Character Creation
Kin
Kin | Boon | Bane | Desc |
---|---|---|---|
Foulkn | Detect undead as chill | -2 vs Mutation | The most numerous of the Kin they are also amongst the tallest, standing at an average of 5'8. Typically living just over 70 years they are also considered to be one of the "short lived" Kin. Despite this their aptness for learning and conquering has left them with far more of a footprint then the other short lived Kin. |
Half-foot | Re-roll a roll of 1 on a d12 | Consume 2 portions during a Feast | Half-foots are a Kin of small humans that are lightweight and have exceptional hearing due to their large rodent like ears. They tend to have short lives, not typically exceeding 50 years, but their true age can be hard to discern due to their childlike appearance often no taller than 3'3. |
Elves | Can glow like a candle if you have MD | Can never have more then half your Bonds Charged | Elves are a human Kin distinguished by their large pointed ears, and slight builds with little sexual dimorphism. They are one of the taller races averaging at 5'2. They are a long-lived race, typically living up to 400 years, but their birthrate is low, and their population is steadily declining. |
Dwarrow | Can identify the origin of any craft | Sink like a stone | Dwarrow tend to be short and stocky, and are fairly strong, able to wield heavy swords and shields with ease. With an average height of 4'5. They are one of the longer-lived races, alongside elves, living approximately 200 years. Known for their beards Dwarrow are a Sexless Kin though gender expression has made it's way into their culture. |
Classes
Classes define what you are good at. What distinguishes you as an adventurer. Select one Class, get it's starting gear and all of it's #A abilities. You can only ever have 4 Templates (#).
Background
Who you were before your career as an adventurer. When making a save you may bargain with the Guide to add the Background value to a Save. You start with 4 Background points that can be distributed as you like. A single Background can never be raised above 4.
The more evocative or flavourful the background the better. below is a list of simple examples.
Alchemist | Cleric | Merchant |
Blacksmith | Gravedigger | Miner |
Burglar | Herbalist | Outlaw |
Butcher | Hunter | Performer |
Carpenter | Mercenary | Servant |
Tongues
You know Common and one additional Language. You can also spend a Background point to learn an additional Tongue.
- COMMON: Understood by all sentient creatures.
- WROTE: Indecipherable even by magic, unspoken.
- SIGHTLENT: Silent without eye contact, only truthful.
- JOTUNG: Travels far, sounds like nature.
- FAELUL: Understood by plants & animals.
- GOBTOK: Lingers on the air for days, putrid smell.
- LIGHTLENT: The tongue only travels through shadow.
Inventory Slots
| Can contain: | 1 Stress | 1 medium weapon | | Bundle of rope | quiver | 1/2 heavy weapon | | 3 rations | 1 treasure | 3 light items |
You begin play with 12 Slots. When you attempt to fetch an item you roll 2d6, if the result is lower then the slot the item is in it takes an additional action to finish fetching it.
Hit Points, Grit, & Scars
Grit: Don't get hit points. It represents your ability to mitigate harm.
Hit Points represents physical damage. You take HP damage after you've used up all your Grit--or take damage in such a way that you can't avoid, e.g., falling into lava goes straight to HP.
You have 4 HP and die when they have less HP then -your max HP.
If you're HP is below 0, but you're not dead, a character can use a First Aid Kit to heal you to 1 HP. Being healed in this way gives you 1 Stress.
Experience
Gain 1XP for every Gold Piece(GP) spent. XP can then be spent to:
- Swap a Class Template. 100XP
- Gain a Background Point. 200XP
- Increase your Max HP by 1 to a maximum of 8. 400XP
- Gain a new slot of inventory to a max of 16. 600XP
- Gain an additional Class Template. 800XP
Resolving Actions
Saves
When doing anything with an interesting or dangerous chance of failure you roll 1d12, trying to roll higher then 8. A task's difficulty will grant you a bonus or penalty to your roll.
Gambling and Dice Pools
To gamble dice decide the size of the pool and then roll all of them, losing any dice that show the highest 2 results of that die.
If the gambled dice are Usage Dice (UD) however they instead shrink to the next smallest die, only being lost after a d4.
Bidding Lore
Information and lore are categorised into 3 levels of obscurity.
- Common Lore: Everyone knows this. The GM will tell you all about this.
- Rare Lore: Few know this. You must have an applicable background and must roll a Brain Die as if you gambled it. Regardless of the result you know the information.
- Lost Lore: None know this. You roll a Save and must Gamble at least 1 Brain Die. On a success you know where to learn more information about this.
Cooking Feasts
A feast is a moment of actual rest in the middle of hostile and hungry darkness. Depending on the make up of the feast, characters might gain Grit, Magic, Brain, or Brawn Dice.
To create a feast, you require:
- Two unique ingredients
- One portion per character
In addition, you must fulfill 3 of the following 4 criteria:
- Fire
- Water
- Cooking gear
- Spices
Each creature eaten provides a number of portions. Two rat yields about one portion. A minotaur yields about eight. A dragon could feed upwards of fifty adventurers.
The GM adds together any nutritional benefits from the unique ingredients used to make a feast and tell the players the totals for each nutrient (see below). Decimals are rounded as God intended and Nutrients can't be higher the 5. Players then select 2 nutrients to benefit from this meal, gaining an amount of dice equal to it's respective value.
Nutrients
Each feast has four stats, called Nutrients.
- Energy determines how many calories a feast has. This nutrient gives a character Grit.
- Minerals provide needed magical energy. This nutrient refills a character's Magic Dice.
- Vitamins are good for your brain. This nutrient reinforces a character with Brain Dice.
- Protein builds strong bones and muscles. This nutrient reinforces a character with Brawn Dice.
Food Dice
Food Dice (FD) are either d4s, d6s or d8s.
- If the feast contained mundane animals or plants, the Food Dice are equal to d4s.
- If the feast contained majority exotic ingredients, the Food Dice are equal to d6s.
- If the feast contained extraordinarily magical ingredients, like a dragon or an angel, the Food Dice are equal to d8s.
Rations & Meals in Town
Eating a ration grants 1d4 in any one nutrient. Before an adventure or when resting in civilization you can spend 10gp to gain 4d4 spread how you like.
Bonds
The relationships you have with all the other members of your party are called Bonds. Bonds are noted on your Character Sheet: "I am Calryn's Lover - Brain".
Your Bonds become charged when you Fulfill them, exemplifying the relationship the Bond represents. Basic suggestions for this role-play are given in the descriptions of the example Bonds below. Though the GM can call for a Bond to be Charged by other examples of excellent role-playing, including but not limited to risking ones well being for their Bond.
A charged bond can be spent to roll a d6 of the attribute you assigned it at creation; Grit, Magic, Brawn, or Brain. Alternatively you can spend a charged bond to heal 2 HP during a Feast.
Ally
Your allies are party members that you are professional and amiable with. This is the default Bond.
- Charge this bond when you make your Ally laugh both in and out of character.
Adversary
If you have a significant problem with a party member you're probably their adversary. This isn't an excuse to be an ass to another player, but an opportunity for interesting and fair conflict.
- Charge this Bond when you witness your adversary fail a Save.
Best Friend
You wouldn't let your best friend go on an adventure without you. You're there for each other, thick or thin.
- You both charge this Bond when you reveal a secret to your best friend.
Love
Use this Bond to represent someone you are in romantic relationship with. If the relationship is one-sided, use the Unrequited Love Bond.
- Charge this Bond when you do something gushy and romantic for your partner, whether it's writing an in-character love sonnet or risking your neck to pick a bunch of flowers for them.
Master/Henchman
When you have a managerial vs. subservient relationship with another party member, this is your Bond.
- Masters charge this Bond when they give their henchman an agreed-upon payment or compensation.
- Henchmen charge this Bond when they risk themselves to further their Master's goals.
Mentor/Mentee
Whether a parent, parent-figure, or merely a leader, a mentor guides and shapes the life of a mentee.
- Mentees charge this Bond when they ask the mentor for advice.
- Mentors charge this Bond when a mentee follows their advice.
Rival
You are in competition with your rival. You might want the same woman, the most kills, or something weirder.
- Charge this Bond when you witness your rival succeed on a Save.
Unrequited Love
He's just not that into you. use this Bond to represent how you feel about a would-be suitor or ex-lover.
- The Desperate charges this Bond when they do something kind or romantic for your Love.
- The Love charges this Bond when they turn down or rebuff acts of love from the Desperate.
Guard/Ward
You have a party member that you look out for. It's important they survive.
- Guards charge this Bond when their Ward makes it out of lethal danger unscathed.
- Wards charge this Bond when they get into lethal danger.
Spells and Magic
To cast a spell you must have access to one, typically from a scroll or spellbook. Select a number of Magic Dice (MD) you wish to Gamble, roll them, and add the numbers together. Most spells depend on the number of (dice) invest and the (sum) they roll.
Exploring
Watches
Days spent Exploring are split into 4 Watches. Your Guide rolls an Omen each Watch and an Omen rolled twice in a journey becomes an Encounter.
Actions
- MOVE to a hex and see all non-hidden features in it. Receiving stress based on the difficulty of the terrain you are entering.
Easy = 0 | Neutral = 1 | Difficult = 2 | Treacherous = 3
-
SEARCH a hex. 2-6 chance for each hidden feature of the Hex. 4-6 with directions.
-
SCOUT the area. Spend a watch patrolling the borders of a Hex seeing the terrain and landmarks of neighboring hexes.
-
CONFRONT an Omen or roll a new encounter.
-
MAKE CAMP. New Omens rolled in camp are ignored.
-
DELVE Unless obviously more time is taken, Delving into and exiting a dungeon takes a Watch.
-
REST Take a moment to recuperate, lose all Stress, but the GM will roll for Omens twice. While resting you may Feast.
Vehicles
Riding a mount or vehicle reduces all Stress received from travel by 1.
Vehicles moving through Difficult or worse terrain have a 1-6 chance of breaking, which requires a Watch to fix.
Delving
The Underclock
Starting at 20 when entering a dungeon, an Encounter is triggered when the Underclock reaches below 0.
You roll a d6 Dungeon Die and subtract it from the Underclock whenever the party expends time or generates noise. Actions that prompt an Underclock Roll include:
- Exploring a new room (including long hallways).
- Moving through 3 already-explored rooms.
- Lingering or searching.
- Making noise (excluding Combat).
Most Dungeon Die rolls are considered a Turn, representing approximately 10 minutes of time.
Additional details about the Underclock:
- If the Underclock drops below 0, an Encounter is triggered. After the Encounter resolves, the Underclock resets to 20.
- If the Underworld Clock equals 0 exactly, it resets to 3.
- If the Underworld Clock equals 3, a Omen occurs.
Resting
While eating a ration is just a turn. Resting and cooking a feast takes some time. You’ll have to roll some Underclock Rolls.
- If you are resting in the middle of a well-traveled location, make 3 rolls.
- If you are in a secret room that no one else knows about, you don’t need to make any rolls.
- Everything in between is either 1 or 2 rolls.
Light
Light sources state how many people they provide for. Without enough light for everyone, roll the Underclock die twice and keep the higher result. With no light at all the die size is also increased.
Whenever the Underclock die rolls, roll the usage die of any light sources lit.
Locks
Requires lockpicks and selecting the correct actions in order. These actions are TWIST, TAP, and TURN. Always 3 never 2 in a row. Upon selecting the wrong action, the lock will become stiff. If the lock was already stiff, the lock is jammed and becomes unable to unlock.
Each failed attempt rolls the Underclock die.
Locks of the same type are all opened the same way.
Some Modifiers that can diversify the locks are below:
- CRACKED: On the first action, any action taken is correct.
- WEATHERED: Ignore the first time a lock would jam.
- SECURED: The first wrong action causes the lock to jam.
- SPIKED: Wrong actions deals d4 damage to the picker.
Stealth
Moving silently and unseen is a Save with a bonus equal to your empty slots and a penalty equal to the amount of armour filled slots.
When sneaking as a group everyone saves but only half of the group is required to succeed.
Fighting
Initiative
Each round the GM describes what it appears the enemy is going to do. Save Cunning vs the largest enemy HD to act first. On your turn you may take two actions. Move Zones, attack, trip, fetch an item, or raise a shield. Get creative.
Attacking & Defending
When attacking simply roll the weapons damage, dealing it to the enemy. If you attack multiple times you only deal the biggest damage. When being attacked you may Gamble your Armour Dice to avoid damage.
Favour & Disfavour
Whenever the narrative would favour an attack the target adds a d4 to the damage dealt, disfavour means the attacks damage is only a d4. These cancel each other out 1 to 1 though you need immense favour to get more than 1d4 additional damage.
Zones
There are 4 zones in a typical combat encounter. These are Forward↑ and Rearward↓ for allies and enemies. Ranged attacks can be volleyed from any Zone but melee is limited to Forward. Combatants in Forward must target an enemy in Forward, while combatants in Rearward may target whoever they choose. If a sides Forward is empty then everyone on that sides Rearward is considered to be Forward.
Fleeing
If the party agrees to retreat then bar dire circumstances they escape. Each character that escaped gains 2d3 Stress. Any items dropped in the pursuit are lost to the dungeon. Fleeing in this way leaves any fallen or captured ally behind, unless you are holding the fallen and have the slots to do so. The average human is 6 Slots and dragging allows you to ignore their encumbrance.
Downtime
Every time you finish a session of play you get one Downtime. Downtime can be spent to progress larger goals. When Spending Downtime, you specify what action you are taking. Most activities require progress to be tracked in some way using the following procedure.
First, the GM will set a tracker for the number of successes an activity requires. This represents the overall complexity or scale of the task.
You may then use your Downtime to attempt to make progress on this activity. Describe an adequate method of accomplishing this activity. If you do not have the necessary resources required to engage in such an activity, whether it be money or some other such resource (for example, if attempting to set up a drug trade, you would need prior access to a reliable source of drugs), you cannot attempt the action.
When you attempt to make progress on an activity with Downtime, you roll 2d6, plus any appropriate situational modifiers, whether they be positive (expenditure of extra resources, clever method or approach, character skill) or negative (unreliable resources or otherwise poor fictional positioning). Situational modifiers should not exceed in total +/-3.
- A roll of 10+ means that you are successful in your activity, and may mark one success on the tracker.
- A roll of 7-9 indicates that either a complication or setback has occurred, which must be dealt with before further progress can be made, or that partial progress has been made; in the case of partial progress, a success is not marked on the tracker, but the next time you attempt this activity, it will automatically succeed.
- A roll of 6 or lower indicates that you were unsuccessful in your endeavour, and no progress is made.
Hirelings & Followers
Hireling typically require a daily rate and/or either a large upfront or a promised share of the treasure. While followers typically have a more unique circumstance for their service, such as following you because they believe you are divine or to squire under you.
Either way a helpful NPC is handled the same way. Typically "run" by the player in charge of them, with the GM intervening when they are acting out of character or more commonly need some more convincing to pull that lever.
NPCs have 4 free slots after carrying all their essential gear and 4 Attributes: Magic, Brain, Brawn, and Grit which are represented by dice of varying sizes.
Whenever a PC is making a save an NPC in the party can add the relevant Attributes Die to the Save. Doing so involves them in any risk and additionally the Die degrades like a UD when it would be lost.
Grit however, useless for Saves, can be used like Armour Dice for the person in charge of the NPC. Degrading when it would Chip and dying once the d4 is lost.
Equipment
Gear
Gear | Desc | GP |
---|---|---|
Air Bladder | A large organic air-tight bag | 5 |
Bucket | A sizeable bucket of wood or cheap metal | 5 |
Caltrops | Small spikey objects | 10 |
Chain (10ft) | Sturdy and stronger then rope | 10 |
Chalk | Useful for making notes and spotting invisibility | 1 |
Crowbar | Can be used to help pry open things | 10 |
Drill | Can drill small holes relatively quietly | 10 |
Fishing Gear | A small rod and some hooks | 10 |
Glue | Jar of sticky, sets slowly | 5 |
Grapple Hook | Just the Hook, no rope or batteries included | 25 |
Grease | Jar of Slippery, dries slowly | 10 |
Holy Symbol | Useful for prayer and warding off evil | 25 |
Holy Water | Burns the unholy and can purify minor toxins | 25 |
Horn | Loud! Can be used to scare off animals | 10 |
Hourglass | Keep time better then saying Mississippi over and over | 50 |
Ladder (slt/5ft) | No shame in needing some help getting up. Can be a bridge if it's sideways | 5 |
Manacles | Makes keeping a prisoner a lot less stressful | 10 |
Marbles | Small glass or metal balls | 5 |
Metal File | Metal bar begone | 5 |
Mirror | Seeing around corners without taking an arrow to the head is nice | 5 |
Mumble Stones | These rocks wont shut up! Keeps insects and birds away, but may attract predators! | 10 |
Net | A little big for fish but I'm sure that's not an issue | 10 |
Oilskin Bag | Much less fragile then a jar. Keep all your mystery liquids in it! | 5 |
Pole (10ft) | Be honest, you'll touch it with a 10ft pole | 2 |
Quill & Ink | Good for calligraphy and note taking | 10 |
Rope (30ft) | Sturdy enough to hold a few of you up at once | 5 |
Sack | Keep an angry fae in it if you dare | 1 |
Scarecrow | Keeps Crows from Crops and Zombies from camps! | 15 |
Soap | You should wash yourself occasionally, please | 1 |
Spike (s) | Metal pitons, think of all the things you can do with 'em! Useful for locking doors at the very least | 1 |
Spyglass | See over yonder | 40 |
Tar | Whether boiled or not this shit will not come out of your sweater | 10 |
Wolfsbane (UD4) | Burns Lycanthropes and repels wolves | 5 |
Toolkits
Kits | Desc | GP |
---|---|---|
Armourer's Kit (UD8) | Can be used to fix chipped armour | 30 |
First Aid Kit (UD6) | Bandages and Poultices for helping the fucked up | 25 |
Lockpicks (UD6) | Pick locks | 25 |
Light Sources
Lanterns can be affixed to packs or belts to supply light hands free.
Light | GP |
---|---|
Torch (Light for 3) (UD10) | 2 |
Lantern (Light for 2) | 10 |
Oil Flask (UD12) | 5 |
Cooking and Food
Provisions | En | Mi | Vi | Pr | Port | GP |
---|---|---|---|---|---|---|
Rations (s) | X | X | X | X | X | 2 |
Cheese (s) | 2 | 0.5 | 0.5 | 1 | 1 | 7 |
Dried Fruit (s) | 0.4 | 1 | 1 | 0 | 0 | 4 |
Lard | 0.5 | 0.4 | 0.4 | 0.4 | 3 | 1 |
Cooking | GP |
---|---|
Cook Pot | 10 |
Fire Kit (s) | 1 |
Seasoning (UD6) | 10 |
Animals and Vehicles
Do not concern yourself with feeding the animals.
Animals | Tack | GP |
---|---|---|
Cattle/Donkey | 2 | 30 |
Chicken | 2 | |
Dog | 1 | 20 |
Hawk | 15 | |
Hog/Sheep | 1 | 10 |
Horse (Draft) | 3 | 75 |
Horse (War) | 4 | 125 |
Accessories | Tack | GP |
---|---|---|
Barding | 1 | 40 |
Saddle | 2 | 25 |
Bags | 1 | 5 |
- Bags grant 3 slots to a creature.
- Saddles can carry any medium creature or 2 small creatures.
Vehicles | Tack | GP |
---|---|---|
Cart (14) | 3 | 100 |
Wagon (24) | 6 | 200 |
Weapons and Armour
Weapons
Weapons are divided into the 3 Hands. Giving a bonus as noted to successful damaging actions that use that Hand. The GM will know what Hand a weapon will have.
Melee
Weapon | Damage | Slots | Price |
---|---|---|---|
Light | d6 | 3:1 | 5 |
Medium | d8 | 1 | 10 |
Heavy | 2d6 | 2 | 15 |
Ranged
Weapon | Damage | Slots | Price |
---|---|---|---|
Light | d4 | 3:1 | 10 |
Medium | d6 | 1 | 15 |
Ammo | UD6 | 1 | 10 |
Armour
A slot of armour costs 30 GP and grants a d6 Armour Die. These Armour Die can be gambled to avoid damage, becoming chipped when lost. Chipped armour may be repaired with an Armourer's Kit during a Feast.
Shields
Shields may be raised as an action, allowing you to Gamble with their Armour Dice.
Weapon | AD | Slots | Price | Notes |
---|---|---|---|---|
Light | d4 | 3:1 | 15 | Always considered raised |
Medium | d6 | 1 | 25 | |
Heavy | 2d6 | 2 | 40 |