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you use each time you attack with the Ad- provided the character has time to do so,

vancement. granting the Upper Hand on their first At-


Flurry of Blows (Martial/Devious) tack.
Spend 1 Grip when making an Attack with a Master of Deceit (Devious/Bardic)
weapon held in one hand to make a second The character has the Upper Hand on Wit
Against The Odds attack on the same turn. Checks when lying to NPCs.
The Holy Song of War (Holy/Bardic/Commanding) My Shining Armour Gleams (Martial/Commanding)
For 1 Grip and an action, the character can Non-magical Attacks against the character
grant the Song of War to a number of crea- are Against The Odds.
tures up to their Will. This grants the crea- Nimble Dodge (Devious/Commanding/Technical)
ture(s) the Upper Hand to a single Attack All Wit Checks made to Escape are Trivial.
Roll or Stat Check of their choice for a sin-
gle combat or five minutes, whichever is Nose of the Dog
shorter. All Observation Checks relying on smell
have the Upper Hand.
Horde Killer (Martial/Commanding)
When enemies Gang Up on the character, Otherwordly Perception (Arcane/Druidic)
negate the first two instances of the Upper When taking this Advancement, choose 2
Hand. supernatural senses that the character can
activate from the following:
I See Truth In The Stars (Arcane/Holy/Druidic)
At the end of an Adventuring Day, spend Eyes of Cinder: Peer through non-
any amount of Grip to receive cryptic vi- supernatural darkness as if there is low
sions from dreaming, stargazing or bone light.
throwing. The more Grip spent, the less Herald's Gaze: See through less than 6
cryptic the Doomsayer’s description of the inches of a natural substance like dirt,
next Adventuring Day’s events is. stone or wood. Unnatural or man-made
Knife From The Shadows (Devious) substances, such as metal, leather or
When the character Attacks an enemy who glass are opaque.
is unaware of them, they have the Upper Fargone Taste: Taste a distant object as
Hand and deal double damage. if it was in their mouth.
Lay On Hands (Holy/Bardic) Whispers of the Seer: Be able to hear
For 1 Grip and an action, roll D3 + Will. An- distant conversations as if a whisper.
other character of your choice gains Vigour Thermomancy: Know the exact temper-
equal to the result. ature of a distant object without touch-
Marksman’s Aim (Martial/Devious/Druidic) ing it.
The character can take an action to line up Stain of the Arcane: Tell if Arcane magic
a shot, examining their target and its has been cast in an area, and the identity
movement. The following turn, they can of the mage if the character has seen
make an Attack against their target with them cast a spell before.
the Upper Hand using a Ranged Weapon,
and ignoring any penalties of cover or ob- Spend 1 Grip to amplify the character’s
scuration. normal senses with one of the supernatural
abilities they possess for 5 minutes.
The Doomsayer may allow the use of
Marksman’s Aim before combat starts, This may grant them the Upper Hand on
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.

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