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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-

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