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MOD DISPLAY
Character Card Version:
NPC ACTIONS:
Barrier/Defense Modifiers
Toughness
Resistance
Dodge
Willpower
0 Stack(s)
Normal Roll
CAP Modifiers
Critical
Accuracy
Penetration
Damage Modifiers
Bonus
Dice
Reset All Mods
Name:
Tier:
Exp: / 1000
HP:
/
Aspects
Offensive
Defensive
Utility
Offensive
Tier 1
Tier 2
Tier 3
Tier 4
Defensive
Tier 1
Tier 2
Tier 3
Tier 4
Utility
Tier 1
Tier 2
Tier 3
Tier 4
Strength:
Intelligence:
Barrier Values
Toughness:
Resistance:
Skills
Dexterity:
Resilience:
Defense Values
Dodge:
Willpower:
Skills
CAP Check
Critical
C:
Accuracy
A:
Penetration
P:
• Roll 1d20 when your Action Targets at least 1 Foe.
• Must be ≤ than CAP Values to succeed.
Special Action Limits
Trigger: Sustain: Amplify:
Action Pool
• Slow Action: Check 2 • Fast Action: Check 1
Name Type Target Range Effect Action Speed
MOVEMENT • You cannot end your Movement in an Occupied Square.
Move Action
Move - Squares. Can move through friendly Combatants.
Slow
Shift Action
Move Square(s). Can move through friendly Combatants.
Fast
MANEUVER • You cannot end your Maneuver in an Occupied Square.
Name:
Associated Skill
Speed
Description
BASIC ACTIONS
Melee
VS
Slow
Name:
Target:
Range:
Damage: +
vs.
Description
Ranged
VS
Slow
Name:
Target:
Range:
Damage: +
vs.
Description
CLASS ACTIONS
Field
1d6 VS PIERCING
AUTO-HIT 1d6 VS PIERCING
Target(s) heal 1d6 HP
Amp. Effect: Trig. Condition: Trig. Effect: Sust. Effect:
Name:
Type:
Speed:
Target:
Range:
Field
+
vs.
+
CLASS TIDE-TURNER ACTIONS
Field
1d6 VS PIERCING
AUTO-HIT 1d6 VS PIERCING
Target(s) heal 1d6 HP
Amp. Effect: Trig. Condition: Trig. Effect: Sust. Effect:
Name:
Type:
Speed:
Target:
Range:
Field
+
vs.
+
Amp. Effect:
Trig. Condition:
Trig. Effect:
Sust. Effect:
Description:
YOUR TURN: 1. Restore Action Pool. 2. Select Sustains. 3. Use up to your Action Pool of Actions.
AT END OF COMBAT: Restore HP to Full and remove All Conditions.
Inventory
Melee
Ranged
Off-hand
Armour
Gold Zeniths
Items
Effect:
Usable In:
Action:
Keepsakes
Effect:
Usable In:
Action:
Effect:
Usable In:
Action:
Anchors
Deadweights
Appearance
Gender
Age
Height
Build
Hair
Eyes
Description
History
Conditions
• Check the box next to the Condition for each Stack you are suffering, If a (max ∞) is specified, write number of Stacks instead.
POISON
DAMAGE OVER TIME

Combatant takes 1d6 x [Stack] PIERCING Damage at the start of each of their Turns.
BURNING
DAMAGE OVER TIME
Combatant takes 1d20 x [Stack] PIERCING Damage at the start of each of their Turns.
FRAGILITY
DAMAGE
All Damage Combatant takes has the PIERCING property. FRAGILITY is removed next Round at the end of Combatant’s Turn.
VULNERABILITY
DAMAGE
Max ∞
-1 x [Stack] & .
WEAKNESS
DAMAGE
Max ∞
-1 x [Stack] Damage to all of your Actions.
DAZE
HIT RATE
On Hero: -4 A
On Foe: Heroes have +4 against Actions used by Foe.
OFF-GUARD
HIT RATE
On Hero: -2
On Foe: +2 A to CAP Checks to Actions that Target only this Foe.
PRONE
HIT RATE
On Hero: OFF-GUARD and cannot take Actions. Remove PRONE by expending 1 Fast Action during your Turn.
On Foe: OFF-GUARD and skips 1st Action Hex of Action Chain to remove PRONE.
SLEEP
HIT RATE
ACTION RESTRICTION
Combatant cannot take Actions during their next Turn. SLEEP is removed at the end of that Turn or if the Combatant takes Damage. Actions that Target only that Combatant gains the AUTO-CRIT property.
SILENCE
ACTION RESTRICTION
On Hero: Cannot use Spells or Tide-Turners. SILENCE is removed next Round at the end of Hero’s Turn.
On Foe: Skips Special Ability Hexes. SILENCE is removed next Round at the end of Foe’s Turn.
CHILL
ACTION RESTRICTION
On Hero: Restore -1 Action Point at the start of each your Turns.
On Foe: Skip last Action in Action Chain.
PARALYSIS
ACTION RESTRICTION
Combatant takes only 1 Action during their next Turn. PARALYSIS is removed at the end of that Turn.

QUICK GUIDE: HERO TURNS

STEP 1
STARTING YOUR TURN:
Each Hero Action has a speed. Each Turn, you have:
2 Slow
Actions
OR
1 Slow Action &
2 Fast Actions
OR
4 Fast
Actions
You may take any number of Free Actions.
STEP 2
SELECTING YOUR TARGETS:
Action Targeting: Actions can Target Combatants (yourself, other Heroes, or Foes), the Battlefield (Squares or the entire map), or a combination of the above. Any Action that includes at least 1 Foe as a Target requires a CAP Check. Actions that do not include any Foes do not require CAP Checks.
Action Range: Actions can only include Target(s) that are within the specified Action Range.
Cover: You cannot Target Combatant(s) [and/or Square(s)] if there is 1 or more Square(s) of Cover (Local Field Effect) between you and your Target.
STEP 3
RESOLVING YOUR ACTIONS:

CAP Check: If your Action includes 1 or more Foes as a Target, you must roll 1d20 and check the Roll Result against your "C", "A", and "P" Values

C
If your Roll result is ≤ your "C" Value, your Action is a Critical Hit* and proceed to Step 4. If your Roll Result is > your "C" Value, proceed to "A".

AUTO-CRIT: An Action with this Special Property do not require a CAP Check and is treated as though you rolled a Critical Hit.

A
If your Roll Result is ≤ your "A" Value, your Action Hits your Target and proceed to "P". If your Roll Result is > your "A" Value, your Action Misses.

AUTO-HIT: An Action with this Special Property do not require a CAP Check and is treated as though you hit your Target. However, AUTO-HIT Actions never bypass Barrier Values.

P
If your Roll Result is ≤ your "P" Value, your Action bypasses your Target's Barrier Values. If your Roll Result is > your "P" Value, the Damage of your Action is reduced. Proceed to Step 4.

PIERCING: An Action with this Special Property always bypasses Barrier Values when calculating Damage dealt.

STEP 4
DEALING DAMAGE:

Normal Hits: Roll the associated damage dice for your Action. If you bypassed your Target's Barrier Values, subtract your Roll Result from your Target's HP. If you failed to bypass, reduce your Roll Result by your Target's corresponding Barrier Value before subtracting the remainder from their HP.

*Critical Hits: A Critical Hit automatically hits your Target, bypasses their Barrier Values, and deals the maximum Damage associated with that Action.

HEALING:
If your Action includes Healing, roll the associated healing dice with your Action. Add the Roll Result to that Hero's Current HP. A Hero's Current HP cannot exceed their maximum HP and you cannot heal a FALLEN Target.
SPECIAL ACTIONS TYPES & THEIR RESOURCES:

Trigger Actions: Can be used out of Turn Order if the Trigger Condition is met. You must have enough unused Action Points remaining in your Action Pool to expend on the Trigger Action.

Trigger Limit: The total amount of Trigger Actions you can use per Round.

Sustain Actions: Actions may have a Sustain Effect. If they do, they can have their Sustain Effect applied at the start of each of your Turns following the initial use of that Action. Initiating the Action will use an amount of your Action Pool equal to that Action's Speed, but maintaining the Action's Sustain Effect does not deplete your Action Pool. Any interruption to Sustaining that Effect will require you to expend Action Points to initiate the Effect all over again.

Sustain Limit: The total amount of Sustain Effects that you can have active each Round. Multiple copies of the same Effect count separately.

Amplify Actions: The power of an Action can be increased with an Amplify Effect. Amplify Effects may exist within an Action or exist independently as Amplify Actions, which can be applied to other Actions. You may decide to apply Amplify Effects after you have made all dice rolls.

Amplify Limit: The total amount of Amplify Effects and Amplify Actions you can use per Round.

Tide-Turner Actions: Your most powerful Actions. They are activated by expending a Tide-Turner Charge in addition to any other costs.

For more Quick guides, and a complete set of rules, please visit: emberwindgame.com
Name:
HP:
/
Toughness:
Resistance:
Conditions
Poison i Foe takes 1d6 x [Stack] PIERCING Damage at the start of each of their Turns. :
Burning i Foe takes 1d20 x [Stack] PIERCING Damage at the start of each of their Turns. :
Fragility i All Damage Foe takes has the PIERCING property. FRAGILITY is removed next Round at the start of Foe's Turn. :
Vulnerability i -1 x [Stack] TOUGHNESS & RESISTANCE. :
Weakness i -1 x [Stack] Damage to all of Foe's Actions. :
Daze i Heroes have +4 DODGE against Actions used by Foe. :
Off-guard i +2 A to CAP Checks to Actions that Target only this Foe. :
Prone i OFF-GUARD and skips first Action of Action Chain. :
Sleep i Foe cannot take Actions during their next Turn. SLEEP is removed at the end of that Turn or if the Foe takes Damage. Actions that Target only that Foe gains the AUTO-CRIT property. :
Silence i Skips Special Ability Hexes. SILENCE is removed next Round at the start of Foe's Turn. :
Chill i Skip last Action in Action Chain. :
Paralysis i Foe may only take 1 Action during their next Turn. PARALYSIS is removed at the end of that Turn. :
A
B
F
C
E
D
A
B
F
C
E
D
A
B
F
C
E
D
A
B
F
C
E
D
DEFAULT CHARACTERISTICS
OPTIONAL MODIFIERS
Name Type Range Effect
BASIC ACTIONS
vs
Field
Deal 1d10 Damage VS PIERCING
vs.
OR
+
vs.
SPECIAL ABILITIES
vs
AUTO-HIT
Field
Deal 1d10 Damage VS PIERCING
Trig. Condition: Trig. Effect:
Type:
OR
+
vs.
LEARNABLE SPECIAL ABILITIES
vs AUTO-HIT
Field
Deal 1d10 Damage VS PIERCING
Trig. Condition: Trig. Effect:
vs.
Type:
OR
+
vs.