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Front Matter

In the Beginning

The Foundations

Covenant Roles

Attributes & Skills

Stunt Catalog

Trials & Tribulation

The Witness

A World of Covenant

Optional Rules

Appendices

SRD (CC BY-NC-ND 4.0)

Licensing Information

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Optional Rules

Dials, extras, and advanced variants

Must-fix name changes (Inspire → Exhort) (2)

Alternate Placement for the remaining options (2)

Additional Optional Rules & Extras (Add What You Need) (2)

These dials are truly optional—use what serves your table, skip what doesn’t. They exist to help you tune Warriors of the Covenant to your group’s pace and tone without rewriting the core engine. This chapter also includes Extras: modular add-ons that slot into play (e.g., Covenant Role packages, Animal Companions). Treat them as plug-ins, not must-haves—each Extra clearly states its permissions, costs, and benefits.


Character Creation As You Play

If someone wants to jump in right now, let them start with the story banner and a few training wheels, then reveal the rest in play.

Begin with a name, a Covenant Role, and a Gift Skill at +3 and leave the exact Gift Stunt (linked to the archetype) unselected until decided upon. Pick one Attribute skill at +2 (the others sit at +0 for now); because core skills equal their linked Attribute, that gives them something real to roll against from the first scene. Set Refresh 3 (or your table’s default) and start Grace = Refresh.

As play unfolds, lock in pieces the moment the fiction demands. When a backstory detail earns an invoke, write the next Aspect. The first time a core skill really matters, you can nudge it with a +1 bump (respecting caps); do this a handful of times to reflect what we’ve seen on screen, and save the rest for wrap-up.

At session end, catch up cleanly. Set the final Attribute spread (+2 / +1 / +0 / +0), then cascade cores so each sits at its Attribute. Place any remaining creation bumps on non-Gift cores (respect the core cap). Finish your Aspect set (Personal Belief and Bond/Relationship), lock your two free non-Gift stunts, confirm Refresh ≥ 1, and calclate stress using the final attribute ratings.


Extreme Consequences

For tables that want a higher ceiling on danger and change, add an Extreme consequence above Severe.

This option raises the stakes for climactic scenes and makes lasting scars part of the story’s moral arc.


Faster Contests

If your contests feel too “set-up heavy,” streamline each exchange. On your side’s turn, each participant chooses one:

Resolve victories per the usual contest rules (first to three, with ties creating twists; page XX). This keeps momentum high while preserving meaningful setup choices.


Full Defense

Sometimes you want to turtle up and ride the blow. Full Defense lets a character spend their action this exchange purely on protecting something.

Declare your focus when you take Full Defense—by default it’s yourself, but you can name a specific ally, a zone boundary, or a kind of threat (“ranged shots,” “fear effects”). Until your next turn, you gain +2 to all Defend rolls that clearly fall under that focus. You may still take your one free move this exchange.

If no one provokes a Defend roll against your focus before your next turn, you gain a boost as you set your feet and read the field.

GM tip: Keep the focus concrete. “Everyone from everything” is too broad; “Miriam from the spear‐line” or “the doorway against rushers” is perfect.


Scale

Scale represents beings or forces operating beyond human measure. Most scenes won’t need it. Use it when you want a giant to feel giant, a principality to press like a storm, or a Gifted PC to punch above their weight after smart prep.

Ladders of Power (pick names that fit your table)

When two sides act at different Scale, the higher side chooses one benefit on that action:

Use sparingly. If Scale is always on, mortals stop mattering. Reward clever play that flattens Scale: consecrated ground, revealed weaknesses, oath-binding, truth spoken into the lie, changing the venue, or striking the supply that sustains the mighty.

Aspects and Scale

Some Aspects carry Scale in the fiction. Invoking Consecrated Ground might grant Anointed Scale to Faith-driven actions within its bounds; Veiled by the Host may confer Unseen Scale to stealth without needing a separate invoke each time if the veil is active. Name the effect up front so everyone knows when it applies.

Creating Advantages with Scale

Keep Scale fiction-first. If the story has removed a principality’s mask or severed its altar, their Scale may drop—or vanish—until the source is restored.

Time Shifts

When timing matters, let the shifts on a roll do the math.

  1. Pick a baseline. Name how long a straight success would take using a loose quantity + unit, like: half a minute, about an hour, a few days, several weeks.
  2. Move by shifts. Each shift above or below the target moves one step along this quantity ladder for the chosen unit:

Going faster moves left; going slower moves right. If you go past an end, step to the next smaller/larger unit and start at the opposite end:

  1. Apply outcomes.

Example: Baseline a few hours. You beat the difficulty by +2 shifts → two steps faster: half an hour. Miss by 2 → two steps slower: half a day.

Use invokes to justify shaving a step (“We brought Well-Organized Kit”) or accepting a step slower to avoid risk (“We do it carefully under Watchful Patrols”). This pairs cleanly with countdowns: each slower step may tick a track; each faster step may hold it.


Ways to Break the Rules for Big Bads

A table of coordinated PCs can overwhelm a single foe. When you want a scene boss (usually an Elite or Mastermind) to stand against the whole group, it’s fine to bend procedure—without removing the players’ ability to win. Use one or more of these tools sparingly and tie them to the fiction.

Challenge or Contest Immunity

Gate the showdown behind a short set-piece.