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3 Grease 10 Foot Pole Silk Rope Hooded Lantern Antitoxin Book of History
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Pickaxe Bullseye Lantern Set of Files Holy Water
Handle Mythology
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