The Haunted Character Expansion Leaflet This leaflet contains the rules for The Haunted, a new playable Oathsworn character. This is a fan-made expansion made by Jesse Stern for the game Oathsworn by Shadowborne Games. If you have any feedback with respect to this expansion, please reach out via the forum post on boardgamegeek.com where this expansion was published. The Haunted Many who travel into the Deepwood never return, even with a hand on the wire road. Those who do don't always find it easy to shake off the experience, oftentimes finding themselves plagued by nightmares. For some least fortunate of survivors, these nightmares are no mere trick of the mind and carry the taint of Deepword sorcery, with the power to manifest themselves as Shades that thirst for blood. Such people are referred to as the Haunted, and most are quickly killed by their own shades. For those Haunted who persist, training can eventually allow them to restrain these horrors and even draw power from their curse, though always at a price. Still, even with control of their inner enemy achieved, a Haunted faces the constant threat of lynching by the populace or by death the sword of any particularly zealous Warden’s who see their dutys as extending beyond meer withcraft. Thus, the Haunted often find themselves pushed back into the Deepwood, where a solid Free Company tends to make far better companionship than just their nightmares. Those in the Deepwood that don’t swear the oath, well... let’s just hope we don’t run into any of them. The Haunted starts with Max Animus and Animus Regen of 7. The Haunted’s campaign starting equipment has not yet been determined as I do not know all of the options available yet. It will likely be 2 defense starting armor and a basic two handed sword. The Haunted does not yet have rules to be played as a companion, as I have not seen enough archetype cards to make informed decisions about the design of new archetype cards. The Haunted has 3 Shades that start on their player board. When a card tells you to “Manifest a Shade,” you place a Shade from your player board in one of the spaces indicated by the card. If you are told to Manifest some number of Shades and cannot Manifest the full number, you cannot use this ability of the card. If a card has no abilities you can use due to this, you cannot play the card. When Manifesting a Shade, if all of the places you are told to Manifest it are occupied, choose one of these occupied spaces and Manifest the Shade in the nearest open space to the occupied one selected (breaking ties with the rule of North then West). When in play, Shades count as enemy minions, but are ignored by all encounter abilities and effects that include or affect minions (such as bonuses or triggered reactions). Shades have the following statistics: Name Shades Types Minion, Mob Might At the start of the Encounter, set the Shades Might equal to the Haunted’s Might (minimum 1 yellow die) Defense At the start of the Encounter, set the Shades Defense equal to the Haunted’s Defense Health 1 Action Move 5 to it’s Target and Attack Target Text Any non-Shade enemies that have mob and Shades treat each other as if they did not have mob (this affects movement and attacks). Shades are immune to all enemy attacks. They can pass through enemies and obstacles when moving and other enemies can pass through them when moving. Shades are ignored by other characters suffering knockback unless this would cause the character to end overlapping that shade. Characters and obstacles are ignored by shades suffering knockback unless the shade would end overlapping that character or object. Shades do not take any damage from knockback, and do not deal damage to characters that they are knocked back into or that are knocked back into them. FAQ ● Swapping spaces does not change a model's facing. ● If Shadow Dance is used on a non-normal size model, place the Shade where the enemies front hex was and the enemy's front hex where the Shade was. ● When an Oathsworn is counted as a Shade or a Dread due to an ability, these characters count as being knocked out for the purpose of determining if the Encounter has been lost. ● If a Dread is added to the game once Minions have already begun to be moved this round, wait until all other Minions have moved, then move all new Dreads as normal. ● If a Dread is added to the game once Minions’ attacks have already begun, immediately move the Dread in question as if it had activated. If a Shade attacks the Dreads target, the Dread joins this attack as per the usual rules for mob. If this does not occur, the Dread attacks last this round and as if it did not have mob.