 |
| Ranged | 4 | 7 | 9 | 6 | 4 |
| Sneak | 5 | 4 | 8 | 6 | 5 |
| Medical | 4 | 4 | 4 | 7 | 5 |
| Engineering | 3 | 5 | 4 | 5 | 4 |
| Academics | 6 | 5 | 4 | 6 | 4 |
| Special Skills | |||||
| Special 1 | The Garden: Stella may invoke the Garden's effects anytime to bolster her or her allies in battle. This also grants a +5 advantage to any Academics roll that is utilized for spellcasting. | Defending Grandmaster: This grants Douglas a +5 Melee and PDef advantage against opponents while within Stella's or Adrienne's sphere of influence. | Saint of Daggers: This grants Willow a +5 Melee/+4 Ranged advantage when she is fighting with any sort of dagger. | The Library: Adrienne may invoke the Library's effects anytime to bolster her or her allies in battle. This also grants a +6 advantage to any Academics roll that is utilized for spellcasting. | The Scales: Florence may invoke the Scales' effects anytime to bolster her or her allies in battle. This also grants a +4 advantage to any Academics roll that is utilized for spellcasting. |
| Special 2 | Royal Tongue: Stella gains a +4 Persuasion advantage when demonstrating proof of her royalty, or invoking it to gain special privileges. | Fearsome Bodyguard: When protecting Stella or Adrienne, Douglas gains a +4 advantage to Intimidation. | Shadow Walker: Willow gains a +4 Sneak advantage when hiding in someone else's shadow. | Brother's Aim: Adrienne gains a +4 Ranged advantage when utilizing handguns. | - |
| Passive Skills | |||||
| Passive Skill | Elorean Royal: Stella automatically invokes unbreakable loyalty from all loyalist forces. | Agents of the Throne: They may requisition reinforcements anytime on a d10. A result of 8 or higher will summon suitable reinforcements. | Elorean Royal: Adrienne automatically invokes unbreakable loyalty from all loyalist forces. | Beloved Noble: Any assault directed at Florence will cause Charles, Karis, and Julius to immediately apport to her side to protect her. | |
| Passive Skill | Ethereal Touched: Stella may never suffer from backlash effects. | Catch Your Final Breath: If they critical win a melee attack roll, they may roll a d10. Final damage is multiplied by this d10. This may reduce a PC to 0.5 PHealth (and kill anyone who is already this low), or automatically kill/destroy NPCs. | Ethereal Touched: Adrienne and Florence may never suffer from backlash effects. | ||
| Equipment | |||||
| Primary | - | Dantiano | Inum | Adrian's Singer M1911 | - |
| Primary Effects | - | Perfect Slice: Any physical defense bonuses are negated. Targeted unit is forced to roll baseline PDef only. | Gentle Submission: Willow may utilize Inum to lull enemies to peaceful submission. Otherwise, enemies struck by Inum must roll MDef, DC 5. Failure to meet or exceed the roll will inflict a Stunned counter. | Antimagic Bullets: Any bullets fired from this gun automatically bypass any magical protections set up. | - |
| Coalition NPCs | ||||||
|---|---|---|---|---|---|---|
| Stat/Unit | Maj. Gregory Jill | Dr. Adrienne Falk | Charles Radford | Reina Kitamura | Karis Vandreyen | Julius Hill |
| Iridian NPCs | ||||||
|---|---|---|---|---|---|---|
| Stat/Unit | Irene Hibaul | Norrin Radford | Gen. Scott Campton | Col. Aaron Haslett | Horace Gonzales | Amy Wiltz |
IF THE SPELL IS BEING CAST FROM A WORKING, OR IF A CHARM OR SEAL IS BEING CREATED
- A d10 is rolled, with the DC being 10 - the user's baseline Academics (no specs may be tagged). If this roll fails, no invocation may be attempted. If this roll critfails, Backlash is inflicted on the user.
- After this, three d10s are rolled, which determine the following:
- The first d10 determines the nature of the spell;
- The second d10 determines the intensity (and DC to counter);
- The third d10 determines the range of effect.
| Spell Nature Table | ||||
|---|---|---|---|---|
| Number | Name | Description | Roll to Resist | Commonly Seen |
| 1 | Quicksilver | The caster's limbs are revitalized and energized, causing them to move faster. | Grants +2 Agi for 2 turns, no resist | Charm, Tag |
| 2 | Mending | The caster can heal even the most crippling of physical injuries, so long as the target is alive | Instantly heals 2 PHealth, no resist | Charm, Tag |
| 3 | ||||
| 4 | Ethereal Lightning | The air fills with static before charged bolts of ethereal energy jump out and around, striking targets and inflicting immense searing pain. | PDef | Charm, Vial |
| 5 | Ethereal Lance | A blinding bolt of solidified ethereal energy surges forth and strikes. | PDef | Vial |
| 6 | ||||
| 7 | ||||
| 8 | Inverted World | The Inverted World reverses strengths and weaknesses, and flips the entirety of the world upside down for a group of targets. The weak suddenly find themselves strong, but the strong will find themselves broken like a straw over a knee. | MDef | Tag, Vial |
| 9 | Sever | Sever inflicts reality-enforcing powers on a target. It is virtually harmless to mundanes, but severely wounds mages and anomalous creatures. | PDef or MDef | Tag, Vial |
| 10 | Apportation | The revered Apportation spell takes time, but can easily teleport a user to safety, to a desired location… or a threat to be disposed of. | Agi | Tag |
Charms
Seals
Tags
Tags are paper slips with the correct activation runes
Tags, unlike charms and vials, do not have a range - their effect is strictly contained to whatever surface they are on. However, this does mean that tags can be used to 'prepare' surfaces for later activation.
Vials
Vials are specially prepared glass and brass casings, sealed with wax and the correct activation runes melted into the wax. The inside of the vial is usually filled with a neutral fluid, typically blood (usually human, although other creatures can be used, and certain creatures are more prized over the other). Vials are meant to be utilized with a cartridge system to allow for quick firing of certain spells, particularly vector-type spells. It is not uncommon for vial mages to carry over two dozen prepared spells with them. Although not as plentiful as tags, vials allow for magic to carry itself in a stable configuration for a longer period of time, and is valued by soldiers, mercenaries, and traveling mages for their stability and safety of use once created.
Bonus table for vials:| Fluid Source | Effect Modifier |
|---|---|
| Animals | |
| Human | |
| Dog/Cat | |
| Plants | |
| Anomalous | |
| Sylvern | |
| Jackalope | |
Among the nobles and royals, certain persons have a unique gift in that their ethereal signature has taken on a more personal touch for them, and can manifest itself in signature ways without needing conventional invocations.
The Garden
The Personal Invocation of Stella
| Passives | |
|---|---|
| Floral Regeneration | Stella constantly regenerates the earth wherever she steps. Effects as dictacted. |
| Living Roots | Stella constantly generates roots around her as the ground grows alive in her presence. Inflicts a -1 Agi penalty to all enemies within 20m of her. |
| Actives (must roll a 5 or higher on a d10 to activate) | |
| Thorn Vectors | Stella can generate thorny vines from her back and fire them at intense speed towards threats. Rolls 4df+6 piercing magical damage against opponents. |
| Grow: Ethereal Fruits | Stella can cause magical trees to grow around her, sprouting fruit that infuses the air with magical might. All anomalies may add +5 to their rollcap while in the Garden. |
| Grow: Healing Fruits | Stella can cause magical trees to grow around her, sprouting fruit that infuses the air with a healing aura. All living creatures regenerate 1 PHealth/turn while in the Garden. |
| Grow: Shielding Fruits | Stella can cause magical trees to grow around her, sprouting fruit that infuses the air with powerful protective sigils. All incoming damage is halved while in the Garden. |
The Gears
The Personal Invocation of Charles
The Hourglass
The Personal Invocation of Norrin
The Library
The Personal Invocation of Adrienne
| Passives | |
|---|---|
| Effortless Presence | Adrienne can maintain a mental presence among those she marks, so long as she has actually seen them in real life. Effects as dictated. |
| Penstrokes | As a Type Teal, Adrienne can alter reality on a limited scale, limited to what she can observe, and what she can write. As Adrienne writes down, reality shifts to match. Effects as dictated. |
| Actives | |
| The Librarian's Mark | Adrienne can "mark" a person, allowing her to enter into their minds with The Library. Target must roll MDEF, DC determined case-by-case, to resist this mark. |
| Collation | Adrienne can form bookshelves and bookcases in someone's mind, allowing her to organize a person's memories and keep everything clean and tidy. Grants a +2 to ACAD, SCI, ENGR, MED, as well as a +2 MDef against memory-based attacks. Requires that the target is Marked. |
| Editing The Pages | Adrienne can modify, insert, or outright destroy a person's memories as they collate in her hand. Target must roll MDEF, DC determined case-by-case, to resist memory alteration of this scale. Requires that a target must have undergone Collation. |
| Crawling The Stacks | Adrienne can organize and locate memories to search for particular clues, that both assist her and the target. Grants a +2 to PERC or ACAD as needed. Requires that a target must have undergone Collation. |
The Nails
The Personal Invocation of Irene
The Scales
The Personal Invocation of Florence
| Equipment | Description | Effects |
|---|---|---|
| Zhyr Mask | The signature rebreather masks of a Zhyr. It is what provides a Zhyr with its anomalous abilities, and also houses the control seals that dictate a Zhyr's actions. | Grants +3 to Strength, Agility, and Melee. Inflicts 4df+5 blockable Mental damage every turn until removed or until the user's MHealth is reduced to zero. |
| Sakura Stunlock Rod | Combining the versatility of a Stunlock Rod with the almighty cutting power of a Sakura blade, the Sakura Stunlock Rod not only inflicts significant damage, but also stuns enemies after they have made contact with the weapon. | All strikes performed with this weapon ignore all PDef bonuses. Enemies hit with the weapon are inflicted with a Stunned counter. |
| Cartridge Rod | The new means of invoking Elorean magic, Cartridge Rods utilize a revolver-type system to 'fire' vials and release the energies stored within to utilize magical assaults to their fullest extent. | Allows users to utilize prepared vial-type Invocations. |
The following is a list of status inflictions that may be inflicted upon characters and enemies throughout the Knights of Elora runs.
| Status | Description | Effects |
|---|---|---|
| Burning | The target is on fire, literally. | Inflicts 1 unblockable damage at the start of every turn for 1d4 turns. Any subsequent hits that inflict Burning will not stack, but will restart the counter. |
| Entangled | The target has been bound up and movement is difficult. | All Agi and Mel rolls are taken with -2 penalty for the duration of the status. |
| Hallucination | The target's senses have been warped, and they cannot correctly perceive reality around them. | All perception rolls are taken at -4 penalty. Other effects as dictated. |
| Shielded | The target is currently being protected by a physical or ethereal shield that absorbs attacks directed at them. | Grants a +4 PDef magic-based advantage against melee strikes and +2 PDef advantage against handgun-caliber firearm strikes. |
| Stunned | The target is currently dazed and weakened. | The target takes a -1 penalty to all physical stats (PDef, Agi, Str, Perc, Mel, Rng) for 2 turns. Every additional Stunned counter not only resets the counter, but increases the degree of penalty (-1 turns into -2, -2 to -3, etc.). |
| Suppressed | The target is pinned down by heavy fire. | All units inflicted with the Suppressed skill must either remain low to the ground (taking a -2 penalty to Agi and Ranged) or may attempt to stand up to accurately fire (taking -2 penalty to PDef). |






Per 


