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At The Gates

Created by Onyx Path - At The GAtes

At the Gates is the core rulebook for a high fantasy tabletop roleplaying game inspired by Japanese RPG video games.

Latest Updates from Our Project:

Backer Draft Manuscript Part 5
almost 2 years ago – Tue, Jun 04, 2024 at 03:32:01 AM

Hello Outlanders,

We're in the Final Days countdown for this Crowdfunding campaign. At The Gates finishes the crowdfunding campaign on Thursday, June 6th at 2:00 PM EDT. There's still time to Inspire others to help explore Everend, but we're definitely getting closer to the finish line. With that in mind, I wanted to touch on some of the basics over these final four days to make sure everyone has the information they need to support this project in the way that works best for them.


Final Days Schedule


  • June 2 - Reward Tier & Add On Review 
  • June 4 - Manuscript Preview # 5 - Adversaries! (That's today!)
  • June 5 - Stretch Goal Review
  • June 6 - Final Day Checklist & What Comes Next

Whether you're a veteran of many daemon summonings or just learning your first Art, these are some good topics to review over this week to make sure we all end up where we want to be. If you're looking at this update and deciding whether or not to join, please click on the Pledge Tier Review link to get a better idea of which rewards are included in our pledge tiers.

(An aside, if you're a new backer, make sure you check out our Final Week Countdown / Resource Update. It has links to the manuscript previews,  podcasts, and a ton of Actual Play sessions.)



Before we get to the manuscript, just a quick reminder...

WE WANT YOUR FEEDBACK

IF you notice that the Pillars are named Providence and Mentalism in one section and then Anima andCognition, in another, you'll know that there's an opportunity for Danielle and the team can gather feedback to help guide the manuscript through the next steps of editing and development. To that end, they've created a special Feedback Form for you to submit your comments after reading each section!


You can submit your Feedback here: AT THE GATES FEEDBACK FORM <link>

And one more reminder...

International Shipping – Collected in the Pledge Manager

One quick note about Shipping before we get into the manuscript previews. 

First up, it's amazingly expensive to ship, especially from Onyx Path's home base in the US. We get that, but there's not much we can do at this time. Onyx Path is in a difficult space where the company is big enough that they're not saving money by fulfilling out of Rich's garage, but small enough that they can't really set up international partners to handle portions of the fulfillment. So we are where we are - for now. 

The best we can do at this point is to plan carefully, advise everyone up front that international shipping will likely be expensive (see our projections on the main page) and only charge what it costs us when the time comes. We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. If you live outside the US and aren't sure you want the hardcover or other physical items, you can pledge to the PDF tier now and upgrade your pledge in the Pledge Manager once we know the final shipping costs.

DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Reply to this Update" link on the bottom and I'll see you below the title treatment.

Final Days Review: Pledge Tiers and Add On Options
almost 2 years ago – Sun, Jun 02, 2024 at 06:26:56 AM

Hello Outlanders,

I've got a lot to go over today, but before we get into it, let's celebrate! Because we've unlocked another Stretch Goal! We've also managed to complete our most recent Backer Recruitment mini-game! These were the two targets that were shared in our Final Week Countdown last Thursday!




ACHIEVED! - At 975 Backers - NEW ADD ON: AT THE GATE LOGO and SIGIL PINS - A single hard enamel screen-printed 2" At The Gates logo pin will be available as an Add On option for $14, and five different soft enamel 1.5" sigil pin designs will be available as an Add On option at $10 each or the set of all 5 for $45. Single pin selection will be confirmed in the Pledge Manager. Fulfillment will be handled by NerdyKeppie.com and additional shipping charges will be collected at time of fulfillment.




ACHIEVED! - At $55,000 in Funding - JUMPSTART PDF - An introductory scenario designed to welcome new players to the game, along with ready-made characters and a basic rules overview, will be created as a Jumpstart PDF supplement and added as a bonus to the rewards list of all backers receiving the At The Gates PDF.

With that, it's time for two more Stretch Goals to be unveiled! Will we be able to unlock these before the end of the campaign? Stay tuned!



At $60,000 in Funding - AT THE GATES STREAMING OVERLAY - A set of overlays for your online game will be created, for your use when streaming your At The Gates session. This reward will be added to the rewards list for all backers.

 
At $65,000 in Funding - AT THE GATES Companion - Legendary Weapons - The concept of Legendary Weapons will be introduced and explored in the Companion PDF, with examples and guidance to introduce your own to your game. All backers receiving the At The Gates PDF as one of their rewards will have the Companion PDF added to their rewards list as a bonus!

That's right! We'll unlock some thematic overlays for online gaming, and then back to the Companion PDF to expand the supplement! You know you want more content, so let's keep working on it!!


We're in the Final Days countdown for this Crowdfunding campaign. At The Gates finishes the crowdfunding campaign on Thursday, June 6th at 2:00 PM EDT. There's still time to Inspire others to help explore Everend, but we're definitely getting closer to the finish line. With that in mind, I wanted to touch on some of the basics over these final four days to make sure everyone has the information they need to support this project in the way that works best for them.


Final Days Schedule


  • June 2 - Reward Tier & Add On Review (That's today!)
  • June 4 - Manuscript Preview # 5 - Adversaries!
  • June 5 - Stretch Goal Review
  • June 6 - Final Day Checklist & What Comes Next

Whether you're a veteran of many daemon summonings or just learning your first Art, these are some good topics to review over this week to make sure we all end up where we want to be.

(An aside, if you're a new backer, make sure you check out our Final Week Countdown / Resource Update. It has links to the manuscript previews,  podcasts, and a ton of Actual Play sessions.)




PLEDGE REWARD TIERS

Like it says right at the top of the campaign story page, we've come together to help create a fully developed PDF and standard and deluxe hardcover versions for this great new tabletop roleplaying game, At The Gates. Many of you have already explored different games using the Storypath system, but this is the one of the first games designed from the ground up to use the refined expression of the Storypath Ultra rules set. Danielle and the team have had At The Gates in mind while developing the system, so it works amazingly well to bring Everend to life! 


PLEDGING YOUR SUPPORT

To borrow an analogy that I've used in past campaigns, this process we're a part of works similar to the "Viewers Like You" support campaign from your local Public Broadcasting Station (for those who get American television channels or watched Sesame Street in the pre-HBO era): There are various levels of support that you can pledge to, and these come with various levels of rewards offered as a thank you. Like getting a tote bag or t-shirt when you give money to public broadcasting to fund them doing their thing, you can get rewards for helping Onyx Path work on this project.

Let's review the Backer Reward Tiers to ensure that you've pledged to a Reward Tier that provides all the rewards you wish to receive.

Hardcover Book or PDF Version

The main reward offered in this campaign is, of course, the main goal of the entire proposition: the finished book for At The Gates. The first decision you need to make is what form your rewards will take. Do you want your main rewards in digital form and are going for the PDF rulebook? Or do you have space on your shelf for the hardcover book? Or, better yet, do you go all in with the limited deluxe edition?  (Note - both hardcover versions include the PDF as a bonus!).

With that decision in mind, we've got three key reward tiers to choose from:



  • DIVINER: This is the PDF-only reward tier. So, if you're saving trees or saving shelf space - or avoiding the shipping charges that are absolutely ever-increasing - this is the reward tier option that you should begin with. The PDF will be fulfilled by our partners at DriveThruRPG.com - when it is ready, you will receive a link to add it to your DTRPG library at no cost for you to download at your leisure.

  • MAGE: This reward tier includes the standard hardcover version of this book. Shipping costs ARE NOT included in the cost of your pledge. You will be charged for shipping after the campaign through the pledge manager. In addition, this option also includes the PDF version, so you will get a digital copy as described above.

If you're really excited to take the journey into At The Gates and want to really impress your gaming friends, we're also offering a special edition Deluxe At The Gates hardcover book.


  • WARRIOR: This reward tier includes the limited edition deluxe version of At The Gates hardcover book, with a leatherette cover, special cover design, and bound-in silk bookmark. Shipping costs ARE NOT included in the cost of your pledge. You will be charged for shipping after the campaign through the pledge manager.  In addition, this option also includes the PDF version, so you will get a digital copy as described above.

An important reminders at this stage:

  • Shipping Costs: We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. We’re still anticipating pretty hefty costs to ship the book internationally (see our current guesses on the story page) so be forewarned, but we’ll cross that enormous bridge when we get to it.

In addition to these primary reward pledge paths, we also offer the following options:

  • EVEREND EXPLORER: Not ready to commit, or just looking to offer general support? This pledge tier is for you. This does not include our primary reward, but allows you to select some digital optional Add Ons, as well as participate in the post-campaign Pledge Manager as a backer. You'll also be able to read the draft manuscript of At The Gates that we post throughout this campaign.

  • HARRIER / WARLORD / MARR / CHARIS / RAELL / AARAMUS: Some premium Pledge Levels offer special limited rewards in addition to the basics, including an option to supply a name to be used by an NPC included in a supplement, an opportunity to provide inspiration for a new Art, a chance to add a character description to an interior illustration brief, and more! Check each of the Pledge Level descriptions for more details.

Those premium reward tiers have limited slots, but we're not quite at the end, so there's still plenty of room right now. Things usually tighten up as we get into the final days and hours and budgets are calculated and pledges locked down, so act quickly if you're thinking about a premium reward tier.


After the campaign is over we'll launch our BackerKit Pledge Manager and invite the backers to set up their rewards via survey. This allows you to confirm your pledge and add on anything that you might have missed, as well as possibly increasing your pledged reward tier, should you choose to expand your reward selection. This option will give international backers additional time to investigate shipping options, should they choose, knowing they can confirm a physical reward at a later date. We will also use BackerKit's Pledge Manager to charge actual shipping costs for orders when we're approaching order fulfillment. Funding collected by BackerKit after the crowdfunding campaign does not count toward any campaign Stretch Goals, however.


You'll note that two rewards - Access to the Manuscript Previews and Participation in Post-Campaign Pledge Manager - are included in ALL reward tiers. That's just one of the perks of participating in this crowdfunding campaign!

OPTIONAL DISCOUNTED PoD VERSION – For this At The Gates campaign, you will have the option of using DriveThruRPG.com’s Print-On-Demand service to purchase a physical, printed copy of the PDF directly from their PoD partners at discounted cost (this cost is not included in your pledge, and you do not need to increase the cost of your pledge to use this option). When the PoD versions are available to order (which may be some time after the books have gone to print), you will receive links to purchase these versions of the books from DriveThruRPG.com. You DO NOT need to take advantage of this PoD offer as it does not affect in any way your pledge rewards.

AT THE GATES PDF VERSION - The digital version of At The Gates, fulfilled by our partners at DriveThruRPG.com. Crowdfunding backers will receive redemption links for an early version of this book before it goes on sale to the public. This initial "Backer Version" will be used to get feedback from the fans to make the final version the best that it can be. When it has been updated to the final version, it will automatically be added to your DriveThruRPG library and available for download at your convenience.

AT THE GATES HARDCOVER BOOKS - The main goal of this campaign is to fund the creation, production, and print run of a standard and limited edition deluxe hardcover editions of this book. Note that all Pledge Levels that include the physical hardcover version also include the digital PDF version as a bonus. Shipping costs ARE NOT included in the cost of your pledge. You will be charged for shipping after the campaign through the pledge manager.



Choosing Your Reward Tier

There has been some churn over this past week - a few Reward Tier adjustments and changes by backers, as budgets changed and people have read the manuscript previews. In these final days it's best to ensure that you've selected the Reward Tier that offers you the options and rewards you want to receive and are ready to lock down. This timing - before the campaign ends - is the absolute most affordable and inclusive these rewards will be, and will save headaches and heartbreaks if fully considered now.

This is just the first step, however, in completing your pledge for this campaign. Funds for additional extras can be added to your pledge by selecting Add On options and increasing the overall funding and maybe getting us closer to a Stretch Goal.

First Step: Reward Tier

To summarize the first part of this post, the absolute best way to ensure that you're getting the primary rewards you want from this crowdfunding campaign is to ensure you've selected the appropriate Backer Reward Tier. Selecting the right Reward Tier covers about 95% of the options available to you. If you want a PDF only, make sure you've selected the correct reward. If you want the hardcover version, double-check your reward tier to ensure the proper option is featured. If you're going digital now but want the option of getting a discounted Print-on-Demand copy later, make sure you've got a reward tier that includes it.

Once you've completed that important step, you're going to want to look at the Add On rewards for any reward "bits" that don't automatically fall into your reward tier. That takes us to the Add On step.

Step Two: Add-On Options

Once you've chosen your pledge tier, you've likely already included the main rewards you want. In addition to the rewards offered as part of the Reward Tier configurations, there are a few other possible rewards you may wish to add. All Add-On rewards are described in our Add On menu below.

You can select an Add On option, which will increase the amount of your pledge by the listed amount. Add on options will be selected and confirmed again in the Pledge Manager when that's up and running.



  • At The Gates Storyguide Screen - a three-panel cardstock screen, with vibrant and ethereal artwork on one side and charts and tables to make running the game a little easier on the inside. Can be added to any tier that includes a hardcover book (and therefore will have shipping options). Additional shipping charges may apply and will be charged in the Pledge Manager once the books are being printed.
  • At The Gates Bookmark Set - A set of 6 At The Gates cardstock bookmarks to your rewards list to mark your place! Can be added to any tier that includes a hardcover book (and therefore will have shipping options). Additional shipping charges may apply and will be charged in the Pledge Manager once the books are being printed.
  • At The Gates Chibi Pins - Five different soft enamel 2" pin designs available as an Add On option at $14 each or the set of all 5 for $60. Single pin selection will be confirmed in the Pledge Manager. Fulfillment will be handled by NerdyKeppie.com and additional shipping charges will be collected at time of fulfillment.
  • At The Gates Profession Sigil Pins - Five different soft enamel 1.5" sigil pin designs will be available as an Add On option at $10 each or the set of all 5 for $45. Single pin selection will be confirmed in the Pledge Manager. Fulfillment will be handled by NerdyKeppie.com and additional shipping charges will be collected at time of fulfillment.
  • At The Gates Logo Pin - A hard enamel screen-printed 2" At The Gates logo pin available for $14.  Fulfillment will be handled by NerdyKeppie.com and additional shipping charges will be collected at time of fulfillment.

In addition to these At The Gates items, Onyx Path is also offering items from the recently completed The World Below crowdfunding campaign. The World Below is another entry in the Earthbane Cycle line of games, somehow-related-but-not-directly-essential to At The Gates

The World Below is a game of adversity, heroism, terror, and awe. Your characters will overcome or be defeated by terrible beasts, environmental calamities, and Kaos storms ravaging their surroundings and the souls around them. They will chart their journeys, chronicle their tales, and pass their stories down to their descendants, who will in turn become your characters when your old ones perish or retire. The World Below has many facets, from exotic settlements to abandoned temples and dungeons inhabited with monstrous predators and glittering wonders. Caverns ripped from alien worlds and portals to bizarre dimensions are hidden just behind a wall, down a pit, or buried within a lost city. New magics, technologies, treasures, and secrets await discovery. 

  • The World Below PDF Version - Add a copy of The World Below PDF to your rewards list. Currently projected to be available in October 2024. You will receive the draft manuscript and an optional discount link for the Print-on-Demand version once available.
  • The World Below Hardcover Book - Add a copy of the standard hardcover book for The World Below to your At The Gates hardcover shipment. Additional shipping charges may apply, and will be charged in the Pledge Manager once the books are being printed. You will also receive a copy of the PDF version once available, and the early draft manuscript.
  • The World Below Deluxe Hardcover Book - Add a copy of the limited edition deluxe hardcover book for The World Below to your At The Gates hardcover shipment. Additional shipping charges may apply, and will be charged in the Pledge Manager once the books are being printed. You will also receive a copy of the PDF version once available, and the early draft manuscript.
  • The World Below Starbearer Glow Dice - includes ten 10-sided dice and a velvet dice bag. These are resin Elixir liquid core dice.  Elixir dice are infused with glittery liquid cores that swirl when rolled. Each set is handcrafted and polished to keep their beautiful sharp edges. 

Beyond the Earthbane Cycle,  Onyx Path is also offering three "starter bundles" for their other Storypath game lines. These bundles include the main rulebooks for each line, plus Jumpstart scenarios designed to introduce your group to the setting and rules set.

  • The Trinity Continuum is a tabletop roleplaying game about possibilities and human potential. In the continuum, you will portray characters who can act and achieve even the most outlandish goals. Talents are people who have the ability to unknowingly reach into the continuum and change their own circumstances, appearing to be extremely lucky or very skilled individuals.
  • Scion is a game about Gods and humanity, and everything in between. It's a game about mythic deeds and the reasons people talk about those mythic deeds.
  • They Came From presents dramatic and farcical tabletop roleplaying game encompassing the wonder, horror, thrills, and humor of 1950s and 1960s science fiction B-movies or the dramatic, hammy, and humorous Hammer, Amicus, and Roger Corman horror films of the 1970s.


Pick a Pledge Tier, then Add On Options


Ready to join in? If you're backing for the first time, you can click BACK IT and select your Pledge Tier and finalize funding amount in the next menu.

Using myself as an example, I'm loving this world and the Storypath Ultra system and have decided to splurge and get the deluxe edition hardcover to sit proudly on my gaming shelf. Once I click BACK IT, I see my pledge level options. If I want to know a bit more about each level, I can click Learn More, or if I know what I'm looking for, I can click Back It.


The three main Pledges focusing on At The Gates are the $25 Diviner for PDF only rewards, the $60 Mage Path for the hardcover book, and the $100 Warrior Path for the limited deluxe edition hardcover book.

Clicking "Learn More" expands the Pledge Level info. For example, clicking "Learn More" on the Warrior tier gives you...


This is the reward I'm choosing, as it exactly fits my needs for this project.

Once you're ready, you can click that BACK IT button and go right to Add On options.

For example, I've decided on the $100 Warrior path, so I select BACK IT for that tier, and then I want to add on aa few of the optional Add On extras to my rewards list. I'm going to add the Storyguide Screen to my pledge, as well as the bookmark set and the Chibi pins.


My total is $200.00 USD.
That's $100 for my Warrior pledge path,
+$25 for the World Below Storyguide Screen Add On option
+$15 for the At The Gates bookmark set
+$60 for the At The Gates Chibi Pin set

It may be weird, but I go through a lot of bookmarks. I think I have pages marked in about 30 books on my shelves, so I've been using receipts and utility bills to mark my spot in the books I've been reading. I need to get some real bookmarks, and I love these. And the Chibi pins!

When everything is correct, click NEXT and then Confirm Your Pledge. You'll get an e-mail confirmation of your choices.

If you're already a backer but want to update your pledge or Add On choices...



Select Manage Your Pledge at the top of the campaign page, and then you can Edit Your Pledge


Select "Manage Your Pledge" at the top of the page, and then "Edit Your Pledge" on your listing, and then...



You can select a new Pledge Level from the available option menu, or Change your Add On selection.

As before, you'll confirm all of your choices, and then receive an e-mail confirmation once that's done.

And with that, my pledge level and Add On options are set for your pledge. At this time, you don't need to worry about setting shipping information. 

You should also be aware that any available Add On options will be made available in our BackerKit pledge manager, so if you're unsure about adding on something at this point, you will be able to adjust your pledge in the post-campaign phase.

Pledging to the campaign also opens up the Stretch Goal rewards as thanks for your participation. We'll review our Stretch Goal accomplishments on Wednesday, but it's important to note that backers who wait and Pre-Order At The Gates at a later date will not have any Stretch Goal rewards automatically added to their rewards list. The Stretch Goal rewards will only automatically be added to the rewards for those who participated in this crowdfunding campaign.




REWARD DELIVERY

About 6-8 weeks after the campaign has ended, I'll launch our post-campaign Pledge Manager to collect information from all backers and confirm which rewards you'll be receiving. At that point, you'll be able to review your rewards and also also adjust any Add On Options that you may have missed. Once we have everything confirmed, I'll be able to deliver any rewards that are currently available - like starter set bundles. Backers who have pledged for these options will be sent special redemption links to claim these digital rewards from our partners at DriveThruRPG.com. Clicking these redemption links will allow you to add these PDF titles to your digital library to download anytime. I'll send an update when all of that is happening, though, so you are aware every step of the way.

So, while it will take some time for At The Gates to move from manuscript form to a final product, you won't be waiting a year for PDFs that already exist. (You'll be waiting about 8-10 weeks or so, just enough time for us to set up the reward infrastructure.)

Physical Books

If you're waiting to see the International shipping costs before upgrading your PDF pledge to any of the hardcover reward tiers, you'll have lots of time for that. We won't close the Pledge Manager until the books are ready to print and we know what shipping costs will be, so you'll be able to go back and adjust your pledge tier at that time.

It's going to take some time to create the final PDF for At The Gates and even longer for the eventual print run for the hardcover books. When the books are at the printer, I will be in touch with all backers to outline timeline for pledge adjustments, as well as lockdown procedures and when we'll be confirming addresses and processing BackerKit Add Ons and Shipping payments. That's a long time away, and we'll cover that as we get closer to that part of the process.



Don't fret if you had forgotten to select additional rewards by the end of the campaign. These Add Ons will be available to select in our post-campaign Pledge Manager for those who participated in our campaign and have full access to the Pledge Manager. So, if you are undecided at this time, you will be able to hold off until we're closer to the final reward shipment goes out.

Step 1: Pledge Tier

Step 2: Add On Options

Again, your first step should involve your main reward selection, and your Add On Options will build upon that. If you selected the PDF-only tier, you can investigate PDF and digital options. If you select a hardcover tier, you will be able to add physical reward options. You should not add on additional physical rewards (like the Storyguide Screen) if the At The Gates hardcover book is not included in your pledge tier reward list, but these Add Ons will appear in BackerKit if you later adjust your pledge choice.

Note that all funds are expressed in US Dollars, so take into account your conversion as needed.

It Adds Up!

That should explain the process of Selecting your Reward Level and adding Add On options and confirming your TOTAL PLEDGE AMOUNT. Since increasing your pledge amount increases the overall funding level of the project, add-ons can help us achieve our Stretch Goal funding targets, so it benefits us all to suggest that you double-check to make sure you're getting all of the rewards you want.

Additionally, this may go without saying, please review your personal budget and ensure you've selected the appropriate reward tier and add ons for your current financial situation. BackerKit will begin charging your payment method at midnight the day the campaign ends, so ensure you've budgeted correctly. Choose what works best for you now and is affordable at this time, knowing that you can upgrade your pledge level or choose Add Ons in the Pledge Manager at a late date.



Conclusion

As we move through these final days of the campaign, please ensure you've chosen the correct Pledge Level for the rewards you want (at least at this point). And beyond that - please make sure you've investigated and selected any add-ons you wish to receive. If you have any issues with the Pledge process, either selecting the reward tier or figuring out the Add On options, you can reach out to me or to the support team at BackerKit. I've found them to respond quickly and offer great support.

On Thursday, just before the campaign ends, I will send an update detailing the steps that occur after the campaign concludes, including notes about our Pledge Manager and the communication plan going forward.

So, just like always: Spread the word! Share your excitement on social media! Tell your friends! We're about to work on our final great delve into the dark, so let's make sure that none of our friends miss out!

And I'll be back on Tuesday with the FINAL manuscript section for At The Gates, making the complete text available for all backers to review before the campaign ends!

#ExploreEverend
#AtTheGates

Sneak Peek: Dragons
almost 2 years ago – Fri, May 31, 2024 at 08:54:43 AM

Hello Outlanders,

Let's head into the weekend with a quick sneak peek at the final draft manuscript section we'll be receiving on Tuesday! Today, - Dragons! This time I'm gonna give you a peek at more of the mechanical side, showing how Templates work and listing out the Qualities and Arts referenced.

Templates

Antagonists use a simplified set of character details to allow the Storyguide to easily put one together and abstract what they’re doing. These simplified templates give a general sense of the power level of the antagonist and all the important information in a condensed format. The antagonists’ dice pools indicate their general capabilities along with some important actions those apply to. All antagonists can move with ease across terrains fitting their type or anatomy, such as flying for a winged creature, burrowing for a subterranean monster, or swimming and breathing underwater of an oceanic being.

Primary Pool: The antagonist’s primary pool is its large action pool. This should be between 6 for the weakest character to 12 for the strongest character. Assign two to three actions the antagonist is good at.

Secondary Pool: The antagonist’s secondary pool is what it is next best at. This should be 2 points lower than the primary pool. Again, assign two to three actions that fall in this category.

Desperation Pool: The desperation pool is for everything else. This should be half the primary pool, rounded down.

Enhancement: Antagonists have access to Enhancement on certain actions, just like characters. List what kinds of actions the character gains Enhancement on here, and how much. Weaker characters shouldn’t gain more than 1 or 2 Enhancement overall, and stronger characters shouldn’t have more than 5 or 6 Enhancement overall, and they should never have more than +3 Enhancement to any one action.

Initiative: The antagonist’s Initiative score should be equal to its Desperation Pool.

Defense: Antagonists do not roll for Defense, and instead this number is a static number that serves as the difficulty to hit the antagonist. This should be 1 for the weakest antagonists, and no more than 3 for difficult antagonists.

Integrity: Antagonists similarly do not roll for Integrity against influence actions. Integrity should be against no more than 1 for weak antagonists or 3 for difficult antagonists.

Armor: If the antagonist has armor, it is listed separately. If the armor is magical or elemental in nature, it will be denoted as such.

Injuries: Antagonists have injuries, but not Injury Levels like the players’ characters. Otherwise, injuries work the same way. An “easy to knock out” category only has 1 Injury, while others range between 4-10. Above that, Armor, Qualities, or Advantages reflect the sturdiness of bigger monsters.

Qualities: List any antagonist Qualities here.

Arts: List any antagonist Arts here, and the number of times the antagonist may use each Art. Grunts do not have access to Arts.

Magic: List what magic type and specific spells the antagonist knows there.

Soul: This is the antagonist’s Echelon (if they have one) and Energy. This should be denoted such as 1 (4). 

Extras: If the antagonist gets any Advantage, mention it here and what kind of Advantage.

Special: Some antagonists have unique perks to their Qualities and Arts or ad hoc rules to reinforce their identity.




Dragons

The sight of a dragon is the kind of event that happens once in a lifetime, one you’ll tell stories about for generations to come. Among the oldest creatures in existence, legend has it the dragons didn’t come to be as other beings — us included — did. No, dragons are manifestations of Gaia itself, arising from the world we inhabit to defend its sacrality and strike down its enemies. Way more than mere winged reptilian beasts, dragons wield the very same power they’re made of to dutifully perform their role as keepers of nature’s balance.

Legend and wonder given great and terrible shape, dragons act as Gaia’s guardian, protecting the world and its creatures on a scale smaller beings can’t even perceive, loyal as they are to the very same primordial imperative that defines their existence.

Dragons embody the circle of seasons in ways both literal and abstract. While the four dragon species follows a given duty they believe with absolute certainty comes from Gaia itself (a notion raising many questions about the nature of the world), each dragon is an individual of their own, with a definite personality and an unique perspective on life, other beings, and how to better perform their role shaped by their own quirks and experiences. A truly destructive dragon might stop their rampage in a matter of minutes and become a force of peace for the generations to come, answering only to Gaia when the matter of morals comes up, while other come to learn how to relate with other sentient creatures and even enjoy the occasional chat with those who demonstrate an understanding of nature, if perhaps a flawed yet endearing human one.

Dragons are solitary beings, known to be both allies and — especially when dragons of opposed seasons are involved — even rival or enemies. The land near a dragon’s lair takes after its master, changing according to the shape of their nature, meaning that two different dragons competing over the same region’s dominance literally fight over every inch of soil.


Using Dragons

Dragons are extremely dangerous creatures, and a rare sight in civilized parts of Everend. A dragon should be a rare encounter, and characters should not seek to kill one without great cause. These magnificent beasts are defenders of the natural world and deeply connected to Gaia’s magic. They may serve as guides, allies, mysterious benefactors, or at the end of a long quest to find a magical item or material. If the characters decide to attack a dragon, it should be an epic battle, and possibly part of a larger plot in which the dragon had turned to evil, or been void tainted.


Template: Archon
Primary Pool: 12 (Attacking, Grandiose shows of power, Defend an area)
Secondary Pool: 10 (Scout the lair, Sense threats to them or the aspect of Gaia they embody)
Desperation Pool: 6
Enhancement: +1 Close Combat, +2 Impress
Defense: 3
Integrity: 2
Injury: 10
Armor: 3
Initiative: 6
Qualities: Destructive Force, Frightening Presence, Elemental Focus 2 (Their own element), Natural Weapons 2 (Claws and fangs; Brutal, Piercing), Reset, Special Movement (choose 1), Stable, Willful
Arts: Defensive Aura 2, Devastating Blow 1, Devour 2, Trample 2, Wave of Destruction (Elemental Breath) 4
Magic: Immunity, Magic Resistance, Shield
Soul: 5 (20)
Extra: +1 Durability Advantage, +2 Power Advantage 

Destructive Force
Prerequisite: Elite template or higher, 1+ Power Advantage
Due to its mass or sheer power, the antagonist devastates the environment with their blows. Their attacks gain access to the following combat Trick: 
Demolition (2 successes): Rubble and debris fill the environment, applying the Demolished area effect to the scene as a Moderate Complication. This Trick can be purchased twice per action, in which case the Complication increases to Major. Any artificial structure or object in the Area is destroyed at Storyguide’s discretion.

Frightening Presence
Both people and animals see the antagonist as a dangerous threat not to be messed with, providing them +1 Social Advantage when intimidating others. Grunts flee from the antagonists at the mere sight.

Elemental Focus (1-2)
The antagonist’s presence empowers manifestations of a given element, be it one from Gaia or the Void. The Complication rating of area effects influenced by the element (like On Fire with fire) increases by a degree for each rank of this Quality, up to Major. Elements such as fire, ice, and electricity are all valid options for this Quality, but others like darkness or light likewise qualify.

Antagonists may possess multiple instances of this Quality or comprehensive ones to reinforce different elements.

Natural Weapons (1-3)
The antagonist is a natural predator and has some form of natural weapon that they can always use even when unarmed. These weapons can never be disarmed. Each time this Quality is chosen, pick a tag to apply to the weapons from the following: Brutal, Deadly, Increased Range, Piercing, Poison, Reach, Returning, Stun, Wrecking, or any elemental tag that makes sense for the antagonist’s type.

Reset
Prerequisite: Elite template or higher
Once the antagonist’s Injury reaches half of their total or below for the first time in a scene, resolve all Combat status effects and refresh all used Arts.

Special Movement
The antagonist has a movement style outside the norm. It may have wings that allow it to fly, or fins that help it swim well. When you choose this Quality, pick a form of movement: burrowing, flying, swimming, wall-crawling. The antagonist may move using this special movement to specific range bands only accessible through Ranged Combat or an equivalent movement type. Additionally, while in these range bands, they may be able to avoid ground-based area effects.

Stable
This antagonist is immune the Slowed status effect and the effects of the Knockdown Trick. Additionally, it gains +1 Power Advantage against attempts to forcibly move them.

Willful
The antagonist gains +1 Social Advantage when resisting influence.

Defensive Aura
Type: Reaction (Any Attack)
Whether peaceful, awe-inspiring, or intimidating, the antagonist’s mere looks discourage people from hurting them. The attacking character refuses to attack the antagonist again this scene unless it attacks them first. 

If a character successfully buys off the Complication from this Art, it cannot be used against them again in this scene.

Devastating Blow
Prerequisite: Archon template
Injury: Half Injury
Type: Reaction (Melee)
The antagonist hits a character so hard that they immediately gain the Taken Out status effect. For example, an Arkatross may swoop down and trample a character, while a magician might call down a meteor upon them.

Devour
Type: Reaction (Melee)
The antagonist swallows their prey whole. While inside the antagonist’s belly, the target can only make an Athletics action against difficulty 1 for Adepts, 2 for Elites, and 3 for Archons to escape. Failure to escape inflicts a single damage on the swallowed character. Each damage the antagonist suffers in the same turn lowers the difficulty to escape by 1, to a minimum of 1. Most antagonists can devour only creatures of smaller size, but exceptions exist. 

This Art cannot be used more than once in the same round.

Trample
Type: Simple Action
The antagonist charges at its opponents with violence. As part of a Rush movement, the creature may purchase the Shockwave Trick for 1 hit. Unlike a normal Rush, Trample can be used even if the antagonist starts at Short or Close range.

This Art cannot be used more than once in the same round.

Wave of Destruction
Prerequisite: Elite template or higher
Type: Reaction (Attack)
The antagonist unleashes a lethal attack across a wide area. Examples include a summer dragon’s fiery breath or a trogganoth’s boulders. The antagonist deals 1 damage to all characters within Medium range. Choose a single element when purchasing this Art. Apply an appropriate area effect based on that element, such as On Fire for fire, Darkness for Void, Flooding for water, Suffocating for air, Extreme Temperature Cold for ice, or Quaking for earth.



Spring Dragons

Nurturers, loving custodians, and guardians both fierce and kind, spring dragons embody life and rebirth. Wherever they thread, plants grow and bloom, clean water comes forth the soil while rejuvenating rains anoint the land, and animals find a safe haven from dangers. Although people often find spring dragons to be the most approachable of their kind, they better not mistake their attitude for weakness: Spring dragons strive to safeguard life and prompt renewal. Anyone who dares to interfere soon discovers the floral dragons are terrible foes to provoke, capable of triggering deluges with a thought and wield plants like an extension of themselves.

Spring dragons are a beautiful sight to behold. Flowers adorn them from their horned head to the tip of their tail, and it’s unclear where their scales end and feather-like foliage begins. Their splendid gossamer wings shine with all the colors of a triumphant nature, dripping with blessed dew and life-giving pollen.

Drive: Defend Gaia by protecting animals, flora, and natural features.
Qualities: Immunity (Water, Poison), Weakness (Lightning)
Arts: Alter Environment (Overgrowth) 1, Barrier 2
Magic: Growth, Heal, Neutralize, Water
Special: The spring dragon’s attacks benefit from the Poisoned tag.

Summer Dragons

Warriors, champions of Gaia, and patrons of heroes, summer dragons enter the battlefield when the fate of the world lies at stake. Their souls brim with courage and eagerness to fight, as strong as the fire that rages within their hearts. Although they never back down from their mission to protect nature from those threatening it, summer dragons aren’t averse to recruiting people to their cause whenever needs arise. They prove to be excellent war leaders, with a deep respect for seasoned warriors and the skills to forge those they see potential in into heroes. Whoever draws the ire of a summer dragon earns a terrible foe who will die rather than surrender — and few powers of this world can hope to stop one.

The looks of summer dragons range through the hues of fire, gold, coal, and sun itself. Hundreds of little flames dot their body, along a bonfire burning within their horns, and their metallic wings shine with the same intensity of a raging inferno.

Drive: Defend Gaia by going against whoever exploits the land or corrupts it.
Qualities: Immunity (Fire), Weakness (Ice)
Arts: Alter Environment (Extreme Temperature) 1, Leap 3, Sundering Impulse 2
Magic: Fire, Purify, Judgment, Valor
Special: The summer dragons’ fiery breath sets victims on fire, inflicting the Burning status effect; the summer dragons’ attacks benefit from the Flaming Tag.



Backers will have access to the COMPLETE draft manuscript on Tuesday, when our final chapter becomes available! You'll be able to read the entire book before any pledges are processed or payments collected! 

I'll be back on Sunday with an overview of the various Pledge Tiers and Add Ons available for backers. 
 
So: have a great weekend, say hi to Danielle and the Onyx Path team if you happen to spot them at UKGE this weekend, and prepare to be tempted by exciting Add On options on Sunday. Remember we're in our final week, so please continue to spread the word!

#AtTheGates


FINAL WEEK COUNTDOWN
almost 2 years ago – Thu, May 30, 2024 at 11:36:03 AM

Hello Outlanders!

There are moments it feels like we just started this campaign, but in truth we've been running for just over three weeks now and we're now officially in our FINAL WEEK COUNTDOWN!

Over this final week I'll be sharing a handful of instruction and review-type posts about Reward Tiers & Add Ons, Stretch Goal reviews, and What Comes Next, so if you've got any process questions or are wondering about how the Crowdfunding steps work, I'm hoping to clarify any remaining questions before we finish. Of course, if you're still wondering about something, please ask and I'll help as best I can.


Final Week Program

  • June 2 - Reward Tier & Add On Review
  • June 4 - Manuscript Preview # 5 - Adversaries!
  • June 5 - Stretch Goal Review
  • June 6 - Final Day Checklist & What Comes Next




The Campaign ends on June 6th at 2:00 PM EDT... sort of.

We are all full of magic, and we're going to be using that magic to poke around and get into new situations. We're going to try something with this campaign and see what happens! It's called "OVERTIME MODE" and it allows us to keep the campaign rolling as long as backers are pledging.

Overtime Mode

Overtime Mode extends the campaign past its original end time to give backers a final chance to make their pledge and adds an interesting twist to the end of the campaign. How long will it extend? That’s entirely up to backers: The campaign will keep going for an additional 10 minutes as long as pledges keep coming in – a chain of back-to-back pledges is called the Backer Train. The campaign will end only when the Backer Train stops after a period of 10 minutes passing without any pledges.

You’ll know we’re in Overtime Mode when the campaign’s Backer Train counter displays a bright rainbow border and a new countdown that resets to 10 minutes after each new backer joins that final Backer Train ride.

So, we've scheduled the campaign to conclude on June 6th at 2:00 pm EDT, but it'll be extended in 10 minute chunks as long as backers keep pledging. Will we add an extra 10 minutes? An extra 20? Or will it all finish up as we programmed? Who knows, but we'll find out together! At the Gates indeed!




Recruiting New Backers

I know, this is something I've already said many times (and seem to say during every project!), but for this final week, you are officially an At The Gates Ambassador for the nations of Everend and this Crowdfunding project. It's time to share your excitement for At the Gates! Basically, we want to recruit as many curious backers as possible to see how long we can keep our Backer Train running over this final week.

I know I've ended many update posts with "Keep spreading the word! Invite others to join in!" - but what does that mean, and how do you do it?

Easy answer - don't stop talking about At The Gates until 2:01 PM EDT next Thursday June 6th  (and then as long as we continue running in Overtime Mode). Yes, family and friends are tired of me talking about it. But what else have I got to talk about? And they've learned to tolerate me during a crowdfunding campaign. But here's the thing - there are others around who haven't heard or don't know about the campaign.

There are many, many Onyx Path and JRPG fans who haven't yet heard about this campaign and would love to join in. We're right in the middle of a very busy season - tons of different things competing for our attention and changing schedules and nicer weather - so it's not surprising that new backers are just finding out about the campaign every day. If you have an opportunity to let someone know, please do and let's make sure they have a chance to join in before the end.



Resources to Share

If you're inviting new backers, or if you are a new backer (hi new backers!), here are a few key resources to be aware of for this campaign.


Backers are able to review the (soon-to-be) complete manuscript for this book before the campaign closes and any pledges are processed. With the exception of the Adversaries chapter coming on Tuesday, the entirety of the rules and options from this book are available for download and review by backers, along with all of the setting information for this new game! 

Anyone who pledges to this campaign before the end can read the entire book now AND provide feedback directly to the developers to help guide the manuscript through the final phases of development and editing!

And, if you join now, as I've noted, we'll be posting the final chapter of the book next week before we reach the finish line. This final chapter is all about monsters and opponents, and we'll have another preview from that chapter tomorrow.




See and Hear the Game in Action!

One of my favorite ways to learn about a new game is to see it in action! And with these Actual Plays you can see the Onyx Path players bring it to life!


Interviews!

Not only can you hear the team playing the game, you can hear them talk about it! In the next episode of the Onyx PathCast (which drops on Friday), Dixie will be talking with several of the creators of the game!

In addition, Danielle has been making the rounds, talking about the inspiration and work that has gone into At The Gates. Check them out!






Danielle was also recently on the NotDnD Podcast to recruit even more new backers! Check out that episode <here>



At The Gates Fiction


Get a sense of the world and setting by reading a two-part fiction piece set in Everend that will be included in the final version of the book!




At The Gates Chat

The Discord is particularly lively, but you might be able to gain further insight and some in-depth conversation at any of these Onyx Path discussion zones:





Share the Links!

1) Don't forget to share a link to the Crowdfunding page in any discussion you have (where appropriate) - and feel free to pass any of the long list of links above to those who may need more info (or, just point them to this post!)

2) Don't forget to tell us about any post or review or discussion you write! Come to the comments section and let us know so we can all go and contribute! Like the discussions going on at RPG.net. I know I keep saying it, but really - these last days are key. Keep the enthusiasm high and keep on inviting others to join in, either directly ("Come see...") or just by setting an example of your enthusiasm and interest.

I'm really interested to see if we can get a backer train going at the end of the campaign and wondering if we can keep rolling for another 10 or 20 minutes past our set end time!

Final Week

We've got one week to go, everyone! Thank you all so much for your support! We work together because it's the right thing to do, and because backers make it better! Let's finish strong! And let's continue exploring this new amazing game together, sharing our feedback with the writers and delving into the draft manuscript, and let's see if we can't get another Stretch Goal before we review next Wednesday!


At 975 Backers - NEW ADD ON: AT THE GATE LOGO and SIGIL PINS - A single hard enamel screen-printed 2" At The Gates logo pin will be available as an Add On option for $14, and five different soft enamel 1.5" sigil pin designs will be available as an Add On option at $10 each or the set of all 5 for $45. Single pin selection will be confirmed in the Pledge Manager. Fulfillment will be handled by NerdyKeppie.com and additional shipping charges will be collected at time of fulfillment.

Oh... maybe we need another Stretch Goal to keep us excited over this next week?! Maybe something with new content for the game?



At $55,000 in Funding - JUMPSTART PDF - An introductory scenario designed to welcome new players to the game, along with ready-made characters and a basic rules overview, will be created as a Jumpstart PDF supplement and added as a bonus to the rewards list of all backers receiving the At The Gates PDF.

#AtTheGates

Sneak Peek: Daemons
almost 2 years ago – Wed, May 29, 2024 at 10:59:57 AM

Hello Outlanders!

Well, I've got to admit, I really thought daemons would take the majority of votes in our poll to decide which creature we'd be previewing first! They did come first, but with only 48% of the vote! It was a photo finish with Dragons, who finished at 44%, and undead showing up in third with a respectable 8% competing with those powerhouses!

The complete draft manuscript for Chapter 8 will be available for all backers on Tuesday, so anyone who's joined in to support this project will have access to the entire book before any pledges are processed or payments collected!

Even with that, who wants to wait to see some goodies, so let's get a sneak peek at Daemons...



Daemons

Before the past year, the creatures of the Void had no substantial presence on Gaia, bound as they were to Rifts and temporary passages to escape the chains of their prison. With Vitrumaria bringing the practice of daemon summoning to Everend, though, the entities now play a crucial role in determining the fate of the world, whether anyone — daemons included — like it or not.

Although daemons experience the frameworks of human morality again and again as their interactions with people become more regular and thus nobody can say what the future holds for their kind, as a whole the entities are more amoral than good or evil. Eons spent in the Void forced them to adapt to a reality whose nature doesn’t align with the wellbeing of this world. In fact, most daemons ignore their kind was once native to Gaia, the secret being only known to the most ancient and cunning among them. Daemons embody concepts and forms of magic from primordial Gaia such as destruction, creation, and rebirth, twisted by an eternity passed outside the boundaries of reality. They have magic of their own, many replicating the effects the spellcasters of Everend can create, but their powers — their mere presence — corrupts the world and changes the essence of the creatures inside it, tainting them with the primordial elements.

Two broad categories of daemons exist: The lesser daemons, who vary wildly in rank and power, and the mighty sovereigns, who are more akin to actual divinities.

Rule-wise, lesser daemons use Qualities, Arts, and Magic just as any other supporting character or antagonist, but few substantial differences mark them as creatures from beyond reality. 

  • Outside of Rifts or Void-corrupted areas, daemon can only exist on Gaia when summoned (p. XX) and return to the Void when slain or when the summoning ends.
  • When daemons use magic, they replicate the effects of a spell, but draw power from the Void and corrupt Gaia while doing so.
  • A summoned daemon gives access to their summoner and their allies to daemon magic befitting their nature, special Tricks that can be purchased for any action as long as the summoning lasts. The effects of the Tricks on characters, antagonists, objects, and environment end along with the summoning unless specified otherwise.
  • Some Tricks grant access to antagonists’ Qualities and Arts to characters. Activating any Art costs 1 Energy and is still subjected to cooldowns. The Trick specifies which dice pools the characters should use to employ the Art.
  • The cooldowns on a daemon’s Art start the moment they are summoned, meaning they need time before they can activate any.
  • Any player character or the antagonist who summoned a daemon can renounce their actions for a round to have the daemon gain the spotlight instead, using the creature — along with their dice pools and traits — to act.

Adept Tier

Flagros

Even more than other daemons, the flagros interact with us with eagerness: Our emotions and desires feed them, conflict helps them grow. They start as living flames, with clever eyes and fanged mouths, only to turn into furious bonfires and raging stars. Be careful with them, though: Those taking their first step into the art of summoning love flagros for how happy to fight they are, not to mention they infuse their energy into items of any sort — even buildings! — and turn them into marvelous means of transportation, but the daemons yearn to find their purest expression of self in a devasting explosion. 

Both sociable and easy to summon when compared to stronger daemons, flagros nevertheless hold within their blazing form the potential to be extremely dangerous. Their essence as daemons of fire and strong emotions with a love for battle certainly make them excellent picks for any summoner in need of help to defeat their enemies, but it’s the sheer destructive potential of flagros who solidified their reputation as living weapons. 

Vitrumaria dreams to employ flagros in great number someday, the daemons’ ability to explode at will after their flames are fueled a precious tool in any general’s arsenal, while the secretive summoners of Talpidium discovered their nation’s geothermically active nature suits well the flagros and that the creatures’ help can power instruments and tools away from indiscreet eyes. 

Template: Adept
Drive: Feed on strong passions and explode once sated
Primary Pool: 8 (Intimidate, animate objects, cause fires)
Secondary Pool: 6 (Feed, grow, perceive powerful emotions)
Desperation Pool: 4
Defense: 1
Integrity: 1
Injury: 4
Armor: 2
Initiative: 4
Qualities: Baleful Touch, Deadly Aura, Elemental Focus 1 (Fire), Immunity (Fire), Weakness (Water)
Arts: Alter Environment (Elite and above; On Fire, Minor) 1, Elemental Teleportation (Fire) 4, Explosive Demise 1
Magic: Fire, Fury
Soul: 1 (4)

Special: 
  • Feed The Flames: One use. When a flagros is at 1 Injury, it can activate this art as a simple action by rolling its secondary dice pool. On a success, at the beginning of the next round it heals any damage and grows by one template, up to Elite.
  • Rebirth: If slain by their own Explosive Demise, flagros don’t die but rather reform as Adepts on the following scene. Their demise still ends their summoning.

Flagros’s Magic
  • Blazing Strikes (1 hit): All the character’s attacks gain the Flaming tag.
  • Blazing Shield (2 hits): The character becomes immune to fire and explosions.
  • Incinerate (2 hits): Inflict the On Fire area effect (Minor) on the Area or increase its Complication rating by one step.
  • Immolation (3 hits): The flagros gains the spotlight as soon as the character passes it, detonating with the Explosive Demise Art.
  • Fuel (3 hits): The flagros reflexively activates the Feed the Flames Art, regardless of their current Injury. 

Kronalli

Foolish summoners think the only daemons worth calling from the Void are those who can lay a battlefield to waste with fire storms or pestilential winds. Nonsense. Each daemon is creature made of pure power; it only takes for an enlightened mind to know how to employ it. Take the kronalli, for example. Alien, like few other daemons, these golden wheels covered in eyes rotate around a glowing core made of pure temporal energy, the very essence of their being and the source of their powers. Kronalli manipulate time, accelerating and slowing creatures with the same ease I can move my hand, all while showing a terrifying mastery of the forces of entropy as well and the kind of stimulating perspective I appreciate in any intelligent conversation.

Through Gaia and the Void, all daemons maintain a connection with the primordial elements of the universe. For the kronalli, said element is none other than time itself. Kronalli perceive and understand time on a scale people and most other daemons can’t even fathom, their minds traveling through odds, distant pasts, and possible futures at an impossible pace. The multitude of wheels composing a kronalli’s body whirl with eerie intensity whenever the creature meditates, only stopping — sometimes all at once, sometimes only a few — whenever events demand their attention.

Despite their nature, the kronalli hold no respect for the sanctity of time on Gaia, a consequence of their lives spent in the Void, where the boundaries of time and space lose meaning. The daemons care little about other beings, and don’t hesitate to absorb their life energies for themselves.

Template: Adept
Drive: Steal time from other creatures
Primary Pool: 8 (Calculation, Defense, Manipulate speed)
Secondary Pool: 6 (Rush, Travel Unseen)
Desperation Pool: 4
Enhancements: +1 Manipulate Speed
Defense: 1
Integrity: 1
Injury: 4
Armor: 1
Initiative: 4
Qualities: Connected Mind, Connected Coordination, Extraordinary Speed 1, Heightened Reflexes 2, Magic Focus 3 (Time magic)
Arts: Drain 3, Invisibility 2
Magic: Reinforce, Time
Soul: 2 (8)

Kronalli’s Magic
  • Entropic Strikes (1 hit): All the character’s attacks gain the Piercing tag.
  • Slow Down (1 hit): All the character’s attacks gain access to the following Trick:
    • Decelerate (1+ hit): Inflict the Slowed status effect on your target. This status effect lasts for a number of rounds equal to 1 plus any additional hits garnered on the action roll spent to inflict it.
  • Haste (2 hits): The character can move between Close and Medium range as a reflexive action and doesn’t need to use a mixed action when rising from prone or performing a Rush action.
  • Deteriorate (3 hits): The character renders the mundane gear of a target within Short range useless for the remainder of the scene. Magical gear isn’t affected by this Trick.
  • Time Warp (4 hits): Next round, the character can reroll one of their actions and choose which result to use to determine the outcome.


Elite Tier

Aglomps

Defining our first encounters with aglomps as disasters wouldn’t be an exaggeration. If anything, they provided a useful reminder that looks can be deceiving: Aglomps resemble strange hybrids of frogs and fish, no taller than the average person’s knees. Round, soft, and without any defining feature other than their big eyes and the luminescent lantern-like filament dangling over their heads, the aglomps don’t look like much. They’re almost cute, in an ugly sort of way. Even the few pointy crooked teeth showing out of their mouth act more as decorations than actual fangs. Things change when an aglomp opens said mouth wide to its fully uncanny extent and swallows an entire person, a chariot, a daemon ten times their size, absorbing their features to fight against whoever dares to underestimate them or hurt other daemons.

Among the weirdest daemons ever called forth from the Void, aglomps are far more terrifying than their deceptive appearance would suggest. The small daemons are a bundle of paradoxes: Seemingly embodying primordial concepts such as hunger and consumption, they’re also examples of extreme adaptability and care for those who can’t defend themselves. Their diminutive size hides the threat their all-devouring mouths — whose dangers ignore any law of reality — represent, not to mention the innate strength and mutation power each aglomp possesses.

Other daemons came to fear the aglomps, for the little beasts are both near the top of the Void’s food chain and show a penchant for feeding on whoever threatens the creatures of the Void, be them daemons or otherwise. 

Template: Elite
Drive: Eat. Snooze. Protect other daemons from bigger creatures.
Primary Pool: 10 (Eat, Adaptability, Deceptive cuteness)
Secondary Pool: 8 (Combat, Protect others)
Desperation Pool: 5
Enhancement: +1 Eat, +1 Protect Others
Defense: 2
Integrity: 1
Injury: 8
Initiative: 5
Soul: 3 (12)
Qualities: Malleable, Natural Weapons 1 (Unexpected Strength; Brutal), Regeneration, Reset, Slippery, Willful, Unusual Anatomy
Arts: Defensive Aura 2, Devour 3, Drain 2, Emerge 2, Explosive Demise 1, Leap 4, Pull (Tongue) 4
Magic: Valor
Soul: 3 (12)
Extra: +2 Durability Advantage

Special:
  • Gluttonous Abyss: Aglomps can use Devour on creatures of bigger size.
  • Absorb Power Art: 3 uses; The Aglomp copies one of the powers, Qualities, Arts, or Advantages of any creature currently subjected to their Devour Art, losing access to it at the end of the scene.


Aglomps’s Magic
  • Little Terror Armor (1 hit): The character gains an armor with the Elemental (One element), Padded, and Resistant tags.
  • Bounce (1 hit): The character gains the Leap Art and can move again after using it.
  • Adaptability (2 hits): End any amount of status effects the character suffers from.
  • Eat Whole (3 hits): The character gains the Devour Art. They can eat creatures of any size with it and the Difficulty to break out for ingested creatures amounts to 3.
  • Absorb (3 hits): The character gains one of the Qualities or Arts of any creature currently subjected to an instance of the Devour Art by them or their allies.
  •  All-Devouring Hunger (3 hits): Lower the aglomp’s Devour Art current cooldown by 1. If the Art’s cooldown is at 0, the aglomp activates it right after you pass the spotlight.

Nightmare Lanterns

Summoning a nightmare lantern equals confronting your worst fears. Even when properly enticed and bound, the daemons elicit a primal response in whoever looks at them, tapping into the deepest recesses of their mind. Resembling a floating cluster of giant disembodied eyes, nightmare lanterns already look horrifying before you notice the translucid mass surrounding the eye core. The actual “body” of the daemon, an ephemeral structure made of dream matter with vague resemblance to a cephalopod or jellyfish, tentacles, and all. Whether they devastate your mind with their psychic powers or crush your bones through a combination of ectoplasmic limbs and telekinesis, nightmare lanterns are behind a good amount of the cautionary tales about botched evocations that circulate nowadays.

Among all the daemons thus far observed and summoned on Everend, nightmare lanterns achieved a dreaded reputation, although not because of sheer physical power. Many other daemons are stronger, lots are better warriors, and plenty make for more efficient tools on the battlefield. What makes the nightmare lanterns unique, though, is how they combine their formidable intellect with their terrifying control of fears and their capability to wield both as weapons.

Despite their theoretical potential for both good and evil, nightmare lanterns are born out of all the terrors that plague the mind, creatures of nightmares, panicked frenzies, and screams. For each summoner entertaining a dialogue with one, dozens of stories about the horrors routing entire battalions with a gesture or haunting the dreams of a careless scholar spread across Everend.

Template: Elite
Drive: Cause nightmares and feed on fears
Primary Pool: 10 (Terrorize, Analyze, Power of The Mind)
Secondary Pool: 8 (Physical Combat, Intellectual Dialogue, Stealth)
Desperation Pool: 5
Enhancement: +1 Terrorize, +1 Power of The Mind
Defense: 2
Integrity: 2
Injury: 9
Initiative: 5
Source: 5
Qualities: Clingy 1 (Aggressive), Frightening Presence, Malleable, Natural Weapons 3 (Ectoplasmic Tentacles; Piercing, Reach, Stun), Reset, Willful, Unusual Anatomy
Arts: Alter Bonds 1, Bend Minds 3, Dreadful Gaze (Stunned) 2, Drain 2, Elusive Shape 1, Hypnotize 3, Mental Disruption 3, Read Minds 2, Telekinesis 4
Magic: Fear, Illusory Image
Soul: 3 (12)
Extra: +2 Intellect Advantage, +1 Social Advantage

Special:
  • Telepathic Omniglot: Nightmare lanterns understand all languages and can communicate with any creature in the Area they can perceive.

Nightmare Lantern’s Magic
  • Oneiric Horror Strikes (1 hit): All the character’s attacks gain the Stun tag.
  • Partially Corporeal (2 hit): The character gains a +1 Enhancement on Defense rolls. Can be purchased multiple times, up to +3.
  • Power of The Mind (2 hits): The character gains the Telekinesis (Short Range) Art and can use it to hold grapples.
  • Superior Intellect (3 hits): The character gains 1 Intellect Advantage. Can be purchased multiple times, but can’t take their Intellect Advantage total above 2.
  • Nightmarish Flesh (3 hits): The character gains the Unusual Anatomy Quality.
  • Horrors Unleashed (3 hits): Lower the nightmare lantern’s Mental Disruption Art current cooldown by 1. If the Art’s cooldown is 0, the nightmare lantern activates it right after you pass the spotlight.



Archon Tier

Crystal Seraphim

Other daemons we questioned about the creatures of the Void consistently mentioned the might of crystal seraphim, but we didn’t get a true sense of it until our first successful summoning of one. Kelabaxis, that was their name. I was there on the field when my lab partner managed to call the creature to Gaia. The seraphim made their triumphant appearance in a halo of iridescent light: This vaguely anthropomorphic being made of azure crystal, wreathed in golden veins. On their back, a host of floating crystals arranged like wings. I since discovered no crystal seraphim look exactly like another, but I’ll never forget Kelabaxis. Within a few seconds since their arrival, they summoned a crystalline sword in each of their four hands. A minute later, our enemies were no more.

It’s unclear whether crystal seraphim once were creatures of different shape who eventually transformed into crystal during their time spent in the Void or if concentrated primordial magic evolved form and sentience into these mighty angelic beings, but no summoner or daemon doubts they rank among the most powerful entities from beyond the boundaries of this world.

No less dangerous to Gaia than that of other daemons, the nature of crystal seraphim speaks of luminous might, judgement, fury, and ruthless purity. While crystal seraphim maintain a distance — or a disdain — for other not-crystalline daemons that betrays a sense of longing for Gaia and its freedom, they hold little tolerance for any perceived imperfections, weakness, or whatever they consider a corrupting influence.

Template: Archon
Drive: Unleash its furious might against anyone who provokes them or violates their righteous mandate.
Primary Pool: 12 (Attacking, Dreadful Shows of Power, Defile an Area)
Secondary Pool: 10 (Scout the Lair, Sense Where Gaia’s energies converge)
Desperation Pool: 6
Enhancement: +1 Close Combat, +2 Scare
Defense: 3
Integrity: 3
Injury: 10
Armor: 3
Initiative: 6
Qualities: Attentive, Magical Weapons 3 (Crystal Arsenal; Animated, Ranged: Short, Wounding), Extraordinary Speed, Frightening Presence, Immunity (Light), Reset, Willful
Arts: Defensive Aura 1, Dreadful Gaze (Senses Occluded) 3, Elemental Teleportation (Light) 2, Explosive Demise 1, Hypnotize 3, Trample 2, Usurp Flesh (Petrification) 2, Wave of Destruction (Rain of crystals) 3
Magic: Magic Resistance, Judgment
Soul: 5 (20)
Extra: +1 Durability Advantage, +1 Power Advantage, +1 Social Advantage, +1 Speed Advantage

Special: 
  • Luminous Champion: When activating Alter Environment, Crystal seraphim causes the Blinding Light (Major) area effect. The area effect works like Darkness (p. XX), except for its different nature and Complication rating.

Crystal Seraphim’s Magic
  • Shining Avenger Strikes (1 hit): All the character’s attacks gain the Crystal tag.
    • Crystal: The gem-like weapon turns enemies into crystal. Gain access to the following Trick when making attacks with this weapon:
      • Crystallize (2 hits): Inflict the Petrification status effect (p. XX) on your target.
  • Crystalline Wings (1 hit): The character grows wings of crystal and light, ignoring any penalty or Complication related to the terrain or weather during their movement.
  • Luminous Blessing (2 hits): The character becomes immune to any light-related hazard, Complication, or attack.
  • Judgement Light (2 hits): Inflict the Blinding Light area effect on the Area. 
  • Crystalline Body (2 hit): The character gains the Unusual Anatomy Quality.
  • Bright Champion (3 hits): The crystal seraphim gets the spotlight as soon as the character passes it, acting without the need for them to renounce their actions. Can be purchased only once per round.


Sovereigns

Above any other creature, claiming the title of divinity and well worth of it, Sovereign are entities of immense power, timeless age, and otherworldly perspective, eidolons of greatness both bright and terrible unbound by the limitations affecting beings of less godly nature. Their might ignores — or shatters — the laws of Gaia and their actions reshape the world as each step and gesture they make changes the fate of entire nations. A Sovereign can raze a mountain or lay waste to an entire army with a manifestation of power, making them coveted forces to summon despite the risks channeling one of them into service entails both for the summoner, their enemies, and the nearby region.

As beings of nearly supreme power well above lesser demons, Sovereigns don’t have dice pools. Rather, their traits describe the effects they impose over the battlefield, both as formidable blessing for their summoners, terrible afflictions against their enemies, or impossible challenges to face.

Whoever summons a Sovereign into the battlefield commands a force with few equals on Gaia and beyond, but the call of the Void binds the divine creatures to temporary manifestations. Still, a single Sovereign can change the tides of history with their mere presence, a truth the inhabitants of Gaia discovered with dreadful clarity.

Summoning a Sovereign requires the expenditure of 4 Energy and works as a normal lesser daemon summoning except for the following differences:
  • Sovereign daemons cannot be slain.
  • Sovereign daemons don’t have traits, but rather impose a wide range of effects on the Area. Negative effects only influence the enemies of the character who summoned the Sovereign, with them and their allies being completely immune.
  • Ongoing area effects happen immediately when a Sovereign is summoned as the entity warps reality to make room for their divine presence. Once the summoning ends, said area effects end at Storyguide’s discretion.
  • In addition to the effects a Sovereign imposes on the Area, any player character or the antagonist who summoned the daemon can renounce all their actions for a round to activate the Sovereign Outburst Art with a single use.

Sovereign Outburst

Type: Simple Action

The Sovereign rolls an attack dice pool of 13 and +4 Enhancement against the highest Defense among all enemies. On a success, it equally affects all not-allied characters in the Area. The attack benefits from the tags listed in the Sovereign entry and ignores any Advantage both from characters and structures.

Zohaki, the Hell Wyrm

Darkness reminiscent of the nothingness before creation reclaims its domain over the world. Then, in a conflagration of chaos, anger, and hellish fire, the abyss explodes. Something that should not be, a primordial horror emerging outside the crucible of existence with nothing but hatred for a world who refused it greatness, slithers through darkness and smoke. Colossal onyx black coils rush through the darkness, the trace of a crimson underbelly beneath. The monster delights in the terror it causes, before revealing the true extent of its nightmarish majesty: A terrible serpentine cobra-like creature, as tall as the highest mountain, with six bat-like wings and two pairs of blazing eyes, hisses in triumphant delight, fire and magma spewing from its maw as it flies above. The thing laughs, as if that bellow can be called laughter, and descends on the battlefield.

The primordial horror known as Zohaki is a creature born out of chaos, fire, and darkness. Its blazing breath condemns its foes to eternal damnation.

Effects: Bearing the profane blessings of the Hell Wyrm, characters gain +1 Power Advantage on all attacks, along the Flaming and Shadow tags. Zohaki imposes the On Fire (Major) and Darkness (Moderate) area effects on the scene. The Hell Wyrm scorches the soul of any antagonist whose Injury reaches 0 during the summoning, using their pain to open a rift to summon a daemon minion of equal template — or with the same Skills and Attributes for player characters — to fight for the character’s side. The minions’ attacks benefit from the Brutal, Flaming, and Shadow tags.

Outburst Tags: Brutal, Flaming


We'll see a LOT more on daemons when we get the full chapter on Tuesday, along with all of the other Antagonist systems and information like templates, qualities, arts, and principles of encounter design. Lots of great stuff coming our way!

On Friday, we'll get a sneak peek at Dragons!

Tomorrow is officially the start of our FINAL WEEK of the campaign! I'll be sending out a schedule of key update posts to look for over the final week, possibly outlining an additional Stretch Goal or two, and generally setting up a reference page for new backers and current backers as we head into the finish! 

Let's keep our momentum rolling! Please remember to invite your gaming friends and friendly gamers and share this campaign in your social circles and on your social media! 

#AtTheGates