Zi’Dara
Contents

Part I · Play

The Archetypes

Every Title is an archetype, and every archetype has something only it can do.

Guardian, Healer and Shadow are archetypes, and there are fourteen more. An archetype gives you permissions the way any Title does, and it’s got a mechanic of its own, something only that archetype can do. Ash is an Elementalist, so one of her dice can be a burst of fire that catches every guard in the doorway, and she’s the only one in the crew who can do that.

Start with how they work, then find your two in Picking Your Archetypes. After that, every archetype has a section of its own, in alphabetical order: what it does, what 1 Aura gets you on it, and an example.

How Archetypes Work

Your Title is the name you give your archetype. Bram’s a Guardian, and his Title is The wall that held the harbour gate. Write the archetype next to the Title on your sheet. The Title’s got to be real and specific, one role or one school of magic (Archmage is too wide, so pick the school you’re known for), and it counts 1 on any roll it fits, the same as a permission.

  • You start with two archetypes, each with a Title and three permissions. They don’t have to be different archetypes. Vesk’s a Shadow twice over, as The best cat burglar in the city and Raised by the Guild.
  • Permissions have to fit inside the Title they’re on, and a Title holds six at most. Two of those slots can hold a Boon instead. There’s more on writing a good one in Permissions.
  • A new archetype comes when your Aspiration climbs past d12. You name a Title for it, and it starts with one permission. That’s another Title, so your Resolve maximum goes up by one as well.
  • Your mechanic is the thing only your archetype can do, and it’s spelled out in that archetype’s section. When a mechanic has you roll, you build the dice the usual way, from the set action that fits how you’re doing it. Bram’s orders come off his Talk, the same as anything else he says.

1 Aura on your mechanic

Rule

On most archetypes, 1 Aura adds +2 to one die on its mechanic. Spend it after you roll, once you know you need it. A die the +2 takes to its top face, or past it, doesn’t give you Aura.

Take the same archetype twice and its +2 becomes +3. Three times, it’s +4, and so on.

The 2 goes on the number you rolled, so a 4 on a d6 becomes a 6. A Warrior’s die still explodes when the +2 takes it to its top face or past it, but there’s no Aura for it. A few archetypes don’t get a +2 at all: the Oracle takes more steps off, the Bloodsworn clears boxes on their own Hurt track, and the Teleporter opens a portal. Each section says what you’ll get.

ExampleBram Defends

Bram’s Defending, and a d10 comes at him. It lands on 5 and his d6 Armour comes up 4, so he spends 1 Aura to make the 4 a 6, and it’s stopped. That’s his d6’s top face, but the +2 got it there, so there’s no Aura back. If he’d taken Guardian twice, it’d be a 7.

What only one archetype does

A few things in the game belong to one archetype, and if you’re not that archetype, you can’t do them:

  • Leading is the Leader’s: handing your steps out to friends. Anyone can put their action into a friend’s roll as a combo.
  • Areas are the Elementalist’s. A Sweep weapon goes at everyone in your reach whoever’s swinging it, and threats have areas of their own (see Area).
  • Heal rolls are the Healer’s. Anyone can quick heal for 1 Aura.
  • Catching souls and summoning are the Summoner’s.
  • Pulling more than one enemy’s attack onto you when you Defend is the Guardian’s. Anyone can Defend and pull one.

Picking Your Archetypes

If you’ve got a Title in your head already, pick the archetype that fits it. If you’d rather start from what you want to do at the table, here’s what each one’s for, and the Title ideas that suit it. The ideas are full of example Titles and permissions to build from. They’re only suggestions, though, so if the Title you write fits a different archetype better, go with that one.

Archetype What it’s for Title ideas that suit it
Bard Nerve: lifting the crew’s Confidence, and answering fear for everyone who can hear you Bard · Faith
Bloodsworn Getting more dangerous every time you’re hurt Warrior · Hexer
Elementalist Areas: one die for how far, and everyone in it defends Fire · Storm · Kinesis
Face Influence on a threat, so its own attacks go where you say Face · Courtier · Streetwise · Enchantment
Guardian Taking every attack aimed at friends within your stride Guardian · Warding · Faith
Healer Heal rolls, in the middle of a scene Healer · Mending · Faith
Hunter Marking a creature, so everyone rolls an extra die against it Ranger · Investigator
Illusionist Illusions the threats believe Illusion
Leader Handing your steps out to friends Captain · Courtier · Sailor
Maker Tags on an item for the scene Tinker · Artifice
Oracle Shrinking the threats’ telegraphs before they land Divination · Warding · Medium · Hexer
Scholar Making something true when you win a Study Scholar · Investigator
Shadow A pool of dice from what you saw while you were hidden Rogue · Face · Streetwise · Veil
Shifter Collecting what animals can do Wildcraft
Summoner Catching souls and calling them out Medium
Teleporter A stride that teleports, and portals for the crew Phase
Warrior Dice that explode when you fight Warrior · Sailor · Kinesis

The crew’s archetypes

Here’s how the six ready-made characters come out. Each Title’s the name they’ve given their archetype.

Who First Title Second Title
Vesk The best cat burglar in the city (Shadow) Raised by the Guild (Shadow)
Bram The wall that held the harbour gate (Guardian) A sergeant who lost his stripes (Leader)
Dorrie The voice that talked a duke out of his own house (Face) The woman with a hundred names (Shadow)
Isolde The last student of a dead order (Oracle) A scholar of forbidden texts (Scholar)
Wren The hunter who has never lost a trail (Hunter) An outrider from the border war (Hunter)
Ash The last fire-speaker of the Ember Court (Elementalist) The Court’s runaway heir (Face)

Vesk and Wren have each taken one archetype twice, so they’ve got +3 for their 1 Aura: Vesk on her Shadow, and Wren on her Hunter. Bram, Dorrie and Ash get +2 on each of theirs, and Isolde gets +2 on her Study and 2 more steps for her Oracle.

Bard

The Bard’s for nerve. You’re the one keeping the crew’s Confidence up, and answering fear, lies and pressure for everyone who can hear you.

Lift them. Spend your action, and every friend who can hear you goes up a size of Confidence, as far as d10. The last push to d12 has to be their own.

Hold them. When fear, lies or pressure come at you or friends who can hear you, answer all of it with one roll of your song, as your action. Each telegraph your roll beats is stopped, and each one it doesn’t lands at once, the same as any answer you lose. Anyone who had all of it stopped goes up a size, as if they’d stopped it themselves.

Rule

1 Aura: +2 to your song die.

ExampleA dragon roars

A dragon roars at the whole crew, a d10 at everyone’s Confidence. Say you’re the Bard. You answer it with your song, a d8 that comes up 6 against the roar’s 7, so you spend 1 Aura and make it an 8. Nobody drops a size, and everyone goes up one.

Title ideas: Bard · Faith

Bloodsworn

The Bloodsworn gets more dangerous every time they’re hurt.

Every Hurt you take adds 3 steps to your action. Take one on purpose as you act and the steps go on that roll. Take one any other way and they go on your next action.

Rule

Aura: there’s no +2 on this one. Spend as much Aura as you like, plus your action, and clear that many boxes on your own Hurt track.

ExampleTwo Hurts

Two telegraphs land on you this round and you take two Hurts, so your next action’s got 6 more steps. If it’s your Fight at 4 steps, that’s 10: a d12 and a d8.

Title ideas: Warrior · Hexer

Elementalist

The Elementalist hits everyone in an area at once, like fire across a doorway or lightning down a corridor.

Areas are yours. One of your dice can be your area instead of an intent. Say its shape, roll it with the rest, and the number’s how far it goes:

  • Burst: that many squares out from a point.
  • Cone: that long the way you face, and as wide at the end.
  • Line: twice as far, straight out.

It takes one of your splits, and it doesn’t cost Aura. Everyone the story puts in it defends against your other die, and you can always make it smaller, which you’ll want when your friends are in it. Without a grid, 1 or 2 is everyone close to the target, 3 to 5 is everyone within a few steps, and 6 or more is the whole room. There’s more in Area.

Rule

1 Aura: +2 to your area die.

ExampleFive guards

Ash splits her 5 steps of fire (her Scare them off) into a d6 and a d4, and the d4’s her burst. It rolls 2, but the five guards are three squares out, so she spends 1 Aura and it’s a 4. That’s the d4’s top face, but the +2 got it there, so there’s no Aura back. All five defend against her d6.

Title ideas: Fire · Storm · Kinesis

Face

The Face gets into a threat’s head, so its own attacks go where you say.

Spend your action and build your dice the usual way, but don’t roll them. Put them on a threat as influence, and they stay until you use them or the scene ends. At any point before one of its telegraphs lands, roll your influence against it. Each of its dice that your best influence die beats is yours: say what it does instead, as long as it fits the story, like hitting one of its own or the ground. Then the influence is spent.

Rule

1 Aura: +2 to one of your influence dice.

ExampleThe bandit captain

Dorrie’s got a d8 of influence on the bandit captain, off her Talk (4 steps). He telegraphs two d6s at Bram, and she rolls her d8 against them: 5. They come up 3 and 6. The 3’s hers, so that cut lands on his own sergeant, and the 6 still goes at Bram. If she’d wanted that one too, 1 Aura would’ve made her 5 a 7.

Title ideas: Face · Courtier · Streetwise · Enchantment

Guardian

The Guardian stands in front of the crew and takes what’s coming at them.

When you Defend, every attack aimed at friends within your stride comes at you, whichever enemy it’s from. Roll your Armour once for each die, or your Confidence against fear, lies and pressure, then choose which roll blocks which. To get past you, threats have to pull the crew apart.

If you’re a Teleporter as well, your Defend reaches every friend within 10 units (see Teleporter).

Rule

1 Aura: +2 to one of your Armour dice.

ExampleThree goblins

Three goblins telegraph a d6 each at Vesk, Wren and Isolde, all within Bram’s stride. He Defends and takes all three. They land 6, 4 and 1, and his d6 Armour rolls 5, 4 and 2. The 4 holds the 4, because ties go to him, and the 2 holds the 1. He spends 1 Aura to make the 5 a 7 against the 6, and nothing gets through.

Title ideas: Guardian · Warding · Faith

Healer

The Healer patches people up in the middle of a scene, so you don’t have to wait for downtime.

Only a Healer can make a heal roll. It’s an action rolled against the patient’s wound die, a d6 that’s a size bigger for each Catch on their Hurt track: a d8 with one, a d10 with two and a d12 with three. Each die that beats it clears a box. It can clear any box, even one in a bar with a Catch, but the Catch doesn’t go anywhere.

A heal reaches one person. Split it to clear more boxes, or to reach a second person you can touch. Anyone can quick heal, though: 1 Aura clears one box on one person, no roll, but it’ll take your action (see Healing).

Rule

1 Aura: +2 to one of your dice when you heal.

ExampleHealing Vesk

Say you’re healing Vesk, who’s got one Catch on her Hurt track, so her wound die’s a d8. You roll 7 and her d8 comes up 8, so you spend 1 Aura and make your 7 a 9. She clears a box.

Title ideas: Healer · Mending · Faith

Hunter

The Hunter marks the prey, and everyone who goes at it rolls an extra die.

Spend your action and roll against a creature to mark it. Win and it’s Marked, a special condition carrying the die you won with. It doesn’t give a step and nobody spends it. Instead, anyone who acts against it rolls the Mark die too, as one more die against it. It fades a size every round like any condition.

Rule

1 Aura: +2 to the Mark die when it’s rolled. It’s your Aura, whoever’s rolling.

ExampleMarking the Warden

Wren marks the Warden with a d10, her Fight, and wins, so it’s Marked d10. Bram swings at it with his d8 and rolls the Mark d10 with it. Next round it’s Marked d8.

Wren’s taken Hunter twice, so her 1 Aura puts +3 on the Mark die.

Title ideas: Ranger · Investigator

Illusionist

The Illusionist makes threats believe in things that aren’t there.

Spend your action and roll your illusion dice against the threats’ Challenge. Meet or beat it and they believe your illusion until they interact with it or try to get through it: a clone of you for them to hit, a wall to run around, a crate to hide under. To see through it before then, a threat has to beat what you rolled. A tie’s yours here, and you don’t pay Aura for it.

Rule

1 Aura: +2 to one of your illusion dice.

ExampleA wall across the corridor

Say you throw a wall across the corridor. Your d8 rolls 6 and the guards’ d6 rolls 6, which is enough. They run the long way round, and if one stops to look hard at it, he has to beat your 6.

Title ideas: Illusion

Leader

The Leader hands their own steps out to the crew.

Only a Leader leads. An order or a rallying song is an action: build it from your set action, then hand its steps out however you like to friends who can hear or see you. They add them to their own rolls this round, and the steps don’t have to fit. Steps you’re handed don’t give you a split. A lead can be a combo too, with friends putting their actions in before you hand it out.

Rule

1 Aura: +2 to one of a friend’s dice, on a roll your steps went into.

ExampleOrders from the doorway

Bram barks orders from the doorway, 4 steps off his Talk, and gives 2 to Vesk and 2 to Wren. Vesk’s Sneak goes from a d8 to a d12. She rolls 6 against the guard’s 7, so Bram spends 1 Aura and she’s on 8.

Title ideas: Captain · Courtier · Sailor

Maker

The Maker gives an item something extra for the scene.

Spend your action and roll against the item’s size: a d4 for something tiny like a ring, a d6 for something small like a dagger, a d8 for something medium like a shield, a d10 for something large like armour, and a d12 for anything intricate. Each die that beats it gives the item a tag for the scene.

A tag is a special property, and it follows the same rules as a permission. A ring that gives you an extra step to dodge is fine, and a ring that gives you haste isn’t. Whoever’s holding the item can break a tag instead of taking a Hurt.

Rule

1 Aura: +2 to one of your making dice.

ExampleVesk’s coin

Vesk hands you the first coin she ever stole, a d4. Your d8 rolls 6 against its 3, so the coin gets a tag for the scene, an extra step when she dodges, and you hand it back. When a blade gets through, she can break that tag instead of taking the Hurt.

Title ideas: Tinker · Artifice

Oracle

The Oracle sees what’s coming and makes it smaller before it lands.

Spend your action and build it from your set action, but don’t roll. Take its steps off the threats’ telegraphs however you like. Every step takes a telegraph’s die down a size, so 2 steps turn a d8 into a d4, and a die with no steps left is gone.

Rule

1 Aura: 2 more steps to take off. Take Oracle twice and it’s 3 more, three times 4, and so on.

ExampleCutting a brute down

Say you’ve got 4 steps. A brute telegraphs a d8 at Wren and a d6 at Bram. You take 2 off the d8, so it’s a d4, and 2 off the d6, so it’s a d2. Then you spend 1 Aura for 2 more, and the d4’s gone.

Title ideas: Divination · Warding · Medium · Hexer

Scholar

The Scholar’s Study can make something true.

Everyone’s Study finds a hidden tag or a straight answer. When you win a Study, you can introduce a truth instead: something that wasn’t obvious to anyone else. Say it, and it’s true and it matters here. It counts as a permission for the crew this scene, and since it can’t sit on a set action, it counts free on any roll it fits.

Rule

1 Aura: +2 to one of your Study dice.

ExampleThe crack in the circle

Isolde turns her Study on the Warden. It’s 4 steps, a d8, and she rolls 5 against its 6, so she spends 1 Aura and it’s a 7. She’s won her Study, and she says the chalk circle it’s bound to has a crack in it. Now it does, and anyone in the crew can use that this scene.

Title ideas: Scholar · Investigator

Shadow

The Shadow notices things from where nobody’s looking, and what they’ve seen is worth dice later.

When you get into hiding, the dice you rolled to hide go into your shadow pool. They’re the things you noticed while nobody was looking. Add them to any roll after that, talking and Study included, as their own dice or as steps (a d8 is 4 steps). A die’s gone once you use it, and the next time you hide, your pool starts again with the new dice.

Coming out of hiding gives you an extra action, the same as it does for anyone. It’s one extra action, even if you’re Unseen as well.

Rule

1 Aura: +2 to your roll to hide, or to a shadow die when you use it.

ExampleIn the rafters

Vesk slips into the rafters with her Sneak, a d8, and gets away with it, so the d8 goes in her pool. Later the steward’s lying to her face, and she adds it to her Talk, because she saw him pocket the letter from up there. Her Talk’s 1 step, so she takes the d8 as 4 steps, and that’s 5: a d10.

Title ideas: Rogue · Face · Streetwise · Veil

Shifter

The Shifter takes on what animals can do, whether that’s wings or a breath attack.

You collect animal tags, the way a Summoner catches souls. Spend your action, pick one and roll your Shifter dice against its die: most are a d4, swimming’s a d6, flying’s a d8 and a breath attack’s a d12. Beat it and the tag’s yours until downtime. It lets you do what the animal does, and it counts as a line when it fits. Split to go for more than one, and strip one of your animal tags instead of taking a Hurt if you want to.

Rule

1 Aura: +2 to one of your Shifter dice.

ExampleWings

Say you want wings. Flying’s a d8, and your d10 rolls 7 against its 5, so you’ve got wings as an animal tag until downtime. When an axe gets through, you can strip the wings instead of taking the Hurt.

Title ideas: Wildcraft

Summoner

The Summoner catches the souls of fallen creatures and calls them back out when there’s work to do.

Catching souls and summoning are the Summoner’s, and nobody else can do them. Here’s what you’ll need at the table, and the rest is in Summoning.

  • Your souls live in your summoning attunement, on the same three stages as an attuned item: 1 at Awakened (2 with a Catch), 2 at Tempered (4 with a Burden) and 3 at Perfected (6 with a Burden and a Catch). Starting souls are d4s.
  • Your Summon dice are a set action like any other: your Title, the permissions that fit, and the action.
  • Catching a soul: when a creature falls, spend your action and roll your Summon dice against its Challenge. Beat it and its soul goes into one of your utility slots. Miss and it’s gone. In downtime, put it into your summoning attunement.
  • Summoning takes your action, and it needs a reason in the story. Roll your Summon dice against your souls’ dice, and each of your dice brings out one soul it beats. Split to go for more.
  • A soul is what it was. A caught courtier talks and a hound tracks. Summons act in the round like anyone, and one hit takes one out. Its soul goes back to its slot, ready to call again.

Rule

1 Aura: +2 to one of your dice when you’re catching or summoning. Winning a tie is another 1 Aura. Take Summoner twice for +3, three times for +4, and so on.

ExampleSable calls them out

Sable’s Summon action is a d10, and she’s got three souls: a rat swarm (d4), a hound (d6) and the harbour Warden (d8). She splits into a d6 and a d4 and goes for the two small ones. Her d4 comes up 2 against the rats’ 3, so she spends 1 Aura to make it a 4, and the rats pour out. Her d6 beats the hound.

Title ideas: Medium

Teleporter

The Teleporter jumps from spot to spot, and opens portals for the crew.

Your stride can be a teleport of up to 10 units. If you’re a Guardian as well, your Defend reaches every friend within those 10 units, because you jump to each of them.

Rule

1 Aura: open a portal and link it to another spot within 10 units. It lasts the round, and anyone who steps in comes out the other end.

ExampleOut through the portal

Say you’re the Teleporter, and Vesk’s cornered on a balcony across the square, 8 units from the alley you’re in. Your stride’s a teleport, so you’re beside her, and it hasn’t cost your action. Then you spend 1 Aura and open a portal on the balcony, linked to the alley. It lasts the round, so Vesk steps in and comes out in the alley.

Title ideas: Phase

Warrior

The Warrior’s for fighting, with dice that don’t stop at their top face.

Your dice explode when you fight. A die that lands on its top face gives you 1 Aura as usual, then you roll it again and add the new number on, the only time dice add apart from moving. It keeps going as long as it keeps landing on top, so a d8 that comes up 8, then 5, is a 13.

Rule

1 Aura: +2 to any one of your dice in a fight. If that takes it to its top face or past, there’s no Aura for it, but it still explodes.

ExampleThe sellsword

Say you’re a Warrior with a Fight of 4 steps, a d8, and you go at a sellsword whose d10 comes up 9. Your d8 lands on 6, so you spend 1 Aura and it’s an 8. That’s its top face, so there’s no Aura for it, but it still explodes. You roll it again and get a 3, so it’s an 11, and that beats his 9.

Title ideas: Warrior · Sailor · Kinesis