Frequently Asked Questions
We're thrilled to offer all tiers with EU Friendly shipping, meaning there will be no assessed import tax on your rewards, nor should you incur any additional fees beyond the normal shipping charge we'll be assessing on BackerKit after the campaign is finished.
Our current estimates are somewhere within the 18-30 EUR range, depending on where you live in the EU. This may shift, though, and as an additional safety measure, we're allowing people to cancel their pledges after our Kickstarter closes if the final shipping rates end up being too high. (We'll still be delivering on the stretch goals that are unlocked regardless.)Last updated:
We're offering beta access to the live development of the Hero Manual power Tiers 1 and 2 during the campaign.
If you've backed any of our reward tiers, we'll get in contact you with instructions for accessing our beta shortly after you make your pledge. At minimum, Every Monday and Thursday night we send out messages to all new backers with instructions for making an emberwindgame.com account to start the process.
However if you want to get your beta access faster, make an account at https://www.emberwindgame.com/my-account/ and then use the Kickstarter messaging system to send us your username or registration email.
Then when we check on Monday or Thursday, we'll be able to add you directly to the beta pool.Last updated:
What you need to play EMBERWIND changes up based on how you want to play it.
For every session you'll need pencil, paper, and a set of dice, including at least 1 four-sided die (d4), six-sided die (d6), eight-sided die (d8), ten-sided die (d10), twelve-sided die (d12), and twenty-sided die (d20).
For a game with custom Heroes or original content, you'll need the Hero Manual, which contains all the rules you need to develop a full fleshed playable Hero and the rules for running combat and roleplay scenarios.
For a quick play session, or to learn the rules as you play, we recommend an EMBERWIND campaign like The Skies of Axia or The Songweave Tapestry. These are standalone games that come with pre-generated Heroes, a complete storyline, and all the rules you need to play.
The campaign will require you download a free PDF Support Package, which includes all of the Heroes, Foes, Trackers, and Quick References to make your game fast, fun, and easy. The Support Package for each EMBERWIND campaign is available on our website at their dedicated campaign page (e.g. www.emberwindgame.com/campaign/skies-of-axia). There is also a package of maps that are tailored to each campaign as well.
If you are playing on tabletop, we recommend that you print off these support and map packages at home for ease of use. If you are playing on an online service like Roll20, simply drop the assets into Roll20 to play there.
If you’re a more advanced player who wants to customize their content, we periodically release new material on our website (such as Foe Cards) or books like the one this Kickstarter is about, that will allow you to create your own Heroes, Combat Encounters, and more. For ease of use, we gather our updates up and create digital or print publications periodically for our players too!Last updated:
Specifically, our campaigns and combats can be run with or without a GM. As busy gamers ourselves, we basically wanted gaming groups to be able to sit down at the gaming table with little to no prep and have a meaningful roleplay experience.
On the roleplay side, we do this through the Narrator/Crossroad system. Every Encounter of an EMBERWIND campaign is read by a rotating hot-seat Narrator from the party. You interact with a prewritten story through Decision Crossroads, Dialogue Crossroads, and Discovery Crossroads, each of which offers a different structure for progressing the plot, interacting with characters, or exploring the environment.
The Narrator reads the "Revealed" section of the Crossroads, presenting the party with a series of branching options called Paths. Then the party votes on which Path they want, using a series of different dynamic voting systems (like no-time-to-discuss Snap Votes) and navigating obstacles like Path Challenges (usually Skill Checks) and Weighted Paths (if one party member votes for the nuclear option, you're all stuck with it).
Once the Heroes have picked a Path, the Narrator reads the Path Outcome and the story progresses to a new Encounter.Last updated:
On the combat side, the GM-less version of the game is run through the AI Hex Grid system. Every Foe has a six-directional grid of Action Chains that are executed based on the roll of 1d6 (one six-sided die). They move and select targets based on their Default Characteristics, which are designed to interact with their Basic Actions and Special Abilities in some interesting ways.
The Slitherspine has Mob Masher (moves toward and attacks Hero nearest to another Hero). It also has Wide Attacks, which strike not just their Target, but every Hero adjacent.
The Slaughterfish has Territorial (does not move unless a Hero is within 7 Squares), Tunnel Vision (moves toward nearest Hero), and Immediacy (attacks nearest Hero).
We also include Optional Modifiers with each creature to vary up how they strategize in Combats to give additional depth and flavour to those who desire it. The Slaughterfish, for example, also has an Optional Modifier: Aetherfeast, where it moves toward and attacks Hero with the highest Resistance. Because the Slaughterfish's attack chews through Heroes' Resistance, this modifier changes its battle plan, launching it after whichever Hero would make the best meal.Last updated:
We love GMs! (We call you Storytellers.) We see GMs, Storytellers, and user-generated content as the lifeblood of any RPG, and we want your blood. (Not in a creepy way though!)
Right now, we're focused on creating content that makes Storytellers' lives easier. We're revamping our Storyteller-optional campaign structure to include a section full of enhanced material, lore tidbits, bonus dialogue, character backgrounds, story detours, and more. All of our rules systems are designed to be modular so Storytellers can tweak rulesets to match their play style. Not only that, but you can even hybridize your control scheme to get as much or as little control of the game as you’d like, and even only when you want it. For instance, the AI Hex Grid system can be deployed by each individual foe on only the turns that your Storyteller wishes to, letting them focus their attention on the more significant parts of the Combat instead.
We're also putting together a Storyteller's Guide to our world Axia as a stretch goal so we can hand over more resources for running your own games. For now, our free DLC Foe Cards, Vignettes, and lore stories will give you pieces for constructing your own scenarios, and the Hero Manual will help you guide your players through creating custom Heroes you can tie into them. And so much more is on the way.Last updated:
Yes, for sure! Right now, the most extensive example of gameplay out there is this complete playthrough of The Skies of Axia from ArvanEleron's YouTube stream. We released Skies of Axia on our own funding in March so we could text our product release cycle, get initial feedback, and some examples of gameplay to share.
You can watch part 1 of the playthrough here: https://youtu.be/a6ZIQ7PtHv8
You can watch part 2 of the playthrough here: https://youtu.be/m6zk67pitis
As a bonus note, Derek and EMBERWIND were featured on Geek and Sundry’s show, Loremasters, as well. The content of that stream was focused around the lore of Axia rather than gameplay, but there’s more interesting information there for you too. Sadly, his episode isn’t available for free. You’ll need to be subscribed to Geek and Sundry’s show from a Twitch Prime account to access it.Last updated:
The first thing you do when the swords come out is determine the Turn Order. Rather than leaving that up to an initiative roll that could leave you sitting on your hands for the first 10 minutes of combat, the Heroes work together to assign a Turn Order within a series of Initiative Slots that alternate between groups of Foes and groups of Heroes. This is a great place to set up strategies, like letting the tank lead, letting the assassin wait for their target to move closer, and letting the healer respond to your Foes' targeting scripts.
Plus, at the top of every Round of Combat, Heroes can swap their spots in the Initiative Order, so you can respond dynamically to the evolving conditions on the battlefield.
On a Hero's Turn, there are a few steps:
1) Restore Action Pool. You have four checkboxes that represent your available Actions for the Turn. When they are used up, you're out of Actions.
2) Select Sustains. Sustains are the ongoing effects of previous Actions. (Think of buffs and hexes.) You can keep a number of Sustains active equal to your Hero's Sustain Limit. Any Action that is Sustained repeats its effect without costing any resources from your Action Pool.
3) Use Actions and Resolve Actions. Slow Actions use two checkboxes from your Action Pool. Fast Actions use one. You can save Actions to use on Trigger Actions, which happen out of turn.
Trigger Actions are used as reactions to particular conditions, letting you disrupt and respond to the Actions of other combatants if you’ve predicted the flow of combat correctly. Guess wrong, and you’ll have wasted a part of your Action Pool, so be careful on how you use Triggers! If an Action targets a Foe, roll a CAP Check to see if it succeeds. (More on this in the "How do I roll a CAP Check?" section.)
The Foes are run by whichever player is serving as the rotating hot-seat Narrator during the Encounter. (This player also controls their own Hero.) Alternatively, a dedicated Storyteller may control the Foes. A Foe's turn goes by following these steps:
1) Read the Foe's Default Characteristics.
2) Use Action Chain. The Action Chain begins with the Action listed in the centre of the AI Hex Grid and proceeds outward in the direction indicated by the dice at the outside of the chains. Roll a d6 to determine each Foe's Action Chain for the turn. The Foe uses every Action in that chain, in the order that they come up.
3) Select Targets. Use each Foe's Default Characteristics (or Optional Characteristics) to select Targets for Actions. Storytellers may manually determine Targets based on their preferences.
4) Resolve Actions. Foes do not roll CAP Checks. Instead, Heroes roll Defence Checks using the Defense Value listed in that Foe's Action. If the Hero fails, the Foe succeeds at their Action.Last updated:
Do you have cursed dice? Good news!
When performing Checks with your Hero, you’re always looking to roll under or equal to a threshold that is listed cleanly and clearly on your Hero Card. These thresholds are determined by how you build your custom Hero or what’s preset when playing a pre-generated one.
When using an Action that targets at least one Foe, your Hero makes a CAP Check by rolling 1d20 (one twenty-sided die) to determine what happens.
If your roll result is under or equal to your “C” (Critical) value, your Action is a Critical Hit. A Critical Hit conveys all the effects of your Action to your Target(s) (e.g. Poison), pierces through their Barrier Values (physical and magic armour), and deals the maximum possible Damage.
If you do not score a Critical Hit, compare your result to your “A” (Accuracy) and “P” (Penetration) values next. If your roll result is under or equal to your A, you connect with your Action and whatever effects of it are conveyed to your Target(s). Then, you check against your “P” value.
If your roll result is also under or equal to your P, then any damage dealt by your Action is done directly to the Foe(s) health. If your roll is greater than your P, your Action damage is reduced by the corresponding Barrier Value. Toughness acts as damage reduction for physical attacks and Resistance is the equivalent for magic.
There are some special properties to Actions as well, where you can gain automatic successes to penetration, accuracy, and even criticals!Last updated:
Similar to when you’re attacking, you roll 1d20 whenever you need to make a Defence Check and achieving a result that’s under or equal to your defensive value will allow you to avoid or resist the effect of that hostile Action. You have multiple Defence Values and each Foe Action will list what type of Defence it employs. Some Actions will require you to evade out of the way, relying on your Dodge Defence. Others may require an iron will to shake off, requiring your Willpower Defence to resist. The deadliest onslaughts may require both or even the employment of your Skill Values (e.g. Acrobatics) to ward off.
If you’re unfortunately hit by an Action, any Damage that you take will be reduced by your own Barrier Values. Toughness allows you to shrug off Damage from physical attacks and Resistance, magic. Having so many types of Defences in the game allow for a breadth of build options, allowing for a great deal of variety for how you can create your own Hero.Last updated:
Class Actions are your bread and butter in EMBERWIND, and can and should be used as liberally as possible.
There are special types of Class Actions known as Trigger, Sustain, and Amplify Actions. Each of these Action types have limits that recharge every Round.
Triggers allow your Hero to act out of Turn order so long as you reserved a portion of your Action pool to do so. If a Foe uses an Action that fulfills the Trigger Condition, you may use your Trigger Action as a reaction against that Foe.
Sustains allow you to repeat the Effect of an Action without using any Action Pool. You may have as many Sustained Effects repeated like this as your Sustain Limit. (To clarify, you can use as many Sustain Actions on your Turn as you want. Your Sustain Limit only determines how many Effects you can repeat for free on subsequent turns after the initial use.)
Amplify Actions allow you to add extra Effects to something else you've already done. Amplifies are always applied AFTER you've done all your rolls to make sure you have all of the information to act in the best manner.
Tide-Turner Actions are a special type of Class Action that quite literally, "turns the tide" of a combat. Due to how powerful these Actions are, you must expend 1 Tide-Turner Charge when you use them. Tide-Turner Charges do not recharge very often, so take care with how many you're using! (Tide-Turners which are Sustained do not expend additional Charges for subsequent Turns.)
For more information, please consult the p. 22-23 of the Support Package (https://www.emberwindgame.com/wp-content/uploads/Emberwind-The-Skies-of-Axia-Support-Package.pdf).Last updated:
Yes, you'll be able to add items on in BackerKit, although the best value is to pledge to the bundle tiers during the campaign.Last updated:
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