Gauntlet

Gauntlet v0.6 Leader Design Bible

Status: Working production-facing art and miniature direction for the v0.6 faction leader roster
Purpose: Define the visual identity, tabletop miniature silhouette, and player-facing character direction for all twelve v0.6 faction leaders.

This document records the current character design direction for the twelve v0.6 faction Leaders. The official rulebook and definitive faction guides govern rules text and Leader abilities.


1. Purpose

Each faction leader should work as:

  1. a full character illustration;
  2. a player-facing leader card or reference sheet; and
  3. a 3D tabletop miniature that moves across the board.

The leaders should feel like they belong to the same early-modern / Colonial-adjacent world while remaining visually distinct at tabletop scale.


2. Global Art Direction

Setting Feel

Powder, parchment, frontier, court, occult science, commerce, and covert operations.

The world should feel roughly early-modern to Colonial-era, but not locked to a literal historical nation. Avoid pure fantasy medieval styling, modern industrial styling, or steampunk excess.

Shared Visual Language

Use:

Avoid:

Miniature Design Principles

Each miniature must have:

The miniature should be more detailed than a chess piece, but still readable like a chess piece.


3. Faction Color and Material Notes

These are not strict faction colors, but production tendencies.

Faction Visual Materials / Mood
Military Blue, brass, leather, smoke, field earth, polished weapons
Diplomats Navy, ivory, parchment, wax seals, laurel, polished wood
Inquisition Black, charcoal, brown leather, smoke, ash, iron, candlelight
Mystics Bone, charcoal, dark red, green glass, brass, smoke, ritual marks
Financiers Dark green, burgundy, navy, brass, parchment, ledgers, wax
Intelligence Muted green, ink black, parchment, walnut wood, brass, coded papers

Military Leaders

4. General

Faction: Military
Mechanical anchor: Attack, forward pressure, tempo. Orders: Onward, Rally, Rout.
Core identity: Battlefield momentum, aggressive command, visible leadership.

Design Thesis

The General is the visible point of battlefield momentum. He leads from the front, inspires movement, and turns victory into further advance.

Core phrase: Forward. Again.

Primary Visual Read

Mounted commander on a white horse.

Character Design

The General should be a Colonial-era battlefield commander with elevated, heroic presence. He should lean more Washington than Napoleon, but may borrow some Napoleonic drama in the pose.

Use:

Avoid:

Miniature Direction

The General is the only mounted leader.

Pose:

Base:

Key Silhouette Markers

Distinction

The General is motion and inspiration. The Commandant is structure and enforcement.


5. Commandant

Faction: Military
Mechanical anchor: Defense, counterattack, holding captured ground. Orders: Entrench, Repel, Fortify.
Core identity: Discipline, garrison control, defensive command.

Design Thesis

The Commandant is the iron center of the line. He turns ground into position, position into discipline, and discipline into victory.

Core phrase: We hold. They break.

Primary Visual Read

Rigid fortress officer standing on fortified ground.

Character Design

The Commandant should feel institutional, severe, and military. He should not feel heroic in the same way as the General.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The General advances. The Commandant holds.


Diplomat Leaders

6. Ambassador

Faction: Diplomats
Mechanical anchor: Successful negotiation and soft value. Current ability name: Good Offices.
Core identity: Persuasion, soft influence, accepted Terms.

Design Thesis

The Ambassador turns trust, concession, and personal diplomacy into strategic advantage. He opens doors others keep closed.

Core phrase: Words first. War last.

Primary Visual Read

Open-handed diplomat offering Terms.

Character Design

The Ambassador should feel warm, refined, persuasive, and approachable. He wins through relationships, tact, and accepted arrangements.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Ambassador creates agreement through personal contact. The Senator preserves power through institutions and procedure.

Watchlist

Good Offices is a functional placeholder but is not considered a strong final ability name.


7. Senator

Faction: Diplomats
Mechanical anchor: Political resilience and Influence preservation. Ability: Political Capital.
Core identity: Legitimacy, procedural power, institutional resilience.

Design Thesis

The Senator protects legitimacy by spending resources, reputation, and procedure. He makes influence endure.

Core phrase: Hold the line. Build it stronger.

Primary Visual Read

Formal orator with legal papers.

Character Design

The Senator should feel institutional, legalistic, and stern. He is less charming than the Ambassador and more procedural.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Ambassador negotiates. The Senator legislates, preserves, and legitimizes.


Inquisition Leaders

8. Grand Inquisitor

Faction: Inquisition
Mechanical anchor: Institutional judgment, suppression, and Purge after victory. Ability: Final Judgment.
Core identity: Condemnation, suppression, Purification.

Design Thesis

The Grand Inquisitor is the tribunal made flesh. He does not hunt. He condemns.

Core phrase: We judge. We purge.

Primary Visual Read

Tall, thin, unsettling black-robed figure with thurible.

Character Design

The Grand Inquisitor should feel creepy and severe without becoming supernatural or inhuman.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Grand Inquisitor judges from institutional authority. The Witch Hunter hunts in the field.


9. Witch Hunter

Faction: Inquisition
Mechanical anchor: Pursuit, retaliation, and punishing failed attacks. Ability: Relentless Pursuit.
Core identity: Pursuit, retaliation, exposure.

Design Thesis

The Witch Hunter is the mobile arm of the Inquisition. He finds what hides and punishes what overreaches.

Core phrase: You ran. I followed.

Primary Visual Read

Worn leather hunter with lantern.

Character Design

The Witch Hunter should look rugged, suspicious, and field-worn. He shares a broad-hat language with the Grand Inquisitor, but his materials and posture are completely different.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Grand Inquisitor condemns. The Witch Hunter pursues.


Mystic Leaders

10. Alchemist

Faction: Mystics
Mechanical anchor: Sacrifice, Transmutation, and turning cards sent from hand to Graveyard into fuel. Materia Prima.
Core identity: Experiment, transmutation, disciplined occult science.

Design Thesis

The Alchemist is a practical occult scientist. He studies, experiments, and transforms.

Core phrase: Nothing is fixed. Everything can be transformed.

Primary Visual Read

Lab-coated early-modern experimental scholar with loupe and flask.

Character Design

The Alchemist should feel like a working laboratory figure, not a wizard, noble, butcher, or Inquisition figure.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Alchemist experiments with matter. The Spirit Walker invokes unseen forces.


11. Spirit Walker

Faction: Mystics
Mechanical anchor: Ritual protection, Graveyard contact, and preserving a begun Rite through sacrifice. Guardians of the Circle.
Core identity: Ritual endurance, unseen communion, protective invocation.

Design Thesis

The Spirit Walker stands between seen and unseen worlds, preserving sacred work through sacrifice and endurance.

Core phrase: The spirits remember what the living abandon.

Primary Visual Read

Antlered ritual figure with chalky white and dark red paint.

Character Design

The Spirit Walker should feel ritual, primal, and otherworldly, while remaining part of Gauntlet’s early-modern world. The look is inspired by ritual performance aesthetics rather than a direct copy of any specific culture.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Alchemist transforms through experiment. The Spirit Walker preserves through invocation.


Financier Leaders

12. Banker

Faction: Financiers
Mechanical anchor: Collateral, leverage, and financing Deed purchases. Ability: Line of Credit.
Core identity: Leverage, collateral, paper power, abstract finance.

Design Thesis

The Banker turns promises into power. His strength is not wealth itself, but the ability to make paper, credit, and obligation move the world.

Core phrase: Credit is command before command is visible.

Primary Visual Read

Refined colonial financier with spectacles and ledger.

Character Design

The Banker should look intelligent, restrained, and financially powerful — not cartoonishly greedy.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Banker controls abstract value. The Executive controls physical systems and assets.


13. Executive

Faction: Financiers
Mechanical anchor: Acquisition, hostile expansion, and immediate control after battlefield occupation. Ability: Hostile Takeover.
Core identity: Acquisition, monopoly, logistics, direct control.

Design Thesis

The Executive is the Company made flesh. He does not merely finance power; he seizes, owns, and administers it.

Core phrase: The Company owns what it governs.

Primary Visual Read

Large, heavyset, mean chartered-company director.

Character Design

The Executive must be visually distinct from the Banker. He should feel heavier, harsher, more domineering, and more operational.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Banker lends and leverages. The Executive acquires and controls.


Intelligence Leaders

14. Ranger

Faction: Intelligence
Mechanical anchor: Fieldcraft, terrain expertise, hostile-ground operation. Ability: Fieldcraft.
Core identity: Terrain mastery, reconnaissance, hostile-ground operation.

Design Thesis

The Ranger is a frontier reconnaissance leader: Robert Rogers mixed with Lewis and Clark. He reads terrain, maps routes, and turns hostile ground into advantage.

Core phrase: Know the land before the battle begins.

Primary Visual Read

Colonial expedition scout with long rifle and survey gear.

Character Design

The Ranger should not look like a fantasy ranger or Witch Hunter. He is a grounded frontier scout, rifleman, and expedition surveyor.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Ranger operates through terrain and field movement. The Spymaster operates through agents and networks.


15. Spymaster

Faction: Intelligence
Mechanical anchor: Mission tempo, network coordination, and starting new Missions after completing one. Ability: Mission Control.
Core identity: Mission tempo, network command, covert coordination.

Design Thesis

The Spymaster is the architect of covert operations. He does not scout the land; he coordinates the people who do.

Core phrase: Information never rests. Momentum is the weapon.

Primary Visual Read

Composed intelligence chief with black gloves, dispatch, and hidden dagger.

Character Design

The Spymaster should feel calm, civilized, and dangerous. He is not an assassin as his main identity, but the hidden dagger makes clear that his network has teeth.

Use:

Avoid:

Miniature Direction

Pose:

Base:

Key Silhouette Markers

Distinction

The Ranger sees the field. The Spymaster moves the network.


16. Roster-Wide Silhouette Summary

Leader Primary Read
General White horse + raised saber
Commandant Rigid officer + baton
Ambassador Open hand + treaty
Senator Raised hand + law paper
Grand Inquisitor Black buckle hat + robes + thurible
Witch Hunter Brown leather hat + lantern
Alchemist Lab coat + flask + loupe
Spirit Walker Antlers + staff + ritual paint
Banker Spectacles + ledger + strongbox
Executive Heavy frame + charter + cane
Ranger Expedition cap + long rifle + field tools
Spymaster Black gloves + dispatch + hidden dagger

17. Faction Pair Contrast Summary

Faction Leader A Leader B Contrast
Military General Commandant Attack vs defense
Diplomats Ambassador Senator Personal diplomacy vs institutional legitimacy
Inquisition Grand Inquisitor Witch Hunter Judgment vs pursuit
Mystics Alchemist Spirit Walker Experiment vs invocation
Financiers Banker Executive Leverage vs control
Intelligence Ranger Spymaster Fieldcraft vs network command

18. Repeated Silhouette Guardrails


19. Miniature Base Philosophy

Bases should reinforce role, not overwhelm the character.

Faction Base Direction
Military Battlefield / fortification
Diplomats Papers / seals / chamber or diplomatic table
Inquisition Ash / writs / smoke / tribunal or trail
Mystics Lab apparatus / ritual circle
Financiers Ledgers / strongboxes / crates / trade goods
Intelligence Terrain markers / maps / cipher tools

20. Player-Facing Tone

The written descriptions should be short, evocative, and functional. Avoid lore overload. Each should make the player understand how the leader wins.

Good structure:

  1. what the leader does;
  2. how that differs from others;
  3. one evocative closing line.

Example style:

The Ranger reads the land before armies know they are lost. Where others see forest, river, and stone, he sees routes, risks, and advantage.


21. Current Locked Designs

The following directions are considered locked unless later gameplay or art testing exposes a problem:

Ambassador and Senator are solid, but Good Offices should probably be renamed later.