You are on page 1of 12

Vigour and Grip through Experience, gain +1 Grip and

Your character has two measures of sur- Vigour.


vival: Vigour and Grip. Vigour can never exceed 5 + Brawn +
Vigour is like other games’ hit points, and Number of Advancements. Grip has no cap.
represents their health and fighting spirit. Archetypes
To determine your character's starting Vi- Characters begin with an Archetype repre-
gour, take their Brawn and add 6. senting who they are and what they did be-
Grip combines stamina, mana and sanity. It fore becoming a Cryptdigger.
is spent on re-rolls and used on character
Advancements, and is depleted when fac-
The Cryptdigger’s Guide to Survival contains
13 Archetypes: Believer, Cabalist, Cut-
Zini 1: Character Creation
Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
ing psychologically damaging monsters or throat, Dastard, Everyman, Farlander, Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
environments. To determine your charac- Freeblade, Outcast, Physiker, Protagonist, Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
ter's starting Grip, take their Will and add Scholar and Veteran—detailed in the
4. Archetypes Zini (Zini 2). Stats
Throughout play, characters gain new Ad- The character also starts with an Advance- Best Left Buried has three Stats:
vancements. For each Advancement gained ment (Zini 3). Brawn, Wit and Will.
Brawn represents the character’s physical
strength, endurance and vital force.
Wit represents a character’s physical,
mental and social agility.
Will represents a character’s intellect and
the power of their mind.
Best Left Buried characters start with:
+2 to one stat, +1 to another,+0 to the last
If a Stat is positive, add it to any Stat
Checks using it; conversely subtract a neg-
ative Stat from Stat Checks using it.

Equipment Table
D6 1 2 3 4 5 6

1 Chain Manacles Caltrops Dose of Poison Chalk Book of Magic

2 Shovel Whetstone Lockpicks Flask of Acid Compass Book of Alchemy

3 Grease 10 Foot Pole Silk Rope Hooded Lantern Antitoxin Book of History

4 Crowbar Grappling Hook Lock and Key Alchemist’s Fire Writing Kit Book of Religion

5 Mirror on a Book of
Pickaxe Bullseye Lantern Set of Files Holy Water
Handle Mythology

6 Hammer and Musical Dose of Book of


Bear Trap Bag of Marbles
Chisel Instrument Medicine Languages
Equipment carry more Inventory Slots than 12 + (Will deal normal damage, have no Initiative used is determined by the weapon’s fla-
Characters start play with a toolkit of useful or Wit) (whichever is higher) + double their modifier, can be wielded in one hand and vour: axes or javelins use Brawn while
Items and Weapons. They always have the Brawn. attack at melee range. See Weapons (back darts or daggers use Wit. Throwing
following: Characters who carry more Slots than this page). Weapons taken at character creation come
are Against the Odds on all Brawn Checks Hand Weapons are for Cryptdiggers who in groups of three.
50’ Rope, 3 Torches, A Backpack, A
Bedroll, 1 week’s worth of Rations and and any Stat Checks requiring quick move- prize flexibility. They include broadswords, Ranged Weapons attack enemies from afar.
Basic Armour ment. hand axes and maces. They can be wielded They include crossbows, shortbows and
Importantly, Treasure also occupies In- one-handed for normal damage, freeing longbows. Wielding them requires two
If you feel brave, refer to Equipment (back the off hand for a shield or similar item, or hands. They can attack enemies at short or
page) for random generation with multi- ventory Slots.
two-handed to inflict an additional point of long range, but attacks against enemies in
ples of D6. Using Equipment damage. the same Zone are Against The Odds.
Every character gets two weapons: At the Doomsayer’s discretion, equipment Heavy Weapons are large and powerful Without ammunition, characters cannot
Equipment is a key tool in the Cryptdig- might grant the Upper Hand on Stat weapons. They include greatswords, bat- attack with a Ranged Weapon.
gers’ arsenal. While Archetypes provide Checks, make Impossible Stat Checks pos- tleaxes and warhammers. Wielding them Improvised Weapons: Sometimes Crypt-
skills, and Advancements grant raw power, sible or make possible Stat Checks Trivial. requires two hands. They inflict an addi- diggers don’t have a proper weapon and
Equipment leverages their skills to solve Some Equipment listed in bold has a spe- tional point of damage, but reduce Initia- have to improvise. When attacking with an
problems. Very few problems can’t be cific effect, listed below: tive by 1. They also do serious damage to Improvised Weapon or their fists, charac-
solved with time and the right equipment. Medicine: Each character can take a minute monsters, if the dice used to calculate ters attack with Brawn, always attack
Inventory outside of combat to use a dose of Medicine damage is a 5 or 6, the target suffers an In- Against The Odds and deal half the normal
once daily restoring 1 Vigour. Medicine jury (Zini 5), instead of 6 as normal. damage, rounding up. If it makes sense,
Pieces of Equipment are physical objects might be bandages, tonics, salves or herbal because of the target, situation or weapon,
that must be stored somewhere. Assume Light Weapons are smaller and less lethal,
painkillers. relying on Wit’s finesse and flourish rather for an attack to deal more damage than
most Cryptdiggers are laden with belts, normal for an Improvised Weapon, count
pouches and backpacks to store their Venom: Applying this simple poison to a than Brawn’s brute strength. They include
weapon, adds D3 damage to its next suc- daggers, rapiers and scimitars. They can be it as a weapon of a different type.
equipment. While adventuring, a character
can carry: cessful attack. It can be mixed with food or wielded one- handed for normal damage, Shields and Armour
drink to deal the imbiber D3 damage. freeing the off hand for a shield or similar All Best Left Buried creatures have an Ar-
• An item in each hand OR a large item in item, or two-handed to increase Initiative mour score determined by their equipment.
both hands. Alchemist’s Fire: A sealed clay jar of oil
that combusts in naked air, often used by by 1. An unarmoured character has 7 Armour.
• Two easily accessible items on a belt or Crytpdiggers to set objects aflame. Can be Long Weapons are large shafted weapons Basic Armour: Standard armour for Crypt-
scabbard thrown with a Wit Check or poured out. ideal for weaker Cryptdiggers who want to diggers is made of heavy boiled leather and
• Whatever equipment fits within a back- Books: Over an hour, a character can study maintain distance from dangerous foes. chainmail, and a protective helmet, pro-
pack or similar container. the book that contains relevant informa- They include spears, halberds or other viding 8 Armour.
Wherever they are, items fill Inventory tion. At the end of this time, the Doom- pole-arms. They can be wielded one- Plate Armour: Solid interlocking plates or
Slots according to the number of hands it sayer will provide whatever useful infor- handed for normal damage, freeing the off scales of metal, worn over heavy boiled
takes to comfortably hold them. The mation can be gathered from the book. A hand for a shield or similar item, or two- leather and chainmail, which provides 9
Doomsayer’s word is final. For example: Wit Check may be required to find specific handed to inflict an additional point of Armour. However, it is heavy and cumber-
relevant information, or to study particu- damage. Either way, they can attack ene- some, granting -1 Initiative. Furthermore,
• A Sword fills 1 Slot. mies at short and melee range, but are
larly complex or confusing books. The in- if the character does not have at least 2
• A Greatsword fills 2 Slots. formation in the book will not always be cumbersome and reduce Initiative by 1. Brawn, all Stat Checks are Against The
• A pouch of coins fills 1 Slot. perfectly accurate. Throwing Weapons are projectile weapons. Odds, they cannot Escape and always have
• Basic Armour fills 2 Slots. Weapons They include daggers, throwing axes and Initiative 0.
Weapon types have specific mechanical javelins. They can attack enemies at short Shield: Boards of wood or metal worn on
• Heavy Armour fills 4 Slots. range for normal damage, or in melee
effects. When choosing a weapon, decide its the wielder’s off hand to deflect enemy at-
In total, characters cannot comfortably type. Unless otherwise described, weapons range for one less point of damage. The Stat tacks, increasing their Armour by 1.
Protagonist Veteran
Protagonists are shining beacons of hope. Veterans are masters of the Crypt, having
None doubt the nobility and honour of these spent plenty of time below the earth, digging
knights and general do-gooders. for exotic treasures.
Saving the Day: Twice per Adventuring Years of Experience: Veterans have seen a
Day, while engaging in feats of heroism, fair share of unutterable terrors. Before
you can re-roll one die used in a Stat Check play, decide with your Doomsayer which
or Attack. creatures you might have experience fight-
Saviour of the People: The common folk ing. When fighting these creatures, their
adore Protagonists, granting the Upper first Attack of each combat has the Upper Zini 2: Character Archetypes
Hand on Wit Checks when convincing Hand. They also have the Upper Hand on Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
Observation Checks to notice the crea- Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
friendly NPCs to aid in heroic deeds. Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
tures, or any omens they are present.
No Stain on My Honour: Heroes never lie. wilderness or a city’s dangerous area. An
Protagonists and are Against The Odds on Danger Sense: Veterans have learned to
spot the Crypt’s many dangers, gaining the Adventuring Day ends when characters rest
Wit Checks to deceive an NPC. If they suc- for 4+ hours. Abilities usable during ‘An
ceed, they take a Grip Check. Upper Hand on Observation Checks to de-
tect potential dangers, such as traps or am- Adventuring Day’ should never be used in a
I Shall Protect Thee!: Protagonists never bushes, in the Crypt and similar environ- camp on the surface.
stand by while their friends die. When an ments.
enemy uses a Finish Them! move on a
downed ally, they must attempt a Heroic Battle-Scarred: Most Veterans have previ-
Rescue if possible regardless of danger. ously suffered a (randomly rolled) Injury
before play begins (Zini 5). If this Injury re-
Scholar sults in death, re-roll it. Believer Cabalist
Scholars are invested in accumulating arcane Holy folk, guided by gods’ voices and putting Cultists or wizards’ apprentices whose un‐
and esoteric knowledge. their faith in some higher being. pleasant, terrifying or otherworldly past expe‐
Forbidden Knowledge: Once per Adventur- Holy Mission: Each Believer has a Holy riences allow them to handle the underworld
ing Day, you can ask the Doomsayer a Mission. Once per Adventuring Day, if en- better than most adventurers.
question to which the Scholar might have acting their Holy Mission the player can re- Been There Done That: Cabalists’ strange
uncovered the answer while researching roll one die used in a Stat Check or Attack. experiences allow them to shrug off what
forgotten tomes, the wisdom of elders or This mission could be destroying heathens, terrifies others. The first time each Adven-
obscure libraries. The Doomsayer names a evangelizing or gathering funds for temple turing Day a Cabalist would spend or lose 1
price in Grip—steeper for chthonic, archaic construction. The Holy Mission may be Grip, they keep that point.
or unanswerable questions—which the dictated by the religion’s tenets, a leader’s I’ve Seen Things: Experts at sacrilege,
Scholar can pay to receive the answer. instructions, or saintly visions. most Cabalists have seen many awful
Pendulum Sanity: The secrets of esoteric I Am No Preacher, I Am A Prophet: Believ- things. Cabalists have the Upper Hand on
knowledge lead to Scholars developing ers have the Upper Hand on Wit or Will Grip Checks.
coping mechanisms. When taking an Checks to spread their god’s word or per- Already Slightly Gone: Cabalists are a little
Affliction, they reset their Grip to 11. suade fellow practitioners. unhinged, beginning play with an Afflic-
Mindcracked: Scholars are susceptible to a Hand of the Holy: Believers act with surety tion, either chosen or rolled randomly (Zini
thirst for secrets. The first time each Ad- of divine guidance, beginning play with the 5).
venturing Day they spend or lose 1 Grip, Affliction: Guided by the Gods, or another
they lose an additional point. Affliction (Zini 5) that fits better.
Cut-Throat Everyman Travellers Outcast
Cut-Throats are criminals and unsavoury folk: Not every Cryptdigger fits an Archetype. Not Wanderers who seek adventure in Lendal util‐ Outcasts adventure because they don’t fit in
thugs, ruffians, thieves, assassins or general everyone is a glorious hero, professional thief ising the skills learn on the way. While some anywhere else including: hedge knights, lone
lowlifes. They will lie, cheat and murder to get or sinister cultist. Sometimes, you’re an Every‐ may be Lendalians on a long journey, some wizards, brooding rangers or asocial hermits—
whatever they want—and do even worse for man. may be from foreign lands. uniformly grim, fiercely capable survivors.
what they need. Probably Good at Something: Everymen They Were Lucky To Get This Far: Travel- True Grit: Outcasts are grizzled folk used to
Silver Tongue: Cut-Throats have the Upper have a niche skill from their prior life and ling halfway around the world only to die in the worst the world offers. The first time
Hand on Wit Checks to deceive. have the Upper Hand attempting it or a Crypt is an awful shame. Up to twice per each Adventuring Day an Outcast would
Tricks of the Trade: Cut-Throats excel something involving it. Adventuring Day, while the character is at spend or lose 1 Grip, they keep that point.
outside the traditional legal sphere. Once Probably Bad at Something Else: Every- less than half their Maximum Vigour, re- Home In The Wild: Outcasts are skilled
per Adventuring Day, while engaging in il- men have a skill, vice, drawback or negative roll one die used in a Stat Check or Attack. survivalists, gaining the Upper Hand on
legal activities—such as scaling a sheer personality trait that makes actions involv- Well Travelled: Agree on a speciality with Will Checks to forage or navigate wilder-
surface, breaking a lock or performing leg- ing it Against The Odds. your Doomsayer. The character has the Up- ness.
erdemain—you can re-roll one die used in Examples per Hand on Stat Checks or Observation Not A People Person: Most Outcasts live
a Wit Check. Checks related to it. outside society’s boundaries and are
Poacher: Good at tracking and navigating
Honour Amongst Thieves: Cut-Throats in woodland. Bad at interacting with Nobil- Sense of Wonder: Travellers are sometimes Against The Odds on Wit Checks when in-
are unlikely to stick their necks out for oth- ity and Landowners. Against The Odds on Observation Checks teracting with NPCs.
ers but even the worst criminals adhere to and potentially some Stat Checks when
the Code. Cut-Throats can only attempt a Town Drunk: Good at resisting the effects visiting a new settlement or experiencing
Heroic Rescue when saving another Cut- of ingested Alcohol and Poisons. Bad at try- an unfamiliar culture for the first time.
Throat. ing to move carefully or balancing.

Dastards
Freeblade Physiker
Dastards are charlatans, tricksters and fast-
talkers: mountebanks, bastards of a noble Freeblades are heroes of a financial bent— Physikers are medical folks who somehow en‐
house, swashbucklers or pirates—all charis‐ rather than saving the world or watching it listed in a Cryptdigging company: disgraced
matic and flamboyant. burn, they desire payment as mercenaries, barber-surgeons, medical researchers or mili‐
professional soldiers, assassins for hire or tary field doctors.
You Magnificent Dastard: Up to three spell-swords.
times per Adventuring Day, while employ- I’m A Doctor, Not A...: Once per Adventur-
ing an obnoxiously daring solution to a po- Soldier of Fortune: Freeblades constantly ing Day, you can re-roll one die used in a
tentially simple problem (swinging from risk all for pay. Once per Adventuring Day, Stat Check where medical experience is
chandeliers, elaborate blackmail schemes, if it results in immediate financial gain (ex- relevant.
anything involving disguise), you can re- ample: quest completion, treasure acquisi- Field Surgery: With 4 hours of uninter-
roll one die used in a Wit Check or Wit tion or bounty capture), you can re-roll one rupted work, the Physiker may make one
based Attack. die used in a Stat Check or Attack. attempt to heal another character’s recent
Lovable Rogue: Dastards possess a certain I’m A Professional: Freeblades navigate Injury. If the Physiker passes a Wit Check
ineffable charm, granting the Upper Hand the job market adroitly, gaining the Upper and the patient passes a Brawn Check, the
for Wit Checks interacting with non-hos- Hand on Wit Checks related to seeking (or Injury is healed. If both fail, the Patient
tile NPCs. negotiating with) a potential employer. rolls a second Injury. Regardless of out-
Heart of Gold: Freeblades cannot resist the come, both characters lose 1 Grip.
At Home In The City: Most Dastards lived
comfortable lives and are not hardened for glint of coin and are Against The Odds on Do No Harm: Physikers aren’t skilled com-
the Crypt. Dastards are Against The Odds Will Checks resisting bribery. batants and their first Attack each combat
on Grip Checks. is Against The Odds.
possible Observation Checks possible. The Tough As Nails
process is disorientating and often disrupts Increase Maximum Vigour by 1 for each
other senses, so Observation Checks not Advancement the character has. When they
amplified by Otherwordly Perception while suffer an Injury, spend 1 Grip to roll twice
it is active are Against The Odds. on the Injury table and choose your pre-
Radiant Blade (Holy) ferred result.
Before making an Attack, spend 1 Grip to Toxic Blades (Devious/Technical)
gain the Upper Hand and deal an extra D3 When taking this Advancement, choose 2
damage (magical for any relevant Ad- Poisons that the character can make from
vancement and Adaptations) if it lands. the following: Brittleskinned, Dulling (-1 Zini 3: Advancements
Rallying Shout (Martial/Holy/Bardic/Commanding) Will), Hex-Addled, Maiming (-1 Brawn), Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
In combat, the character can take an action Paralysing (-1 Wit). Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
to grant 1 Vigour to each ally who can hear At the end of evach Adventuring Day spend
them. 1 Grip to prepare a dose of one type of Poi- Advancements are abilities that make Checks and enacting cunning plans. When-
Restored Vigour son. characters better adventurers—potentially ever a character attains 8 Experience, re-
The character immediately returns to their granting a magical power or trained special seting it to zero, they add a new Advance-
Each time Toxic Blades is taken, gain 2 new move or increasing their Stats. ment and gain 1 Vigour and Grip.
Max Vigour (5 + Brawn + Number of Ad- Poison types and the ability to make an ad-
vancements). ditional Poison each day. Gaining New Advancements
Shadow Glamours (Devious/Arcane/Bardic) Trap Breaker (Devious/Technical) Characters gather Experience through play
Spend 1 Grip to do one of the following: The character has the Upper Hand on Stat by accumulating treasurve, passing Grip
• Gain the Upper Hand on a Wit Check to Checks to make, modify or disable traps or
hide. secret doors, and on Observation Checks to Journeyman Advancements
• Make all Observation Checks to spot the detect them. Arcane Wards (Arcane) Child of Prophecy
character Against The Odds for one Weapons Master (Martial/Commanding/Technical) When the character is hit by an Attack, Luck guides this character toward their
round. Choose a Weapon type. Spend 1 Grip to gain spend 1 Grip to reduce the damage by their destiny. Roll a D6 at the start of each Ad-
• Alter the character’s visual appearance the Upper Hand on Attacks with that Will. venturing Day. The result can replace a sin-
(clothing, facial detail, hair, etc.) for one weapon type until combat ends. Using Arcane Wards multiple times is gle die roll, regardless of who rolled it.
minute. These hese changes are visual Each time Weapons Master is taken, straining. Each subsequent use in a single Choose to replace the roll after rolling but
only, and do not affect the other senses. choose an additional Weapon type. combat increases its Grip Cost by 1. (1 the before applying the outcome.

Shieldwall (Martial/Commanding) Witch's Curse (Arcane/Bardic/Druidic/Holy) first time, 2 the second, 3 the third, etc). This advancement is exclusive to character
Spend 1 Grip to reduce the damage of a Spend Grip (minimum 1) equal to any Stat Battle Frenzy (Martial) creation or, if the Doomsayer allows, fol-
non-magical Attack by D3 or destroy a of a creature within short range to curse it. Spend 2 Grip to enter a Battle Frenzy until lowing a weird or wonderful act of destiny.
shield the character is holding to reduce The target is Against The Odds on their combat ends, granting the character the Concoctionist (Arcane/Druidic/Technical)
damage to 0. next 3 Stat Checks or Attacks using that Upper Hand on melee Attacks, and causing At the end of each Adventuring Day, the
Spirits of the Beyond (Arcane/Holy) Stat. any Attacks made against them to be character can brew up to half their Will in
Spend 1 Grip and an action to reanimate a Against The Odds. While in a Battle Frenzy Potions for 1 Grip each.
corpse (stats below) to serve the character they must move into melee with the near- When taking this Advancement, choose 2
for a single combat, or five minutes. est enemy and Attack if possible. By spend- Potion types they can brew: Amorphous,
ing 1 Grip, the Battle Frenzy ends early. Aquatic, Blinking, Flamewreathed, Fire-
Animated Corpse (Undead)
breathing, Hex-Proof, Nimble, Shadow-
Armour 8 | Vigour 8
clad or Woundknitting.
BRAWN 1 | WIT 0 | WILL 0
Concoctionist can be taken multiple times,
Prying Hands (Hand Weapon)
learning 2 Potion types each time.
Chemiker’s Charges (Devious/Technical) Make a note that they were gained from an you use each time you attack with the Ad- provided the character has time to do so,
With a few hours’ work in a surface camp Eldritch Pact and do not grant additional vancement. granting the Upper Hand on their first At-
and access to appropriate equipment, the Vigour or Grip nor count towards requisite Flurry of Blows (Martial/Devious) tack.
character can fashion one of the following Advancements to become Titled. Spend 1 Grip when making an Attack with a Master of Deceit (Devious/Bardic)
Chemiker’s Charges: Touching such powerful beings’ minds ad- weapon held in one hand to make a second The character has the Upper Hand on Wit
Jerrodine Fire: Popularized by Jerrodi- versely affects one’s health, granting a Against The Odds attack on the same turn. Checks when lying to NPCs.
ans clearing out giant rat nests. Fills the random Affliction, either chosen or rolled The Holy Song of War (Holy/Bardic/Commanding) My Shining Armour Gleams (Martial/Commanding)
Zone with flames, setting every creature randomly (see Zini 5). For 1 Grip and an action, the character can Non-magical Attacks against the character
and flammable object aflame for D3 Eldritch Pacts always return to bite. Pa- grant the Song of War to a number of crea- are Against The Odds.
damage at the start of each turn per turn trons may demand confusing or difficult tures up to their Will. This grants the crea-
until doused. Nimble Dodge (Devious/Commanding/Technical)
favours, which must be fulfilled. Conse- ture(s) the Upper Hand to a single Attack All Wit Checks made to Escape are Trivial.
Dupontiane Gloop: Fashioned from quences for refusing can be dire, including Roll or Stat Check of their choice for a sin-
gelatinous pine sap, this coats a Zone in but not limited to, additional Afflictions or gle combat or five minutes, whichever is Nose of the Dog
sticky residue to slow movement, forc- Injuries, loss of Vigour or Grip, Stat reduc- shorter. All Observation Checks relying on smell
ing creatures that try to move through or tion, revoking the Eldritch Pact’s Advance- have the Upper Hand.
Horde Killer (Martial/Commanding)
out of that Zone to make a Brawn Check ments or even death. When enemies Gang Up on the character, Otherwordly Perception (Arcane/Druidic)
or remain stationary. Extra Brawn negate the first two instances of the Upper When taking this Advancement, choose 2
Calmyne Smoke Bombs: A grenade Increases the character’s Brawn by 1. Re- Hand. supernatural senses that the character can
beloved by Calmyn’s crime families. Fills member to recalculate Maximum Vigour. activate from the following:
I See Truth In The Stars (Arcane/Holy/Druidic)
a Zone with thick smoke, rendering Ob- Extra Grip At the end of an Adventuring Day, spend Eyes of Cinder: Peer through non-
servation Checks and Attacks made Increases the character’s Grip by 3. any amount of Grip to receive cryptic vi- supernatural darkness as if there is low
through or in it Against The Odds. sions from dreaming, stargazing or bone light.
Extra Will
A character with Chemiker’s Charges can Increases the character’s Will by 1. throwing. The more Grip spent, the less Herald's Gaze: See through less than 6
either set a Charge with a fuse up to a min- cryptic the Doomsayer’s description of the inches of a natural substance like dirt,
ute long or throw it with an action to a Extra Wit next Adventuring Day’s events is. stone or wood. Unnatural or man-made
Zone in short range. Either way, the effects Increases the character’s Wit by 1. substances, such as metal, leather or
Knife From The Shadows (Devious)
last 1 minute. Charges expire 3 days after Eyes of the Hawk When the character Attacks an enemy who glass are opaque.
creation. All Observation Checks relying on sight is unaware of them, they have the Upper Fargone Taste: Taste a distant object as
Charges are volatile and may interact have the Upper Hand. Hand and deal double damage. if it was in their mouth.
poorly with each other. When a character Fire & Lightning Strange (Arcane/Druidic) Lay On Hands (Holy/Bardic) Whispers of the Seer: Be able to hear
takes damage while carrying a charge, roll When taking this advancement, choose an For 1 Grip and an action, roll D3 + Will. An- distant conversations as if a whisper.
a D6. If the result is equal to or less than the element or magical substance: fire, ice, wa- other character of your choice gains Vigour
number of Charges, they all explode. ter, lightning, thorns, gravity etc. The Thermomancy: Know the exact temper-
equal to the result. ature of a distant object without touch-
Ears of the Owl character can magically strike down ene-
mies with this element. Marksman’s Aim (Martial/Devious/Druidic) ing it.
All Observation Checks relying on hearing The character can take an action to line up
have the Upper Hand. Spend 1 to 3 Grip and an action to make a Stain of the Arcane: Tell if Arcane magic
a shot, examining their target and its has been cast in an area, and the identity
Eldritch Pact Will based Attack (always with the Upper movement. The following turn, they can
Hand) against an enemy within short of the mage if the character has seen
The character pacts with a powerful extra- make an Attack against their target with them cast a spell before.
planar creature like a Cinderbeast, Herald range. Multiply the damage by the Grip the Upper Hand using a Ranged Weapon,
or Beyonder, promising servitude in ex- Cost. This damage is magical for any rele- and ignoring any penalties of cover or ob- Spend 1 Grip to amplify the character’s
change for world-bending power. Immedi- vant Advancements and Adaptations. scuration. normal senses with one of the supernatural
ately choose 2 more available Advance- Fire & Lightning Strange can be taken abilities they possess for 5 minutes.
The Doomsayer may allow the use of
ments as gifts from their patron. multiple times, granting a new element Marksman’s Aim before combat starts, This may grant them the Upper Hand on
each time. Specify which of your elements certain Observation Checks, or make Im-
Multiple Instances Check to notice hidden details or dangers
Each instance of the Upper Hand cancels such as traps or enemies.
out an instance of Against the Odds, and Unlike Stat Checks, an Observation Check
vice versa. If a character with a crowbar has no modifier: simply roll 2D6 against a
(Upper Hand) tries opening a rotten target of 9+ to succeed, otherwise the
wooden door (Upper Hand) while waist Check fails.
deep in water (Against the Odds), the Stat Grip Checks
Check is made with the Upper Hand, as the
two circumstances granting the Upper Characters make a Grip Check whenever
they’re exposed to a terrifying, mind-
Hand outnumber the one Against the Odds.
However, if the door turns out to be blocked bending or unfathomable event, monster or
Zini 4: Rules
Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
by something on the other side (Against environment. Make a Will Check. If they
Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
the Odds), they all cancel each other out pass, they are shaken but remain level- Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
and you roll 2D6 normally. headed, gaining a point of Experience;
otherwise they lose 1 Grip. The Upper Hand
Having multiple instances of the Upper
Hand or Against the Odds does not grant Resting The Doomsayer grants the Upper Hand to
extra dice. At the end of each Adventuring Day, you tasks that are easier than an average Stat
must rest. Depending on the rest and food’s Check—whether due to an Advancement,
A Stat Check with three or more instances training, equipment or environmental
of the Upper Hand after cancelling is quality, you gain a different quantity of
Vigour and perhaps even some Grip as circumstance. For example, a door is easier
Trivial. It succeeds automatically. to force open with help, using a crowbar or
determined by the Doomsayer.
A Stat Check with three or more instances if the door’s planks are sodden; this would
of Against the Odds after cancelling is Dying grant those attempts the Upper Hand.
Impossible. It fails automatically. When a character is reduced to 0 Grip, they With the Upper Hand, roll 3D6 and discard
Exertion die from a heart attack or are otherwise the lowest die before adding the appro-
removed from the player’s control. priate Stat as usual.
After you roll a Stat Check, Observation
Check or Attack or an opponent rolls an When a character is reduced to 0 Vigour, Against The Odds
Attack against you—but before the their situation is dire. Flip a coin:
The Doomsayer grants Against The Odds
Doomsayer narrates the roll’s result—you Tails: they die. Grab a spare from character to tasks harder than an average Stat
may spend any amount of Grip, re-rolling creation or make a new one. Work with the Check—whether due to an Advancement’s
one die for each Grip you spend. Doomsayer on introducing your character adverse effects, a Consequence, lack of
Regardless of the outcome, the new results when narratively appropriate. training or equipment or environmental
stand. You can never use Exertion to re-roll Heads: they are knocked Unconscious and circumstances. For example, a door is
a die you have already re-rolled. can do nothing but slowly bleed. After D6 harder to force open when someone is
Observation Checks hours they return to consciousness with an injured, in waist deep water or if the door is
Injury and an Affliction. They don't receive well constructed or jammed, making those
Observation Checks are made to discern an the Grip they would normally get for taking attempts Against The Odds.
environment’s unusual features—to see, on these Consequences (Zini 5). Nearly
smell or hear something that isn’t trivial to When Against The Odds, roll 3D6 and
dying is brutal. discard the highest die before adding the
notice.
When waking from Unconsciousness, they appropriate Stat as usual.
Following the Doomsayer's general return with 1 Vigour. You may spend up to
description of a location, players may ask 6 Grip to grant your character additional
for further details, potentially requiring an Vigour at a rate of 1:1.
Observation Check. Alternatively, the
Doomsayer may request an Observation
Combat • A creature can attack enemies within 5 (with the added Stat) can meet the Blinded: Attacks made by the creature
In combat, time is strictly divided into Zones with a long ranged weapon. Armour Target Number, the attack are Against The Odds and sight based
Rounds, each counting as about 10 seconds Some Zones are Impassable, you cannot misses. Observation Checks are Impossible.
of in-game time. Each Round, creatures move through them without specific 3. On a successful hit, the remaining die Deafened: Sound based Observation
take Turns in an order determined by their Advancements or Adaptations. serves as damage. Subtract its value Checks are Impossible for the creature.
Initiative. A creature only moves and acts Turns from the target’s Vigour, plus any Restrained: A Restrained creature can
on their Turn—not during others’. modifiers from the attacker’s weapon. take an action but cannot move on their
Each Turn, a character can move one Zone
Initiative and use an action to do any of the When attacking with the Upper Hand, roll turn.
To determine a Round’s Initiative order following: 4D6 and discard the lowest die. Stunned: A Stunned creature may move
each creature rolls a D3 and adds their Wit Attack Characters can Attack with a When attacking Against the Odds, roll 4D6 but cannot take an action on their turn.
and any modifiers from their weapon, weapon held in their hands or on their belt. and discard the highest die. Immobilised: An Immobilised creature
Advancements or Adaptations. If Attacking with a sheathed weapon, they Trivial attacks hit automatically: roll 2D6 can neither act or move on their turn.
Creatures act in turn from highest to lowest swap it for what they’re holding, or drop and inflict damage equal to the highest die, Grappling
Initiative. what they’re holding if it doesn’t fit in their modified as normal.
belt. As an action, a character can grapple a tar-
In the event of a tie, the creature with the Impossible attacks have no effect. get in melee range. The grappler makes a
higher Wit acts first—in cases of tied Wit, Rush Characters can Rush to pass through Monsters and Ganging Up Brawn Check, Restraining the target if they
characters act before monsters. When two an additional Zone, doubling their travel pass. To escape, removing this condition,
characters are tied, the players decide who distance. Monsters work like characters: moving,
determining Initiative and taking turns. the target must use their action on a Wit or
goes first. When two monsters are tied, the Escape See Escape (page opposite). Brawn Check, breaking the grapple and re-
Doomsayer decides their order. Identical monsters share Initiative and act gaining their movement on a success.
Use an Advancement or Adaptation – simultaneously even if they take different
If a creature is Surprised (not prepared for Many Advancements and Adaptations Otherwise, the grapple continues. The tar-
combat) they skip their first Turn. actions. get can take other actions while grappled.
require spending an action to use.
Zones When a monster Attacks, decide its target. The grappler must use their action each
Finish Them! See Dying (back page). If 2+ identical monsters in the same Zone turn to continue Restraining the target, if
A combat area is called a Zone which Grappling Attempt to grapple a creature in attack a single target with the same wea- they do not, the grapple is automatically
represents the space traversable in one melee range. pon, Advancement or Adaptation, roll a broken.
turn. It might be a large, open, circular single attack with an instance of the Up-
space about 20 metres across, a heavily If a character wants to try something that is Finish Them!
not listed in the normal rules, it might per Hand for each monster beyond the first.
obstructed cramped space slowing While in combat, an enemy might use Fin-
movement or a sheer cliff. require an action. During combat a Escape ish Them! on an Unconscious character,
character cannot use any items in their A character who attempts to leave a Zone using their action to kill them. This can on-
The Doomsayer should map out or describe backpack, only items from their hands or
each Zone’s details, explaining any barriers containing a monster must make a Wit ly be prevented by another character using
belt. Check. If they fail, they must either remain their next action to make a Heroic Rescue:
that might impede moving from one Zone
to another. Attacking in the original Zone, or be Attacked by one moving into the Unconscious character’s
The target of an Attack must be in weapon of the monsters in the Zone as they leave. Zone. To prevent their death, the Heroic
A normal character can move from one Rescuer also skips their next turn.
Zone to any adjacent Zone during their range and visible—an Observation Check The character may make the Wit Check
Turn. Faster creatures may move two (or can be made to locate a hidden target. Trivial by forfeiting their action for the Only characters in the same or adjacent
more) Zones. 1. Determine the enemy’s Armour. turn. Zone can make a Heroic Rescue. A Heroic
Status Conditions Rescuer leaving a monster’s Zone must
• A creature can attack an enemy in the 2. Roll 3D6. Choose two of the dice and add make a Wit Check to Escape as usual.
same Zone with a melee ranged weapon. the appropriate Stat for this type of Most status conditons persist for a single
Attack. If the total meets or exceeds the turn but some last for a minute or until Characters aren’t obligated to perform a
• A creature can attack an enemy in an Heroic Rescue on their allies, especially
adjacent Zone with a short ranged Target Number, the attacker success- combat ends. They might be broken early
fully hits the enemy. If no two of the dice with a successful Stat Check. since it could very well get them killed.
weapon.
Silver Fingers (Growing Affliction) the cult’s exact nature. Characterised by
The character develops an uncontrollable general paranoia, strange tricks to avoid
urge to steal things, Triggered by any easy persecution and detection or checking other
opportunity; pass a Will Check or spend 1 creatures for obscure details to reveal their
Grip, or else attempt to steal it. inhumanity or shadowy cult membership.
Solace In The Bottle (Growing Affliction) Unholy Communion (Special Affliction)
The character develops reliance on drugs or The character is contacted through dreams
alcohol to dull their mind. If resting with- and visions by a Cinderbeast, Herald, Beyon-
out partaking, the character must pass a der or other supernatural force offering
Will Check to regenerate any Vigour or
Grip. While addled they are Against The
power in exchange for service. This entails Zini 5: Consequences
either service to a powerful, evil being or a Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
Odds for Wit Checks relying on sudden re- destructive rebuke. The next time they gain Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
actions, but have the Upper Hand on Grip an Advancement they must take Eldritch Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
Checks triggered by a monster or environ- Pact, or permanently reduce their maximum
ment. nate events in the Crypt or means of coping
Grip to 5 as they are wracked by their an- with the Crypt’s weird and terrible obsta-
The Glorious Blaze (Growing Affliction) gered patron’s psychic vengeance. cles.
The character develops a love for the thrill Injuries
of arson. The Glorious Blaze is Triggered Consequences are divided into Injuries
by a good opportunity to set something on Characters can take an Injury at any time (physical wounds) and Afflictions (delu-
fire. Pass a Will Check or spend 1 Grip or provided there is narrative justification such sions and mental health issues) developed
else attempt to set it on fire. Recover 1 ad- as a failed Stat Check or severe combat dam- due to the Crypt’s terrifying and mind-
ditional Vigour if a rest is spent lovingly age. bending inhabitants and environments.
watching a burning fire, gazing at its silky, Voluntary Injuries reset your Grip to 5. You can develop an Affliction at any point
luscious descent into embers. Characters also suffer an Injury upon taking outside combat. Injuries, however, happen
They Are Watching (Character Flaw) 6 damage from a single die, or from some when narratively justified, such as a failed
The character develops a belief the world is Weapons, Advancements or Adaptations. Stat Check or combat damage.
secretly run by a cult, secret society or or- This does not restore any Grip. Roleplaying characters who develop draw-
ganisation run by humans or demi-hu- Roll a D3 and a D6 on the table to determine backs from Cryptdigging is great fun.
mans, demons, ancient gods or aliens. All a random Injury. Knowing why your Veteran is an alcoholic
players should take a minute brainstorming makes pretending easier. Remembering
when your Cultist lost their hand only
Injuries
makes victories in spite of it deeper.
D6 1 2 3

Take an Affliction without


Afflictions
You are Dead (a monster loses You are Unconscious (a monster
1 regaining any Grip (a monster Voluntarily taking an Affliction resets Grip
2D6 Vigour instead) loses 2D6 Vigour instead)
loses 2D6 Vigour instead)
to 10. Roll a D3 and a D6 on the table to de-
Loose a foot or leg. Moving a
Loose an arm or hand. Two
Zone takes two rounds. Tasks
Lose an eye. Observation Checks termine a random Affliction, or talk with
2 handed tasks are Against the relying on sight are Against the
requiring bipedalism are Against the Doomsayer to pick one that’s themati-
Odds or Impossible. Odds.
the Odds or Impossible. cally appropriate.
3 -1 Brawn -1 Wit -1 Will
There are three Affliction types:
4 Lose D3 Vigour Lose D3 Vigour Lose D3 Grip
Character Flaws
Observation Checks are Against
Attacks are Against the Odds for Stat Checks are Against the Odds
the Odds for 5 minutes, or until Growing Afflictions
5 5 minutes, or until Combat ends, for 5 minutes, or until Combat
whichever is sooner. ends, whichever is sooner.
Combat ends, whichever is Special Afflictions
sooner.

6 No Effect No Effect No Effect


Character Flaws ideally one they spent a large amount of Frothing Rage (Growing Affliction) I Shall Be Clean (Growing Affliction)
A Character Flaw relies on delusion and so- Grip fighting or surviving. The character develops fits of uncontrol- The character develops a neurotic hatred
cial roleplaying. If a player fails to roleplay lable anger in battle. When combat starts, for dirt, filth, slime, blood and the Crypt’s
Special Afflictions pass a Will Check or spend 1 Grip to resist other unclean elements. Each night they
a Character Flaw properly (Hoardlust
afflicted character giving money to beggars Special Afflictions have mechanical effects the rage. Otherwise, the character must sleep without somehow bathing or cleans-
or Despair of Worthiness afflicted charac- but do not revolve around Will Checks. spend the whole combat attacking relent- ing themselves, they must pass a Will
ter appearing confident or arrogant), the Characters cannot develop the same Spe- lessly, spending Grip on their strongest at- Check to regenerate any Vigour or Grip.
Doomsayer should warn them before de- cial Affliction more than once. If you roll a tacks and abilities to destroy the present Lost And Without Hope (Character Flaw)
ducting Grip points for unchanged behav- Special Affliction you already have, re-roll. foe. During this time, all melee attacks have The character has seen too much evil in the
ior. A Character Flaw is a manifestation of List of Afflictions the Upper Hand, but the Doomsayer will Crypt, they’ve realised the world is
psychological trauma, not a cheap and easy not allow tactical or coordinated actions. doomed, and before society collapses they
Bitter Grudge (Growing Affliction)
means of recovering Grip, and should not The afflicted develops an encompassing Guided By The Gods (Character Flaw) must prepare for the Apocalypse. They
be misused. hatred of a certain monster type or foe. The character develops a belief that a di- must repent for their sins and purify their
If you roll a Character Flaw the character When Triggered, roll a successful Will vine figure—a Herald, Cinderbeast, Beyon- bodies and souls by mutilating themselves
already has, roleplay it as worsening (with Check or spend 1 Grip. If you do not, the der, one of their masters or something else with tattoos or piercings or deliberate
increased Grip Costs for failure) or re-roll. afflicted is Against The Odds when at- entirely—has chosen them to fulfil some wounds. Characterised by a lack of respect
tempting any actions other than attacking sacred quest or mission. Characterised by for their own mortality, apathy to the con-
Growing Afflictions self-righteousness, arrogance or belief that sequences of their actions or long, hazy
and destroying the Trigger.
Growing Afflictions usually involve rolling divine providence guides their actions and endtime rants to any listener.
Will Checks to avoid certain behaviours. Brittle Minded (Special Affliction) they can do no wrong. The divine isn’t nec- Love of the Dirt (Growing Affliction)
The character is rocked and half broken by essarily real. The character develops a hatred of cleanli-
When a character first develops a Growing repeated exposure to horrors. All future
Affliction, the associated Will Checks are Hoardlust (Character Flaw) ness and order, a refusal to clean and a love
Grip Checks are Against The Odds. of wallowing in dirt, filth, blood, slime and
with the Upper Hand. If the character takes The character develops an unhealthy love
the same Growing Affliction a second time, Debilitating Dread (Growing Affliction) for gold and treasure, sometimes called the Crypt’s other unclean elements. Even-
the Will Checks are taken normally. A third The character develops an irrational (or Dragon-Sickness, characterised by selfish- tually, their body begins decaying. For each
time, the Will Checks are Against The highly rational) fear of a certain environ- ness, mercenary behavior and avarice. instance of this Affliction they become in-
Odds, and a fourth time the Will Checks ment, monster type or foe, which can re- Cryptdigging leaves some hollow, reducing creasingly disgusting to interact with and
become Impossible. A character this psy- duce them to a shivering wreck. When their desires to accumulating money and are Against The Odds for Wit Checks to in-
chologically damaged should probably be Triggered you must roll a successful Will material wealth. To gather worldly posses- teract with non-hostile creatures. They
retired for a new character. Check or spend 1 Grip or the afflicted is sions they are prepared to backstab or be- might also be barred from certain social
Against The Odds attempting any actions tray others. Given the choice of saving an environments outside the Crypt. Whenever
Growing Afflictions often have Triggers. save running and hiding from the Trigger they try to rest after somehow being bathed
Some are Triggered by interaction with an ally or escaping with treasure, they un-
until the threat passes. equivocally take the money and run. or cleansed, they must pass a Will Check to
environment, monster or opportunity. For regenerate any Vigour or Grip.
example, Silver Fingers entails compulsive Deep Despair (Character Flaw) I Am The Fire (Character Flaw)
theft and is Triggered whenever there’s The character develops a deep and fore- The character develops arrogant confi- Man-Eater (Growing Affliction)
something easily stolen. The Doomsayer or boding sense of self hatred characterised by dence in their abilities, belief they are more The character develops a taste for human
the player may suggest a Trigger, as can meekness, inaction or lack of confidence. skilled than any Cryptdigger or Crypt- or demi-human flesh and blood. If resting
other players—but don’t expect to keep They undersell their abilities and lack mo- Thing. They might dismiss even their com- without consuming human or demi-human
your friends for long if you’re regularly tivation. panions’ sagest advice as, naturally, their flesh they must pass a Will Check to regen-
pointing out their character’s Afflictions. Feasting Dreams (Growing Affliction) plan is superior. They might even mock and erate any Vigour or Grip. Obviously, canni-
The character develops persistent, harsh patronise their fellow allies with character- bals are hunted down and killed by society,
For some Afflictions, such as Bitter Grudge so this is usually hidden—no one wants
or Debilitating Dread, the player and and terrifying nightmares. Regenerating istic arrogance, selfishness and abusive-
Vigour or Grip from sleep or rest requires a ness. their Cryptdigging companions to eat their
Doomsayer decide on the Trigger. It should corpses.
be something relating to a monster or envi- successful Will Check.
ronmental feature they’ve faced recently,
Monster Moods
Not every monster should attack on sight;
Best Left Buried becomes too lethal in that
case. For ideas, assign a monster one of the
following categories, and roll for its mood
or activity when first encountered. This
idea borrows heavily from Troika, which
rocks.
These, even more than other random
tables, are guidelines and not rules. If a roll Zini 6: Monsters
doesn't make sense, re-roll or replace it. Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt

unless it poses a beastly challenge for


Monster Moods high level characters. Players like
hitting monsters, so increase Vigour
General Abominations Great Beasts Critters Hunter- Guards
D6 Horror, Demon, Dragon, Manticore, Rats, Goblins, Birds Gatherers Soldiers, Orcs, instead or give it an Advancement like
Elemental Giant Rats, Goblins, Birds Bandits
Ironshelled or Hex-Proof.
1 Helpful Skulking Sleepy Distracted Cautious Distracted
• List what the monster is good and bad
at, to increase its flavour. It has the
2 Friendly Gibbering Satiated Inquisitive Unobservant Tenacious
Upper Hand on things it is good at and is
Against The Odds at things it is bad at.
3 Indifferent Feeding Bored Skittish Friendly Lazy
To convert monsters from D20 roleplaying
4 Wary Sleeping Hungry Opportunistic Lurking Corruptible games, give D6 Vigour and 1 Grip per “Hit
Die”. Armour 8 is about 10 AC, increased by
5 Unfriendly Hungry Ravenous Hungry Unfriendly Arguing one for every two points of AC.

6 Hostile Aggressive Enraged Playful Scheming Alert

More Monster Moods


D6 Constructs Cultists Otherworlders Brigands Civilians
Rats, Goblins, Birds Wizards, Priests, Imps, Elementals, Raiders, Bandits, Merchant, Captive,
Acolytes Poltergeists Adventurers Slave

1 Oblivious Enraptured Nattering Argumentative Fearful

2 Confused Suspicious Etherial Plundering Confused


Monster Adaptations
3 Indifferent Paranoid Destructive Resting Shocked Give a monster any Advancements that
make sense, or one of the Adaptations
4 Defensive Deceptive Deceitful Unaware Supplicative listed inside.
If a monster with no Grip has an
5 Implacable Ensorcelled Furious Curious Helpful
Advancement requiring Grip, it spends 2
Vigour for each point of Grip instead.
6 Enraged Violent Dispassionate Violent Panicking
Acidic: Spend 2 Grip to damage a metal Brawn or Wit Check on their next turn to Flying: The monster can use its move to fly ing, acid, lightning etc.) and Attacks of this
tool, Weapon or Armour in the same Zone. Escape. On a subsequent turn the monster into Zones in the air. damage type are Against The Odds.
This permanently reduces damage or Ar- can repeat the action to make their target Gelatinous Grip: This monster’s Attacks Petrifying Gaze: As an action the monster
mour by 1, or imposes Against The Odds on pass another Brawn Check or Wit Check or Restrain creatures who fail a Brawn Check. can force an enemy in the same or adjacent
the tool’s Stat Checks. If 3 of these effects be fully consumed. The end result varies by Restrained creatures must use their action Zone to pass a Will Check or be Immobi-
stack, the object breaks. the Monster, but usually the target loses to roll a Brawn or Wit Check to escape. lized as they begin turning to stone. If the
Amorphous: Spend 1 Grip to don a new Vigour and Grip, suffers Injuries or even monster targets the same creature on a
dies. Hex-Addled: This monster is Against The
form which may be obvious (like a Slime Odds on Stat Checks to resist magical subsequent turn, and they fail another Will
taking a new shape) or impossible to detect Disguise: The monster can pass as a mun- effects, and magical Attacks against the Check the target is fully turned to stone.
(like a Doppelgänger or other sinister dane object like a statue, a floor, a wall or monster have the Upper Hand. Powerful holy magic is required to restore
shapeshifter). furniture. Observation Checks may be re- them, returning them to life Unconscious.
quired to notice it. Hex-Proof: This monster has the Upper
Aquatic: This aquatic or amphibious crea- Hand on Stat Checks to resist magical Shadowclad: While the monster is in
ture has the Upper Hand on underwater Disorganised: Each additional Upper Hand effects, and magical Attacks against the shadow, Observation Checks to notice it
Stat Checks. gained from Ganging Up requires 3 identi- monster are Against The Odds. are Against The Odds.
Beetle-Flesh: When killed, the monster cal monsters instead of 2. Example: 2 mon- Soulfeast: The monster gains D3 Vigour
sters: Normal, 3 monsters: Upper Hand, 4 Hulking: Ranged Attacks made against the
turns into a swarm of rats, bats, worms or monster have the Upper Hand. upon killing a creature.
insects. If they are not all destroyed, it re- monsters: Upper Hand, 5 monsters: Upper
Hand, 6 monsters: 2x Upper Hand. Ironshelled: Weapon Attacks against the Spider-Climb: The monster can stick to
forms in D6 days. walls or ceilings, quickening its movement
Elemental: Choose an elemental type for monster are Against The Odds.
Blinking: Spend 1 Grip as an action to dis- or allowing passage through some Impass-
appear from view and move up to D3 Zones the monster. Its attacks count as magical Lifedrinker: The monster regains 1 Vigour able Zones.
away. Wit Checks to Escape with this and deal that element’s damage. Also, At- for every 2 damage it inflicts, rounding up.
tacks of that element against the monster Slippery: Attempts to Grapple or otherwise
movement are Trivial. Luminescent: The monster fills a number Restrain the monster are Against The Odds.
are Against The Odds. of Zones with light. Depending on its
Bloodthirsty: The monster has the Upper Undead: The monster cannot be targeted
Hand to Attack targets with less than half Ethereal: Attacks from non-magical power, this may be its Zone, every adjacent
Weapons against the monster are Against Zone or even more. by mind altering magics and does not have
their Maximum Vigour. to eat, breathe or drink. Reduce its Initia-
The Odds. Nimble: The monster has the Upper Hand
Bloodscent: The monster has the Upper tive by 1.
Hand on Observation Checks to detect tar- Fearsome: The first time a character sees on Wit Checks to Escape.
the monster, they must roll a Grip Check. Unstoppable: This monster never rolls In-
gets with less than half their Maximum Vi- Otherworldly Gaze: As an action, the mon- juries; instead, it takes 1D6 additional
gour. Fear of the Light: The monster’s Stat ster’s gaze can force a creature to make an damage when Injured.
Brittleskinned: Attacks against the mon- Checks, Observation Checks and Attacks Against The Odds Grip Check. If they fail,
are Against The Odds while in sunlight. they lose D3 Grip. Violent End: The monster explodes when it
ster have the Upper Hand. dies. Every creature in its Zone must pass a
Compressible: The monster is unimpeded Fire-Breathing: The monster can use 1-2 Quick Reflexes: Wit Checks made by crea- Wit Check or take D3 damage.
in tight spaces, possibly quickening or al- Vigour as Grip on a 1:1 basis to use Fire & tures trying to Escape the monster are
Lightning Strange (Zini 3). Against The Odds. Weakness: The monster is Against The
lowing movement through some Impass- Odds on Stat Checks to resist 1 type of
able zones. Flame-Wreathed: If a creature ends its Rampage: Once per round when the Mon- damage (fire, slashing, bludgeoning, pierc-
Corpsemover: Spend 1 Grip as an action to turn in the same Zone as one or more mon- ster takes damage, it may immediately ing, acid, lightning etc.) and Attacks
make a humanoid corpse do something un- sters with this Adaptation, it loses 1 Vigour. make an Attack against a target in its Zone. against it using this damage have the Up-
natural, like glow, stand up or dance. Monsters with this Adaptation are un- Razorclawed: The monster’s Attacks have per Hand.
affected. the Upper Hand.
Devour: As an action, attempt to consume a Wound-Knitting: The monster recovers D3
creature it has Restrained via in the same Flesh-Gorging: As an action, the monster Resistance: The Monster has the Upper Vigour at the start of each of its turns. De-
Zone. The target must pass a Brawn or Wit can feast on a recently deceased corpse, re- Hand on Stat Checks to resist 1 type of pending on the monster, this might be dis-
Check or is Restrained and can make a covering D6 Vigour on a successful Brawn damage (fire, slashing, bludgeoning, pierc- abled by acid, cold, holy or fire damage.
Check.

You might also like