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CHANGE LOG
Copyright 2021 Justin Halliday – Some Rights Reserved • 500: Added Reaver adversaries
• 499: Fixed ranged weapon damage for template Striker adversary
The text of Onyx Sky by Justin Halliday is licensed under a • 498: Added The Great Day excerpt to Character Sheet section
Creative Commons Attribution 4.0 International License: • 497: Reorganized back matter
https://creativecommons.org/licenses/by/4.0/ • 496: Added Lumber Yard to list of Merchants and Traders
• 495: Updated description of food and water in the Downtime section
• 494: Updated description of surprise in the Combat section
• 493: Updated Introduction text
• 492: Updated Content Warning section
• 491: Fixed typo in equipment section
Onyx Sky and Hero Forge Games
are trademarks of Justin Halliday • 490: Fixed name of Guard Archer adversary
• 489: Updated character sheet to replace Archetype with Concept
heroforgegames.com • 488: Corrected order of specialized martial skills for adversaries
• 487: Added Guard adversaries
Feedback and errata: • 486: Cleaned up column breaks and image anchors for print formatting
justinhalliday@gmail.com • 485: Updated explosions section in Environmental Hazards
• 484: Tweaked damage and removed heavy category for explosives
Printing Authorization:
• 483: Added explosive characteristic for weapons
This PDF document may be printed for personal use.
• 482: Added description of attribute steps to Attributes section
Version 1.0 (Build 500) • 481: Restructured Types of Encounters section
• 480: Updated variant rules and reformatted Slower Healing variant rule
• 479: Updated adversary descriptions
Content Warning • 478: Updated Campaign Guide with revisions
Onyx Sky campaigns explore challenging themes and place players in difficult • 477: Updated Glossary terms
situations. Use the included safety tools to ensure informed consent and • 476: Updated Sensory Conditions to broaden possible attribute tests
enable players to confidently explore a broken world. • 475: Added additional condition examples to Conditions descriptions
• 474: Fixed Move action Prone movement speed in Combat section
Contributors
• 473: Updated Minor action to replace potion with vittles
• Interior art by James Shields • Onyx Sky logo by Lincoln Flynn
• 472: Updated Grapple action to only be instigated with Strength (Athletics)
• Cover art by Taylor Christensen • Aver font by Lauren Thompson
• 471: Fixed incorrectly titled Triggering Reactions rules example
• Droid art by Eric Quigley
• Additional art by Ian MacLean, Luigi Castellani
Special thanks to these playtesters for support, feedback, and adventures:
• John Evans • David Giles • Jarrod Franklin
• Dudley Birch • Michael Ng • Lee Geeves
• Ronny Elders • Owen Hiscock • Anton Stolbov
• Luc Le Quiniat • Violet Halliday • Dash Halliday
But the wars did not stop when the great powers fell.
We perfected war machines and sent them into battle.
Autonomous killing machines now roam the lands.
Swarms of self-replicating nanites blacken the sky.
Dice CP are used in character creation, earned through play, and then spent to
improve a character’s attributes and to learn new skills. The player can choose
Onyx Sky uses d6, d8, d10, d12, d16, and d20 dice for attacks, defenses, and when and how to spend CP to improve their character.
attribute tests. Exceptionally powerful characters may also use d24s and d30s.
Skills
Skills are learned expertise that characters have developed, and each skill
builds on an underlying attribute.
Skills are initially purchased at character creation by spending CP. Characters
If you don’t have d16s, d24s, or d30s, don’t panic! can also learn new skills during play, again by spending CP. Characters’ skill
development is only limited by their available CP.
First, these dice are only required at higher attribute and skill levels, so you
don’t need them when you start playing. Initially, characters are untrained in all skills, and rely on their attributes.
Second, d16s can be replicated with a d20 roll where you re-roll 17-20s. And When characters attempt an attribute test that uses a skill that they are trained
d24s and d30s can be replicated by rolling two dice, a d6 and either a d12 or a in, they add a second die to their action pool. This skill die matches the
d10. The d6 determines if the other die is low/high or low/medium/high. attribute die. If the character also has a relevant specialization, they add a
third die, again matching their attribute die.
Finally, online play and dice rollers support arbitrary die sizes and die pools.
• Physical: Strength, Agility, and Stamina (STR, AGI, STA) Defense Pools
• Mental: Influence, Intelligence, and Acuity (INF, INT, ACU)
Characters have two defense pools that are used when defending against
Attributes all start at d6, and then improve to d20 and beyond. attacks; physical defense (PD) and mental defense (MD). As with action pools,
Characters’ starting attributes are determined by spending character points the defense pool dice are based on their attributes, skills (such as Agile
(CP) at character creation and further improved through play. Defense or Sturdy Defense), and equipment.
Defense pools reflect the character’s ability to resist physical or mental attacks.
Traits Both the PD and MD pools can be improved with better attributes, as well as
Traits are the inherent capabilities of characters that aren’t learnable skills. For skills and equipment that add dice to the pools or modify the dice in the pools.
example, traits include species, unusual senses (low-light, acute hearing), and
different physical characteristics and sizes.
The Best of Times In the Middle East, the region’s fragile stability shattered amid historical
rivalry, depleted oil reserves, falling living standards, eroded state sovereignty,
In the early 2000s, the world ran in fast forward. and ideological animosity.
Car headlights smeared into rivers of orange beneath towering skyscrapers. In the east, China flexed its muscles, expanding its territories into the South
Vast racks of ultra-fast servers manipulated data in sterile cool-rooms. People China Sea, high in the Himalayas, and west through Central Asia in defense of
strove and toiled, rewarded with bursts of endorphin-fueled happiness. its Belt and Road trade route.
Among these technological marvels, petty rivalries festered. In the end, the conflict started on the border of India and Pakistan, in a dispute
that had threatened to boil over for decades.
Feed the Beast The trigger was the detonation of a small nuclear device near a Pakistani
As our civilization entered the new millennia, we seemed poised at the military base in Kashmir. The attack killed over 1,600 people in the base and
threshold of a new golden age of knowledge, endeavor, and prosperity. the surrounding villages.
Yet even with greatness within reach, things started to go wrong. While no group formally claimed responsibility, Pakistan’s government blamed
The weight of centuries of exploitation and extraction began to tell. India for the attack and immediately massed hundreds of thousands of troops
along their border with India. In response, India deployed a similar force to
Fossil-fuels built civilization. Heat, transport, agriculture, construction,
manufacturing, and energy. Each layer of society was built, over centuries, on counter the Pakistani troops. To back up their ground troops, both countries
deployed mobile short-range ballistic missile launchers.
mining and incinerating ancient plants and animals.
The United States and other countries condemned the use of the nuclear
Prelude to War weapon. China denounced India, while Russia spread rumors that the Pakistani
military intelligence agency ISI was responsible.
Deep schisms ripped society; pitting country against country, neighbor against
neighbor. Tensions, already high, rose even higher amid accusation, denial, counter-
accusation, threats, and finally, ultimatum.
Faced with fear and uncertainty, people turned to petty tyrants who threatened
nightmares about monstrous enemies and peddled easy solutions. Pakistan demanded an apology and restitution from India for the attack. India
refused, denying any involvement.
Wary of outright war, countries waged cold wars. In these de-facto wars,
quotas, sanctions, tariffs, embargoes, blockades, black-ops, counter- In the midst of the escalating tension, a single tactical nuclear missile launched
intelligence, and disinformation were used to undermine each other. from Pakistan, targeting the Indian forces massed over the border. On seeing
the launch, other Pakistani field commanders also fired dozens of tactical
The battles moved from the real world into the cyber world. Cyber attacks
nukes.
probed infrastructure vulnerabilities, social networks were weaponized and
manipulated to spread propaganda, tilting the scales just enough to nudge a Some media outlets said it was an official order, while others pointed to a
country’s people against their government. rogue field commander.
India’s defense policy demanded a response. And so India launched a counter-
attack, targeting several of Pakistan’s key military and strategic assets,
including Pakistan’s plutonium nuclear reactors and military headquarters.
As the smoke cleared, for a moment both sides held off further escalation.
The Kill Chain In their bunkers, those selected for survival started their long wait.
As the swarm and battle system overwhelmed them, the East-allied countries
unleashed their last offensive capabilities. They activated sleeper cells, dirty
bombs, chemical and biological weapons, EMP weapons, cyber attacks against
military and civilian infrastructure and networks, infrastructure sabotage, and
anti-satellite weapons.
These failed to halt the swarm.
With their destruction imminent, the East enacted scorched earth protocols.
The Chinese hackers activated their trojans buried deep in the US battle-
system, removing all failsafes and geo-fencing, and disabling friend-or-foe
detection from the droids, drones, and swarm.
China, Russia, Pakistan, Iran, and North Korea launched their nuclear weapons.
And the rest, as they say, is history.
Step 1: Character Concept Intelligence and Agility (both d10), giving a total of 6 for her maximum energy.
For a new Onyx Sky campaign, Sophie creates Yvette, a studious physicist who Step 7: Health and Movement
works at the Large Hadron Collider research facility.
With her Medium size, Yvette’s maximum health is 8 plus her Stamina die (d8),
Step 2: Traits giving 16 for her maximum health. Her movement distance is 30’.
Yvette has the default Human trait (obviously), giving her the Medium size trait. Step 8: Equipment
As a scientist, Sophie chooses Astute as Yvette’s free attribute trait. This trait
Yvette’s starting equipment includes a selection of the contents of the Large
reduces the CP cost of improving Yvette’s Intelligence attribute. According to
Hadron Collider facility.
these traits, Yvette is a human, stands 5-6’ tall, movement distance of 30’, and
has a reach of 5’.
Step 9: Final Details
Step 3: Attributes Sophie doesn’t need to go far to work out Yvette’s obsession; the thirst for
knowledge. As a scientist, she is driven to understand the way the world works,
Sophie didn’t spend any CP on traits, so she has the full 50 CP for attributes.
and to unlock its secrets.
Yvette’s primary attribute is Intelligence, so Sophie purchases two steps for 14
CP (6 CP + 8 CP), giving her d10 Intelligence. Yvette is also an avid hiker and For Yvette’s flaw, Sophie decides that Yvette is mono-maniacal, and easily
rock-climber, so Sophie improves her Agility to d10, for 18 CP (8 CP + 10 CP). becomes obsessed with new experiences or mysteries that she seeks to unravel.
With the remaining 18 CP, Sophie improves Yvette’s Stamina and Acuity to d8,
for 8 CP each. This leaves Sophie with 2 CP remaining.
Step 4: Skills
Yvette automatically gains Knowledge, Language, and +French for free.
Sophie decides that Yvette is skilled in Investigation and Insight. Beyond those,
she also chooses Persuasion, Endurance, Acrobatics, Drive, Perception, and
Survival. For Yvette’s specialized general skills, Sophie selects several:
Knowledge +Science, Investigation +Research, and Language +English. These
11 general skills cost 44 CP.
This leaves Sophie with 20 CP for Yvette’s martial skills. Sophie decides that
Yvette has studied some Jiu Jitsu for self-defense, and chooses Martial Arts
Training, Agile Defense, Dodge, Tripping Attack, and Grappler.
Researcher
Surrounded by piles of books and deep datasets, the researcher dives into
history and data banks to determine facts and connections.
• Primary Attribute(s): Intelligence
• General Skills: Insight, Investigation +Forensic, Knowledge +History
Scientist
The scientist uses research and hypothesis to test theories to better understand
how the world works.
• Primary Attribute(s): Intelligence
• General Skills: Insight, Investigation, Knowledge +Science
Soldier
The soldier’s intensive training prepares them to enter the battle space, project
force, achieve their mission goals, and return home alive.
• Primary Attribute(s): Intelligence, Strength
• General Skills: Investigation, Knowledge +Military, Perception, Survival
Tracker
Patience is the virtue of the tracker. Hour upon hour of careful tracking and
stalking, and then the tracker has one opportunity to bring down their quarry.
• Primary Attribute(s): Acuity
• General Skills: Animal Handling, Perception, Stealth, Survival
Writer
Where the artisan conjures physical artifacts, the writer uses words to project
ideas into others’ minds.
• Primary Attribute(s): Intelligence or Influence
• General Skills: Insight, Knowledge +History, Performance, Persuasion
Scavenger
Scouring through the detritus of the old world, scavengers find items for trade.
Old world weapons tech or fresh metal are a big score for a lucky scavenger.
• Primary Attribute(s): Acuity
• General Skills: Investigation +Scavenge, Perception
• Martial Skills: Finesse Training, Agile Defense; Dodge, Evasive Defense
Scout
Relying on swift and undetected movement, scouts identify the safest route and
warn their companions of possible threats.
• Primary Attribute(s): Agility, Acuity
• General Skills: Initiative, Perception +Notice +Observe, Stealth, Survival
• Martial Skills: Ranged Training, Finesse Training, Agile Defense; Sneak
Attack
Trader
Whether operating a shop brimming with exotic ephemera or hocking
valuables from a tattered cloth, the trader matches the customer’s needs to
their wares.
• Primary Attribute(s): Influence
• General Skills: Crafting, Deception, Insight, Persuasion
• Martial Skills: Melee Training, Agile Defense; Dodge, Evasive Defense
Warlord
Warlords coordinate their companions’ actions. When they lead raiders,
they’re fearsome, when leading wanderers, they’re a boon.
• Primary Attribute(s): Influence
• General Skills: Persuasion
• Martial Skills: Melee Training; Leader’s Command, Leader’s Threat,
Leader’s Rally
Retraining Skills
In addition to learning new skills, characters can replace existing skills with
alternate skills. Each time a character learns a new skill, they can also replace
an existing skill with a different skill.
Medium Trait: 0 CP
Large Trait: 4 CP
Your body is not damaged by electromagnetic damage. Your hearing is more sensitive than normal.
• You are immune to electromagnetic damage (damage from this source is • You gain 1 upstep when making attribute tests that rely on hearing.
reduced to 0).
Acute Smell Trait: 3 CP
Mental Traits Your sense of smell is more receptive than normal.
Eidetic Memory Trait: 3 CP • You gain 1 upstep when making attribute tests that rely on smell.
Physical Traits
Scrawny Trait: -2 CP
Sturdy Trait: 5 CP
• Armorer: When you work metal and other materials to make armor, you
gain a die for your Armorer specialization.
• Weaponsmith: When you work metal and other materials to make melee and
ranged weapons, you gain a die for your Weaponsmith specialization.
When you imbibe intoxicants, fight poison, defy nausea, or overcome illness or
Thievery Agility Skill Bonus disease, your action pool gains a matching die for your Resistance skill.
When you palm an item, pick a pocket, break mundane physical security, or Specializations:
pick a lock, your action pool gains a matching die for your Thievery skill. • Poison Tolerance: When you resist poison, you gain a die for your Poison
Specializations: Tolerance specialization.
• Alcohol Tolerance: When you imbibe alcohol, you gain a die for your
• Forgery: When you copy a letter, signature, coin, or seal, you gain a die for
Alcohol Tolerance specialization.
your Forgery specialization.
• Irritant Tolerance: When you are exposed to strong irritants (tear gas,
• Pick Lock: When you unlock or bypass physical security, such as a key or
poison ivy, etc), you gain a die for your Irritant Tolerance specialization.
combination lock, you gain a die for your Pick Lock specialization.
• Immune System: When you fight off viral or bacterial infections, you gain a
• Steal: When you take an item without anyone noticing, whether by picking
die for your Immune System specialization.
a pocket or palming an item, you gain a die for your Steal specialization.
When you lie, deceive, or disguise yourself, your action pool gains a matching
die for your Deception skill.
Influence (Deception) tests are opposed with Acuity (Insight).
Specializations:
• Disguise: When you change or hide your identity, you gain a die for your
Disguise specialization.
• Lie: When you lie, bluff, omit, or deceive, you gain a die for your Lie
specialization.
When you entertain, deport, or appeal with storytelling, oratory, song, antics,
dance, dress, manners, style, or acting, your action pool gains a matching die
for your Performance skill.
Specializations:
• Act: When you perform as a character or in a specific manner, such as in a
play or following the mores of high society, you gain a die for your Act
specialization.
• Music: When you perform music, chant, or sing, you gain a die for your
Music specialization.
• Orate: When you make speeches or tell stories, you gain a die for your
Orate specialization.
When you perceive the world around you, including large details, threats, and
opportunities, your action pool gains a matching die for your Perception skill.
Specializations:
• Notice: When you passively perceive the world around you, you gain a die
for your Notice specialization.
• Observe: When you actively seek to perceive the world around you, you
gain a die for your Observe specialization.
When you make a ranged attack with a heavy gun using your Strength, your
action pool gains a matching die for your Heavy Gun Training skill.
When you make a melee attack with a melee weapon using your Strength, your
action pool gains a matching die for your Melee Training skill.
When you make a melee attack with a reach weapon using your Strength, your
action pool gains a matching die for your Reach Training skill.
Once per round, you can use your Block reaction without paying its energy
cost. This resets at the start of your turn.
When you make a ranged attack with a thrown weapon using your Strength,
your action pool gains a matching die for your Thrown Training skill.
When defending attacks against your PD, your Body die uses your Agility die. When defending attacks against your PD, your Body die uses your Stamina die.
When you wear armor, the maximum Agility allowed by your worn armor gains
1 upstep.
When you make a melee attack with a finesse weapon using your Agility, your
action pool gains a matching die for your Finesse Training skill.
When you make a ranged attack with a long gun using your Agility, your action
pool gains a matching die for your Long Gun Training skill.
When you make an unarmed melee attack using your Agility, your action pool
gains a matching die for your Martial Arts Training skill. Your unarmed melee
attacks deal 2 damage.
When you make a ranged attack with a ranged weapon using your Agility, your
action pool gains a matching die for your Ranged Training skill.
When you make a ranged attack with a small gun using your Agility, your
action pool gains a matching die for your Small Gun Training skill.
You interpose yourself to protect an adjacent target from an attack. You skillfully attack downed targets.
When an adjacent target is hit with an attack, you can expend 2 energy to take When you make a martial attack at an adjacent Prone target, your action pool
half of the damage (rounded up) instead of the target. The target takes the gains a matching die for your Finishing Attack skill.
other half of the damage (rounded up).
Flanking Attack Specialized Martial Open Skill Bonus
Disarming Flourish Specialized Martial Open Skill Reaction
Your melee attack is more powerful when an ally is adjacent to your target.
You disarm your target with your attack. When you make a melee attack at an engaged target, your action pool gains a
When your melee attack resolves, you can expend 1 energy to immediately roll matching die for your Flanking Attack skill.
your attribute die separately against the target’s existing defense pool. This die
incurs 1 downstep if the target is wielding a two-handed weapon. Following Shot Specialized Martial Open Skill Bonus
If this roll hits, the target’s weapon or shield is thrown 5’ for each step of the
You follow up with another shot after the attack and defense dice have rolled.
Disarming Flourish die you rolled. This distance is reduced by 5’ for each size
the creature is larger than you. When you make a ranged attack with a weapon that can be immediately fired
again and the dice have been rolled, you can expend 1 energy and your action
Distracted Attack Specialized Martial Open Skill Bonus pool gains a die for Following Shot skill. Roll this die immediately against the
target’s existing defense pool.
Your ranged attack is more effective when an ally is adjacent to your target.
When you make a ranged attack at an engaged target, your action pool gains a Grappler Specialized Martial Open Skill Bonus
matching die for your Distracted Attack skill.
You are trained and practiced in applying and escaping grapple holds.
Dual Wield Attack Specialized Martial Open Skill Reaction When you make a Strength (Athletics) or Agility (Acrobatics) test to apply or
escape a grapple, your action pool gains a matching die for your Grappler skill.
You attack with a second martial weapon when you make a martial attack.
When you are wielding a light martial weapon in each hand, you can make a Last Gasp Specialized Martial Open Skill Minor Action
dual wield attack.
You expend energy to bolster your subsequent attacks.
When a melee attack you make with your main hand weapon resolves, you can
Expend 3 energy to activate Last Gasp. Until the start of your next turn, each
immediately make a second attack with your off-hand weapon using only your
of your martial attacks gains a matching die for your Last Gasp skill.
attribute die.
You cannot use this ability again until you rest.
Final Attack Specialized Martial Open Skill Reaction
Mounted Attack Specialized Martial Open Skill Bonus
You make one last attack before you are knocked out.
You take advantage of your mount to make devastating melee attacks.
When you are KO’d by an attack, you can expend 3 energy to immediately make
a martial attack. When you make a melee attack while riding a mount, your action pool gains a
matching die for your Mounted Attack skill.
You make a melee attack at a target that moves out of your reach. You follow up a killing blow with another attack.
When an enemy moves out of your reach, you can immediately make a melee When you KO an enemy with a melee attack you can immediately make a melee
attack at that target using only your attribute die. attack against another target.
Parry Specialized Martial Strength Skill Bonus Reflex Strike Specialized Martial Open Skill Reaction
You use your melee weapon to fend off incoming attacks. You strike back at an enemy that attacks an ally.
You can use the Block reaction with a wielded medium or heavy melee weapon When an enemy within your reach resolves an attack at an ally of yours and
instead of a shield. Medium weapons grant a shield bonus of 1 upstep, that attack does not include you in its targets, you can immediately make a
(min. d8); heavy weapons grant a shield bonus of 2 upsteps (min. d10). melee attack at that enemy using only your attribute die.
When you make a ranged attack at a target that is within 5’ of the location it
Staggering Attack Specialized Martial Open Skill Reaction
occupied the end of your last turn, your action pool gains a matching die for
your Pinpoint Attack skill. You breach your target’s defenses with your attack.
When your melee attack resolves, you can expend 2 energy to immediately roll
Point Blank Attack Specialized Martial Open Skill Bonus
your attribute die separately against the target’s existing defense pool.
Your ranged attack is effective against adjacent targets. If this roll hits, the target is Staggered (their defense pool incurs 1 downstep,
When you make a ranged attack, you can ignore the penalties from attacking a min. d6) until the end of your next turn. If the target is already Staggered or
target within your weapon’s minimum range. Breached when hit with this attack, they are Breached (their defense pool
incurs 2 downsteps, min. d6) until the end of your next turn.
Pressing Maneuver Specialized Martial Open Skill Reaction
Hard to Kill Specialized Martial Stamina Skill Reaction Leader’s Command Specialized Martial Influence Skill Action
You reduce the damage of an attack that would knock you out. You direct a nearby ally to attack.
When you are damaged by an attack that would reduce your health to 0 or less, When an active ally within 30’ can perceive you, you can direct them to attack.
you can expend 2 energy to roll your Stamina die (including any fatigue The ally can immediately make a martial attack as a reaction. The attribute die
downsteps). Reduce the damage by the rolled result. that they use for this attack cannot be higher than your Influence die.
You incur 1 fatigue downstep. You cannot use this ability again until you rest.
Leader’s Guard Specialized Martial Influence Skill Reaction
When damaged, you fall back and your allies close around you.
When you are damaged by an attack, you can expend 2 energy to move up to
15’, and active allies within 10’ of your new position can immediately move 5’
as a reaction.
• Crossbow
(medium, two-handed, loading 1, range 10-150’, metal)
4 Thrown Explosives
Thrown explosives use the character’s Strength attribute and Thrown Training skill.
Heavy Ranged Weapons Light Thrown Weapons Damage
Damage
(d16 Strength required)
• M-80, Cherry Bomb (light, thrown, range 10-50’) 2
• War Bow (heavy, two-handed, range 10-300’) 4
• M-100, Silver Salute, Quarter Stick, Pipe Bomb (metal)
• Heavy Crossbow 3
5 (light, thrown, range 10-50’, explosive 5’)
(medium, two-handed, loading 2, range 10-150’, metal)
• Arbalest (heavy, two-handed, loading 3, range 10-200’, metal) 6 Medium Thrown Weapons Damage
• Ballista (d10 Strength required)
7
(heavy, mounted, two-handed, loading 5, range 50-400’, metal) • Cluster Bomblet (metal), Dynamite Stick
4
(medium, thrown, range 10-100’, explosive 10’)
• F1 Pineapple or RG42 Frag Grenade
5
(medium, thrown, range 10-100’, explosive 10’, metal)
• M67 Baseball Frag Grenade
6
(heavy, thrown, range 10-100’, explosive 15’, metal)
• Dynamite (True) Stick
7
(heavy, thrown, range 10-100’, explosive 15’)
Submachine Guns
Submachine guns use the character’s Agility and Small Gun Training skill.
Light Submachine Gun Weapons Damage
• MP40/Sten/Uzi 9mm
(light, full-automatic, two-handed, range 10-50’, ammo 9mm,
capacity 20, loading 1, metal)
3
• H&K MP5
(light, full-automatic/semi-automatic/burst, two-handed,
range 10-50’, ammo 9mm, capacity 15/30/40, loading 1, metal)
Household
• Needle • Can opener • Pens and pencils
• Thread • Scissors • Mirror
• Knitting needles • Yarn • Duct tape
• Candle • Bungee cord • Zip-ties
• Cutlery • Flatware • Bowls
• Gas bottle • Buttons • Zips
• Curtains • Globe (world) • Light globe
• Religious icon • Dog collar • Garden hose
• Fire extinguisher • Fire blanket • Cooking knives
• Toilet paper • Safe • Coffee plunger
• Bucket • Religious symbol • Rubber hose
• Shower curtain • Typewriter • Paper
• Trophy • Ink • Tupperware
Physical Attributes
Strength is the character’s physical strength and conditioning. Strength is the
attribute used for strenuous athletic activities, forceful melee attacks (e.g.
unarmed punches and kicks, daggers, swords, axes), ranged attacks with
thrown weapons (e.g. spears) and heavy guns (machine guns). Strength is also
necessary to effectively use heavy weapons, armor, and shields.
Agility is the character’s coordination, speed, and precision. Agility is used for
moving deftly and precisely, making pinpoint attacks with light melee weapons
(e.g. unarmed strikes, rapiers, daggers), ranged weapons (bows, crossbows,
slings), and most firearms (e.g. handguns, assault rifles, rifles, shotguns, and
submachine guns).
Stamina is the character’s physical resilience and hardiness. Stamina
determines a character’s overall health, their ability to withstand injuries, heat,
or cold, to recover from trauma, exertion, or illness, to run with endurance, and
to resist poisons, intoxicants, and irritants.
Mental Attributes
Influence is the character’s charm, communication, and persuasion. Influence
is used to convince people to help, to calm down a hostile antagonist, or to
rally an army to war.
Intelligence is the character’s cognition, reasoning, analysis, and deduction.
Intelligence is used to work out how to use machines and technology, to
scavenge for useful items, to treat injuries, to determine the cause of a
problem, or find the link between disparate pieces of evidence.
Acuity is the character’s awareness, intuition, and interconnectedness. Acuity
is used to notice threats, opportunities, and details of the world, to connect,
calm, and control responsive animals.
Attribute Traits
gives the player extra CP to spend on the character.
The most common traits for humans are:
Attribute traits represent a character’s predisposition to specific attributes. For
• Species
example, were they born with a robust physique, or are they more graceful and
• Size
lithe. Alternatively, do they have an analytic mind, or a compelling personality.
• Attributes
Furthermore, unusual game characters may feature these types of traits: Damage Traits
• Damage Damage resistance and immunity traits apply to characters that are resilient or
• Mental immune to specific types of damage. For example, a unique game character
• Movement might be resistant to piercing damage. Alternatively, some characters – such as
• Physical humans – are immune to electro-magnetic pulses.
• Sensory
Mental Traits
Mental traits cover cognitive abilities that reflect unique mental abilities.
Movement Traits
Movement traits reflect the alternate forms of movement of game characters.
Physical Traits
Physical traits define the character’s physical body. Perhaps the character is
abnormally sturdy or sickly.
Sensory Traits
Sensory traits cover the ways that characters absorb input from the world
around them. Perhaps they only have monocular vision, or acute hearing,
heightened sense of smell, or sensitivity to a wider range of the light spectrum.
Martial skills are used in combat situations. As the stakes rise, the player’s
choices for their character become a matter of life and death. These choices
include the character’s trained skills and the player’s moment-to-moment use
of these skills to overcome the opponents and scenarios their character faces.
Rules Example: Attack With a Martial Skill
A wanderer makes a melee attack with a heavy club using their Strength
(d10). With their Melee Weapons skill, the character gains a matching d10.
Performing an attribute test in combat might use a minor action or an attribute “Let’s do this… [Clatter of dice rolling] I roll three successes.”
test action, depending on the complexity, attention, and physicality of the task. “Cool. You easily make it up the cliff. What do you want to do with the two
If a character is the target of an opposed attribute test in combat (such as a extra successes?”
grapple attempt), they oppose with their appropriate attribute and skill dice. “I want to make it up quickly, and I’ll help Zan up as well.”
Again, the situation may resolve multiple ways, depending on the road crew:
• QB’s Influence (Persuasion) vs the crew leader’s Acuity (Insight)
• QB’s Influence (Persuasion) vs the crew leader’s Strength (Intimidation)
• QB’s Influence (Persuasion) vs the crew leader’s Influence (Persuasion)
As with the escalation situation, this de-escalation could resolve in the road
crew seeing QB as easy pickings, menacing him further, or a tense accord.
Rules Example: Attack With Specialized Martial Skills The wanderer wields an improvised shield (d8), so they can use a Block
reaction to use their shield, which increases their Armor die by 1 upstep.
A wanderer has a d20 Strength die and the Melee Training skill. When
making an attack against an adjacent target with a melee weapon, the Finally, the wanderer also has the Dodge skill. If their PD rolls are low, then
character’s action pool begins with a d20 and gains a matching d2o for the they can expend energy to belatedly add their Dodge die to their PD pool.
character’s Melee Training skill.
In the next round of combat, the fray is joined by the wanderer’s ally, who Mental Defense
also engages the same target. By engaging the target (being adjacent to the Mental defense is used when an attack seeks to compel, provoke, or intimidate
target), the new ally activates the wanderer’s Flanking Attack skill. another character. MD is the middle die of the character’s Influence,
When the wanderer attacks again, their action pool has their d20 attribute Intelligence, or Acuity.
die, a matching d20 for Melee Training, and now another matching d20 for Rules Example: Calculating Mental Defense
Flanking Attack (triggered because their target is engaged by their ally).
A character has Influence d16, Intelligence d8 and Acuity d10. Their MD is
d10. Alternatively, if the character has Influence d6, Intelligence d6, and
Defending Acuity d20, then their MD is d6.
Opposed rolls require the attacker and the defender to each roll their When a defender is the target of an attack against their will, they defend with
respective pools; action pool versus defense pool. Depending on the type of their mental defense (MD).
attack, the defender will use their appropriate defense:
Rules Example: Attack Against Mental Defense
• Physical defense (PD)
• Mental defense (MD) During combat, a character is targeted with a Leader’s Threat against their
mental defense (MD). In this case, the character has a d10 MD to roll in the
opposed test.
Maximum Energy
Maximum energy is 4 + 1 energy for each attribute of d10, d20, or d30.
Rules Example: Calculating Maximum Energy
A player spends 20 CP to improve their character’s Intelligence to d20.
Improving this attribute to d20 adds 1 to the character’s maximum energy.
Using Energy
During their travels, wanderers encounter situations where they must drain
themselves completely to stay alive. They do this by expending energy.
Expended energy is only recovered through proper rest, so expending energy
depletes the character’s energy until they rest.
Energy is used in several situations:
• Energizing attribute tests
• Specialized martial actions and reactions
• Extending movement in combat
Energizing Attribute Tests
A character performing an activity that requires a minute or more of mental or
physical effort can expend energy to fully focus on the task.
When a character attempts a prolonged attribute test, they can expend 2 energy
to energized the attribute test, and their action pool gains 1 upstep.
For example, when a character attempts to batter down a heavy door, they can
expend 2 energy to roll a d8 instead of a d6 for their Strength attribute test.
Combat Actions and Reactions
Characters can also expend energy to perform activities that require arduous
effort. These actions and reactions define their required energy.
Extending Movement in Combat
In the frantic maelstrom of combat, characters can use their energy to move
farther than normal, sprinting from one side of the battlefield to the other.
Maximum Health higher than their new maximum health, and is immediately reduced.
Current Health
The character’s maximum health defines them at their most robust. The
character’s current health tracks their current status, and fluctuates with
damage, rest, and healing.
Damage reduces a character’s heath, as detailed in the Damage section.
Rest and healing recovers lost health, as described in the Healing and Resting
sections on page 63.
Movement Distance
Each character’s movement distance (abbreviated to move) is derived from
their size trait. Normal humans are Medium size, and other species or traits
can change a character’s movement distance:
Character Size Combat Distance
Tiny 20’
Small 25’
Medium, Large 30’
Huge 35’
Titanic 40’
Skills or traits can increase or decrease these movement distances. Difficult Terrain
Combat Movement If a character’s movement in hindered by obstacles, such as rubble, water,
foliage, or a steep slope, their movement is hampered. When moving through
In combat, characters’ movement is governed by their movement distance, such difficult terrain, characters are Slowed (each 5’ they move costs an
which depends on their size. additional 5’ of movement). In these situations, characters must have enough
Movement uses the Move action. On their turn, characters can use their movement left to enter the space they’re moving to.
movement all at once, or they can split up their movement before, between, and
after other actions. Characters can run in combat by expending energy to Measurement Units
increase their movement distance. Although all of the combat measurements in Onyx Sky games are in feet
(usually 5’ increments) and miles, these can easily be adjusted to metric
measures:
• Convert each 5’ measure into 2 meters or 2 yards
• Convert each mile into 1.5 kilometers
Encumbrance
protect their troops. In the aftermath of the war, these relics became prized
items, their absence of metal making them immune to the ravages of the
As wanderers explore the world, they accumulate weapons, armor, and nanites.
equipment. The number of items a wanderer can carry – their encumbrance –
Equipment
is based on the character’s Strength and the weight and bulk of the items.
Beyond weapons and armor, equipment is items that characters wear or use.
Characters have equipment slots equal to their Strength die (i.e. d6 = 6 slots,
d8 = 8 slots, d10 = 10 slots, d12 = 12 slots, etc). Some equipment takes the form of protective clothing, such as gas masks or
hazard protection suits. Other equipment is more varied first aid kits,
Each piece of equipment takes 1 or more of these slots:
eyeglasses, rope and grappling hooks, goggles, tools, binoculars, bedding, fire-
• Weapons, Armor, and Shields: 1 slot for light, 2 slots for medium, 3 slots lighting materials, shelter, packs, charms, and nick-nacks.
for heavy weapons, armor, or shields
• Equipment: 1 slot for normal items (i.e. book), 2 slots for bulky items Consumables
(i.e. waterskin), 3 slots for heavy items (i.e. hardcase) Even the best armed, armored, and equipped character needs more to survive;
• Small Items: Small items, such as sewing kits and matches, occupy 1 slot food and water to stay alive, bandages and medicines to patch themselves up,
When a character exceeds their encumbrance by carrying too much, they are ammunition for their weapons, and luxuries and relaxants to consume or trade.
Slowed. Characters who carry more than twice their encumbrance are Mired.
Characters cannot carry more than three times their encumbrance.
Barter
Trade now mostly takes the form of barter. Food, water, beverages, livestock,
crafted items, weapons, armor, clothing, personal services, luxuries, and
indulgences are traded by barter.
In a barter economy, items don’t have fixed prices. Each item is worth exactly
what you can get for it. A chicken might be worthless to a town overrun with
such animals, or invaluable to a town with only a rooster.
Items generally follow a hierarchy of value; water, food, clothing, weapons,
armor, and luxuries. Alongside these are multitudes of other trade items,
plastic water jugs, fishing line, magazines, books, medicines, herbs and spices,
tools, and livestock.
Yet, the invisible hand of the market might tilt the scales. Clothing is less
valuable in a more temperate location compared to the higher latitudes and
altitudes, where winters still bring cold weather. In other places, such as great
plains, food may be abundant but water rarer. Here, perhaps the locals drink
the blood from vast animal herds.
Currency
Rarely, wanderers may come upon well-organized (or tightly-controlled)
communities that have managed to mint rudimentary currency or some other
medium of exchange. This may take the form of clay tablets, glass coins,
promissory notes, or precious gems. If the settlement – somehow – has
managed to ward off the nanites, they may even have minted or salvaged metal
currency.
The first priority is always to secure a supply of drinkable water. Humans need
½ a gallon (2 liters) of water a day, more during strenuous activity.
Scavenging
Those wanderers who manage to survive in the wilds usually develop a keen
If they are traveling in the vicinity of a clean river or fresh-water lake, this is
eye for useful salvage in the debris of the broken world.
easy. But when traveling through desert, grassland, or tundra, this can be more
difficult. If they’re on the open ocean, this is more difficult still. When wanderers come to a location that may offer useful salvage, they can
spend 1 hour of downtime to attempt an Intelligence (Investigation +Scavenge)
Humans can go without water for 3 days before dehydration sets in, and will
test. The GM determines the difficulty of this test based on the scarcity or
die if they don’t drink for 10 days. If they’re in a hot climate or exerting
abundance of useful items, and may decide what the characters find or allow
themselves, dehydration and death come more rapidly.
the players to roll randomly for their finds. If the players roll for their
Food scavenging finds, they roll a d12 on the table below for each success:
Once the wanderers have secured water, food is their priority. Humans need 1. Gain 1 blade
3-4 pounds (2 kilograms) of food per day, and more during physical exertion. 2. Gain 1 cloth
Hunting and foraging are the most common techniques. Hunting gathers high- 3. Gain 1 container
protein meat, which can be cooked to unlock large amounts of energy.
4. Gain 1 cordage
Foraging collects herbs, greens, fruit, vegetables, legumes, grains, berries,
mushrooms, and root vegetables. A long-term diet consisting solely of meat 5. Gain 1 limb
will result in nutritional deficiencies, while a diet consisting solely of plant 6. Gain 1 protection
matter is nutritionally balanced, but requires more time investment. 7. Gain 1 shaft
If the wanderers can’t or won’t find 8. Gain 1 reagent
food, they quickly become hungry
9. Roll 1d8 twice
and then they progress to starving.
Humans can survive without 10. Gain 1 weapon (GM determines)
food for approximately 40 11. Gain 1 armor (GM determines)
days, longer if they have 12. Gain 1 miscellaneous item (GM determines)
some padding to begin with.
Taking Turns
their initiative action pool would gain an additional matching die. The first
ambusher rolls 9 and 4. The second rolls 11 and 8. And the third rolls 5.
For the wanderers, the first and second wanderers make their Agility Each character’s turn is divided into discrete phases:
(Initiative) tests as normal. In this situation, their action pool would gain a
Start of Turn
matching die if they had the +Alertness skill specialization. The first
wanderer rolls 12 and 2. The second wanderer rolls 11 and 4. The start of each character’s turn is dedicated to housekeeping tasks:
The third wanderer is Surprised, and makes the same Agility (Initiative) test, • Remove effects: Remove effects that end at the start of turn
including +Alertness if they have it, but their action pool dice incur 1 • Ongoing effects: Apply ongoing healing, regeneration, or damage
downstep. This wander has Agility of d12, along with Initiative and Actions
+Alertness. Their initiative action pool would normally by three d12s, but as
Each turn, characters may use the following:
they are Surprised, this is downstepped to three d10s. The third wanderer
rolls 8, 7, and 5. • Primary actions: One or more attacks, attribute tests, or other actions
The final initiative order is: • Movement: Movement split before, between, and after actions
• Reactions: Reactions triggered by their own actions
• Wanderer 1: 12, 2
• Minor actions: One or more minor interactions
• Ambusher 2: 11, 8
• Wanderer 2: 11, 4 End of Turn
• Ambusher 1: 9, 4 At the end of each character’s turn they update effects:
• Wanderer 3: 8, 7, 5 (Surprised) • Trigger effects: Apply any effects that trigger at end of turn
• Ambusher 3: 5 • Remove effects: Remove effects that end or lapse at end of the turn
• Dying: Reduce health for dying characters
Establish Positions
Outside Turns
Once surprise and initiative have been established, the GM and players
determine the positions of all characters. During other characters’ turns, character reactions may be triggered:
If using tokens or miniatures, these are placed in position on the grid, hex map • Reactions: Reactions triggered by other characters’ actions
or tiles. If playing with purely descriptive combat, ensure the wanderer’s
formation is established, and that all players understand the terrain and the
position of their character relative to allies and adversaries.
Minor Actions
During their turn, characters can use a single minor action. Minor actions are
small interactions with the character’s immediate environment, their items and
equipment, or a moment of cognition as the character assesses their situation.
Reactions
Block
You use a shield to help block an attack.
When you are wielding a shield and you are the target of an attack against your
PD by an attacker you can perceive, you can expend 1 energy to apply your
shield’s Armor die upsteps to your Armor die.
Miscellaneous Actions
Minor Action
You interact with the environment or an object.
During your turn, you can perform one small interaction. Each further such
interaction uses a primary action.
Minor actions include:
• Drop a weapon or shield
• Use a held item or consume held vittles
• Sling a wielded item (shield, bow, etc)
• Reload a ranged weapon (without the loading property)
• Incidental attribute test
• Draw or sheathe a weapon
• Retrieve a slung or carried item
• Pick up an item from the ground at your feet
• Open or close a normal door
Grappled
Visibility and Cover Conditions
Condition
You are partially restricted, such as when physically held by another character.
Obscured Condition
• Your movement is restricted as if you were Immobilized.
• Your action and PD pools incur 1 downstep (min. d6). You are partially obscured or obstructed, such as by foliage, low light, or fog,
or partial cover that hides half of your body.
Restrained Condition • When making Agility (Stealth) tests, your action pool gains 1 upstep.
• When defending non-area attacks, your defense pool gains 1 upstep.
You are fully restricted, such as by being heavily bound.
• Your movement is restricted as if you were Immobilized. Heavily Obscured Condition
• You can only use physical actions or reactions to try to remove this
condition. You are heavily obscured, such as by thick brush, dim light, or heavy fog, or
• Your action and PD pools incur 2 downsteps (min. d6). obstructions that hide most of your body.
• When making Agility (Stealth) tests, your action pool gains 2 upsteps.
Prone Condition • When defending non-area attacks, your defense pool gains 2 upsteps.
Climbing
When the terrain becomes too steep, characters must climb instead of walking.
To climb a wall, characters make an Agility (Acrobatics) or Strength (Athletics)
attribute test. The difficulty of this test is determined by the incline and
smoothness of the surface. For example, a vertical wall with good handholds is
difficulty 6, an overhanging wall with good handholds is difficulty 8, and an
overhanging wall with scarce handholds is difficulty 10. When making these
attribute tests, characters climb 10’ for each success.
Difficult Terrain
Thick undergrowth, jagged rubble, or sucking mud are difficult terrain that
hamper characters’ movement.
The easiest way to handle these situations is to determine that characters are
Slowed in difficult terrain. Alternatively, quick movement through difficult
terrain can be determined by an attribute test, Agility (Acrobatics) or Strength
(Athletics), where the difficulty of the test depends on the terrain.
Easy, moderate, hard, and deadly encounters allow the GM to control the pace
of the wanderer’s adventures and to increase the tension of the story.
Number of Adversaries
When creating a combat encounter, the GM’s first consideration is often the
Using fixed difficulty encounters is useful in sandbox style adventures where
number of adversaries that the players face. In considering this, the GM may
the players can tackle encounters at their own pace. In this style of play, the
have a particular type of encounter in mind, such as a fight against one
GM may want certain of those encounters to be too hard for the characters
powerful adversary, a large battle against lots of easily-defeated minions, or a
while others are potentially easy or balanced, depending on the order that the
band of enemies that the characters can’t hope to defeat in normal combat.
players choose to tackle them.
Determining Surprise
Not all combats should run to the total death of one of the groups (especially if
it’s the player characters’ party). Having a range of ‘combat outs’ prevents
Surprise can occur when one of the groups of combatants is not immediately combats from dragging on when the fight is effectively over.
expecting to be attacked. This can even mean that a character who is ‘on
To the Death
guard’ can be surprised by a sufficiently stealthy or unexpected attack.
Some groups will fight to the death; single-minded droids, humans defending
Surprise is generally determined by an opposed attribute test, but the GM may
their families, animals defending their territory or lairs.
decide a fixed difficult is more appropriate:
• Opposed test: Acuity (Perception) vs Agility (Stealth) Morale
• Set difficulty: Acuity (Perception) vs difficulty target Most intelligent adversaries, including animals, will flee if their lives are
The opposed test introduces some variability into the determination of threatened (whether they’re outnumbered, outskilled, or outwitted). This
surprise, but the higher dice step will usually prevail. The second method chance of fleeing is increased if their leader is killed or has fled.
allows the GM to set the difficult directly. Fleeing
Surprise is detailed in the Combat section on page 73. Natural animals are usually looking for a quick and easy meal, so they prefer
to flee if the combat is going bad for them.
Tactics
Surrender
Depending on their experience, a group’s tactics can range from effective to
In some cases, characters will surrender rather than flee in combat. This can
ineffective. This also extends to individual players, who can play optimally or
be a risky proposition when the player characters are merciless.
sub-optimally. For example, the most effective tactic is to pick off adversaries
one at a time, aiming to reduce the number of enemies as quickly as possible. Capture
Depending on how difficult the GM is aiming for the encounter to be, they may In rare cases, the player characters or their opponents will be striving to
need to support, negate, or counter the players’ tactics. capture, rather than kill, the other.
Traits
The traits section lists the adversary’s traits. This usually includes their
species, their size, and any other unique characteristics of the adversary.
Medium (Trait): Size 5-7’, Move 30’, Health 8 + STA, Reach 5’.
Equipment
Finally, the adversary block lists the weapons and armor that are incorporated
into the other areas of the block (armor in the adversary’s PD, and weapons in
their attacks). As ever, individual adversaries might use different weapons or
armor than those listed, and might carry other possessions.
Critical Failures multiplied by the number of successes of the attack. If – for some reason –
you decide that you want to roll for damage, the fixed damage amounts can be
To increase tension and risk, the players and GM may choose to use critical substituted for die rolls.
failures in Onyx Sky. When using this variant rule, characters risk negative This table shows the die to roll instead of each fixed damage amount:
impacts if they fail badly at attribute tests or attacks.
Fixed Damage
Critical fails occur when a character’s attribute test or attack dice all roll 1s.
Damage Die
When a critical fail rolls, something goes wrong:
1 -
• The character becomes lost
• The character is injured 2
• The character opens themselves to a counter-attack
• The character hurts an ally instead of an enemy
3
For example, if a character uses a rope to climb up a soaring building to
recover some tantalizing salvage, and they roll 1s for their Strength (Athletics)
4
test, then their climb is a critical failure. The GM may decide that the character
falls or they dislodge loose rocks that alert their enemies.
5
Alternatively, if a character uses a heavy bone axe in combat, and their attack’s
action pool rolls all 1s, then this is a critical fail. Here, the GM may decide that
the character trips to the ground, or their opponent takes an opportunistic 6
attack at the exposed character.
Finally, if a character is attacked and all of their PD dice roll all 1s, then 7
perhaps they are struck to the ground by the attack.
Acrobatics, Agile Defense, Initiative, Knowledge, Lang. +Native, Perception Leader’s Command (Action): When an active ally within 30’ can perceive you,
you can direct them to attack. The ally can immediately make a martial
╝ Melee attack: Agility (Finesse Training), d8 + d8, 2 dam/hit attack as a reaction. The attribute die that they use for this attack cannot be
╜ Ranged attack: Agility (Ranged Training), d8 + d8, 10-60’, 2 dam/hit higher than your Influence die.
Distracted Attack (Bonus): When you make a ranged attack at an engaged Leader’s Guard (Reaction): When you are damaged by an attack, you can
target, your action pool gains a matching die for your Distracted Attack skill. expend 2 energy to move up to 15’, and active allies within 10’ of your new
Dodge (Reaction): When you are the target of a martial attack and the dice have position can immediately move 5’ as a reaction.
been rolled, you can expend 2 energy and your PD pool gains your Agility die. Medium (Trait): Size 5-7’, Move 30’, Health 8 + STA, Reach 5’.
Medium (Trait): Size 5-7’, Move 30’, Health 8 + STA, Reach 5’. Melee weapon (2 dam) Armor (d6) Ranged weapon (2 dam)
Ranged weapon (2 dam) Armor (d6) Melee weapon (2 dam)
Boardgames Other
• Hope Inhumanity • Reality
• Fallout Wasteland Warfare