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Violence

INITIATIVE
Players roll for both their attacks

The DR for attacks and defence are modified as with any test.
and defences. Creatures and enemies
don’t roll dice in combat.

Roll d6
1-3 enemies goes first
MELEE
4-6 PCs go first Test STRENGTH DR12
Agility + d6 for individual
initiative or to determine
who goes first within the
group. RANGED
Test PRESENCE DR12

DEFENCE
Test AGILITY DR12
If you fail the enemy hits you.
Enemies attack once per round
unless noted otherwise.

Crit (natural 20)


Attack: Double damage,
Broken (d4) armor/protection is
–d6 (3rd tier)
1 F
all unconscious for d4 rounds, –d4 (2nd tier)
awaken with d4 HP. also reduced one tier. –d2 (1st tier)
2 R
oll a d6: 1-5 = Broken or Defence: PC gains a free attack.
severed limb. 6 = Lost eye.
Can’t act for d4 rounds then Fumble (natural 1)
become active with d4 HP.
Attack: The weapon breaks or is lost.
3 H
emorrhage: death in d2 hours
Defence: PC takes double damage
unless treated. All tests are
and armor is reduced one tier.
DR16 the first hour. DR18 the
When armor is damaged penalties to
last hour.
Strength and Agility tests are not modified.
4 Dead.
Armor reduced below 1st tier is ruined
and cannot be repaired. For armor repair
costs, see Equipment on page 25.
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Violence
nd?
How long isouaghrotiume to make an
en
A round is and traverse
use a Power)
attack (or Th er e are
ed room.
a normal-siz ds in on e minute.
ro un
usually 10
REST
Catch your breath, have a drink. Restore d4
A full night’s sleep restores d6 HP.
HP.

Without food or drink no HP is restored when resting


and after two days a starving PC loses d4 HP per day.
An infected character does not benefit from resting.
Instead, d6 HP is lost daily.

REACTION (2D6)
2–3 KILL!
4–6 ANGERED
7–8 INDIFFERENT
9–10 ALMOST FRIENDLY
11–12 HELPFUL

When meeting creatures whose


reaction is uncertain.

MORALE
Most enemies will not fight to the last drop of blood.
Roll for morale if the leader is killed
Half the group is eliminated
A single enemy has only 1/3 of its HP left

If you roll greater than the creature’s Morale value with 2d6,
it is demoralized. Roll d6 to see if the enemy (1-3) flees
or (4-6) surrenders.

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Getting
better The game master decides when
a character should be improved.
or
worse

It can be after completing a


scenario, mighty foes
killing
or bringing home treasure.

When this happens the followin


the follo things
wingg thin r:
occur:
gs occu

More HP: Ability changes:


Roll 6d10. If the result Roll a d6 against every
is equal to or greater ability. Results equal to
than your current maximum or greater than the ability
HP, increase it by d6. increase it by 1, to a maximum
of +6. Results below the
ability decrease it by 1.
Left in the d ebris you find : d6 Abilities from −3 to +1
0-3 nothing
are always increased by 1
4 3d10 silver
unless the d6 result is 1.
5 an unclean scroll
The ability is then reduced
6 a sacred scroll
by 1, but never below -3.
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Powers
A few so-called Powers
are known and they are
usually found written
in scrolls.

Roll Presence + d4 every morning


to determine how many times you
can use Powers that day; choose
from your available scrolls.
When reading a scroll, test
Presence DR12. If you succeed,
the Power is activated and you
subtract one use from your daily
total. If you fail, the Power
doesn’t work, you lose d2 HP and
you become dizzy for the next
hour. During this time,
Powers will always fail in the
worst possible way.

The GM decides the effect on a Crit or


Fumble, but on page 44 is an optional
table of arcane catastrophes.
POWERS

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UNCLEAN SCROLLS d10

1. 2 Tongue of Eris A creature of your choice


Palms is confused for 10 minutes.

Open the Te-le-kin-esis Lucy-Fires


III 4

Southern Move an object up 1d10×10 feet Levitation


Gate for d6 minutes.
Hover for Presence
A ball of fire hits d2 5 + d10 rounds.
creatures dealing
d8 damage per
creature.
Daemon of Capillaries
One creature suffocates for d6 rounds, losing d4 HP per round.
VI.
Nine Violet Signs
Unknot the Storm
8
Foul Psychopomp
Summon (d6): 1–3 d4 skeletons,
Produce d2 lightning bolts dealing 4–6 d4 zombies.
d6 damage each.

Death
X
7
Metzhuotl Blind 9
Eyelid Blinds
Your Eye the Mind
d4 creatures fall asleep All creatures within
A creature becomes invisible for 30 feet lose a total
for one hour unless they
d6 rounds or until it is damaged, of 4d10 HP.
succeed a DR14 test.
attacking/defending with DR6.

SACRED SCROLLS d10

I
Grace for 2 A creature of your choice
gets +d6 on one roll

Grace of a Dead Saint a Sinner (damage, test etc.)

d2 creatures regain d10 HP each. III Whispers Ask three questions to a


Pass the Gate deceased creature.
Aegis of
4
A creature of

Sorrow
your choice
gains 2d6 extra
HP for 10 rounds.
5
Unmet Fate
One creature, dead for no more than a
week, is awakened with terrible memories.
VI
Bestial Speech VII
False Dawn / Night’s Chariot
You may speak with
Light or pitch black for 3d10 minutes.
animals for d20 minutes.
Roskoe’s
9 10
Enochian
8 Hermetic Step Consuming
You find all traps in your
path for 2d10 minutes.
Glare One
Syntax
d4 creatures lose creature blindly obeys
POWERS

d8 HP each. a single command.

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SHE
The Basilisks demand (d20)
1. A sword that has killed exactly one dozen times
2. A widower’s wedding ring
3. Sliver from a sinner’s grave
4. Eyes that have seen the Shimmering Fields
5. The year’s first-born goat
6. Blutday bread
7. T
 he cuticle of an executed innocent
8. A troll’s heart valves
9. A dagger onto which the condemned
carved their victims’ name
10. Rare anti-obsidian from the Urilian crypts
11. The forbidden brew of the hermit of Terion
12. An orgh-maggot from the ice of Kergüs
13. A body mutilated by those who loved it in life
14. Joy’s lampoon written in blood
15. The gall of the Chrypt-vulture
16. Moss upon which a dying man has slept
 child born with the third eye
17. A
Onda
 body drowned in Lake
18. A
19. The rear molar of the Gluttonous
20. Gems from overflowing pockets

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