Tag: Twilight Sword

  • A Less-than-Heroic Review of Twilight Sword, Part Two

    A Less-than-Heroic Review of Twilight Sword, Part Two

    Twilight Sword Game Logo
    That which remains

    For Part One, clicketh yon linketh.

    The Gamemaster

    (2020, Documentary)

    We get two long skinny pages about how to be a GM. It’s almost exactly like every other “how to GM” section in the universe. The only unusual tool introduced here is the Countdown Roll. If something big is going on in the background (NPCs are rebuilding a fort, exploring a large area, gathering information, etc.), the GM rolls a d20 at the end of the game session. If it’s 3 or less, the task will be complete by the beginning of the next session. Otherwise, the GM reduces the die by one step (d20 -> d12 -> d10 -> d8 -> d6 etc.) and rolls again at the end of the next session. If the Champions actively help, the GM can reduce the die size multiple steps. Smaller tasks can start with a lower die if the GM thinks it prudent.


    Hope and Despair

    Off on the road to Morocco

    I’m jumping ahead a couple chapters in the main rulebook to discuss this concept, since it’s the underpinning of several new systems. The arrival of the Scourge has plunged Radia into Despair, an overwhelming ennui which empowers monsters and disrupts the lives of the people. The deeds of the Champions help to return Hope to these lands and restore Radia to its former glory.

    Mechanically, Champions gain between 1-3 points of Hope for completing a Quest. Every four points of Hope triggers an advancement to their Way, as mentioned previously. Players can also cash in 1d4 points of their character’s personal store of Hope to immediately gain and use a Boon. (Dropping Hope past the leveling threshold doesn’t take away their last advancement, and raising it above that level again doesn’t give them a new one.)

    As Hope rises, things start to turn the Champions’ way. Maybe the king summons the Champions to give them a special item. A temple opens that was previously locked away, allowing the group to complete a Quest. A road is cleared so they can travel to a new region. We’ve all played these games. You know how it works.

    Meanwhile, every Scourge-infested region in Radia has a Despair score between 3 and 5. Regions with higher Despair are dark and dangerous and full of timorous beasties. Completing a Quest in the region reduces this number by 1.

    Reducing Despair to 3 or below also triggers some sort of event. A dark tower erupts from the earth, creating a new Landmark (see below). Monsters suddenly become more active. A hidden truth is revealed. The main Scourge villain starts moving. The closer it gets to zero, the more desperate the Scourge becomes. The final Quest will almost certainly involve a big boss battle, after which the region returns to normal and the people throw the Champions a huge party.

    Despair is mostly a campaign thing. If you’re only playing random one-shots, you can ignore it.


    Quests

    No good deed goes unpunished

    Quests are the bread-and-butter of Twilight Sword. During a Quest, Champions are expected to perform Deeds of derring-do, like help someone, explore a Landmark, or defeat a boss. At the end of a Quest, the heroes gain 1 Hope for each Deed they deedily-do. Completing a Quest also reduces the local Despair by a point.

    I thought you had the car keys

    Champions get one extra point of Hope at the end of their first-ever Quest, to mark the momentous occasion of becoming newly minted Champions. This will probably push them over the leveling threshold even if they blow a Deed.


    Landmarks

    :dramatic pointing: What’s that over there?

    Landmarks are scattered all over: crumbling temples, dark dungeons, pastoral towns, brooding castles, whatever. Wherever a Champion stands in Radia, they should see a place or two on the horizon that entices them off the beaten track.

    The rules provide several random tables to help generate a Landmark, from its appearance and inhabitants to local rumors and secrets. It only took me six d12 rolls to generate a burned ruin of a tower, once a prison for rebellious nobles, now haunted by a powerful cursed spirit desperate to break free and wreak havoc on the land. I could very easily put together an interesting Quest just from that seed.

    And what better thing to find at the bottom of a Landmark than a Treasure Chest? Chests in Twilight Sword come in three varieties, Bronze, Silver, and Gold, each with their own random tables with increasing tiers of goodies to find within. Bronze Chests give mundane armor, a handful of Zin, some health potions, etc. Gold Chests overflow with hundreds of Zin, a magic weapon or armor, a useful Accessory, and other pearls of great price.


    Kokkoros

    Ow!

    These tiny masked forest sprites wander aimlessly around the land, hide under random rocks, and otherwise hang around being dumb and cute. While they’re pretty useless on their own, they often have problems that only Champions can solve.

    Ya-ha-ha!

    Kokkoros, small and silly as they are, may know the secret entrance to a Landmark or have information vital to a Quest. All you need to do is help them get home, or find their friend, or bring them a rare flower from the nearby mountaintop, or stop that weird-looking guy over there (who’s more than likely a Black Bogoblin) from beating them up. You do want Hope points, right?


    Hitting the bricks

    You got to move it move it

    For every day of travel, Champions make two travel rolls to determine random events that may pop up. This travel table lists several possible complications, from blocked roads to sudden storms to monsters suddenly jumping out at them. Or they may discover an opportunity to get a valuable item, run into an old friend, or even just have some uneventful travel time.

    Champions only need to roll once per day on the travel table if they have a reliable guide. As the level of Despair decreases, so too does the die used to roll on the table, which makes travel simultaneously safer yet more intense (1 and 2 are the best outcomes, but 3 and 4 are the worst). GMs can skip travel rolls entirely for return trips after major Quests.

    Champions in the great outdoors naturally have to deal with the weather. Storms come in four levels. Level 1 is mostly just heavy rain which puts out fires and makes it hard to climb or swim. Levels 2-4 require the GM to start making thunder rolls: roll 1d20, and on a 1, a random Champion in medium or heavy armor is struck by lightning. Level 2 storms take one thunder roll per turn, level 3 is two rolls, and level 4, three rolls per turn. If the GM doesn’t roll a 1, they reduce the die size (d12 -> d10 -> etc.) and try again next turn.

    Hot and cold weather have their own levels and dangers. Hot 1 weather makes it impossible for Champions to use 🔷; Hot 2 also inflicts the Burn condition (take 1♥️ damage per turn). Cold 1 inflicts the Freeze condition (can’t take Reactions, and moving costs an Action), while Cold 2 also takes away 1♥️ per turn and makes it impossible to recover health until they warm up. Pengus have a natural resistance to Cold 1, and Tolunas to Hot 1. Carrying an elemental sword of the opposite type also provides the same level of protection.

    Weather can’t compete with this hotness

    Champions can make Camp to Rest in the middle of a journey. If they have safety, shelter, and food, making camp counts as a regular Rest. If they only have two out of those three, camping counts as a second Short Rest instead.


    And the rest

    The Gamemaster chapter also contains a rather mundane list of typical NPCs (guards, bandits, etc.) The pictures are nice but otherwise it’s nothing special.

    The artwork is really fun though

    Campaigns

    In for the long haul

    There’s an interesting line at the opening of the Campaigns section: “Before starting a campaign, you have to create your own land or choose one of the many that already exist.” I mean, we already knew that, but it’s kind of cool of 2LM to admit that their version of Radia (or even Radia as a setting itself) isn’t the only way to play the game.

    Radia is at least worth a look, though. The map of the world looks … I mean, it’s off-brand Hyrule, man. I can’t sugarcoat it.

    Just headed to Kakariko Village to see Impa … I mean, on a Quest to save Radia, yeah, that’s it

    The map is divided into cards so it can be revealed to the players as they travel about. Each square is about three days’ travel from edge to edge.

    The GM is given a few things to think about if they’re going to raw-dog their campaign world: what’s the weather like in each region, what Landmarks are about, how bad is the Despair, that kind of thing. Whether you’re making your own map or building a campaign with the provided one, consider how big the game needs to be. You’re not beholden to using the full 25-card experience, but it should still have enough areas to explore to be interesting.

    Sometimes not even a regular campaign will suffice. If the players want to defeat the Scourge once and for all, there are rules for a mega-campaign called a Legend. (What an interesting term, I wonder where they got it from.) The Scourge in a Legend has a world-wide Despair counter, from 10 for a Legend that takes maybe 15-20 sessions to finish, to 50 for something that everyone really has to commit to. This counter ticks down whenever the players reduce Despair in a region. At 0, the Final Battle begins.

    At the end of a campaign or Legend, there should always be Scourge to defeat, be it one Big Bad Guy, a final push by a horde, a MacGuffin to destroy, a mystery to solve, a rogue moon to deflect, or however you like. The game provides a variety of boss-level monsters and there are tips to make your own.

    If the Champions seem to struggle regularly to complete Quests, the GM can introduce a Patron. This mysterious GMC is slightly more powerful than the PCs and drops by to help when they’re in a jam. They only show up irregularly (requiring a countdown roll to appear) and may have unclear loyalties. Normally I’d be negative to this idea, but it does match the fiction, and might be helpful to keep groups of inexperienced players above water.


    Radia (short version)

    All we hear is Radia ga ga, Radia goo goo

    The core rulebook skims lightly over the main campaign world of Radia. The real detail resides in the Lands of Radia book, which we’ll touch on later.

    Radia was once ruled by the Good King Wenceslaus Myro, who kept Radia safe and prosperous through the power of the sacred Twilight Sword hidden underneath Castle Radiosa. But then the mysterious demon knight Vardas sneaked in, took up the Twilight Sword, and slew the Good King. Earthquakes reshaped the land and Vardas began amassing an army of Scourge monsters. Radiosa Castle transformed into the lava-moated Fortress of Evil. Now the good people of Radia tremble in fear of the day when Vardas unleashes the full force of his minions and takes over the world completely.

    Yeah. It won’t win any Pulitzers, but that’s not what we’re here for.

    Radia is divided into eight regions, from a cozy valley barely touched by the Scourge (tutorial region anyone?), to a tropical coast full of hunky tolunas, to a blazing desert mostly populated by cat people for some reason.

    Taj Meow-hal

    Each region listed in the core book has a very brief description of the overall atmosphere, its default Despair, and three permanent Landmarks, which still gives the GM plenty of room to make the region their own.


    Monsters (reprise)

    Scary monsters and super creeps

    The rulebook presents us with a list of 16 common monsters, which (if you’re very generous) expands to 48 if you use Variants. There are also four boss-class monsters which are so large and have so many abilities that they need multiple cards. The monsters section also contains rules about balancing encounters, looting monsters posthumously, and the gruesome task of gathering monster parts for potion-making.

    Blep

    The Lands of Radia expansion adds another 14 regulars and 8 bosses, including some real campaign-enders like Vardas himself and the “True Scourge.”


    Lands of Radia

    Secrets in the dark

    Folks who backed the pre-release campaign (like me) also received a copy of the campaign book, Lands of Radia. As you might expect, it goes into much more detail about all the various regions, including lots of adventure hooks of greater or lesser fleshed-out-ness.

    As you might not expect, the supplement also includes three new Kin and two new Ways.

    Aura: Tall, willowy, lavender-skinned, white-haired folk who originally founded Radia and were thought extinct ever since Vardas took over. They can learn one arcane spell and one blessing no matter what their Way is. Only one Champion can choose this Kin in a campaign, that’s how rare they are.

    Aura farming

    Dero: Raymond Palmer, rise from your grave. Small, grey-skinned underground miners with huge hands and feet. They have nightvision and can turn into indestructible stone at will once per day. While in statue form, they can perceive the world but can’t move.

    Groda: To the max. Small frog people with a warrior culture which mimics feudal Japan. They have nightvision, can breathe underwater, and have Advantage on Agility rolls to swim and jump.

    Way of the Hammer: Megaton strike! Hammer-Wayers know how to break and build. They prefer huge blunt weapons. Their Feats include Heavy Lifting (+4 inventory slots and heavy weapons only occupy one slot instead of two), Whack (+1d4 damage if you don’t move in the previous turn), and Blacksmith (Advantage on KNO rolls to repair things, can forge low-grade weapons, fix regular ones, and sharpen non-magical ones, giving +1 damage for a day). They start with an old weapon and shield, padded armor, and 3d6 Zin.

    Way of the Shield: I say thee nay. Shield-Wayers are the iron-clad defenders of a party. They start with all the same stuff as the Hammer-Wayers. Feats include Unbreakable (permanently gain +3♥️, and falling to 0♥️ doesn’t incur a Wound), Bodyguard (spend 1🔷 to make yourself the target if one of your nearby allies is attacked this turn), and Withstand (if you miss a Parry roll, spend 1🔷 to avoid all damage anyway).

    This new stuff is nice, but I wouldn’t buy the book just for that. If you intend to play in Radia as presented, though, absolutely get this book, and enjoy the rest as a bonus. The extra world-building really opens everything up, and it has plenty of Quest and Legend fodder to keep things going for a good long time.

    Folks who pre-pledged (like me) also got a super special double-secret bonus Kin, the Mallard. This small-sized duck-person has Advantage on swim rolls and can lose their temper once a day to either gain Advantage on an ability roll or reroll a damage roll, after which they suffer the Confusion status effect. Waaak wak wak wak wak!


    That’s a Wrap

    Inna final analysis

    Twilight Sword is trying really, really hard to be the Legend of Zelda TTRPG, to the point that I think they’re deliberately pushing Nintendo’s lawyers’ boundaries.

    Besides the room-occupying elephant, 2LM also cites Final Fantasy as an influence, which I can sort of see in the team synergy and the fact that Kokkoros are sort of a mix of Koroks and Moogles. They go on to cite Ni No Kuni, which I haven’t played. (It looks fun, though, so maybe I should.) But I have played some of the Tales games, and I see that DNA in here too.

    Despite the weird sizing, the book is gorgeous, lavishly illustrated, and well laid out. It might have benefited from a slight chapter rearrangement to make concepts flow better. I also found a fair number of typos. I know 2LM is an Italian company but they’re usually better about that.

    As for the game itself … that’s complicated. The rules are solid. Everything flows reasonably well and nothing seems out of place or missing. It’s a fun concept. They know their genre and do a good job imitating it.

    But, and I say this through gritted teeth: it’s very ordinary. The entire movement/action/free action economy might as well have come straight out of Design RPGs the D&D Way. It’s not particularly streamlined, either. Some players may dislike the “roll to hit, also roll to dodge” thing, but I see it as a necessity because GMs are rolling for their monsters’ actions, targets, and damage, every monster action, every turn. That’s a lot of busywork behind the screen already.

    I wouldn’t recommend this game for the lazy GM, or for those who let their players roam free and wild. The cards make it seem like you should be able to deal out encounters quickly, but the rules themselves caution that the GM should be as prepared as possible, to the point of having monsters and maps ready to go for common scenarios that may never happen. I guess when I see random tables, I expect to be able to roll up encounters on the fly. They seem to view them more as a pre-game setup thing.

    The world is great, but sometimes I’m not sure if I like it for itself or because I want to play Tears of the Kingdom again. There are enough monsters, but I wouldn’t call it a great selection, even including the additional ones from the expansion. But good lord the artwork is so on point. Not a bad-looking beast in the bunch.

    (Artwork note: Every single female humanoid character presented in the material is both traditionally attractive and wearing skimpy and/or form-fitting clothing. I’m not complaining, but be prepared.)

    Imagine the chafing

    Twilight Sword is such a great concept, and it does a lot of things right. There’s no better Zelda-clone TTRPG on the market. But maybe because I just reviewed a game that really knocked my socks off, it feels stodgy, like the buttons are sticky. The things it gets wrong aren’t even wrong! They’re just … okay. It walks where it should fly.

    I like it fine, but I really wish I loved it.

    One point two thumbs up.

  • A Less-than-Heroic Review of Twilight Sword, Part One

    A Less-than-Heroic Review of Twilight Sword, Part One

    Crawling through my windowpane

    The Two Little Mice guys (Household, Outgunned, etc.) are at it again. Twilight Sword is what happens when an RPG designer plays Breath of the Wild and grabs their screen like Bill Gates in Pirates of Silicon Valley, screaming, “I WANT THIS!”

    I had to scroll down several pages on GIS to find this image

    Twilight Sword is published by Free League Publishing. It came out literally a week ago (July 2026, for posterity’s sake) in electronic format. As I review this it hasn’t even all come out; the promised solo rules and soundtrack are still on the way. If they’re amazing I may drop an addendum to this review.

    If you want to pick it up in physical form, that apparently was delayed until late August. You may want to hold off until then, especially if you like physical cards, because hoo boy do they loooove their cards in this game.


    The Presentation

    Please hold all questions until the end

    I don’t normally lead off with this, but I just gotta. All the books provided with Twilight Sword are formatted … oddly.

    Tall and tan and young and lovely

    Page sizes are 4.53” x 8.66” (115mm x 220mm). A dive into print sites shows that this is E5 envelope size. I can’t find any place that sells paper in that exact dimension. They don’t want us printing this for ourselves, apparently.

    According to 2LM, the main reason the print version was delayed was that their original printer couldn’t handle this format. You don’t say

    The cards, meanwhile, are a more ordinary 80mm x 80mm, which can be resized easily to 3” x 3” if you live in one of the eight countries that still don’t use metric. The cards are provided as PDFs, so you’d need to work to get them into a VTT or card app. Many cards are double-sided; the monster cards, for instance, have a pic of the monster on one side and the stats on the other.

    Candygram

    The art, spearheaded by lead artist Daniela Giubellini, is very nice, with a little bit of anime-ish cartooniness and the suggestion of cel shading but not going too hard with it. It’s more than a little reminiscent of every Zelda game from Wind Waker forward. I’ll bet that’s what they were going for. Just an inkling. Call it a hunch.


    Into the Game World

    Here I go, playin’ star again

    Player! The bright peaceful world of Radia is in peril! An ancient evil called the Scourge is invading, with its heartless monsters threatening to eclipse all that is right and good in the land and replace it with evil badness. Oh no! Not that!

    However, the world has an ace up its sleeve. A multi-cultural, multi-disciplinarian group of Champions has been chosen to rise up, smash the Scourge, and save Radia from a fate worse than game over. In their epic quest, they will sally forth, explore the vast world, fight the monsters, defeat despair, and bring hope again to the hearts of the downtrodden. Soaring 8-bit chiptune plays

    … This game, man. From the artwork to the writing, everything presented to you is clear-eyed and straight-shooting. You, heroes. There, evil. Go fight. There’s not a lot of room for dark anti-heroes any more terrible than, say, Cecil from FFIV. The world literally depends on the PCs, and if they fail, everyone dies. They may be reluctant heroes, but they’re still heroes. Otherwise the whole game falls apart.

    Players who wish to wrestle with metaphorical demons, the exit is to your left. For everyone else, let’s continue.


    Rise of the Champions

    I’d like ta see ya tryyyyy!

    Making a Champion is a simple affair.

    1. Choose a name and an Origin. The game lists five Origins: Awakened (open your eyes! You’ve been asleep a long time), Stranger (from another time, another land), Chosen (some schmoe who got touched by Fate), Heir (descended from an ancient hero, called to duty by the blood in your veins), or Unknown (nobody knows why you’re a Champion, maybe not even yourself). Origins don’t give a character anything mechanics-wise besides hooks to hang roleplaying on.
    2. Choose a Kin. Like above, there are five Kin to choose from.
      • Huma: Most people on Radia are these medium-sized humanoids with pointy ears and wide, guileless eyes. Huma have the ability to reroll one roll between Rests.
      • Kedi: Adorable little cat-people. They get nightvision and +1 to dodge rolls.
      • Pengu: Tall, thick-skinned penguinfolk. They get three extra Health points and a bonus to resist cold.
      • Strix: FF’s Black Mage as a race. Can be tall, short, thick, thin, whatever, but they all have night-dark skin and big shining oval eyes. Strixen gain nightvision and two arcane spells even if they’re not mages.
      • Toluna: Tall, muscular himbos, with reddish skin, white or blonde hair, and one or two horns on their foreheads. They get one extra Stamina point and mild heat resistance.


        Well this is another fine mess you’ve gotten us into
    3. Set your Abilities. Characters in Twilight Sword have eight Abilities: Strength (STR), Agility (AGL), Vitality (VIT), Perception (PER), Will (WIL), Knowledge (KNO), Charisma (CHA), and Stealth (STE). At first I thought this was a lot of stats for a simple game, then I realized there are no skills. Or rather, Abilities cover both.

      Abilities range from 5 to 10. You can either set Ability scores from a standard array (5, 6, 6, 7, 7, 8, 8, 9) or distribute 56 points among them. Abilities can be increased by selecting certain Feats (see step 5).
    4. Determine your secondary scores. Hearts♥️ are your health score, equal to 10 + Vitality. Some Feats, choosing the Pengu Kin, etc. can increase Hearts, to a max of 35.

      Stamina🔷 is a resource which fuels Feats, rolling with Advantage, casting spells, and some other things. Stamina starts at 3 for everybody (except Toluna, who have 4). This, too, can increase over time.

      Armor🛡️ reduces damage from attacks like you’d expect. We’ll look at that when we get to equipment.
    5. Choose a Way.



      No. Ways in Twilight Sword are essentially classes (listed below). Your Way nets you some starting equipment and one Feat from its list.

      As you gallumph around Radia, you’ll (hopefully) gather Hope points. For every four Hope you get, you can pick another Feat from your Way. You also have a one-time option to choose a different Way and gain one Feat from it instead. Once you’ve committed to this, you can choose Feats from either list in perpetuity.

      There is no third Way. Take that, Bill Clinton.
    6. Finish up. The GM gives everyone one lonesome point of Hope, and randomly chooses one lucky PC to receive a Boon. We’ll get to what all that means in a bit.

    Ways and Means

    Which Way did he go, George?

    Way of the Blade

    I say kill ‘em all. Blade-Wayers start with two old weapons, padded armor, and 3d6 Zin (the money of Radia). Example Feats include Bastion (gain 3♥️ and spend 1💠 to parry without using a Reaction), Favored Weapon (do +2 damage with a weapon type of your choice), and Spin Attack (Spend 1🔷 after you attack a monster to deal the same damage to up to two more monsters nearby).

    Way of Magic

    Zip zap. Magic-Wayers get an old staff, paper and ink, a stamina potion, and 3d6+10 Zin. Their Feats revolve around learning X number of arcane spells plus some special effect, like Quick Spell (2 spells plus spend 1🔷 to cast one spell as a free action in a round) or Arcane Knowledge (4 spells plus Advantage on Knowledge rolls to recall lore).

    Way of Light

    Good tidings unto you, my child. Similar to Magic-users, Light-Wayers truck in blessings, which are mainly healing and buff spells. Their Feats are similar to Mages too, like Strong Spirit (gain 2 blessings and 3♥️) or Inner Light (2 blessings and casting a blessing also heals 2♥️ to yourself or a nearby ally). They start with either an old staff and a health potion, or an old weapon and padded armor, plus 3d6+10 Zin.

    Way of the Wild

    Shooting their way to glory, Wild-Wayers schlep about in the wilderness and make friends with like squirrels and shit. They get an old bow or boomerang, an old dagger or short sword, padded armor, arrows, a torch, and 3d6 Zin. Feats include Animal Friend (they really are friends with a squirrel [or other small animal or mount] who can fetch small things and generally help out), Sharpshooter (+1 to hit with ranged and thrown weapons, plus increased critical hit chances), and Wild Training (increase PER, AGL, or WIL by one; this Feat can be taken repeatedly).

    Way of the Shadow

    Is he there? Is he not? You don’t know! Shadow-Wayers sneak around and stab folks in the butt. They get Feats like Ambush (+1 Stealth and +1d6 damage when making a sneak attack), Dual Wielding (attack one target twice while holding two weapons), or Thief (Advantage to pick pockets and avoid traps). They start with 2 old daggers or claws, 2 lockpicks, a slingshot, a rope, and 3d6 Zin.

    Way of the Song

    Morale-booster, team face, lovable rogue. Song-Wayers gain a musical instrument, an old rapier or short sword, a slingshot (hey Shadow copycat), and 3d6 Zin. Their Feats include several buff songs, like Battle Song (+1 damage to nearby allies) or Campfire Song (heal more during Rests), or else things like Tempo (-1 to initiative rolls, or spend 1🔷 and just go first in a round) or Silver Tongue (Advantage on rolls to haggle, persuade, or lie).

    One small thing I noticed about Ways: they don’t have “class names,” like Fighter or Bard. I think that’s meant to subtly point out that everybody is first and foremost a Champion, not some walled-off role. If that’s their intention, it’s very clever. If not, then I’m very clever.

    Boons

    He was a man, yes, a big man

    Boons are a very rare resource. They’re not actual items, just a spendable point of je ne sais quoi. A character can only have one Boon, and if they spend it, there’s no telling when they’ll ever get another. Characters only receive them when they perform some epic deed that turns the tide somehow, makes everybody at the table cry or cheer, overcomes insane odds, makes a great sacrifice, or some other huge event. GMs are encouraged to grant a Boon no more than once per session.

    So what do they do? When a player spends it, their character becomes the focal point of the story. They collaborate with the GM to describe some epic way in which they score a critical success, save the life of a fellow Champion, or somehow instantly recover all their Stamina. This brief interlude highlights the character’s intense valor, purity, and strength of will. For just a moment, everything else falls away, and they stand revealed as a Big Damn Hero.

    God DAAAAMMMNNNNNNN

    … Then their big scene ends and they still have to go back to work on Monday.


    Rolling and Hitting

    Ready Player 1-6

    After all that rigmarole, the book finally begins to describe the CAT (Created at Twilight) system to us. And it’s … a simple d12 roll-under system against a relevant Ability. Natural 1 is a critical success, natural 12 is a critical failure, add up to +3 to the Ability for better odds, subtract up to -3 for worse ones, roll with Advantage or Disadvantage when necessary. It’s no more complicated than that.

    Combat begins by having every PC and monster roll a d12 for initiative, acting in ascending order. Besides the Way of Song’s Tempo Feat, there’s no way to modify this roll unless one side is surprised, which gives the Champions Advantage (if they’re the surprisers) or Disadvantage (if they’re the surprisees). Champions who roll the same number decide who goes first. Champions always act before monsters on the same initiative roll.

    On their turn, Champions can take one Movement and one Action. Actions are your usual gamut: Attack, Activate a Feat, Cast a Spell, Dash (move twice), Defense (gain Advantage on the next parry or dodge), Help (give an ally +1 on their next roll), Push (knock a monster down with a Strength roll), Wait to take your turn until later, or Escape with an Agility roll. If all Champions escape from a battle, the monsters regain all their ♥️ and 🔷 and will have to be re-fought if they still want to get past them.

    When it’s not their turn, Champions can still perform Reactions, like Dodging attacks with an Agility roll or Parrying with a Strength roll, plus a melee weapon or shield. Some Feats give other off-turn Reactions as well. Most of the time, Champions are the only ones who roll for attacks or dodges; many monster attacks only roll for damage and it’s up to the target Champion to make a roll to avoid it.

    Attacking requires a roll vs. Strength for melee weapons, Agility for finesse weapons (rapiers and such), or Perception for ranged weapons. Weapons and monster attacks do damage in increments from d2s to d20s. Can’t get away with only bringing d12s to the table, sadly. Armor reduces incoming damage like you’d expect.

    At 0♥️, Champions take a Wound (a status effect which gives Disadvantage to STR and AGL rolls) and must make a Will roll. On a success, they may continue to fight but will need to make more Will rolls if they get hurt further. On a failure, they receive the K.O. status effect. A K.O.’d Champion is effectively out of the fight but not dead, essentially sitting on the ground with stars and birds orbiting their head. The Champion can still take a potion or eat something if they have it in their inventory, or else receive a blessing or feat to remove the condition. Now if the entire party is K.O.’d at once, well …

    Combat is intended to play Theater of the Mind style, so Range is abstracted as Close, Near, Far, and Too Far. If your table insists on using a map, then Close is 1 square away, Near is up to 5, Far is up to 15, and Too Far is beyond that. (Assuming a square is 5 feet, that makes “Too Far” only 75 feet away. Too far for what? Charades?)

    To heal, champions must Rest. A full-fledged Rest requires a full night’s sleep somewhere safe as houses, like a friend’s house or an inn, and restores all ♥️ and 🔷, recharges all spells, and removes one status effect. A Short Rest can be taken once between regular Rests, and recovers 1d12♥️ and 2🔷, or 2d12♥️, or 4🔷, or one status effect. Short Rests also recharge one spell.


    Monsters

    Mad, monstrous nightmare shapes to blast the world

    The Scourge of monsters invading Radia are literally evil given shape. They have no souls or minds, and exist only to terrorize and kill. So leave that conscience at the door and stab stab stabbity stab.

    No, please, kill me and my pals to your heart’s content

    Monsters have the same Hearts♥️, Stamina🔷, and Armor🛡️ that Champions do, plus a Threat💀 level. Any monster with a 💀 higher than 1 rolls multiple times on the initiative track and takes that many Actions per round. Some monsters also have their own Feats. A monster that loses all its ♥️ dissolves back to the miasma from which it came.

    Each monster card has a list of either four or six Actions the monster may perform. Each turn, the GM rolls a d4 or d6 and chooses the monster’s Action randomly. If it’s an attack, the GM will select the target randomly from all Champions within range. If nobody’s in range, they’ll run toward somebody instead. Monsters with an agenda of some sort, like guarding an area or protecting the big boss, might act in a more predictable manner, at the GM’s choice.

    Some monsters have a Special Purpose Action (usually an extra powerful attack) which costs 🔷 to activate. The GM can choose to forgo the regular random stuff and pop one of those off instead.

    Images you can hear

    Monsters can come in standard varieties, or, for more of a challenge, Variants. Any monster, even the weakest types, can be upgraded to Elemental (gain an Elemental Affinity, see below), Blue (+3♥️ and +1 damage), Red (+5 ♥️, +1 damage, +1🛡️), or Black (double ♥️, +1 Threat💀, +2 damage, +1🛡️, and can parry or dodge on a roll of 8 or less) Variants.

    Similarities to a certain video game franchise are … too obvious to gloss over

    Things and Stuff

    Also, stuff and things

    The equipment chapters are pretty normal. Champions have a number of inventory slots equal to double their Strength, and every item they can buy has an inventory slot score. So. You see where this is headed.

    Weapons have a Type (Melee, Ranged, or Shields, which can be used to attack as well as parry), a Range, and a Damage score. Weapons can also have Feats of their own, essentially keywords like Accurate, Finesse, Thrown, Two-Handed, etc.

    Armor has a defensive rating from 0 to 3 and its own set of Feats, like Enduring Cold or +1 to Charisma (everybody’s crazy for a Sharp Dressed Champion, after all). Medium Armor gives Disadvantage on Stealth rolls, and Heavy Armor adds Disadvantage to Agility rolls as well.

    There are some unique Accessories listed here as well: the Paraglider (glide from any height, costs 🔷 to use), the Grappling Hook (Advantage to climbing or swinging), and the Surfboard (move on water or snow without penalty).

    We can’t leave a list of Zelda-like items without discussing that most hated of subjects: Durability. These optional rules give weapons an extra Durability score which must be rolled against whenever the user suffers a critical failure on an attack or parry, chooses to hit hard (roll damage again and keep the second result), or a monster causes them to drop it. If a d12 roll is greater than this score, the weapon shatters; if equal or lower, the Durability score reduces by 1. Blacksmiths can increase a weapon’s Durability score by 1 for a small fee.

    Eating food or drinking a potion is a free action, and can quickly restore ♥️ and 🔷 as well as give other perks like resisting hot and cold or removing non-K.O. status effects. Champions can also forage in the wilderness for a long random list of ingredients to cook into dishes or brew into potions. So don’t hesitate to fling armsful of apples and frogs into every outdoor wok you see.


    Spells and Elements

    Spellements

    In the world of Twilight Sword, there are eight Elements in opposition with each other.

    It’s the circle of death

    Some monsters have an Affinity with an Element, which gives it immunity (no damage) to attacks with those effects. It will also have resistance (half damage) to the next Element in the cycle, and weakness (double damage) to the previous Element in the chain.

    Besides these main eight, there’s a ninth Element, Twilight, which every other Element is weak against. Attacks and weapons which inflict Twilight damage are vanishingly rare, and should only be provided at enormous cost right before the big, campaign-ending boss fight.

    There follows a list of Spells, both Arcane and Blessings, plus a list of common spells for both Ways. As previously mentioned, characters receive spells through Feats. Between each Rest, a spell can be cast one time as an Action. Casters can’t be wearing non-clothing armor, carrying shields, or be under the Silence status effect.

    Once cast, a spell is considered Expended. An Expended spell can only be cast again at the cost of 1🔷. Spells can be recharged during Rests as noted above. Exceptionally, if a spell requires a roll to cast and you get a natural 1, that spell has no cost; it’s either not considered Expended the first time you cast it, or you don’t have to spend 🔷 to cast it again. There are no spell levels. Everything on the list is available from the get-go.

    Example Arcane spells are Blue Bubble (inflate a bubble around yourself and nearby allies; inside everyone can breathe underwater and are immune to falling damage), Fireball (make a KNO roll to explode a 1d8 damage ball of Fire Elementalness on a target and everyone near it), and Magic Clones (make a KNO roll to create two illusory copies of yourself; when you’re hit, roll 1d6 and a clone is hit and destroyed on a 3+ instead). Blessings include Heal (roll CHA to heal 2d8♥️ to yourself or a nearby ally), Haven (you and nearby allies can weather damaging hot or cold), and Life (roll CHA to bring back one ally from K.O. and give them 1d8♥️).

    Common spells are available to both magic-using Ways and include Build (build or repair a simple structure using resources around you), Magic Hand (summon an invisible hand to manipulate the free market things nearby), and Levitation (lift yourself up by your bootstraps and fly around a little).

    Magic items exist which shake up this Way monopoly.

    • Scrolls contain one spell which can be cast by anyone for no cost or roll, and are destroyed immediately afterward. A found scroll should first be identified by a KNO roll, though I suppose that’s not strictly necessary if you love danger.
    • Heart Stones and Stamina Stones permanently give the Champion who attunes to it an increase in ♥️ or 🔷, respectively.
    Dah-dah-dah-DAAAAHHH
    • Elemental Weapons combine the bonking power of a weapon with the cleansing power of Elemental damage. A Fire or Ice weapon will keep the bearer warm in cold climes or cool in hot ones, respectively.
    • Legendary Items simply imbue the bearer with some magic power, like a Flying Cape giving Levitation or an Enchanted Mask giving Disguise. The spell in these items can be cast once per Rest, but they must be Attuned to the bearer first. A Champion can Attune any number of items, and items can never be un-Attuned.

    Next time: Part two: We are the world