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CREDITS

Lead Game Designer & Ferruccio Argento


Creative Director

Writers Ferruccio Argento, Dirk Vandereyken


Additional Writing & Darren Watts, Steven S. Long, Jason Durall, Dirk Vandereyken, Jason Walters,
Game Design Michael Surbrook
Editing & Proofreading Ferruccio Argento, Dirk Vandereyken
Cover Artist Mark Graham
Graphic Design & Layout Rudo de Goede, Anna Urbanek
Art Director Ferruccio Argento
Artists Mark Graham, Nele Diel, Athavan Ananthakanesamoorthy,
Marco Gonzalez, Lucy Parkhomenko, Juan Bisceglia, Joe Aderes, Manthos Lappas,
Jennifer S. Lange, Andrew Clark
Cartographers Hugo Solis, Robert Altbauer
Dungeon Maps Jose Esteras
Character Sheets Runehammer
Symbols & Icons Oray Studios, Annelot van der Staak
Additional Contributors Marco van Stiphout, Sandra Catharin, Cheyenne Kuijs, Jeroen de Jonghe, Katrina
Waldman
Playtesting & Consulting Daniel Tol, Sennen Thus, Marco van Stiphout, Wiebe Haksel, Kees Kok, Giovanni
van der Wielen, Dirk Vandereyken, Niels van den Kieboom, Goran Deckers,
Wouter Koot, Sandra Catharin, Allard van der Willik, Bob Quicken, Rik Veerman,
Jason Bak, Roald Smet, Ajay Sharma, Tom Schuijt, Jeremy Dudok.

Special Thanks
All the great people and communities who supported this Blood and Doom © Dicetale Games 2023. Artwork © Dicetale
project from an early stage on. Friends and early playtesters Games 2023. Distributed by Modiphius Entertainment.
who helped the project sail the right course. The amazing Printing Edition: 2023-01.
Darren Watts (who passed away recently and who will be
The Blood and Doom ruleset and names, logos, characters,
sorely missed) for his wisdom and for helping to refine the
likenesses, characteristics, and all related elements included in
game’s concept. My dear friend Fadil el Ghoul for believing
this work are copyright Dicetale Games 2023. Unauthorized
in me throughout development. Dirk Vandereyken, for
use of copyrighted material is prohibited. This is a work of
being available day and night to get this project finished.
fiction. Any similarity with actual people and events, past or
Mark Graham, the first artist to join and help shape the
present, is coincidental and unintentional. All Rights Reserved.
project visually.
A Blood and Doom Open Game License will be made
Also Thanking
available upon the final release of the game. This BaD-OGL
Runehammer, Dungeon Craft, Seth Skorkowsky, Questing
will allow creators to use any and all content presented in
Beast, and Web DM for providing endless inspiration on game
the Blood and Doom Open Game Content, made available
design and principles through their online platforms.
at the same time.
Influences
Dungeons & Dragons, Call of Cthulhu RPG, Index Card
RPG, Five Torches Deep, 5e Hardcore Mode, Powered by
the Apocalypse, Conan – Adventures in an Age Undreamed
Of, Grim World, Exalted, Deathbringer, Numenera, Fate
Core, Old School Essentials, Forbidden Lands, Ironsworn,
Lamentations of the Flame Princess, Torchbearer, Low Fantasy
Gaming, Mouse Guard, Pathfinder, Changeling the Lost, 13th
Age, Warhammer Fantasy Roleplay, HERO System.

2
TABLE OF CONTENTS
INTRODUCTION ....................... 6 CHAPTER 4:
CLASS & A RCHETYPE .. ....... 72
CHAPTER 1: BARBARIAN ...................................... 74
RULES OVERVIEW ............... 14 Nomad ........................................... 78
CLASS & ARCHETYPE ....................... 14
Gladiator ........................................ 82
ABILITIES. . ........................................ 15
GUARDIAN ...................................... 88
SKILLS .............................................. 15
Warden .......................................... 92
TRAITS, POWERS & MAGIC. . ............. 16
Vanguard ........................................ 96
FICTION & MECHANICS .................... 17
ASSASSIN . . ...................................... 100
ACTION ROLL ................................... 18
Ninja ............................................. 104
EDGE & CHALLENGE ....................... 22
Viper. . ........................................... 110
SETBACK DIE ................................... 26
DRUID. . ............................................ 116
DIFFICULTY LEVEL ........................... 28
Kindred . . ....................................... 120
MOMENTUM . . ................................... 31
Stargazer ....................................... 128
BLOOD POINTS. . .............................. 33

DOOM POINTS.. ............................... 34

TASKS ..............................................
CHAPTER 5:
35
A BILITIES & SKILLS .......... 136
SIZE, DISTANCE & SPEED ................. 36
ABILITY BASICS .............................. 136
ABILITIES IN-DEPTH ....................... 138
CHAPTER 2: SKILL BASICS. . ................................ 140
WELCOME TO ATHYR ....... 38
ETHENNIA.. ....................................... 41
ISHTA. . ............................................. 44 CHAPTER 6:
ISLANDS OF ROSHAN. . ...................... 47
TRAITS, POWERS
& M AGIC ................................ 145
SUNDERED WASTES ......................... 50
TRAITS ............................................ 145
EVANDYR ......................................... 53
USING POWERS .............................. 145
CHARGES . . ...................................... 146
CHAPTER 3: COMMON TAGS .............................. 146
CHARACTER CREATION ... 56
USING MAGIC. . ............................... 147
SUMMARY ....................................... 56
CANTRIPS ....................................... 148
CHARACTER PATH.. .......................... 60

4
CHAPTER 7: CHAPTER 11:
FEATS ....................................... 149 COMBAT &
ENCOUNTERS ...................... 199
CHAPTER 8: ROUNDS & TURNS .......................... 199
EQUIPMENT ......................... 152 EDGE & CHALLENGE ...................... 202

USING EQUIPMENT ........................ 152 ATTACKING & DEFENDING.. ............ 204

ARMOR. . ......................................... 152 DAMAGE & ARMOR ........................ 208

SHIELDS. . ........................................ 153 BRUISES & WOUNDS ...................... 210

REPAIRS. . ........................................ 154 RESILIENCE .................................... 210

SLOTS & LOAD ................................ 154 DESTROYING OBJECTS ..................... 211

CRAFTING. . ..................................... 156 ITEM USE, REPOSITION


& INITIATIVE ROLL ......................... 212
WEAPONS ...................................... 158
BREAKING MORALE ....................... 213
EQUIPMENT TAGS.. ......................... 161
RETREATING . . ................................. 214
EQUIPMENT LIST ............................ 162

CHAPTER 9: CHAPTER 12:


A DVENTURING ................... 182 CONDITIONS &
A FFLICTIONS .. ....................... 216
GOING ON AN ADVENTURE . . .......... 182
CONDITIONS .................................. 216
PLAYER ROLES. . .............................. 182
AFFLICTIONS .................................. 219
ENVIRONMENTAL HAZARDS . . ......... 184
Injury ............................................ 219
TRAVEL BASICS . . ............................. 188
Madness & Trauma ......................... 222
REST ............................................... 190
Disease, Curses & Possession .......... 222
DYING. . ........................................... 191

DEATH & THE MUNAGI ................... 192


CHAPTER 13:
EXPERIENCE POINTS DOOMSAYER’S SECTION .230
& LEVELING UP ................................... 193
CORE PRINCIPLES .......................... 231
RUNNING THE GAME. . .................... 236
CHAPTER 10: USING MONSTERS & NPCS ............. 254
DUNGEONS . . ......................... 194
MONSTER & NPC VAULT ................. 267
TRACKING RESOURCES .................. 194
PLAYER-FACING NPCS .................... 287
DARKNESS & LIGHT . . ...................... 195
MADNESS ....................................... 196
AWARENESS & PERCEPTION. . ......... 196
A PPENDIXES ........................ 290
STEALTH & HIDING ......................... 197
TRAPS. . ........................................... 198

5
INTRODUCTION

WHAT IS A TABLETOP
ROLEPLAYING GAME?
Picture a world beyond the boundaries of our own, Player Characters, Monsters, beasts, and animals your
where the realm of the imagination reigns supreme. Characters meet. As the Doomsayer leads you through
Where every thought, every decision, every action a series of challenges and obstacles, you’ll be tasked
can shape the course of an epic adventure. A tabletop with making decisions, rolling dice, and improvising
roleplaying game is a gateway to this boundless realm your way through the twists and turns of the adventure.
of possibility. It is a game that transcends the confines But a tabletop roleplaying game is more than just
of the physical world and invites you to become a hero, a game. It’s an opportunity to explore different aspects
a villain, or anything in between – although, in the case of yourself, to step into the shoes of someone entirely
of Blood and Doom , you’d better not lean too much different, and to experience a world of adventure and
to the dark side, as it will corrupt you and it will lead magic that exists only in your mind – and maybe as
you to your doom. On Athyr, only the courageous and maps, 2D or 3D terrain, illustrations, and miniatures
the daring stand a chance of holding their own against on your tabletop. No board is necessary, though, and
the dangers that are threatening the world. tabletop RPGs – or ‘TTRPGs’ – can uniquely be enjoyed
At its core, a tabletop roleplaying game is a collaborative as theatre of the mind plays only. They offer you
experience. You and your friends will create a story a chance to build relationships with your fellow players,
together, taking on the roles of characters within that to learn how to work together as a team, and to create
story. One of you will take on the part of the Game memories that will last a lifetime.
Master, also called the Keeper, the Narrator, the So, if you’re ready to embark on a journey of epic
Director, the Storyteller, or the Dungeon Master in proportions, if you’re ready to explore new worlds and
other roleplaying games and called the Doomsayer in test your skills in the face of danger, then a tabletop
Blood and Doom . The Doomsayer will be acting as roleplaying game is the game for you. Let your
your senses, telling you what you see, hear, smell, taste, imagination run wild, and let the adventure begin!
and feel. They will also take on the roles of the Non-

6
Introduction

A BOUT THIS LOTS MORE


PRIMER BOOK TO COME
In your hands you have a Primer version of the Blood So, what’s not in the book? As already touched upon,
and Doom Core Rulebook – the one book (out of the final rulebook will give you more Character Classes
three) that is absolutely necessary to play the game. and Archetypes, but that’s not all! You’ll also find out
It is a big chunk of what you will find in the final Core about using hirelings, mounts and mounted combat.
Rulebook and will allow you to start playing right The final book will present Advanced Traits, more
away. It covers a large part of the rules, but also omits Powers, and a lot more Magic. It also features heavily
a lot of the more specific information you’ll eventually expanded travel rules and more!
want to have if you’d like to delve deeper into the Not enough, you say? Well, we didn’t think so either,
world of Athyr and the options you have available as as there are two more books you can get and each of
a Player Character. them also has its own free Primer you can download
This Primer book will introduce you to the rules and the as a PDF right now (or came bundled with this book).
setting. It’ll show you how to create a Character and The first is the Doomsayer’s Codex: Guide to Athyr. It
four of the nine playable Classes are already included. presents the five known regions of the world of Athyr,
Each Class also has two Archetypes, making for no less the only exception being the pirate realm of Taliath
than eight unique Archetypes you can choose from. and the secretive nation of Keldor, both regions where
The final book, which will Kickstart on April 4, will explorers rarely dare to tread. The Primer delves
add five more Classes and ten Archetypes to the mix, deeper into Ethennia and Ishta mainly, while the final
dramatically expanding the available choices! book will also include Evandyr, the Islands of Roshan,
Of course, Classes and Archetypes also come with their and the Sundered Wastes covered in great detail.
own Abilities, Skills, Feats, and unique Traits, Powers, There is more, as cults are threatening the future of
and Magic. This Primer book comes with many of each Athyr. A doomed world, it seems only a matter of
and the combination of all of those things makes each time before one of these foul organizations is able
Character stand out. Combined with the Character’s to perform a final ritual that will bring the revolting
appearance and personality, there are a sheer endless extradimensional entity it worships into power. There
number of personas you can create. are twelve cults, each worshipping one of the twelve
Lastly, this Core Rulebook Primer also delves into many Heralds of Doom, and we’re presenting all of them in
aspects of going on an adventure, including possible another hefty tome called the Doomsayer’s Codex:
environments to explore, handling combat and all The Twelve Pillars of Doom . The Primer presents two
kinds of different encounters, Conditions & Afflictions, of them, the Sheddai and the Yiukashin, in all their
a ton of equipment to choose from, and a large section unholy glory.
meant for the Doomsayer’s eyes only, with advice on Learn about their history, structure, Herald of Doom,
how to prepare and run games for Players (including encroaching influence, rituals, spells, records, artifacts,
several Stat Blocks). There’s also Quickstart Characters, and monsters through the Primer PDF. The cults are
empty Character Sheets and a world map of Athyr designed to be fully integrated with the Blood and
included as separate PDFs. Doom setting and even power entire campaigns. We
In essence, this Blood and Doom Core Rulebook wanted to give you the opportunity to add the horror
according to your own taste and The Twelve Pillars of
Primer is a shorter, fully playable 1.0 version of the final
rulebook you’ll be able to back through Kickstarter, Doom book grants you exactly that freedom.
which is set to include around 420 pages of game Of course, even though there are thousands of
content once complete. It should give you not just interesting locations and NPCs, Travel Acts, points
a pretty good, but an excellent idea of what we have of interest, and quest hooks included in the core
in store for you! books, we wanted to give you some fully-fledged
adventures as well. Faces of Evil isn’t your run of the
mill adventure, but a complete investigative murder
mystery with lots of social interaction and a healthy
dose of combat added to the whole. It should be
available as yet another free download by the time

7
the Kickstarter campaign launches on April 4, 2023. If you back us on Kickstarter, books – whether as PDFs or
The Seven Jewels of Azul-Ra is a jungle adventure in print – are not the only thing you’ll be getting. We’ll
with lots of exploratory action, treasures to find, NPCs also offer you a cool Doomsayer’s Screen, miniatures,
to talk to, and enemies to defeat. It’ll be available as a custom dice set of 12 dice, including a Setback die,
a free download during the Kickstarter campaign’s and another 7 polyhedral dice, card sets, and more!
third week. We absolutely promise you that you’ll be getting a lot
of bang for your buck, so please make sure to follow us
While our Kickstarter campaign is running, we’ll also
and hop on board as soon as the Kickstarter launches –
give you the opportunity to get us to do another three
we’ll even have something very special for you if you’re
adventures to be will be included in your final rewards:
amongst the first to do so!
The Lost City of Taoeshi will take your Characters to
the enigmatic Islands of Roshan, where myths have Look for Blood and Doom on Kickstarter.com or
endured and are reality to most denizens of the realm; follow this direct link – it might save you from your
The Eye of Maru Dasa, which will give you an ancient ultimate doom:
temple to explore (or is it a temple?), and Rise of the
WWW.KICKSTARTER.COM/PROJECTS/
Black Sun , which will feature yet another one of the DICETALEGAMES/BLOOD-AND-DOOM
blasphemous cults threatening our reality.

SUMMARY
OF A DDED
K ICKSTARTER
CONTENT

CORE RULEBOOK
▪ 5 more Classes and 10 Archetypes. ▪ Additional Traumas.
▪ Advanced Traits, Powers and Magic for all ▪ Additions to rules for Events and Traps (including
9 Classes and 18 Archetypes. setting traps).
▪ Over 30 more unique Weapons. ▪ Complete chapter on creating Adventures.
▪ Hirelings, Mounts and Siege Weapons. ▪ Optional rules, including Multiclassing.
▪ Extensive Travel Rules, including Journey, ▪ Lists and overviews, including a Rules Summary,
Expedition, River Run and Sea Voyage. and Trait, Power and Magic Sheets per
▪ Rules for Chases. individual Archetype.
▪ 20 additional Monsters and NPCs. ▪ Updated World Map with Trade Routes.
▪ 20 additional Beasts to use for the Druid and ▪ Dozens more full-color illustrations as you find in
Hunter Class. this Primer.
▪ Expanded Crafting Rules with item recipes and an ▪ Improvements based on community feedback.
ingredient / material list. ▪ Totaling around 420 pages.

8
Introduction

DOOMSAYER’S CODEX: DOOMSAYER’S CODEX: THE


GUIDE TO ATHYR TWELVE PILLARS OF DOOM
▪ Covering all Subregions of Ethennia and Ishta, ▪ Covering all 12 Cults and their Herald of Doom,
including the currently missing Beshaar Desert, adding 10 more cults to the Yiukashin and
Plains of Nihar Din, The Dying Lands, Badawo Sheddai currently covered in the Primer.
Wilds, Akani and Charr Dhan. ▪ Each of the 12 Cults comes with their own unique
▪ Complete Chapters on the Islands of Roshan, the History, Ranks, Rituals, Texts (such as Tomes and
Sundered Wastes and Evandyr, also including all Scrolls), Artifacts, Spells and Corruption Effects.
their Subregions (over 16 more in total) described ▪ Each Cult also comes with its own unique Cultist
in detail. Stat Blocks, totaling over 50 Cultists.
▪ All Subregions will have (as they do for Ethennia ▪ Over 60 unique Monsters each specific to one of
and Ishta in the Primer book) countless Locations, the Cults and not included in the Core Rulebook
NPCs, Local Specialties, Goings-On, Quest Hooks, and Guide to Athyr.
Secrets & Rumors, Points of Interest, Travel Acts, ▪ Doom Levels for each of the 12 Cults, offering
Hex Maps and more. a step-by-step overview of how to build your
▪ Each Subregion and Location’s History, Peoples own Adventure or Campaign around a Cult. This
and Cultures and Politics. includes three unique goals they are trying to
▪ Over 80 unique Monsters and NPCs not included achieve, how the cultists go about doing this, and
in the Core Rulebook. what will happen should they succeed (or fail!),
▪ Cult activity for each Location, to easily link offering specific content for your Sessions.
the cults described in the Doomsayer’s Codex: ▪ Unique Trauma Tables per Cult.
Twelve Pillars or Doom to any place in Athyr. ▪ Dozens more full-color illustrations.
▪ Dozens more full-color illustrations. ▪ Totaling around 375 pages.
▪ Totaling around 375 pages.

OTHER K ICKSTARTER
R EWARDS & STRETCH GOALS
K ICKSTARTER R EWARDS K ICKSTARTER
▪ Deluxe Slipcase Set including all 3 Blood and STRETCH GOALS
Doom books.
▪ Adventure: The Eye of Maru Dasa (Digital)
▪ Poster Map (Print Version) ▪ Map of Athyr’s Solar System, including its two
▪ Doomsayer’s Screen (Digital + Print) suns, five moons, and other planets.
▪ Adventure: ‘The Lost City of Taoeshi’ (Digital) ▪ 20 additional Monsters.
▪ Blood and Doom Dice Set ▪ The Priest Class, including its 2 Archetypes and all
▪ Card Sets (Print) including Weapon Attributes, Traits and Powers/Magic.
Conditions & Afflictions, and Magic Item, Healing
▪ Adventure: Rise of the Black Sun (Digital)
Item & Poisons.
▪ Full Soundtrack composed by Knut Avenstroup
▪ 9 Character Miniatures & 9 Monster Miniatures. Haugen (Conan Exiles, Dune Awakenings).

9
TONE & FEEL WHAT YOU
The world of Athyr seems to be doomed and even
though much of the general populace has no inkling NEED TO PLAY
of the true threat looming over reality, more and Great news: as you will be playing Blood and Doom ,
more people are starting to realize that corruption you won’t need much. Only this book, Character Sheets
is spreading throughout the lands. Some astrologists (included as PDFs to print, or on virtual tabletop Roll20
are looking at the stars and realizing that the celestial for playing online), and an assortment of dice. If you’re
sky has changed, as many of the specks of light in the printing out your Character Sheets, you’ll also need an
firmament of space have dimmed or disappeared. erasable pencil and a gum to write down all relevant
Fortunetellers and diviners are going insane trying to information about your Character.
foretell the future. Mediums are left in a catatonic state
As far as the dice are concerned, you’ll need a set
after the spirits they commune with tell them the truth
of 10-sided dice (d10) of which one has a different
about what is going on. Monsters are appearing where
color than the rest (your ‘Setback Die’). About ten
previously there were none. Creatures are mutating
d10 should do it. Additionally, you’ll need a standard
into foul, often almost unrecognizable versions of their
set of seven polyhedral dice, including a d4, d6, d8,
former selves. The cults are gaining in power and their
d10, d12, d20 and d100. The set of custom dice we’ll
malefic influence is spreading, corrupting the sands,
make available during our Kickstarter campaign will
seas, and skies.
come in especially handy and includes no less than
On Athyr, danger and grit are constants, and the world 12d10 (including a Setback Die), each of them inscribed
is on the brink of destruction. Humanity is faced with with symbols to denote the ‘successes’ you roll during
monsters, cults, and magic that threaten to bring the game, and polyhedral dice with custom designed
about its downfall. The Twelve Pillars of Doom loom numbering in the style of Blood and Doom .
ominously, a dark portent of the inevitable dark fate
As previously noted, Blood and Doom can easily
that awaits if the cults are not stopped.
be played both using theater of the mind, or using
But you are the heroes in the making, the ones who will miniatures and a map. 2D-tiles or 3D-terrain will also
rise to the challenge and defy danger against all odds. look great, but we recommend playing without a grid
The game’s mechanics are easy to grasp and quick to to keep the action going and to keep movement more
play, but crunchy and pulpy enough to satisfy even the open and freestyle, as the game is more suited to
most dedicated of players. Combat is smooth-running cinematic strategic combat and we don’t want you to
and cinematic, with a fast-paced approach that will get stuck measuring distances every few seconds.
keep you on the edge of your seat.
Most importantly, you’ll need 2 to 6 players,
Blood and Doom encourages roleplay and a narrative a Doomsayer, and the willingness to have a good time
approach to combat, with player-facing rolls and no together and simply set aside a few hours to have some
set initiative order. This creates a sense of realism and pure old-fashioned unadulterated fun!
tension, as you must react to changing situations and
think on your feet.
The game is easy to learn but deep and customizable,
allowing you to create the Character of your
dreams and explore the world of Blood and Doom
to its fullest. But be warned - the world is dark and
foreboding, hurtling towards its inevitable doom at the
hands of the twelve cults and the Heralds of Doom
they worship. Can you stop them and save humanity
from its fate, or will you turn your back and go on
adventures until, finally, everything starts to crumble
around you, enjoying your short but carefree life for as
long as it lasts? The choice is yours.

10
Introduction

INSPIRATION & INFLUENCE


▪ Conan The Barbarian (1982), ▪ The Other Gods (1921),
▪ Conan The Destroyer (1984), ▪ Azathoth (1922),
▪ Berserk (1997), ▪ The Call of Cthulhu (1926),
▪ The Golden Voyage Of Sinbad (1973), ▪ At the Mountains of Madness (1931),
▪ The Witcher (2019), ▪ The Shadow over Innsmouth (1931),
▪ Red Sonja (1985), ▪ The Croning (2012),
▪ The Beastmaster (1982), ▪ The Burrowers Beneath (1974),
▪ Indiana Jones And The Temple Of Doom (1984), ▪ Baour: Strands of Death (2009),
▪ Hellraiser (1987), ▪ The Bleak Shore (1940),
▪ The Dark Crystal (1982), ▪ Elric of Melniboné (1972),
▪ The Dark Crystal: Age Of Resistance (2019), ▪ The Thing (1982),
▪ Dagon (1917), ▪ The Fly (1986),
▪ Beyond the Wall of Sleep (1919), ▪ Prince of Darkness (1987),
▪ Nyarlathotep (1920), ▪ Children of the Corn (1977),
▪ The Nameless City (1921), ▪ The Omen (1976)

K EY TERMS
Some specific terms will be mentioned throughout Blood and Doom frequently. Below is an overview of the most
important ones and what they mean within the context of the game.

D(X) SCENE
Dice are an essential part of any tabletop role-playing Any moment during Blood and Doom when Characters
game. Blood And Doom uses mostly d10, which are are engaging with the world and people in it. It usually
10-sided dice. You can also find abbreviations like d6 involves talking to people or interacting with other
and d8 to indicate dice with that number of sides. Any creatures. Think of a Scene like that of a movie, where
number put in front of the ‘d’ shows how many dice something happens and progresses into the next Scene
should be rolled, for example 4d10 to roll four ten- with different circumstances.
sided dice. Whenever a d2 or d3 is mentioned, this
refers to a d4 or d6 respectively, with results of 1-2 ENCOUNTER
equaling 1, 3-4 equaling 2, and 5-6 equaling 3. In many ways the same as a Scene, except that an
Encounter usually involves some type of conflict that
SESSION needs to be resolved. A fight is a good example of an
An afternoon or evening of playing Blood and Doom , Encounter, or a trap in a Dungeon that sets off the
usually lasting somewhere between three to five hours room filling with water. A Scene can easily turn into
and played with two to six people. Drinks and snacks an Encounter whenever conflict arises and is acted out
are recommended. taking Turns.

11
CHARACTER DUNGEON
The adventurers whose roles the players take on Any place that might house foes, monsters, secret
during the game. They are known as Characters, or ancient texts, clues to complete a quest, and so on.
Player Characters (PCs). For convenience, throughout Dungeons are dangerous places waiting to be explored,
this book when referring to ‘you’, it will usually also providing a ton of adventuring opportunity. Think of
mean your Character. ancient ruins, underground cave complexes, ominous
cult lairs and impenetrable fortresses for example.
CLASS
This is what makes your Character unique, determines ACTION ROLL
what it is that they are good at, and what defines them. Explained thoroughly in the rules, an Action Roll
There are nine Classes to choose from each with two is when you roll a handful of dice (d10) to attempt
Archetypes. They are the Barbarian, Guardian, Hunter, a challenging action. The result of the roll determines
Shaman, Assassin, Druid, Slayer, Minstrel and Sorcerer. whether you succeed and to what degree, or if you fail
and perhaps even suffer a negative consequence.
PARTY
A group of Characters who travel and adventure EDGE & CHALLENGE
together. Usually this will be all the players’ Characters Whenever you make an Action Roll, you sometimes
at your table or virtual tabletop. get to roll more or fewer dice than usual depending
on the situation. When this is to your advantage,
DOOMSAYER you gain Edge and roll more dice. When it is to your
The Doomsayer, also known as game master or GM, is disadvantage, you suffer Challenge and roll fewer dice
the one who narrates to the players what they see and instead.
hear in the world and reacts to the Characters’ actions
and conversations by portraying NPCs and Monsters. BLOOD POINTS & DOOM POINTS

The Doomsayer also makes decisions about what Your Character has both Blood Points and Doom Points,
will happen after a die roll has been made and which form a key part of the game. You spend Blood
keeps the game moving forward. The Doomsayer Points to use Powers and cast Magic, while Doom Points
is not an adversary of the Players, and though they can be spent to reroll dice and get another chance to
may create exciting challenges for the Players’ succeed at an action should you have failed.
Characters, you always play together to have a fun and
MOMENTUM
engaging experience.
When you make an Action Roll and roll more successes
than required for its Difficulty, each additional success
NPC
represents one Momentum. Momentum can be spent
The characters whose roles the Doomsayer takes on
in various ways, to gain benefits, aid your allies, and
during the game and inhabit the fictive world the
perform special moves with certain weapons among
game takes place in. They are known as non-player
other things.
characters. If you’re lucky they are friendly to you and
your Party, but there’s a lot of NPCs with nefarious
intentions, most notably cultists!

MONSTER
These are the natural and unnatural creatures that
inhabit the world and often pose a danger to the
Characters. They can be found almost anywhere and
fighting them will likely comprise a large part of most
adventures.

12
Introduction

PLAYING THE GAME


Using the imagination of everyone around the table, whole. Think of it as how a movie or TV show plays out.
the Doomsayer describes a Scene to the players, The former is short, to the point, and has an ending
functioning as the Characters’ eyes, ears and nose for just before the credits start rolling again. Perhaps
a moment to let them know where they are and what is there is a sequel in the works, but even without one,
going on. The players are then free to respond and tell a movie usually stands fine on its own. The latter goes
each other what their Character does or says, either by on for much longer, with some episodes being filled
describing it in third person or acting it out as if they with action and excitement, and others focusing on
are playing a role in a theater play or a movie. the characters and their personal affairs. Whatever the
case might be, the ending often isn’t in sight until after
Most of the time, the Doomsayer will drop little clues
a few seasons.
while describing a Scene, informing players as to what
their Characters could pick up on and pursue. Players As you start out playing Blood and Doom , one of you
can have their Characters roam around a city to takes on the role of the Doomsayer and the other
explore, travel to distant lands in search of treasure, players each create a Character to play with. Everyone
talk to NPCs they encounter, or look for signs of trouble is recommended to familiarize themselves with the
and offer their aid to an NPC in need. All the while, rules of the game as described in this book, but the
the Doomsayer will let players know what happens in Doomsayer most of all should read or skim through
response to the Characters’ actions. both this book (especially the Doomsayer Section in the
back) and the adventure at least once to get a good
Blood and Doom would not be a game about
idea of how to prepare, run and adjudicate the game.
adventure and evil cults if conflict and dangerous
Other books, like the Doomsayer’s Codices, will allow
challenges weren’t a big part of it. The Doomsayer
the Doomsayer to delve even deeper into the setting
will usually prepare, come up with quests for your
and the lore, making sure they can come up with even
Characters, or set up situations that draw them into
richer and more detailed backgrounds and stories.
a plot or adventure organically. As the story develops,
obvious or less obvious assignments may arise for The world of Athyr is a place of wonder and danger,
Characters to take on, usually involving some form where every step could lead to adventure or doom. The
or exploration, investigation, combat, magic-use, or Doomsayer’s voice rises above the clatter of dice and
another adventuring trope. the murmur of conversation, painting a vivid picture of
the world that surrounds the characters. The scent of
This is where Encounters come into play. Unlike a Scene,
exotic spices mingles with the stench of decay, as the
where everyone at the table can describe what they
players’ imaginations conjure up a bustling bazaar or
say or do in an unstructured manner, an Encounter is
a forgotten tomb.
made up of Rounds and starts as soon as any conflict
arises. Every Round, each Character, NPC, and Monster But danger lurks in every shadow, and the players must
gets one Turn to act. This can include moving around be ready to face it at any moment. With a sudden lurch,
the environment, attacking, defending, helping allies, the scene transforms into a deadly encounter, where
using magic, solving problems and much more. each decision could mean the difference between
life and death. The Players’ hearts race as they battle
As this goes on, Session after Session, players will get
monsters, explore ancient ruins, and uncover sinister
a chance to make choices as to how their Characters
conspiracies. Through it all, they grow in strength and
develop, both through their actions and decisions
wisdom, becoming legends in their own right.
made within the fictional world of the game (normally
Athyr, though other settings can easily be adopted), Blood and Doom is a game of both epic adventure and
and through earning Experience Points that allow unimaginable dread, where the Players will have to take
them to Level Up, learn new things, and take on more on the roles of heroes in the making – quite possibly
challenging quests. reluctant ones – and face the ultimate test of courage
Together these Sessions make up what is called an and cunning. Journeying through the world of Athyr
adventure, which can last anywhere between one can be a glorious experience, an operatic drama, an
to about ten Sessions. Particularly long adventures emotional rollercoaster, and a symphonic power metal
are sometimes referred to as a campaign, involving extravaganza, but it is always an exciting, epic voyage,
Characters starting and finishing multiple smaller and we are honored to have you on board with us.
adventures that all tie together to form a bigger THE BLOOD A ND DOOM TEAM

13
CHAPTER 1:
RULES
OVERVIEW

CLASS & A RCHETYPE


Nine Classes will be playable upon the official release of Blood and Doom. In this primer
book, a selection of four Classes is included to create your Character, each described in
the CHARACTER CREATION CHAPTER ON P. 56 . To better understand the game’s
rules as discussed in the following sections it can help to know a little of what a Class is
about first.
Every Class in the game is split into two Archetypes that further define it. The Barbarian
Class for example includes the Nomad and Gladiator Archetypes, one of which you will
choose if you decide to play a Barbarian. Each Archetype in turn has number of unique
attributes in the form of Traits, Powers and Magic.
Your Class is central to your Character, and the first thing you choose when you create
one; everything else, like allocating Ability Scores and choosing an Origin and Character
Path will flow from it naturally. Now that the basics are covered, it is time to dive a little
deeper into what all of it means.

14
Rules Overview

A BILITIES SKILLS
Every Character has fifteen Abilities that determine Every Character has a number of Skills to complement
how good they are at performing certain actions or their Abilities. Skills tell you something about what your
overcoming challenges presented during the game. Character is trained in and what kind of experience
Whenever a Character attempts to do something or they have. They are more specific than Abilities and
reacts to the world around them, it is always related to only apply in specific situations or when using certain
one of these Abilities. weapons or tools.
If you are unfamiliar with the roleplaying game trope For example, the Skill ‘Wilderness Exploration’ would
of Abilities, you’ll get the hang of it soon enough; be of help when trying to navigate through a dense
every Ability is pretty self-explanatory, and detailed forest or find food while traveling across a desert, while
information about their use and meaning can be found the ‘Swords’ Skill is useful for fighting with a scimitar
in the ABILITIES & SKILLS CHAPTER ON P. 136 . or katana. Whenever one of your Skills applies to
a situation you get to roll extra dice that increase your
Once your Character has been created they will have
chance of succeeding an action even more.
a number of points in each Ability, known as an Ability
Score. The higher an Ability Score, the more dice you
get to roll when using that Ability and so increasing your
chance of success. The ACTION ROLL SECTION ON P. 18
goes into more detail on how dice rolling works.

ABILITY OVERVIEW
STRENGTH Physical strength and muscle power
B O DY

DEXTERITY Finesse, balancing and crafting


TOUGHNESS Stamina, resilience and constitution
REFLEX Reactiveness and speed
STEALTH Moving stealthily and hiding

INTELLECT Brainpower, abstract knowledge and logical thinking


MIND

WISDOM Practical knowledge, healing and survival


LORE Knowledge about culture, history and myths
AWARENESS Perception and awareness of surroundings
FOCUS Stability of the mind

HEART Sympathy, social adeptness and integrity


SOUL

MYSTIQUE Secrecy, deception and seduction


COURAGE Bravery, composure and leadership
INSIGHT Sensing intentions and deceit
WILLPOWER Steadfastness and resisting evil

15
TRAITS, POWERS Some Traits allow you to gain ‘Charges’, which can be

& M AGIC
spent to use the Trait’s effect a set number of times.
These Charges are gained per Rest, per Day, at the start
of an Encounter or when something specific happens.
Each Class Archetype has a variety of unique Traits, An example being the Assassin Ninja’s ‘Blood Oath’,
Powers (or Magic) that can be used during the game. with which they gain 6 Charges whenever they make
They are a large part of what makes each Class and a promise to someone to defeat, capture or kill a target
Archetype unique. You start the game with a certain that wronged them. The Ninja can spend a Charge at
number of each and get to choose more as you reach any time to increase their chance of success to help
higher levels and can improve the ones you already have. further their goal and hold their promise.
A brief overview is presented here, though more POWERS are often more impactful than Traits, but they
details can be found in the TRAITS, POWERS & MAGIC are temporary and using them requires Blood Points to
CHAPTER ON P. 145 and the CLASS & ARCHETYPE be spent. For example, the Barbarian Nomad’s ‘Destroyer’
CHAPTER ON P. 72 . allows them to destroy objects like wooden doors and
TRAITS usually aren’t actively used; instead, a Character iron locks with a single blow from their weapon for up to
always gains its benefit. Unlike Powers and Magic, 1 minute. Another example is the Guardian Vanguard’s
every Class and Archetype has Traits. A good example ‘Turn The Tide’, which they can use to let an ally take
of a Trait is the Guardian Warden’s ‘My Life For Yours’, an extra Action on their Turn and possibly get out of
which allows the Warden to protect an ally at their a tough spot during a fight. Not every Character can
side by taking part of the damage they would receive use Powers, however. They are reserved for Classes that
from an opponent. do not use Magic, and vice versa.
Rules Overview

MAGIC is rare in the world of Blood and Doom , yet When your Character does something during the
there are those who have mastered it nonetheless game, it usually looks something like this:
(cultists most notably!). Just like Powers, using Magic
requires Blood Points to be spent. The Druid, Shaman
and Sorcerer are Classes that can each use a form of FICTION
Magic which is unique to only them. Of these three,
the Druid is included in this primer book, focusing on
▪ The Doomsayer describes a Scene; something
that is happening, or simply the things you see,
the forces of nature to wield magic and bend their
natural surroundings to their will. hear or smell wherever it is that you are at
that moment.
For example, the Druid Stargazer’s ‘Control Elements’
allows them to shape, move, solidify or vaporize any ▪ You describe your Character’s action; what
element of their choice, from fire or water to earth they do or attempt, or their reaction; how they
and air, and even metal. The Druid Kindred’s ‘Wild respond to perils and danger. If possible, give
Growth’ lets them create, twist and roots and thorn some detail on the hows and whys; add some
bushes on large area or surface that can either retrain, flare and imagination to what you want to do.
knock down or even harm opponents.

M ECHANIC
FICTION &
(These mechanics and game terms are all covered in
the upcoming sections.)

M ECHANICS ▪ If necessary, the Doomsayer asks for an Action


Roll and chooses an Ability and Difficulty.
When playing a tabletop roleplaying game like
Blood and Doom , there is the story, the fantasy, the
▪ Roll a number of Action Dice determined by
your Ability Score, Skill Rank (if one of your Skills
imagination and narration which is happening at the
is relevant) and any Edge and Challenge that
table; the roleplay aspect of it, and the suspension of
disbelief of envisioning yourself being your Character may apply.
inside the game’s world. This is known as the fiction. ▪ If the number of successes you roll meets or
exceeds the Difficulty, you succeed! Additional
Then there are also rules, dice, and calculations that
need to be made and whatever else is happening successes rolled above the Difficulty are also used,
during the game to make it work that is not part of as covered later.
the fiction. These are known as the mechanics.
Mechanics can sometimes lead the fiction to disappear
into the background, with players focusing on rules FICTION
and numbers. Even though it is perfectly fine to have
this happen from time to time, most people seem to
▪ The Doomsayer narrates what happens next,
based on the success or failure achieved.
agree that putting fiction first, and mechanics second,
results in a more immersive experience. ▪ Your friends will hopefully cheer if you did
something cool or prevented some disaster,
To help accomplish this, try to think first and foremost
and you add to the Doomsayer’s narration by
about being part of the fiction and simply say what is
on your mind when you do or say something as your roleplaying your Character or describing what
Character, or while referring to them in the third they do next.
person.
Don’t stare blindly at your Character Sheet in search of
answers for what you could do, but let the story and
action drive you. This way you can stay immersed in
the adventures unfolding at the table and largely leave
thinking about mechanics up to the Doomsayer.

17
ACTION ROLL Your Dice Pool is made up of the following:

Often the game progresses with players describing what ▪ ABILITY SCORE
they do or say and the Doomsayer responding with You always add a number of Action Dice equal to
what happens next without making dice rolls. However, one of your Ability Scores.
any time you attempt to do something challenging or
anything else which has a reasonable chance of failure,
▪ SKILL RANK
You add a number of Action Dice equal to
you make what is known as an Action Roll.
a Skill’s Rank only if a Skill applies.
For example, to attack an enemy, spot something that
is hidden, scale a mountain cliff, navigate your way
▪ EDGE AND/OR CHALLENGE
You sometimes add or subtract even more dice,
in the wilderness, cast a spell on someone, or recall
as covered in the Edge & Challenge section.
knowledge about a place’s history.
You also make an Action Roll when something happens Most of the time, the Doomsayer lets you know
to you, like when you defend yourself against an attack, what Ability to use when making an Action Roll. For
jump out of harm’s way from a trap that triggered, or example, Strength when you make a melee attack
resist poison from a snakebite. In such cases you make with a glaive, Awareness when you try to spot danger
an Action Roll to determine whether you can avoid it or clues, Mystique when you try to deceive someone
or reduce any harm you might take. during a conversation, or Reflex when you jump out of
the way of a triggered trap. With a Strength Score of
4, you can add 4 Action Dice to your Dice Pool. Simple
ROLLING DICE as that.
To make an Action Roll you roll a bunch of Action Dice In some cases, though, more than one Ability could
(d10) and try to get as many results of 8, 9 and 10 apply, and you can then choose depending on the
as you can, which are referred to as ‘successes’. Each approach you take. For example, some weapons allow
Action Die that comes up 8 or 9 counts as one success, you to use either Strength or Dexterity when attacking,
while every 10 counts as two successes. Action Dice and when defending yourself against an opponent’s
that come up 7 or lower have no effect and can be melee attacks you can use Toughness (to stand firm
disregarded, with exception of your Setback Die (a d10 and hold your ground) or Reflex (to dodge the attack).
of a different color; more on this later).
It is up to you to determine whether a Skill could
The Doomsayer always lets you know how many be beneficial to your action, which should always be
successes are required to succeed at an action. The discussed with the Doomsayer. If a Skill applies, you can
harder the thing is you attempt to do, the higher the add a number of Action Dice equal to the relevant
Difficulty and the more successes you’ll need. The Skill’s Rank to your Dice Pool. If none of your Skills apply,
default is 2 successes, but it could be anywhere from you roll as many Action Dice as your Ability Score only
1 to 5. More on this can be found in the DIFFICULTY (though as usual Edge and/or Challenge can apply).
LEVEL SECTION ON P. 28 . Of course, rolling more
successes than required works as well; it doesn’t have
to be the ‘exact’ number of successes, just as long as
you roll equal to or higher than the Difficulty.
So how many Action Dice do you get to roll for REFERRING TO
a specific action? This depends on the size of your ACTION ROLLS
Dice Pool. The better you are at doing something, the
more Action Dice you can add to your Dice Pool to Action Rolls are usually referred to just by
roll for that action. ‘Dice Pool’ is really just a fancy way their relevant Ability name, which for the
of saying ‘the dice you collect in your hand before you above examples would be: ‘Strength Roll’,
roll them’. But this is also one of the most fun parts Awareness Roll’, ‘Mystique Roll’, and so on.
of the Dice Pool: you get to physically add as much You will encounter those terms frequently
Action Dice as you can (or are allowed) to your hand, in this book, always meaning an Action Roll
shake them up, and roll to see what happens. using the Ability mentioned.

18
Rules Overview

For example, let’s say you are making your way


through a dense jungle and want to see if you can
spot the hidden temple ruins that are rumored to
PLAYER FACING RULES
be somewhere in that area. The Doomsayer will ask Blood And Doom is a ‘player facing’ game,
for an Awareness Roll. If you have the Archeology & which means that unlike in many other
Stonework Skill or maybe Perception & Investigation, tabletop roleplaying games players make
these would certainly be useful in this situation and almost all dice rolls and the Doomsayer
the Doomsayer should allow you to add Action Dice
very few. You make Action Rolls both when
from either one of those Skills’ Rank. On the other
you act (on your Turn, during an Encounter)
hand, if you have neither, you’ll probably end up just
rolling Awareness.
and also when you react (on an opponent’s
Turn, during an Encounter).

ACTION ROLL = For example, instead of the Doomsayer rolling


ROLL ACTION DICE (D10) for a Monster to make an attack, you as the
player make an Action Roll to defend yourself
IN DICE POOL (ABILITY + SKILL)
instead (using the Toughness or Reflex Ability).
8, 9 = ONE SUCCESS If you succeed, you avoid getting hit. If you fail,
your enemy strikes true and you’ll likely take
10 = TWO SUCCESSES damage. Similarly, if an NPC tries to trick you,
the Doomsayer does not roll to see if the NPC
ROLLING ADDITIONAL SUCCESSES succeeds. Instead, you make an Action Roll to
Additional successes rolled above the required Difficulty determine whether you can see through the
aren’t wasted, but instead used to gain additional deception (using your Insight Ability).
benefits, succeed triumphantly, use your weapon’s
special attributes, help an ally, or when casting magic:
increase the spell’s effect. This is all covered in more
detail in the MOMENTUM SECTION ON P. 31 .

EXAMPLE
Akar and Nehresi, two fearsome warriors from The Battleaxe is a weapon that can only be
the Valgar Plains, are making their way across wielded using Strength. Akar has a Strength
the arid deserts of Ova Dyr to deliver an Score of no less than 5, and a Skill Rank of 2 in
important message to the Twin Amrins of Nadir. the ‘Axes’ Combat Skill. Akar’s Player gets to roll
During their third night of trekking across the a total of 7 Action Dice, and the Doomsayer
sandy dunes they are surrounded by a pack calls it a Difficulty 2 to hit the Plain Beast. The
of hungry Plain Beasts, ready to devour them result is 8, 8 and a 10 (ignoring numbers lower
whole. than 7), which is no less than 4 successes! More
than enough for Akar to cleave his mighty
Akar and Nehrasi know what to do and
Battleaxe into the muscled neck of the Plain
immediately ready their weapons and stand
back to back as the four Plain Beasts draw closer Beast pack leader.

from all sides. Both adventurers know that (A Battleaxe has a Weapon Attribute known
getting the upper hand here might mean the as ‘Brutal’, which would allow Akar to pull off
difference between life and death, and Akar a devastating move and deal extra damage
decides to leap forward and lash out with his because he rolled more successes than required,
Battleaxe, attacking the largest and fiercest of but we’ll cover that later to keep things
the Plain Beasts in hopes to scare off the others. simple here).

19
As Akar’s attack succeeds, the Player can now EXAMPLE
roll for damage. A Battleaxe has a d10 Damage Dandri, a valiant Guardian hailing from
Die (Damage Dice can vary from 1d4 all the Karchova, has recently arrived by ship at the
way up to 1d12!) and the result is 6. The Axes docks of Samorra, one of Ethennia’s greatest
Skill Rank of 2 is also added to this damage, for (if not ‘the’ greatest) port cities. Long story
a total damage dealt of 8! But the Plain Beasts short, she gets into a scuffle with a group of
aren’t convinced yet, and the pack leader is pickpockets on the Guild Docks while the rest
ready to retaliate. It twists and turns to pull back of her Party is off to visit the infamous Shrine of
from Akar’s Battleaxe and strikes back. the Idol.
The Doomsayer asks Akar’s Player to defend. He Obviously, these thieves must have thought
decides there is no time to jump of of the way the near human-sized sword Dandri carries
and narrates how he attempts to parry with his must have been a decorative piece, as they
Battleaxe, still having it held up from his prior all stumble back when she draws her majestic
attack. He makes a Toughness Roll, also using zweihänder. As the Doomsayer narrates what
his Axes Skill Rank. His Toughness Score is 3, and happens, Dandri’s Player sees an opportunity
adding the Axes Skill Rank this totals 5 Action to end this confrontation quickly. She lets the
Dice. Plain Beasts might not be so hard to hit, Doomsayer know she wants to intimidate these
but defending against them is a Difficulty 3 petty thieves by having Dandri swing her sword
no less. skillfully around her and uttering ‘Alright, you
5 Action Dice are rolled and luckily the result scoundrels, let’s have it! My blade thirsts for
is an 8 and 10 (again, ignoring lower numbers). your blood!’
Since a 10 is good for 2 successes, the total is The Doomsayer asks if Dandri wants to continue
3 successes and Akar manages to fend of the by hacking away at the pickpockets or only
attack. The Doomsayer would roll for damage wants to intimidate them (for now). Dandri’s
if the Plain Beast’s claw would have struck Akar, Player agrees to the latter, and the Doomsayer
but instead now Nehrasi sees a chance to join asks for a Mystique Roll, but adds that if Dandri
in, jumps on a nearby rock and dives down onto would like to let her action speak louder than
one of the Plain Beasts dual wielding her kukris her words, a Strength Roll may work just as well.
and ready to take care of business… Dandri’s Player decides to let her threatening
tone do most of the work here and makes
a Mystique Roll, with an Ability Score of 4. She
also adds 1 Action Die from her Intimidation Skill
for a total of 5.

Dandri’s Player rolls 5 Action Dice against


a Difficulty of 2 and gets 2 successes; just
enough to succeed. Dandri manages to scare off
the thieves, at least for the time being, as they
disappear into the crowd.

20
Rules Overview

21
EDGE & EDGE
CHALLENGE Situational
Things like hiding, taking cover,
having higher ground, but also
Whenever you make an Action Roll you can increase the Advantage
social or investigative advantages.
number of Action Dice in your Dice Pool, for example
by setting up advantages for yourself or others, or by One Character takes the lead
working together. This is known as gaining Edge. Working and makes an Action Roll while
Some circumstances however do exactly the opposite Together allies assist to increase the chance
and decrease the number of Action Dice in your Dice of success.
Pool. This is known as suffering Challenge. You can find
Some of your Traits, Powers and
an overview on the next few pages of the most common Trait, Power
or Magic Magic can give you Edge as well,
ways to gain Edge or suffer Challenge.
or even your allies.
When you gain Edge and / or suffer Challenge, simply
add 1 Action Die to your Dice Pool for every Edge gained Gain Edge when an ally
and subtract 1 Action Die from your Dice Pool for every gives you a Boost, if you do
Boosting
Challenge suffered. The easiest way to keep track of this anything related to what they
is by physically adding and taking out these dice as you just accomplished.
ready them in your hand to roll.
When an opponent is hampered
Unlike your Ability Score or Skill Rank, Edge and by a Condition, you sometimes
Conditions
Challenge aren’t permanent and can change from one gain Edge if you can take
Action Roll to another. For example, when you attack advantage of it.
an opponent while hidden you gain Edge, but not again
after they have become aware of your presence. If you
attack an opponent while you have higher ground on CHALLENGE
the other hand, you gain Edge and keep doing so as
Things like harsh weather,
long as you hold that position.
Situational climbing a slippery surface, an
If you ever end up having to roll 0 Action Dice after Disadvantage ambush or having accidentally
applying Edge and Challenge, your Action Roll fails
insulted someone.
automatically, though Doom Points can be spent to
help out if needed. More on this in the DOOM POINTS When you get attacked by
SECTION ON P. 34 . Regardless of how much Edge a group of opponents, you
Opponent
you gain, you never roll more than 12 Action Dice total don’t always roll to defend
Group Attack
at any time during the game. against each, but roll once
with Challenge.
EDGE / CHALLENGE = Just like Characters, Monsters
ADD / SUBTRACT ACTION DICE Opponent and NPCs have Traits and
Trait / Action special Actions that can
impose Challenge.
Conditions like Poisoned, Blinded
or Prone can cause you to
Conditions
suffer Challenge to perform
specific actions.

22
Rules Overview

SITUATIONAL A DVANTAGES baking a pie. During an Encounter, everyone who works


When you attempt something that can benefit from together to achieve something spends their Turn to do
the environment, the objects in it, prior planning, or so, but only the Character who takes the lead makes an
a perfect set-up, you gain Edge. You can usually only Action Roll to perform the Action.
make use of one situational advantage per Action Roll, To work together like this, it should be possible that
though there are exceptions. Feel free to let your your coordinated efforts benefit the situation. For
Doomsayer know if you think this is the case. example, bashing against a regular-sized door can
A common way to gain Edge like this is when you reasonably only be done by two Characters at most,
engage an opponent who is unaware of your presence, and when attacking an opponent each Character who
either by sneaking up on them or setting up an ambush. assists should be able to let the Doomsayer know how
It also includes things like making the floor slippery they intend to do this.
with oil, escaping through bramble bushes while you
know a path and your opponent doesn’t, or attacking
someone from an advantageous position. TRAITS, POWERS & M AGIC
Objects that provide a situational advantage exclude Some of your Traits, Powers and Magic provide Edge to
commonly used items and weapons, but instead refer you and one or more of your allies. Their description
to things like a knocked-over table or pile of barrels lets you know when this is the case. Opponents also have
to take cover behind, or a chandelier to swing across Traits and special Actions they can perform that impose
the room with. Feel free to try things out and ask your Challenge when you have to react against them.
Doomsayer if what you want to attempt is beneficial
and can give you Edge.
More options like these are covered in the COMBAT &
BOOSTING
How to give an ally a Boost or how to make use of
ENCOUNTERS CHAPTER ON P. 199 , but situational
a Boost yourself is explained in the MOMENTUM
advantages aren’t exclusive to physical confrontation
SECTION ON P. 31 . In short, when you receive
by any means. For example, you can gain Edge by using
a Boost, you can use it to gain Edge if you immediately
leverage to lift a heavy object, or by using sensitive
act upon the advantage gained from an ally’s efforts.
information to persuade a guard to grant you passage.
Setting up situational advantages can be considered
the bread and butter of adventuring. The world is SITUATIONAL
a dangerous place, and your opponents are often sly
and deadly. Going straight toward your goal without
DISADVANTAGES
Like situational advantages, there can also be many
considering how to gain the upper hand can mean the
things that hinder your actions instead. The Doomsayer
difference between victory and defeat.
lets you know when this is the case. Situational
disadvantages can range from environmental

WORKING TOGETHER challenges, to hidden opponents attacking you, to not


respecting the dress code at a royal ball. Whenever
When you do something and one or more allies help
you do anything that might be affected by these
out, you gain Edge per ally who adds something to
circumstances, you suffer Challenge.
improve your action. This is a great way to overcome
challenging obstacles or defeat powerful opponents It can also happen you attempt something challenging,
that would otherwise be hard to tackle alone. When but not quite enough to raise the Difficulty Level.
working together, one Character always takes the lead Instead, the Doomsayer can decide you suffer
while others assist. Challenge instead, which is slightly more beneficial to
your chance of success.
This could be anything from breaking open a door to
a coordinated effort to bring down an opponent to

23
OPPONENT GROUP ATTACKS Caving Skill Rank of 2. She rolls an 8 and a 10
Imagine getting attacked by three opponents at once (ignoring lower numbers), equaling 2 successes.
and having to make an Action Roll to defend against Enough to make the Difficulty of 2! Nazoya
each opponent. This would slow down the game to
climbs across the ridge gracefully.
a halt and isn’t very exciting. Instead, when a situation
like this presents itself there are special rules where you Kelim has a Dexterity Score of 5, but
only roll to defend yourself once but suffer Challenge unfortunately no Skill that applies. Kelim’s
for each opponent above the first. Player looks at his Character Sheet and asks the
There is a little more to it than that, as the damage Doomsayer if maybe ‘Wilderness Exploration’
possibly dealt by your opponents is also affected. The applies, but the Doomsayer rules that it’s a far
COMBAT & ENCOUNTERS CHAPTER ON P. 199 goes
stretch to use that for this particular climb.
into this in more detail.
Luckily, Nazoya has a rope and decides to hold
one end tight and throws the other end to
CONDITIONS Kelim, who ties it to a sturdy-looking rock. Using
You can suffer a Condition when something bad the rope, the climb has gotten a bit easier for
happens to you, like getting Poisoned by a poisoned
Kelim, who gains Edge (from this situational
arrow, Blinded by darkness, or knocked Prone by
advantage) and Kelim’s Player can add 1 extra
a powerful attack or object crashing into you. Some
Conditions cause you to suffer Challenge, though there Action Die to his roll. He gets to roll a total of 6
are many other negative consequences possible as well. Action Dice (adding 1 to the Dexterity Score of
When an opponent suffers a Condition exactly the 5), without using any Skill.
opposite happens, and you gain Edge to any Action Roll Unfortunately, he rolls just 1 success; not enough
that can capitalize on their Condition. For example, if
to make the Difficulty, and Kelim slips and ends
an opponent is knocked Prone you gain Edge to attack
up hanging above a 100-feet drop holding on to
them. A complete overview of Conditions is listed in the
CONDITIONS & AFFLICTIONS CHAPTER ON P. 216 . the rope for dear life. Nazoya immediately acts
and tells the Doomsayer she wants to give all she
has to try and pull up Kelim. ‘Such a feat requires
EXAMPLE
Strength’, the Doomsayer replies, and luckily,
Nazoya, a fierce Barbarian with a short temper, Nazoya has plenty.
and her best friend, a gentle and kind-hearted
Nazoya has a Strength Score of 5 and an
Druid by the name of Kelim, are making their
Olympian Skill Rank of 2, for a total of 7 Action
way to the Taluan Caves in the southern parts of
Dice to roll. The Doomsayer sets the Difficulty
Torra Nyega. They are in search of a legendary
at 3, as pulling up Kelim while being stuck on
treasure that is supposed lie hidden there;
a small and treacherous mountain cliff is no easy
remnants of an age long forgotten.
feat. Nazoya’s Player rolls two 8s and two 9s, for
As they make their way across the Domes of a total of 4 successes!
Maradhar, they stumble upon a particularly
That’s one more success than required, and
hazardous ridge they need to cross. The
because of this, the Doomsayer narrates how
Doomsayer decides this is no easy task, and
Nazoya easily pulls up Kelim. Nazoya’s Player says
asks both to make a Dexterity Roll, Difficulty 2
in character: ‘I got you. I’d never let you fall; you
(requiring 2 successes to succeed).
know that!’, to which Kelim replies: ‘Of course, I
Nazoya’s Player asks if the Climbing & Caving Skill wasn’t scared for one moment..’, as he wipes of
would be of use here, and the answer is obviously the sweat from his forehead. ‘Let’s go find that
‘yes’. She Rolls a total of 6 Action Dice, as Nazoya treasure!’.
has a Dexterity Score of 4, and a Climbing &

24
Rules Overview

EXAMPLE runes painted on the ground, the Doomsayer asks


Ulmar, Salanthe and Fidrico are making their Salanthe’s Player to make an Awareness Roll, as her
way through a haunted crypt, torches in hand Character is the first to enter.
to illuminate their path inside this dark and dank Salanthe has an Awareness Score of 4, and 1
underground dungeon. They had noticed the Rank in the Perception & Investigation Skill. At
faint sound of footsteps in the distance earlier this point it seems clear what is going on, and
but were unable to see far enough to spot the Doomsayer reveals that Alzabar is hiding
anything. Could the rumors be true? That the behind the door, ready to strike. The Difficulty
mad cultist and warlock Alzabar the Cruel has is 4 to spot him, as he is an exceptionally
been hiding in the crypt, plotting to sacrifice the sneaky individual. She rolls 5 Action Dice but
boy who was abducted from the nearby town of only manages to get 2 successes. The Party is
Okabi one week ago? caught off-guard by Alzabar and the blood-
Tempted by the allure of a hefty reward, and of stained dagger he so skillfully wields. As a result,
course out of the goodness of their own hearts, whoever Alzabar chooses to attack first suffers
the Party of adventurers presses on in hopes of Challenge to defend themselves. Of course, he
dealing with the matter. As they finally arrive in will have revealed himself when he does, and the
the room where the boy is being held, bound with remainder of the Encounter continues without
ropes and sitting in a circle of candles and sinister this penalty.

25
SETBACK DIE WHEN ATTACKING
▪ Your weapon becomes Dented. If it is Dented
One of your Action Dice is a special d10 known as the
again, it is destroyed, though you can repair
Setback Die, which should have a different color from
a weapon to prevent this from happening.
the rest of your d10s so you can easily tell it apart. No
matter how many or how few Action Dice you roll, ▪ You put yourself in a disadvantageous position,
your Setback Die should always be included as one of suffering Challenge to defend yourself or avoid
them. This means if you end up rolling just 1 Action Die, danger until your next Turn.
it should be your Setback Die.
▪ You make the situation around you harder or
Your Setback Die functions the same as other Action more dangerous to deal with for one or more
Dice in that it generates successes when its result is of your allies. They suffer Challenge if they do
an 8, 9 or 10. However, when you fail an Action Roll
anything related.
and your Setback Die results in a 1, 2 or 3, you suffer
a Setback in addition to failing your roll. If your Action ▪ You strike some inanimate object, causing
Roll succeeds on the other hand, any result of 1, 2 or 3 unwanted collateral damage and potentially
on your Setback Die can be ignored. complicating the situation around you (knocking
What exactly happens when you suffer a Setback over a lamp and plunging the room into
depends on the nature of your attempted action, with darkness, or even spilling flaming lamp oil across
a wide variety of challenges and obstacles to deal with. the floor, for example).
The Doomsayer Section of this book offers tips and
advice for the Doomsayer to come up with Setbacks
▪ In your haste to reload, you spill some ammo
(arrows, crossbow bolts, etc).
and includes several roll tables to determine them
randomly as well. When using Magic this works a bit ▪ You sprain your muscles from making an awkward
different, as you’ll see next. Some examples: body movement and become Paralyzed until the
end of your next Turn.

26
Rules Overview

WHEN DEFENDING ▪ You suffer more damage than usual from the
▪ Your armor becomes Dented. Armor can be Magic.
Dented a number of times equal to its Durability ▪ The duration of a Condition you suffer (like
Rating, after which it offers no more protection being Frightened, or Charmed) is increased,
until repaired. and/or the Difficulty to end the Condition is

▪ A boot sole breaks or comes unfastened, causing increased instead.


you to become Slowed until you take the time to ▪ You suffer more Madness than usual as a result of
resolve it. the Magic’s sanity-inducing effect.

▪ You get turned around entirely, or stagger ▪ Your weapon is lit ablaze with fire and you suffer
backwards out of reach, suffering Challenge to fire damage unless you drop it.
your next attack or related action. ▪ Your armor explodes or is shredded to pieces.
▪ You collide or interfere with an ally, causing them ▪ You become Exhausted, Troubled or Blemished.
to suffer Challenge to their next Action Roll. ▪ Instead of lowering an Ability Score by 1, you
▪ If after you defend a subsequent Action Roll lower it by 2.
needs to be made, to withstand or resist any
secondary effects of the attack, you automatically
fail that roll. WHEN DOING
▪ You suffer additional damage or even an Injury. A NYTHING ELSE
Most Setbacks during the game actually occur while
More on attacking and defending can be found in out adventuring and perhaps not necessarily engaged
the COMBAT & ENCOUNTERS CHAPTER ON P. 199 . in a confrontation. Many things can happen depending
Equipment and repairing items is covered in the on the situation. For example, when you try to lockpick
EQUIPMENT CHAPTER ON P. 152 .
the backdoor of a guarded castle, a Setback could
mean you made too much noise, causing several guards
to pass around the corner and putting you and your
WHEN USING M AGIC Party in a tough spot. Or when attempting to cross
When you use Magic and suffer a Setback, a unique, a rushing river, suffering a Setback could mean you
negative effect is triggered as specified in the Magic’s plunge into the water and are immediately dragged
description. Magic can be very dangerous, and its away by a powerful stream, only to end up hanging
Setback effects can have serious consequences. More from a slippery cliff where the water crashes down
on using Magic can be found in the USING MAGIC a great depth.
SECTION ON P. 147 .
Other, none-narrative penalties might still apply, for
example when you fall from great height after failing

WHEN R ESISTING M AGIC an Action Roll while climbing, a Setback could mean
you suffer an Injury in addition to the damage you
Powerful cultists, necromancers or warlocks often would normally take. Though it may seem like suffering
make use of dark Magic to obtain their goals, and you a Setback is a bad thing (it actually is), it usually provides
as adventurers will often be on the receiving end of the most fun and tense moments of the game, creating
their mind-altering, arcane spells. Some Monsters also unpredictable situations where you get a chance to
have special (magical) abilities comparable to the use show off how to deal with great adversity akin to
of Magic. When you suffer a Setback when resisting heroes whom songs are written about.
Magic, any of the following things might happen
(though they are each greatly dependent on the exact
nature of the Magic): FAIL ACTION ROLL
+ SETBACK DIE RESULT 1, 2 OR 3
= SETBACK

27
DIFFICULTY DIFFICULTY
SUCCESSES
R EQUIRED
LEVEL Easy 1

Whenever you make an Action Roll the Doomsayer


Normal 2
sets the Difficulty depending on what you attempt,
or the severity of what is happening to you. The
Hard 3
Doomsayer lets you know the Difficulty of the roll
beforehand, speeding up the process of rolling dice
and interpreting the outcome. When no Difficulty is Extreme 4
mentioned, the default is Normal.
Nightmare 5
When you attempt to balance yourself on a broken
rope bridge for example, the Doomsayer might ask to
make a ‘Normal Dexterity Roll’, meaning you need 2 or Once a Difficulty is set, it remains unchanged
more successes to succeed. If the rope bridge is nearly regardless of whether you are aided by an ally, have
falling apart, the Doomsayer might ask to make a Hard set up a situational advantage or use a Skill that shows
Dexterity Roll (requiring 3 successes) to successfully you have experience. Such advantages and others are
balance yourself instead. implemented by gaining Edge instead.
Action Rolls are made using the following Difficulty As you can see in the Success Chance Table, Difficulty
Levels, where success is achieved when the total Levels can make quite the difference. Whenever the
number of successes rolled is equal to or higher than Doomsayer calls for an Extreme or Nightmare roll you
the number shown. may want to think twice about your approach.

28
Rules Overview

SUCCESS CHANCE TABLE


ACTION
DICE EASY NORMAL HARD EXTREME NIGHTMARE
ROLLED (1) (2) (3) (4) (5)
1 30% 10% — — —

2 51% 23% 5% 1% —

3 66% 36% 13% 4% 1%

4 76% 49% 23% 9% 3%

5 83% 59% 33% 16% 6%

6 88% 68% 44% 24% 11%

7 92% 75% 53% 32% 17%

8 94% 81% 61% 41% 23%

9 96% 86% 67% 49% 31%

10 97% 89% 75% 56% 38%

11 98% 92% 80% 63% 45%

12 99% 94% 84% 69% 52%

D OING THE I MPOSSIBLE


Some things are simply impossible to do, regardless of Difficulty. In such cases, no roll can be
asked by the Doomsayer or made by the player. The things that Characters attempt should
always be reasonably possible within the fiction of the game, even though this is a fantasy
game about bravery, heroics and going against all odds.

For example, asking a noble lord to hand all their riches over to you with no good reason won’t
ever succeed, not even if you roll 5 successes or more. Likewise, attacking a Dragon with your
bare fists (save for poking out its eyes maybe) won’t ever succeed either, as its natural scale
armor simply cannot be penetrated without a weapon or using magic.

It is highly recommended that the Doomsayer be clear and final when determining that
something is impossible. Letting players attempt things that are simply not within their
Characters’ abilities can lead to outrageous results. At times these can add enjoyment to
gameplay, but frequently the result breaks immersion, and encourages players to try to roll for
everything, no matter how hard.

29
30
Rules Overview

MOMENTUM Other benefits can include performing a time-


consuming action in a short amount of time, finding
During the game it can often happen you roll more a useful item, stumbling upon exactly the right person
successes than required for the Difficulty set by the to help you out, automatically succeeding similar
Doomsayer. Such additional successes are known actions for a limited time, or even something not
as Momentum, which each additional success directly related to your current action.
representing 1 Momentum. For example, if an Action
The more Momentum you roll, the greater your
Roll’s Difficulty is 3 and you roll 5 successes, you succeed
benefit should be. There is no exact measurement for
and gain 2 Momentum.
this, but one Momentum warrants a minor benefit,
Momentum can be spent and utilized in various ways, while two or three Momentum should be rewarded
and you always decide what to do with Momentum with something significant.
immediately after you have rolled your dice. You can
Not every action lends itself to gaining Momentum
choose one or multiple options from the table below
like this. If a simple success or failure is all that could
per Action to spend up to 3 Momentum on. Any
reasonably happen that is fine too. Don’t force additional
Momentum left over and unspent is lost, and you can
successes (Momentum) rolled into slowing down the
never save up Momentum for later use.
game; instead save it for moments it can really make
a difference or add something useful to a Scene.
SPENDING MOMENTUM

Gain
Mostly for non-combat Action
Rolls. Spend Momentum to
BOOST
a Benefit Whatever action you perform, if you accomplish
gain benefits and succeed
anything that an ally might be able to benefit from, you
triumphantly.
can spend 1 Momentum to give them a Boost. Should
Give an ally Edge to one of an ally act on what you set up for them, they can use
their Action Rolls if they can this Boost to gain Edge to one Action Roll related to it.
Boost an Ally
immediately take advantage of Unlike when you work together as described in the
what you just did. Edge & Challenge section, you don’t need to give up
your Turn to help someone. Instead, your exceptional
Use Momentum can be spent to
success (at whatever you were doing) creates
a Weapon perform special actions using one
Attribute ‘momentum’ from which someone else may benefit.
of your Weapon’s Attributes.
A Boosted ally must act not long after they received
Some Traits, Powers and Magic their Boost to take advantage of it, which is most useful
Trait, Power
or Magic allow you to spend Momentum during an Encounter when taking Turns. In this case,
each in their own unique way. a Boost lasts until the end of the Round when it was
obtained. Without an Encounter taking place, a Boost
must be used immediately after it is gained. In either
BENEFIT case, Boosts cannot be saved up and should be spent
The simplest way of applying Momentum is to before being able to receive another Boost.
determine how well you succeeded at something. Most importantly you should be able to justify how
Usually, the Doomsayer will think of beneficial effects and why what you did can benefit an ally, which you
gained when this happens, but you should feel free to can discuss and deliberately plan for. It is up to the
pitch in and think of something cool together. The Doomsayer to decide whether your plan can work as
Doomsayer does have final say over what will happen. intended or not.
Utilizing Momentum this way works best for actions In rare cases multiple allies may be able to benefit
performed during a Scene as opposed to an Encounter. together from what you did, in which case, at the
For example, when you try to spot danger or clues it Doomsayer’s discretion, you could be allowed to spend
can lead to uncovering even more than expected, or more than one Momentum; one per ally that you want
when trying to figure out if someone is lying it could to Boost. All allies Boosted this way are then expected
provide additional information about their personality to act on it immediately to make use of their Boosts,
and underlying intentions. as usual.

31
You cannot Boost an ally by spending Momentum In addition to getting an even fairer price than
from reacting to something, like defending against an Laevandyr was asking for, the shopkeeper takes
attack, jumping out of the way of a trap, or resisting a liking to his straightforwardness. He kneels
poison. It should always be something you initiate
down behind the counter and pulls up a few
yourself, and that can potentially help an ally.
goods he had tucked away there, saved only
Boosting is a great way to work as a team and tackle
for ‘special’ customers: several beautiful leather
obstacles you come across in a cinematic fashion,
creating combos of subsequent actions made by your bags, and some particularly alluring footwear,
entire Party where one Boosts another and another all of which he is willing to part with for
the next. When coordinated right, a Boost can even be a more than decent price as a result of rolling
used to defend against an opponent’s attack or other 2 Momentum.
harmful effect.

EXAMPLE
WEAPON ATTRIBUTES
The EQUIPMENT CHAPTER ON P. 152 lists an While embroiled in a fight with a band of
overview of special actions that can be performed Thalian pirates, Ragnaar the Barbarian has just
by spending Momentum using one of your Weapon’s decapitated his opponent and is looking to
Attributes. The more Momentum you have to spend,
cause some more carnage. A few feet away
the more powerful their effect. Think of things like
from him, one of his allies, the swashbuckling
severing an opponent’s arm, impaling them with a spear
and pinning them to a wall, making extra attacks or captain Menar, is having a hard time fending
parrying an opponent for a relentless counterstrike. off a particularly well-groomed raider who is
Each weapon in the game has one or more of these slashing at him with a jagged cutlass.
attributes, like ‘Powerful’, ‘Swift’ or ‘Vicious’.
Ragnaar jumps into the fray and needs to
beat a Difficulty of 3 to succeed, but his Player
TRAIT, POWER OR M AGIC gets 5 successes – gaining 2 Momentum!
Some of each Class Archetype’s unique Traits, Powers Since the weapon Ragnaar is wielding has the
or Magic utilize Momentum in various ways. Refer to Vicious Attribute, his Player decides to spend 1
the CLASS & ARCHETYPE CHAPTER ON P. 72 to Momentum to inflict Bleed 1 on top of dealing
learn about what you can do if you choose to play
damage as usual. The Barbarian cut a scarring
such a Character.
wound deep into the pirate’s chest, leaving
blood splatters all over the ship’s wooden
EXAMPLE
planks… and some of its crew.
While visiting a leather workshop in Vahlia,
Additionally, David uses his second point of
a beautiful gem-encrusted leather armor
Momentum to Boost Ragnaar’s ally Ymar, who
catches Laevandyr’s eye. Known for his
is also engaged with this same opponent. His
legendary stinginess, the haughty noble tries
Player can now use that Boost to gain Edge
to haggle down the price, prompting the
to defend himself should the wounded pirate
Doomsayer to ask his Player for a Mystique Roll
decide to attack Ymar, or to gain Edge on an
at Difficulty 2. He rolls and gets an 8, another
attack of his own.
8, and a 10, which is no less than 4 successes! It
also means that Laevandyr will get 2 Momentum
and the Doomsayer decides that the shopkeeper
agrees to let go of his masterwork at a major
discount.

32
Rules Overview

EXAMPLE EXAMPLE
Illy-Hun, a Druid Stargazer from Sionto, one Imra, a battle-hardened warrior from The Dying
of Roshan’s Trinity Islands, channels ‘Control Lands, is locked into deadly combat with a vile
Elements’ to move a piece of stone barricading Sheddai cultist. She swings her maul over her
an entrance. Her Player describes how she head, trying to wipe the arrogant smile from the
stretches out one of her arms and makes man’s face forever. Imra’s Player needs to beat
a movement with her hands, as if she’s grabbing a Difficulty of 2 and rolls 5 Successes. He spends
the object from a distance. She makes an Action 3 Momentum to activate the weapon’s Brutal
Roll to determne if the Magic succeeds and Attribute, smashing Imra’s maul into the cultist’s
what size of rock she is able to move. arm, splintering his bones! The cultist needs to
let go of his two-handed sword, while Imra also
The Difficulty of the Magic is 2 and if the Player
gets to inflict 3d6 points extra Damage on top
succeeds without gaining Momentum, Illy-
Hun will only be able to manipulate an item of what his maul usually deals. The Ethennian
smiles as the Sheddai drops to his knees, too
the size of a backpack – not nearly enough to
busy with coughing up blood to call out his
swipe away the slab of stone. Luckily, she rolls
Herald’s blasphemous name.
5 successes, gaining 3 Momentum and swiping
away the entire obstacle, revealing a tunnel
that leads deeper into the damp cave complex
where the Troglodytes her Party has been
looking must be hiding.

BLOOD POINTS SPEND BLOOD POINT(S) =


USE POWER OR MAGIC

USING BLOOD POINTS


Blood Points represent the life force and will to face
adversity in the world of Blood and Doom , and the
GAINING BLOOD POINTS
You start the game with 6 Blood Points that grant your
strength that is given to those who dare to attempt
Character the capacity to do extraordinary things, and
and save Athyr from its (unavoidable) doom. The world
also being the maximum you can have at any time.
is rife with danger and cults who would do nothing
Whenever you Rest and have accomplished (or tried
rather than see the world burn or become its sole
to accomplish) valiant and heroic deeds, you can roll
masters with all others their slaves.
6 Action Dice to gain back Blood Points. You gain 1
During the game, Blood Points are most commonly Blood Point per success rolled. Whenever you Recover,
used to activate your Character’s Powers and when you replenish all your Blood Points instead and no roll
using Magic. As long as you remain a force for good is required.
and work towards making Athyr a better place, you’ll
In addition, the Doomsayer can reward Characters
be able to replenish your Blood Points and keep
with Blood Points at other times during the game, for
fighting the good fight. Should you stray from that
example after defeating a powerful and corrupted
path, you may find yourself lost and without the ability
monster or when saving innocent people from the
to use Blood Points any longer.
hands of a cult about to sacrifice them. When this

33
happens, the Doomsayer rolls a number of Blood Dice When doing so you can even spend 1 more Doom Point
depending on what was accomplished, and your Party to also reroll as just described.
as a group earns those Blood Points.
Blood Points earned this way are usually divided SPEND DOOM POINT =
among all Characters in the Party equally, though
REROLL FAILED ACTION DICE
Players can decide together who will get a few more
Blood Points over others, showing appreciation to one OR ROLL MINIMUM OF
or two Characters for their unflinching bravery and
5 ACTION DICE
having made all the difference during that last Scene
or Encounter. Or perhaps instead, Blood Points are
divided considering who might be able to make best
use of them during upcoming trials and challenges.
GAINING DOOM POINTS
Like Blood Points, you start the game with 6 Doom
GAIN BLOOD POINTS = Points, which is the maximum you can have. Doom
DURING REST ROLL 6 ACTION DICE. Points are, however, only replenished at the end of
GAIN 1 PER SUCCESS. a Session, at which time you can roll 6 Action Dice to
gain back Doom Points. For each success rolled you
RECOVER TO REPLENISH receive 1 Doom Point.
ALL BLOOD POINTS You can at times also gain a Doom Point after you
failed horribly or were extremely unlucky. At any
point during the game, should you continuously edge
closer to the dark abyss that is your death or simply try
something very impressive and impactful but see it fail

DOOM POINTS
regardless, the Doomsayer can ‘reward’ a Doom Point,
hopefully giving you a better chance of succeeding
next time.

USING DOOM POINTS GAIN DOOM POINTS = END OF


Doom Points represent the dark fate of Athyr and how SESSION ROLL 6 ACTION DICE.
those who walk the path of being its saviors can on GAIN 1 PER SUCCESS
occasion tap into this negative force to bend the rules
to their will, but always coming at a cost in the long
run. Doom Points are for the depraved, the insane,
the unlucky, the power-hungry and the vile. Use them
carefully if you don’t want to end up getting murdered, THE DOOM ROLL
devoured, or swallowed up by an extradimensional As just touched upon, spending too much Doom Points
portal into the void! may see things turn against you in the long run. At
any time, the Doomsayer might want to determine
If not dissuaded by this warning, you can spend a Doom whether something uncertain within the fiction of the
Point once per Action Roll to reroll all Action Dice that game can work out in your favor or against, or whether
didn’t result in a success. You can do so if your initial something terrible might befall you. This is when the
Action Roll failed to try and succeed instead, but also Doomsayer can ask for a Doom Roll to determine your
if your Action Roll succeeded, perhaps to gain more fate, which will have become less likely to succeed with
Momentum. If your Setback Die triggers a Setback, every Doom Point that you have spent up until then.
you cannot spend Doom Points to reroll.
As an example, let’s say you find yourself locked up
Alternatively, you can spend a Doom Point if you ever in a prison cell and want to look for a way to escape;
end up rolling 4 or less Action Dice after applying Edge is there a loose brick in the wall that could allow you
and Challenge, to roll 5 Action Dice instead. This gives to start digging a way out? Or let’s say you discover
you a chance to succeed even in the worst possible a portal to another dimension and decide to jump
situation, including if you would end up rolling 1 die.

34
Rules Overview

in head first; are you going to end up in happy place


where benevolent beings grant you untold wisdom, or
TASKS
does your skin slowly start to scorch away as you arrive Tasks are used whenever you try to overcome an
on some hellish plane of existence? obstacle or perform an activity that requires more
than just one Action Roll to complete. Usually, multiple
Sometimes even the Doomsayer might not have an
Characters take part in performing a Task, each making
answer in mind and can leave it up to chance by asking
Action Rolls and accumulating Completion Points
for a Doom Roll. These kinds of situations come up
together until it is completed.
more often than you may think and even though the
Doomsayer can have a Session meticulously prepared, Unlike other actions, a Task’s Difficulty isn’t the number
leaving unanswered questions up to chance keeps of successes per Action Roll required to succeed.
things unbiased, dynamic and above all, horrifyingly Instead, each success rolled adds 1 Completion Point
unpredictable. (CP) to the Task’s Difficulty. Task Difficulties are shown
below, though in rare cases a Task could require more
Alternatively, the Doomsayer can also have multiple
CP than listed here. You never simply succeed or
Characters make a Doom Roll, for example if they are
fail a Task as result of one roll, and a Setback is only
uncertain which Character is the target of a trap that
triggered if you roll 0 successes and your Setback Die
was just set off, or if the Doomsayer wants to determine
results in a 1, 2 or 3.
which Character gets targeted by a Dragon or Munagi
during a life-threatening battle scene. Sometimes it’s You usually use the same Ability for each Action Roll
clear who a Monster might attack, but at other times to complete a Task, but if more than one approach is
it could be either of two or even three Characters. possible the Doomsayer could allow different Abilities
The Doom can determine who gets the short end of to be used. This way every Character can pitch in and
the stick. help on a Task utilizing their own individual strengths.
To make a Doom Roll, you roll Action Dice equal to
the number of Doom Points you have. Note that the TASK TOTAL CP
fewer Doom Points you have, the lower the chances DIFFICULTY TO COMPLETE
are of succeeding a Doom Roll. The Difficulty is always
Normal, requiring 2 successes to succeed. A Doom Roll Simple 12
is a special roll and not considered an Action Roll; you
don’t use any Ability, cannot gain Edge or a Boost, and Challenging 18
cannot suffer a Setback.
Tough 24

DOOM ROLL =
Grueling 30
ROLL ACTION DICE
EQUAL TO DOOM POINTS
Tasks are mostly used when there are consequences
and things happening in between, creating time-
When you succeed on a Doom Roll the situation turns pressure to finish before a situation worsens. It is
out in your favor. When you fail, you will have to find therefore almost always part of an Encounter, playing
another way to get things done or find yourself with out in Rounds and Turns.
a problem or two to solve. If multiple Players can
A few quick examples: trying to dig a hole to escape
benefit from a single Doom Roll, the Player who is most
from a collapsed cave slowly filling with water,
involved with assessing the situation or getting things
attempting to scale a mountain cliff while being shot
done makes a Doom Roll for the entire Party.
at with arrows, disabling various parts of a trap as it
When multiple Players make a Doom Roll to determine slowly builds toward a lethal climax, trying to convince
who is the most unfortunate and falls into a trap or gets a group of enemies they should surrender, clearing
mauled by a Baikuda, the Player or Players who rolled a ditch for shelter during a snowstorm as frostbite
the lowest number of successes get targeted. Difficulty sets in.
isn’t considered in this case. When tied for successes,
the Player(s) with the lowest number of Doom Points
gets targeted instead.

35
SIZE, DISTANCE DISTANCE & R ANGE
Distance and range are noted as being Close, Near, Far

& SPEED or Distant and can be useful for players as well as the
Doomsayer to describe a Scene or Encounter.
Most often it comes up when describing the positioning
SIZE of a Character or Monster and how they move around
during an Encounter, which is when distance and range
The size of creatures or objects in the game is best
become a bit more important to define than during
described by making a comparison to something
other moments in the game.
everyone can relate to. For instance, the size of a cat,
an elephant, a house or a castle tower are all things CLOSE and NEAR are both ranges related to things
we can imagine in our mind. One elephant might be in your direct vicinity; used often when talking about
a bit smaller than another and the same can be said for fighting with melee weapons and taking a few steps
a house or castle tower, but that rarely matters; such around as you do. For example, swords and daggers
descriptions trigger the imagination much more than reach up to Close range, while a halberd, whip or
talking in terms of feet or meters. kusarigama can reach up to Near range.
For rules purposes, Monsters are divided into size FAR and DISTANT are ranges related to things and
categories, allowing a distinction to be made when size actions that reach quite a bit further out; used often
is important. These size categories are TINY , SMALL , when talking about fighting with throwing weapons
MEDIUM , LARGE , HUGE , MASSIVE , ENORMOUS , or ranged weapons such as shuriken, throwing axes or
and GARGANTUAN . a bow.

Somewhere around the size


Tiny of a squirrel, a mouse or
M ELEE
anything smaller. Up to an arm-lengths away or closer.
Close Suited for fighting by biting, using claws,
About the size of a goat, a chair
Small a dagger, axe, or sword.
or the smallest person you know.
A few steps away. Suited for fighting
The size of an average human,
Medium Near with a whip, spear, halberd or throwing
a tiger or a modest bookcase.
a net. This is about 2 times Close.
About the size of a cow or
Large
a horse.
R ANGED
The size of an elephant, a shed or
Huge
castle gates. Only a short sprint away. Suited for
throwing a handaxe, firing a Valdyrian
About the size of a sailboat or Far
Enormous bow or throwing shuriken. This is about
a modest house.
3 times Near.
Somewhere around the size of
Massive A decent sprint away, requiring some
a castle tower or a whale.
time to cross. Suited for firing a recurve
The size of a mansion, castle, or Distant
Gargantuan bow or arbalest. This is about 3
anything bigger.
times Far.

Anything that is further away than Distant range


is referred to as Remote, which is about as far as
the eye can see when outside in the open. Remote
distance rarely comes up during any Encounter and
no weapons or magic spells can reach that far. That is,
unless the magic can target someone across immense
distances, for example a radius of 100 miles, at which
point referring to it using the above terms cease to be
relevant altogether.

36
Rules Overview

SPEED For more complex Encounters it can be helpful to use


Characters and most Monsters have an average miniatures and a map to provide some more detail
Movement Speed, referred to in short as their Speed. about the environment and everyone’s position in it. To
Some Monsters however, can have slow or fast do so, it is recommended you use a map without a grid
Movement Speeds, or variations thereof. Average and estimate distances based on their descriptions,
Speed equals being able to move up to Far distance on keeping the action at the table fast and cinematic even
a Turn, while Slow Speed halves this distance and Fast when a map might become the focus of attention for
Speed doubles it. some time.
To accommodate this style of play on a map and
adjudicate any disputes that might arise about how
M APS & M INIATURES far a Character could move, the Reposition Roll (and
Running Encounters in Blood and Doom can easily be other such tie-breaking and decision rolls) is included
done using ‘theater of the mind’. This means all the as part of the game rules. It can be found on P. 212 .
action is described in relation to each other; choosing
to be more abstract than exact and imagining the
action in your mind, without the use of minis and
a map.

37
CHAPTER 2:
WELCOME
TO ATHYR
As far as you or anyone you know is aware of, mankind had spread out over Athyr’s seven known regions. Five
has existed since the world of Athyr was born. Created of these – Ethennia, Ishta, the Sundered Wastes, the
by the Ancient Gods, humans have never been alone, Islands of Roshan, and Evandyr – interact and trade
but have always co-existed with animals and beasts with each other, but two – Keldor and Taliath – remain
alike. Predatory monsters have invariably roamed the a mystery to most people on the other continents,
lands and ruled over the deepest of oceans, all under excerpt for rare visits by the stout Keldorians and the
the watchful presence of the twin sister gods Aureya incessant raids by Taliath pirates.
and Issira.

BIRTH OF DIVINE
HUMANITY A BANDONMENT
Many millennia ago, the Ancient Gods retreated, and
Although it is unclear where humanity first sprung, although their names are still sung by minstrels, their
tracing back the languages spoken by the various past exploits are now relegated to myth and legend.
cultures on Athyr to their Proto-Athyrian root seems Only the druids of the First Order of Elements seem
to indicate that human life started in the Sundered to believe that the tales they tell are as accurate as
Wastes. According to accepted myth, there, the Eldra they are crucial to understand the true meaning of
Gavan, an ancient folk that had managed to tap into the things. No-one knows exactly why they left, but most
arcane essence of Athyr, caused a devastating magical current priesthoods still talk about the Battle of the
surge that razed the landscape, leaving the area as it Gods above Ova Dyr that preceded their abrogation
is known: barren and marked by deep crevices and and the subsequent calamities that struck Athyr.
majestic mountain ranges. By then, however, people

38
Welcome to Athyr

Maybe the Ancient Gods were defeated by the


numerous newer deities, maybe they decided the
MODERN TIMES
struggle was not worth a prolonged effort. Perhaps they Over the last millennia, the monsters that once used
struck some abstruse deal with their successors, or they to lurk in the shadows have come out of their hiding
had some other reason to leave the world. Whatever more than ever before. Conflict brooms in every
their motivation was, the current pantheons took over, corner and political infighting seems to be more
and they have been worshipped across most of Athyr prevalent than in previous times, despite the many
ever since, although Roshani keep pleading to their One alliances and the bustling trade between most regions.
True God and Ishtans call to their spirit deities. Where once the Ethennian sandstorms known as
Rhogoon and the volcanic outbursts of Mount Obetu
Whatever the reason, coinciding with their departure,
in Ishta were responsible for the most dangerous
the Al’Harayad (Ethennian for ‘Divine Heat’) flattened
weather phenomena, now, adventurers return form
the Valgar Plains and the center of the world shook,
their quests recounting tales of bizarre occurrences
burying entire cities underneath the sands and sinking
and depraved cults. Beasts that once seemed to stay
city-states that are now only rumored to exist thanks
within their habitats are venturing out more often and
to songs and tales that have been passed about them
many fortunetellers have stopped talking about their
throughout the ages. Their remnants are still there to
visions, while some diviners have even taken their own
be uncovered deep underneath layers of earth, rock,
lives or gone insane.
or water.
The year is 3765, and portents indicate a great
calamitous event due to happen 3 years from now,
when a celestial event that occurs only once every

THE M ASTERY
24 years has Issira and Aureya align with Athyr and its
five moons. Astronomers and astrologers have stared
conjecturing that some of the stars in the night sky

OF M AGIC might actually be dead, and entire constellations have


recently disappeared. There is talk of human sacrifice in
Under the tutelage of the new pantheons, or at the cities and settlements where previously there was none
very least under their watchful eye, depending on and some people have started to act more secretively.
who you talk to, scholars took up the study of reality
There is a life to be had and there are treasures to
itself. Many rulers pretended not to notice, hoping to
be found. Fame and wealth are still the driving goal
use this knowledge of magic for their own purposes,
for many explorers and heroes, but a growing number
others tried to intervene or integrate this new way of
of people is taking notice of the dark changes that
approaching the arcane in their own societies. Druids
are twisting and perverting the beautiful but perilous
and shamans reacted just as diversely as a new form of
world they have known so far. Great champions now
spellcasting emerged. Despite its dangers, and despite
deny death, facing the Munagi that come for their
the oftentimes unintentional side effects of calling
souls in increasing numbers; but return to the living
upon the mystic energies of places ill understood, the
horribly scarred by the experience.
movement was unstoppable, and sorcerers started
to shape the world, although the necessity to have Welcome to Athyr.
engineers, artisans, craftsmen, and other non-magical Welcome to a world of Blood and Doom .
careers remained and all in all, the impact of the dark
tomes and the esoteric has been less than the kingdoms
at that time were expecting, mainly because of the
long and arduous process of learning how to weave
the invisible forces of the world in the first place.
And, so, Athyr remained a world of nomads and
barbarians, of vassals and knights, of emperors and
counselors, of guilds and artisans, of bards and
minstrels, and of rogues and scoundrels, despite of its
many breathtaking wonders and unseen dangers.

39
40
Welcome to Athyr

ETHENNIA
THE R EGION A BOUT ETHENNIA
Ethennia is by far the largest region in Athyr. With also There are many reasons for visiting Ethennia: its delicate
land connections to both Keldor and Ishta, Ethennia silk robes, intricate tapestries, and Ethennian libraries,
is – in every sense of the word – the center of the but also its local gastronomy, with a prominent role
world and it is almost a wonder that Ethennians aren’t to play for the many exotic spices you have found on
a more prideful people, and most Ethennians you have markets as far outside of the region as Evandyr and the
met are welcoming to strangers, maybe discounting Islands of Roshan.
some of the fiercest and solitary nomadic tribes and In the Ethennian cities, princes and kings known as
nomads that roam the arid Beshaar Desert or the Amrin and queens known as Alika reign over their
diverse Valgar Plains. populace. Outside of these centers of civilization,
Split through the middle by The Great Artery, Ethennia almost the entire population lives a nomadic life and
is largely made up of extensive deserts and grasslands, settlements are usually temporary. Given the means,
interspersed with more fertile regions; rolling hills that cities usually claim large swathes of lands far beyond
are difficult to navigate by anything other than the their city walls, which effectively makes them city-
indigenous flightless birds known as the Hiriku; much states, even though you’ve never heard of any Amrin
sought-after oases; and foreboding mountain ridges. or Alika charging taxes. Connecting these sovereigns
People you have met along your travels talked about are the Grand Amrin, who are purportedly elected to
fearsome Mountain Giant tribes and unhallowed make sure that the many royals can easily stay in touch
monstrosities, but outside of pack animals and pets, with each other.
you’ve never heard them describe anything that sounds Across the lands in-between the cities, the Rhogoon
even remotely docile or friendly. rage; sandstorms that obscure anything they touch
Although its vast areas of sand, stone, and grass from view within seconds, and nothing strikes fear in
would suggest otherwise, Ethennia seems to hold just the heart of a weary traveler as much as the Great
as many wonders and just as much treasure as other, Khamsheen, the largest storm of its kind on Athyr,
more disparate regions. This is not a land of ancient capable of erasing an entire village if the necessary
tombs, inhabited caves, or strange creatures, but of precautions aren’t taken. Still, the prospect of treasure
buried megapolises, sprawling tunnel complexes, and has attracted a copious amount of adventurers to these
entire species that have adapted to the arid wastes so lands. Many have become rich, and you have heard
completely that they seem to have been made out of their names sung by minstrels across the world many
the very material that constitute it. Here, there must be times.
untold antediluvian secrets to be unearthed, and thus Many more have perished.
Ethennia remains something you – or at the very least
most of your peers – are drawn to.

41
SUBREGIONS stretch of rock and stone, a literally dying patch of
Ethennia is largely divided into five subregions, each waste and fossils that keep degrading at rates faster
a unique land of its own, with people and customs, and than the laws of nature would dictate, and even the
even landscapes, varying greatly from one region to undead here are fouler and more putrid than anywhere
the next. else in the world.
Unsurprisingly, the humans who inhabit this region are
BESHAAR
Dry and desolate, the Beshaar Desert is said not to some of the hardiest people on Athyr, having built up
have seen rain for over a thousand years. Here, the (for the most part) a natural resistance to the land’s
Rhogoon rages even more frequently than anywhere degrading character. You have also heard of the
else in Ethennia, leaving only the Daleh – pillars Sallutah, a people native to the Dying Lands that feasts
of deep-brown rock that rise from the sand to an on the flesh of anyone unlucky enough to come across
incredible height – standing. Barbarian tribes like the them.
Ubara even believe that these towering columns are
OOSAL MOUNTAINS
steppingstones to reach the afterlife!
By far the most contentious kingdom of all Ethennia,
In the north of the Beshaar Desert stands Kitai, one the Oosal Mountains are currently presided over by
of the only two Ethennian ports large enough to two barbarian brothers: King Amlanth of Thoral and
accommodate vessels from Roshan, and certainly his identical twin, King Hamlikh of Turan. The people
the one with the most eccentric and idiosyncratic here are raised from childhood on to be ferocious
populace – a folk that still adheres to old customs and warriors and both Amrin maintain a fleet of highly
insists on speaking Old Ethennian, even though almost maneuverable attack vessels, as well as many coastal
everyone here seems to know at least 4 or 5 languages, military barracks that together form a highly-effective
and the great Beshaar Academy has retained its status defense line.
as the largest and most famous learning center in all
of Ethennia. Oosal’s united barbarian tribes are known to be very
aggressive, and bloody but sanctioned conflicts are often
THE DYING LANDS staged between the peoples here to keep the warriors
Although most of Ethennia consists of desert terrain, sharp and ready to act should they be called upon. You
The Dying Lands aren’t a misnomer. Barren and have heard of the many native bounty hunters and
completely infertile, the entire subregion is one large mercenaries, almost all of whom are easily recognizable

42
Welcome to Athyr

thanks to their animal companions: Cizarth, a large, kept Taliathi pirates from raiding the plains in any large
native feline species capable of climbing the highest numbers for centuries now.
trees, as their most sought-after sidekicks.
There aren’t a lot of temples or other places of worship
OVA DYR
on the Plains of Nihar Din, and many of the peoples here
Desolate and flat, travelers to these plains count have turned to magic and science. Arcane innovation
only Aghrapur as a city worthy of that name, whilst marks even the smallest of settlements, despite the
the local Khalindrim don’t seem to care about other absence of libraries or other centers of accumulated
cultures and peoples. Much of the land is known not knowledge. This had led many to speculate that
to be in the hands of humans, but is dominated by something bizarre is going on in this subregion.
the great Sandworms that make this subregion their
THE VALGAR PLAINS
home. Not even the Urandir have been able to claim
Marked by the Al’Harayad –‘the Divine Heat’ – the
true dominion over the area, even though they
Valgar Plains are thought to have suffered the direct
have succeeded in appropriating abandoned tunnel
wrath of the Ancient Gods for abandoning them more
complexes from their Sandworm enemies.
than any other place on Athyr. In these modern days,
Ova Dyr is well-known for its floating rocks and a rare the Valgar Plains comprise a vast stretch of flatland that
metal called thelhium, the sturdiest forgeable substance hosts some of the greatest, most important Ethennian
on Athyr. There are more things here than the eyes cities and centers of culture, such as Tamon and
and other natural senses would suggest, though, and it Samorra, but you have also heard that many nomadic
has long been speculated that a gateway to the world tribes and a paganistic order of druids reside here.
of the Djinn can be found here.
Although the Valgar Plains are easily navigable because
THE PLAINS OF NIHAR DIN of the absence of steep elevations and low grass,
This beacon of civilization was abandoned a long time the local Mendrihm will tell any traveler that most
ago, leaving only a few settlements within the heartlands dangers lurk underneath or inside of the grass canopy,
and a few major cities along its perimeter. The peoples but the entertainment found in Tamon, the eclectic
of Nihar Din are hardy but welcoming, but many of them giant harbor of Samorra, the specialized equipment
don’t believe in the omnipotence of the divine, instead found in Adesh, and mountain city Azul jointly attract
living according to a very peculiar set of rules that has a multitude of visitors every month, while the twisted
caused many to shun them for fear of blasphemy. This Mel’Daharad rock formations, the half-buried Ten
has kept the region rather poor, despite the affluence Statues, and other landmarks are enough to draw in
of fish and crustaceans, as the Alakh Mountains have droves of curious adventurers.

43
ISHTA
THE R EGION A BOUT ISHTA
Ishta is a hot and humid jungle region bordering the You have often heard of Ishta being referred to as
dry plains and deserts of Ethennia in the north and the the most savage and deadly known region of Athyr,
lukewarm Sea Of Blood in the south. It is a naturally much of which can be attributed to the abundance
occurring lowland, but its mountainous borders have of predatory wildlife and the high number of warring
long kept the nobles of Ishta’s numerous tropical indigenous tribes that inhabit its jungles. Though much
city states from having too much contact with the of Ishta’s population resides in small reed and clay hut
nomadic tribes and traders from southern Ethennia. villages scattered throughout the various jungles and
However, stouthearted merchants still brave the along their rivers and lakes, there are several large city
treacherous passes from time to time, despite their states which maintain a more sophisticated, governed,
gorges and saddlebacks containing an unknown but and decadent existence. The most prominent of these
significant number of dangerous creatures like the are Qualat and Huexolta, ruled by powerful juntas of
degenerate, semi-human Troglodytes that claim the priests, nobles, and sages, who are just as much revered
heights as their own. as they are feared by their own people.
Far below the ornate Troglodyte caverns and extensive Civilizations from bygone ages have left behind traces
cliff dwellings, Dinosaurs vie with humans for living in the form of buried and forgotten ruins in the jungle
space and dominance. The mountain ranges, the peaks so old that no living person knows even their names.
of which can reach as high as 1,000 rods, are snow- Some say these are filled with jewels and gold, bus also
locked during the winter months, and the tepid Sea harbor an ancient evil. Many think that Mount Obetu,
of Blood is infested by the much-feared pirates of an ancient volcano that lies restless and violent to this
Taliath, the boldest of which have been known to take day may be to blame for the demise of these long-lost
smaller vessels upstream to attack cities in audacious, societies, and its turbulent seismological roaring are
tactically ingenious raids. watched carefully by priest-astronomers of Qualat and
Akshan for signs of another devestating eruption.

44
Welcome to Athyr

Beneath the surface of everything in Ishta, whether SUBREGIONS


natural or man-made, lies conflict, struggle, and
instability. If you have ever visited Ishta during TORRA NYEGA
your travels, you will have felt the ground rumbles By far the most pleasant and hospitable subregion of
unpredictably underneath your very own feet. Ishta, Torra Nyega is continuously patrolled by the
Beautiful, multi-colored feathered serpents called Xerifa. These wandering judge-lawmen have succeeded
Hisilta fly on currents of magic but are poisonous to in cementing the area’s peaceful reputation, but hasn’t
the touch. Tentacled Jungle Arachnids sink their razor- stopped the many dangers hidden underneath Torry
sharp claws deep inside of their victims to feast not on Nuega’s green canopy from persisting.
their blood, but on their brain fluid, only to get liquified
From the colossal statue greeting travelers on the
underneath the rubbery laps of skin of Girkyin, which
Orunuro river to the gigantic monsters that many
in turn are crushed to death between the mauling
claim roam the depths of Lake Kahija, not even the
teeth of the great Dinosaurs.
wealth of information contained inside Huexolta’s Pillar
Underneath the veneer of the cities’ magnificent of Sagacity or the priest-astronomers of Nakbu seems
pyramids and palatial temples lies a far darker, to hold the answers needed to unveil Torra Nyega’s
grimmer reality, as almost everyone knows that many oldest mysteries.
of Ishta’s majestic edifices are built upon millennia of
subjugation, dark magic and human sacrifice. In some JUNGLES OF MARAROKA
cities, a captive underclass still toils ceaselessly and Devoid of any settlements to speak of except for the
restlessly everywhere one goes, their ultimate fate fortress harbor city Kintaba in its south-east, the Jungles
carefully kept from most foreigners who visit there. of Mararoka are characterized by their dense tropical
forests, river routes, and paths so difficult to spot that
City states seem to pause their ongoing conflicts only
travelers who are unfamiliar with these surroundings
when they join together in leagues and formations to
are advised to call in the help of specialized captains
wage war with other city states that have, in turn, also
known as Kiongozi to guide them through the local
banded together in temporary leagues and formations,
network of trails.
and that may or may not have been allies only the year
before. The conflict is compounded by the fact that Here, fellow travelers have seen creatures so large that
no less than 20 languages are spoken in Ishta, making some of them easily loom over even the biggest of
mutual understanding – or choosing which language Dinosaurs, ravenous beasts that would endanger the
to learn when travelling to the continent – even more entire fauna of these jungles if so many of the semi-
difficult, despite the fact that most Ishtans are fluent in nomadic humans living here wouldn’t stage ritual
more than one tongue. hunts for them, both to keep their families safe and
to provide their spouses and children enough food to
Despite their differences, the people from Ishta all
sustain them for months. The most fearsome of these
believe in spirits as nearly-omnipotent beings, each of
chasers are known throughout Athyr: the awe-inspiring
them either representing a particular aspect of nature
Jaida and their reptile steeds.
or a broad abstract concept. Dozens of these powerful
spirit-deities are worshipped and, contrary to what is BADAWO WILDS
usual in regions like Ethennia or Evandyr, the faithful While the perimeters of the Badawo Wilds are as lush
don’t mostly flock to a single divinity within their and green as anywhere else on Ishta, the frequent lava
pantheon, but rather tend to call on multiple spirits at eruptions form broad plateaus of up to two miles thick,
once. Also, Ishtan natives continue to claim that these and the soil to its northeast is cracked and broken.
beings still actively intervene, in stark contrast with Here, the earth shakes frequently, but the peoples of
the gods of other pantheons, who seem to speak only the Badawo Wilds have taken extraordinary measures
indirectly, through their priests and ceremonies. to prosper here, while their priest-astronomers
constantly confer with the spirits to forewarn their
communities should The Parching Pinnacle show signs
of becoming fully active once again.
Living both in forest towns and small palisade burgs
built over molten magma, most Badawons – unlike
most Ishtans – do not have to fear reptiles or other

45
natural creatures, but rather have to contend with the CHARR DHAN
unnatural monstrosities and extraplanar. Many sages Lush and green with enough rivers and veins of open
believe that the magma itself is alive, and it certainly areas, Charr Dhan is also characterized by a treacherous
seems like there might be some sentience lurking delta that keeps any harbor from being established
inside of the surface layers underneath the walkways, along its western shores. Rapids and waterfalls,
rope bridges, and huts that make up the Badawon swampland and dangerous rocky outcroppings prevent
villages. Despite so much of its land being covered in large ships from passing here, but despite of its raging
scorched minerals, the periphery of the Badawo Wilds currents, Charr Dhan is more easily navigable overland
is rich with vegetation, and small settlements provide than most other subregions on the continent.
trade posts to sell the crystals, iron, and basalt found in With direct river access to both the small but efficient
the molten landscape that comprises so much of this harbor town of Nosso and The Dying Lands, the
subregion. Unfortunately, this has also attracted the metropolis of Qualat stands in the north of beautiful
largest concentration of Beastmen anywhere on Athyr. Lake Odazi as one of Ishta’s only two metropolises (the
One lone city blooms here: the thriving metropolis other one being Huexolta). A beacon of acculturation
of Akshan, famous for both its courageous Osador and refinement ruled by a body of wise priest-
climbers and the specialized equipment they have at astronomers and sages. Qualat boasts its own culture
their disposal. Above them are the Magstradamis, an and the people of this city-state adhere to a set of
order of revered mystics and astronomer-priests that beliefs that seem alien to most other societies on Athyr.
has vowed to keep Akshan safe. As erudite as Qualat is, the lands surrounding the
capital are populated by more stealthy predators
AKANI
and aggressive non-humans than anywhere else on
Part scorched earth, part plains, woods, rivers, lake, and
Ishta, and the Beastmen that live in the Badawo Wilds
mineral-rich mountains, Akani is without a doubt the
present a constant danger.
most varied subregion in all of Athyr, and its diversity
rivals the most multifarious areas in Evandyr. To the north, where the river forks, trading boats can
easily reach The Dying Lands, where intrepid nomads
In the south, one of the only two harbors in all of Ishta
are more than willing to barter their more in-demand
stands: Nosso. Protected by a mist that many believe is
goods and services. However, this has made Charr
supernatural in nature, it is rarely attacked or invaded,
Dhan – and its northern city-state, Tixal, in particular –
and there are a smany rumors surrounding the port as
a prime target for raids by Thalian pirates, who often
there are about the mysterious region of Keldor and
anchor their larger ships to the west of the Charr
the outlandish pirates of Taliath. It seems that Akani and
Dhanian island to serve as a base for their smaller boats
Charr Dhan have a rather strenuous relationship with
and rowing vessels. Recent rumors claim that this has
each other, as access from the south to the north in
prompted the priests of Tixal to start sacrificing more
this western half of Ishta can only pass through both
living beings than before, but most such claims haven’t
subregions.
been substantiated (yet).

46
Welcome to Athyr

ISLANDS OF ROSHAN
THE R EGION With their myths so intact and their factual history so
The Islands Of Roshan are an archipelago separated murky, much of Rohsani storytelling is based on epic
from the mainland of Athyr by the always crystal- adaptations of past accomplishments and heroic deeds,
blue but sometimes tempestuous Sea Of Jewels. A spiced-up folklore, and verbose myths. Nowhere else
meritocracy with little respect for the old and the can so many supposedly magical ceremonial trinkets,
decrepit, most of the realm is ruled by the mysterious sophisticated ornaments, and emblematic weapons or
emperor Zheng, whose dynasty has held an iron grip armor be found. In Roshan, arcane flourish is something
over the Islands since time immemorial. It is comprised to wear, flounder, or use.
of eight large main islands, though their supreme ruler There are a great many fabled places to be found in
resides on his own, centrally-located island-city, Kyoso, Emperor Zhang’s realm. Most of these don’t need to
an architectural marvel built on cliffs too high for be uncovered or even pinpointed on a map, as their
anything but flying creatures and the island’s imposing existence is somewhat well-known. No-one would ever
300 feet-wide pulley elevator platforms to reach. question that the Temple of Yaorak – a blasphemous
Other than the southern trinity of islands (Omara, wizard who led a sect that worshipped the Ancient
Sionto and Arosha), the empire also holds sway over Gods before the organization was cleansed by the
the frigid northern islands of Eshiri, Riukala, and dynasty – is haunted by the spirits of the malevolent
Oneshi. Eastern Iokara and Unigo seem to be of little heretics, but most Roshani would never dare to tread
importance to the emperor, as they probably count inside. Many people know the Tomb of Emperor Xiao-
too few settlements and too many monsters, but most Hin is guarded by golems that still channel the long-
of the people living on the hundreds of inhabited dead ruler’s energies from beyond the grave, but also
smaller isles do pledge allegiance to Zheng and follow that anyone who enters will be afflicted with the same
his dynasty’s tenets. The islands range from large land curse that killed him. And there is no doubt that the
masses to tiny, frozen sandbars barely worth a mention Celestial Cave of Giya-Lin can be accessed through
on any map, making drawing any detailed map of the everlasting Amiyi clouds above Roshan, but only
Roshan exceedingly difficult. spellcasters or people on flying steeds can reach the
cave to ask for the oracle’s advice.
All magical places of significance are guarded by the
A BOUT THE imperial army and only dynastic visitors are allowed in,
ISLANDS OF ROSHAN should they be strong, bold, or stupid enough to wish
Perhaps more than any other region in the world, the so, but a few famed places have remained undiscovered
monotheistic Islands of Roshan are steeped in tradition so long that even Roshani discount their existence. If the
and nowhere have beliefs and ideologies evolved so underwater mirror palace of the aquatic emperor Nih-
little over het last few millennia than here. This may Oaix is real, it remains hidden under millions of cubic
be partly because the empire is heavily populated by feet of crushing fluid. If there really is a shrine where
monsters both majestic and frightening, which has been the canonical Hair of Jigao is kept safe, it is undoubtedly
the case since anyone can remember. guarded by the One True God’s celestial servants. And if
it is true that the human-hating Kylin retain a kingdom
In contrast to almost all other Athyrian cultures, only
that stretches out from the subterranean grottos
monsters that have been shown to threaten or attack
underneath Eshiri to domed underwater settlements
fellow citizens, their livestock, or their resources are
just off the Riukalan coast, no-one is ready for the clear
actively hunted, whereas others are left alone. This
danger this devilish and lithe scaled species poses.
policy is called the Ildum-Li, and is even adopted
in regions that don’t adhere to imperial law, which Despite being an island chain, Roshan’s borders are
includes Iokara, Unigo, and some of the smallest islands well-guarded. The various ports have strict rules and
on the continent. guidelines for those who visit, usually for the purpose
of trade or seeking treasure, but many an Ethennian or

47
Evandyrian can be found especially on the Trinity Islands. academics and adventurers from across the ocean
Whatever the future may hold, Roshan’s ideology has who are seeking more information on a wide range of
been firmly rooted in its monotheistic religion and subjects, and nowhere on Athyr can more concentrated
belief in the One True God, who is worshipped in the expertise be found on subjects like legends, myths,
three Aspects that together comprise a Holy Trinity folklore, monsters, anatomy, and human behavior,
representing every sentient living being: Jigao (The although almost all athenea are sorely lacking books
Body), Gaoya (The Mind), and Aoji (The Soul). Even on history and geography.
priests are dedicated to a specific Aspect of the Trinity,
and it is rumored that Gaoya clergy has mental powers
that are very different than magic encountered KYOSO
anywhere else. Stretched out over an entire island, the capital of Kyoso
Every priesthood strives for self-improvement with is Emperor Zheng’s private home. It holds his royal
a focus on their chosen Aspect, and, uniquely, libraries army and fleet, his servants, his hunting grounds, his
are operated by all three ecclesiastic branches working palaces, and those family members who aren’t residing
together, each running a separate, clearly-delineated in their own stately mansions on the other islands. The
section of these athenea. This has led to exceptionally city-island is thought to be impenetrable, which in no
well-organized and referenced centers of learning small part is due to the many keeps dotted around the
and book collections, where knowledge is strikingly smaller islands, the protective embrace of the bigger
accessible and easy to find, if present. Needless to Roshani masses of land, and the enormous wall that
say, the Islands of Roshan are often frequented by constitutes the entire island’s perimeter.

48
Welcome to Athyr

THE EIGHT M AIN ISLANDS IOKARA AND UNIGO


As the most eastern and distant islands of Roshan, both
Iokara and Unigo have little contact with the dynasty.
THE TRINITY ISLANDS
The people here are often referred to as Roshani-
With their proximity and easy access to the empire’s
mak by other Roshani, who feel their hunter-gatherer
seat in Kyoso, it should come at no surprise that the
lifestyle is barbaric and outdated.
presence of the dynasy and the church of the One
True God are felt more strongly in Omara, Sionto, and The Iokara and Unigo natives have vastly different
Arosha than anywhere else except of course for Kyoso customs, even up to the point that certain gestures
itself. Proud warlords who received their medals and common on one island can mean exactly the opposite
armor embellishments straight from their dynastic thing on the other. In the past, this has led to bitter
rulers patrol the lands and their highly-disciploned skirmishes between both peoples, but it must be
troops deliver swift and summary justice whenever decades since their differences resulted in such
needed. The multi-leveled temples of the One True are altercations.
higher here than on the other islands, often allowing
each of the three three different orders to occupy ONESHI
their own floors, with the priests of Jigao taking in the Also called ‘Dragon Skull Island’, Oneshi is, indeed,
lower levels, their peers of Gaoya above them, and the somewhat shaped like the skull of a native Dragon
Aoji clerics taking in the upper floors. species known as the Yua-lyiun. Luckily, these creatures
are hugely territorial and are rarely seen outside of the
From the extensive cemetery found on the southern tip mountains where they live.
of Omara (which is primarily known for the gambling
houses, fighting rinks, animal races, and penitentiary of Oneshi is well-known for its diverse and interesting
‘Rickety Town’ Basari) to the friendly competitions of villages, each of which grew out of the exclusive
Sionto’s rival harbor cities and the Aroshan rivers, that presence of a guild. As one could suspect, each village
are said to be the tears of the great Indral (the last is known for its specialty, and some of the guilds have
known representative of an ancient race of gigantic become very focused, with the Guild of Firemakers
fur-covered creatures that towered over the Islands), and the Guild of Arcane Translations being the most
the Trinity Islands may be some of the most diverse notorious ones.
Roshanian landmasses.

ESHIRI AND RIUKALA


As one travels up north, the temperature progressively
drops, the gastronomy changes to an even more fish-
based cuisine, and people start to wear thicker clothing
and become more taciturn. Correspondingly, the type
of monsters that inhabit the lands differs significantly
as well, with fur-covered beasts and thick-skinned,
muscular sea creatures being far more common in and
around these lands.
While Roshanians don’t hunt monsters without
good reason, the white-furred, ape-like creatures
known as the Yon-la are protected by the Emperor.
Unfortunately, the ban has attracted some of the
most vicious, unscrupulous bands of monster hunters
anywhere on Athyr, and these bandits have chased the
rare Quanar – a semi-intelligent feathered scavenger
species – to the brink of extinction.

49
SUNDERED WASTES
THE R EGION hidden underneath the water, and travelers who are
The Sundered Wastes mark the border between east forced to travel through these treacherous basins often
and west, and stretch all the way from the pirate-ridden disappear, as if something predatory picked them off in
Moon Skull Bay in the south to the Sea Of Jewels and a matter of minutes, maybe even seconds.
the cold, jagged peaks of Kheldor in the north. Some Aside from the coastal towns of Nhakai and Asreja, the
claim that mankind first sprang here and prospered central city of Faru Sadin, and the sorcerer stronghold
in the magic-rich fields of green. These ‘Eldra Gavan’ of Quan, there are no human settlements bigger than
are thought to have mastered the arcane essence of tent camps in the Sundered Wastes, and there are
the world until the arcane energies of Athyr erupted not enough interconnected centers of civilization to
outwards tens of thousands of years ago, leaving the have kingdoms arise. As a result, no-one really rules
Sundered Wastes as they are now: a mostly-barren the Sundered Wastes, and it is mostly the Kayachi –
landscape with little vegetation, marked by cracks and nomadic tribes known to outsiders as ‘the Scavengers’ –
crevices, great precipices and deep ravines, delineated who have managed to survive here in great numbers. In
by rocky coasts with no beaches and by immense no small part, this is thanks bizarre metal enhancements
mountain ranges. grafted onto their scarred bodies – unsettling body
Throughout this desolate territory, magic still runs modifications that are apparently given to them by the
free and wild, unchecked by anyone except for the Red Wizards in return for certain goods or services.
Red Wizards in the north – the only ones who seem Although it is not known which gods are worshipped
to understand its true nature. More chaotic than by the Red Wizards, they at least seem to pay lip
anywhere else, the primal forces that rage across the service to the same pantheon followed by the Kayachi.
Sundered Wastes have changed the lands in ways Unsurprisingly, the nomads do not have ceremonies
unimaginable by most, simultaneously striking fear in or set rites as almost all other religions do, but rather
the hearts of most and attracting dozens of curious simply seem to believe in their eight gods and curse
adventurers on an almost daily basis. In large parts of their names instead of pleading them to intervene. It is
the Sundered Wastes, gravitational anomalies, toxic assumed that divine beings are narcistic megalomaniacs,
clouds that abrade the already-rough surface of the wily tricksters, lustful hedonists, and gluttonous
lands, and lifeforms that retain resemblance with alcoholics with a sense of humor who love it when
neither the animals nor the monsters in other parts humans don’t pretend to love or even like them just
of the world seem to be more common than anything to get what they want from them, and respect a more
that adheres to the traditional laws of physics. irreverent attitude a lot more (the Kayachi may not be
completely wrong in their assumptions.)

A BOUT THE Whether it be the inhuman beings that have mastered


the peculiarities of the Sundered Wastes’ geography,
SUNDERED WASTES the sudden tearing of the earth, the months-long
Although their proximity to the Beshaar Desert and the darkening of the sky, pellets of stone raining down on
Plains of Nihar Din might leave some who only know the unsuspecting travelers, or streams of toxic air, all bring
Sundered Wastes from looking at Athyr’s world map death and suffering to those who aren’t quick to adapt.
thinking that this region is an extension of the eastern Regardless of the exanimated hordes that roam the
deserts and steppes, anyone who has thread unto these lowest grounds and the random bolts of arcane force
lands for but a few seconds knows better. Contrary that suddenly spring into existence at the most unlikely
to Ethennia, only some stretches of the Wastes are of places, adventurers are still drawn to the Sundered
covered by sand. Most of the territory is rocky and Wastes, and the best of them don’t just return home to
there are huge height differences, making the entire have songs written about them, but to become kings
territory the least level of any on Athyr. Something and queens.
still stirs there, as mysterious as it was when it was still

50
Welcome to Athyr

SUBREGIONS of thoroughly alien-looking flying steeds: the Ymryll,


winged lizards the size of horses that instinctually
THE BLACK SANDS only fly up until they break the clouds, and that are
Unsettling and ominous, The Black Sands are exactly bred on the floor level to bring their riders to higher
that: an entire subregion covered in sands of various ground; and the Daremdar, similarly-sized gliders with
dark shades. From ebony to onyx and charcoal: literally three heads stacked on top of each other that are
the entire territory is black, and sovereigns from all bred on the higher levels to bring their passengers to
over the world send artisans and dyers here to bring lower grounds.
back pigments to use in their most expensive tints, but The Kayachi of Faru Sadin are not ruled by a single
most do not have the stomach to continue onwards sovereign or royal family, but rather by the Guild of
for more than a few miles, as adventurers who have Alchemists, and the way of life here is so different from
been here all agree that the absence of color makes the nomadic existence of most Kayachi that most
even simple movements far more difficult. Here, the tribes do not refer to the citizens of Faru Sadin as such,
very shadows seem to move, arcane shades of ages but rather as ‘Sadinians’.
bygone that want nothing more than suck every speck
of chromaticity out of their living hosts. MALAK’DOR
Ancient Athyrian for ‘The Scaled Lands’, Malak’Dor is
FARU SADIN not a misnomer, as its surface is broken up in large
Sandwiched between The Black Sands and Malak’Dor, flakes, laminas, plates, and other incrustation of all
in an area that has no name other than the Sundered shapes and forms. Not nearly as dark as The Black Sands
Wastes, Faru Sadin is the only bastion of civilization but still mostly grey and black, Malak’Dor is home to
outside of the cities and towns along the region several large carnivorous species that hide underneath
borders. Despite being inhabited by humans, Faru its many layers, however thin, and prey on each other
Sadin is almost as alien as the uninhabited parts of the as well as on almost any living being of flesh and bone.
Sundered Wastes. It stretches higher than any other Carapaced borrowers, teethed arthropods, and acid-
known center on Athyr, and although it only covers spewing monsters thinner than sheets of paper slither
a relatively small surface area, life here is distributed through the cracks of these fields, and their presence
amongst many different levels, each of them connected would be enough to give any adventurer pause were it
through wires and elevators, cables and ropes, ladders not for the existence of Golmorhan – flaked creatures
and stairs, bizarrely-curved walkways and two kinds with fronts that hover above the surface while their

51
tail ends trail through the upper layers of Malak’Dor, THE SOUTHERN WASTES
leaving easy to follow grooves in the surface peel. The The least inhospitable of all subregions, The Southern
Golmorhan can be tamed and ridden, providing faster Wastes are of strategic importance due to the region’s
transport than when navigating the tranquil western only two true ports: Nhakai and Asreja. Both harbor
flank or the mountain passes to the eastern side. cities are difficult to reach, as they top large cliffs and
bringing in ships safely to the docks below is an arduous
THE NORTHERN WASTES affair best left to experienced and skilled sailors.
The Northern Wastes border Keldor, the Sea of
Once inland, travelers soon face more difficulties, as
Jewels, and Beshaar, and here many Athraki tribes can
supernatural phenomena become more prevalent near
be found, often at odds with Kayachi. This is mostly
The Black Sands and as the river that runs from Asreja
due to the fact that nearly all Athraki disapprove of
ends in a particularly impassable node of the Alakh
the bodily enhancements the Kayachi are known
Mountains.
for and view the Red Wizards of Quan as evil. These
mysterious sorcerers are rumored to have modified VALE OF LOST SOULS
their own bodies even more extensively than they have The only large, wooded area in the entire Sundered
the Kayachi, and visitors report that their entire city Wastes, the Vale of Lost Souls would probably make
is a nightmarish amalgam of metal contraptions and for a good site to build a harbor at, if not for it being
symbiotic lifeforms. enclosed by a huge, oval-shaped mountain range and
Despite their disquieting appearance and surroundings, its inhabitants, described by explorers as small, pointy-
the Red Wizards are very welcoming to strangers and eared, and sadistic humanoids. There is absolutely no
the city is reputed to count a disproportionate amount animal populace in the Vale of Lost Souls whatsoever,
of inns and taverns for a place that is difficult to access. but the subregion does have other inhabitants.
Despite of their agreeableness, the Red Wizards are Found here are thousands of wandering spirits that
rumored to secretly pry their visitors for information may possibly belong to members of a culture that
about Ayaari or Eldra Gavan technology, and Quan is disappeared ages ago and many adventurers invade
said to rest on an arcane nexus point that may either the premises, drawn by the presence of enox, a rare
erupt at any time, or host demonic beings that the and priceless rock that grows underneath the trees of
sorcerers have made a deal with in order to power the Vale and fetches extremely high prices at markets
their own artifacts and extend their influence. all over Athyr.

52
Welcome to Athyr

EVANDYR
THE R EGION indigenous monsters and otherworldly creatures that
Evandyr is the westernmost known continent of skulk through the dark forests than they would knights
Athyr. It’s a place of widely different environmental or soldiers.
conditions and terrain, with a frozen north, hot In those places where the rule of law holds sway
arid south, dark forests, vast mountain ranges, and in Evandyr, it is invariably oppressive, and used to
a surprisingly large amount of fertile land perfect reinforce a millennium old social structure in which
for settlement. This ideal land is, however, unevenly the commoners are bound to the land they live on
distributed due to an abundance of microclimates and are rarely allowed the right to leave it without
created by a combination of huge mountain ranges permission. Meanwhile, the aristocracy constantly
with numerous bays, peninsulas, and rivers. compete with one another on behalf of titled nobles,
Most probably, it is precisely because of these who use commoners like strategic pieces in a board
geographic and agricultural factors that Evandyr has game. Thus peasants, gentry, aristocracy, and nobility
never really stood united except when threatened by all quietly despise one another, and have done so for
outside kingdoms from across the seas. Instead, its six over a thousand years.
distinct kingdoms, Solnos, Oskolim, Lhandor, Vahlia, The authority of any potentate in these regions is
Korchova, and Orthoss have been at odds with each mostly hypothetical, though the princes of Orthoss and
other for more generations than anyone cares to Vahlia do at least patrol the roads and pathways of
remember. their respective realms. In many places, travel between
Dotted with citadels and castles, border keeps and communities is extremely dangerous, and except
island fortresses, Evandyr is a land of countless hamlets, for the Orthosi, most people in Evandyr live under
almost as many villages, civilized towns, and palatial the shadow of fear, for the roads that run through
cities. However, it is also a land with much untamed the uninhabitable wild places in-between pockets of
hinterlands, damp dungeons, and haunted ruins where civilization and dangerous woods are stalked by entire
the ethereal specters of rulers past lament their own legions of undead, horribly mutated humanoids, and
avariciousness and impatience. rabid preternatural wolves, while the existence of free
cities in the south is the only reason why, at least up
until now, the Evandyrians have been able to keep the
A BOUT EVANDYR pirates of Taliath in check.
Nowhere else in the world are the lands so fertile and Except for Solnos, there aren’t many public libraries in
abundant, nowhere else is the local produce so varied Evandyr and much of its population is illiterate, but quite
and are trade guilds so powerful and active… and a lot of learned people keep private book collections
nowhere else are neighboring countries so distrustful and some even open their homes to their fellow
and – sometimes – even covetous of each other. Ruled citizens or interested travelers. However, deception
by rivalling kings and queens who don’t hesitate to and covertness provide fertile ground for clandestine
arrange marriages purely to enforce blood bonds and experiments and research into the darkest of arcane
strengthen allegiances, Evandyr is rife with political arts, which are known to be practiced extensively in
infighting and infested with spy networks, backstabbing, Evandyr.
deception and underhanded dealings.
For all its conservatism, Evandyr’s established religion, the
As different as the kingdoms of Evandyr are from each Sareclum, often seems to be the one thing that binds its
other, you know that all of them adhere to a fairly strict inhabitants together. Its dioceses often overlap two or
feudal system with lieges and lords, knights and squires, three kingdoms and all religious orders – priests, nuns,
priests and clerics, monks and nuns, and numerous monks, and beguines – are well-educated and fluent
vassals forced to pay ever-increasing taxes. Still, there in Old Evandyrian. All believe in the same pantheon,
hasn’t been open warfare in either your lifetime or that but most temples and chapels are dedicated to a single
of your parents. deity. Evandyrians tend to be pragmatic and go to
A lot of Evandyr is pure wilderness and many freebooters, whatever temple they think will cater to their needs
brigands, and raiders set up camp here. Most of these best, sometimes even attending several services a week,
bandit bands have more reason to fear the many all of them dedicated to different supreme beings.

53
Although worshipping Bhalion, the Prince of Darkness, EVANDYR’S SIX K INGDOMS
and his father, Ekashi, The Hateful, is forbidden, both Evandyr is made up of six kingdoms, each with their
play a significant part in the pantheon’s lore. own unique culture, traditions, and landscapes.
The other dark gods, Melorra (Queen of Chaos), Yadira
KARCHOVA
(The Deceitful), and Shaeida (Harbringer of Death), and
Karchovans are best known for their great galleons and
Jergal (The Envious) have all retained their temples and
caravels. King Zabian holds more western isles than any
followings, mostly because their priests believe that
other Evandyrian sovereign, and his family has created
they represent less enviable character traits that can
a seemingly impenetrable defensive belt out of both
become more dangerous if denied, and thus should
archipelagos, littering them with ship wharfs, military
be focused through rituals that are supposed to be
barracks, watchtowers, and fortresses.
cathartic.
Despite the rumors of demon worship surrounding
Understandably, adventurers like you and others
the Kozoch (Karchova’s small but elite navy), many
willing to take up the task of taming Evandyr’s
adventurers are drawn to Karchova’s capital city of
wilderness areas, stand up against the malevolent
Madena – the only harbor capital in all of Evandyr – and
creatures that too often plague its forests, and take
for one particular reason: its Seafarer’s Guild is the only
up arms against the cults are extremely welcome
one in the world that actively caters to adventurers
and venerated everywhere in Evandyr, with Slayers
and not to fishermen or other people who ply less
being particularly revered. In fact, the fastest route to
dangerous trades. Here, hirelings, mercenaries, and
success and renown on this continent has never been
would-be heroes are not only trained in navigation,
ascendency to any throne, but rather martial prowess
geography, and sailing, but also in ship-to-ship combat,
and strategical insight.
monster baiting, and other skills that do not have
peaceful intentions.

54
Welcome to Athyr

LHANDOR anywhere on Athyr – juggernaut boats that double as


Situated to the west of Evandyr’s military giant Vahlia, capable, if slightly difficult to maneuver, warships.
the Lhandorian queen Yvrette recently managed to
Often at odds with Solnos over the mineral-rich
secure her country’s safety by having her youngest
northern Isles of Urbolg, Oskolim has nonetheless
daughter, princes Imerelda, betrothed to the Keldorian
retained control over the ice-covered peninsula.
prince Maskarev.
Lhandorians are also widely known throughout Athyr SOLNOS
for being extremely superstitious – mostly about curses, Well-known for its availability of higher education and
bad luck, and portents of doom. Commoners of any the grand universities that mark the land more than
station spend their days festooned with a wide variety its palaces and temples. Adroit diplomats, charismatic
of charms, totems, phylactery, and amulets. Rooms are negotiators, and soft-spoken rulers, the princes and
constantly smudged with herbs, complicated warding princesses of Solnos are all just as versed in espionage
gestures are enacted, and mirrors of any kind tend to and double-dealings. Friendly at most times, but ruthless
get treated with extreme suspicion. This is encouraged if necessary, the Solni have signed an agreement with
by the fact that Lhandor also has the largest share of Lhandor not to contest rulership over the western
bona fide fortunetellers, seers, and diviners anywhere island of Domaia by turning it into a massive resort
in Evandyr, and you may come here to first to learn open to the peoples from all six kingdoms, as long as
about your fate before continuing with your exploits. the required amount of gold is paid.
Still, Solnos is also marked by its illustrious past, when
ORTHOSS
ancient bloodlines waged a grisly war with the rest of
Far more carefree than other Evandyrians, Orthosi
the continent, and the land to the south-west remains
have spawned some of the best minstrels, travelling
largely barren except for the half-buried remains of
bardic troupes, and swashbuckling heroes on Athyr.
soldiers long dead and war machines the likes of which
The Orthosi royal houses managed to secure an
have not seen since. There may be more treasure to
enduring alliance with the semi-feral humanoids known
be found there than anywhere else on Evandyr, which
as Berendir centuries ago, and ever since, this fierce
is why so many adventuring troupes – often in search
mountain species has succeeded in discouraging any
for the same mythical item or priced relic – clash here.
army from trying to pass through the mountains or
enter Orthoss by crossing the western bay delineating VAHLIA
its border with Karchova. There is no doubt that Vahlia has the largest surface
An agreement with some of the most powerful Thalian of fertile mass of land and access to valuable resources
pirate lords to offer their crews safe haven in freetowns in all of Evandyr, but if not for the manmade passage
scattered along the coast, all in return for their through the two mountain passes leading to the
protection should it ever become imperative has done Sabretooth Bay east of Tarvos and to the north
the rest. Many a pirate has started selling information of Mooncrest Valley, Vahlia would not be able to
in Orthosi inns and taverns, so much so that it has capitalize on its trade capabilities as well as it has done
become a business more lucrative than actual raids or over the last centuries.
smuggle runs to many. This – amongst other, more typical reasons – has led
Vahlians to keep sponsoring the largest, best-armed
OSKOLIM
military in the known world. Needless to say, Vahlia
A highly advanced fishing culture, Oskolim do not only
also has some of the world’s best military schools and
excel as trawlers, clam diggers, and lobster trappers,
the weapon training to be had here is unparalleled.
but also as rugged mariners who are said to be
Adventurers who are educated in the art of war and
capable of surviving freezing temperatures even when
combat skills so typical of the Vahlian army usually hold
submerged for protracted periods of time. Confronted
an edge over fighters who have been taught cruder
with icebergs and entire floating islands of ice, Oskolim
and less effective martial techniques.
have cemented an already-legendary reputation
for themselves by building the only icebreaker ships

55
CHAPTER 3:
CHAR ACTER
CREATION

SUMMARY SESSION 0 — PAGE 57

CHOOSE A CLASS — PAGE 58


When creating your Character, follow the steps
outlined in this chapter. Alternatively, you can use
ORIGIN — PAGE 60
the Quickstart Characters provided at the back of
this book instead, allowing you to skip the character APPEARANCE — PAGE 70
creation process entirely and start playing right away.
Doing so can be especially useful if you plan on playing PERSONALITY — PAGE 70
a short adventure, lasting only 1 to 3 Sessions. For
longer adventures or campaigns, it is usually more fun PARTY VOW — PAGE 70
and engaging to build Characters with your gaming
IDEALS — PAGE 70
group together and discuss with your Doomsayer what
the adventure or campaign is going to be about, or HABITS — PAGE 71
where in Athyr it will take place.
SIGNIFICANT PEOPLE — PAGE 71

CHERISHED POSSESSION — PAGE 71

56
Character Creation

1. SESSION 0
Session 0 is intended to all get together first before choose a unique Class and Archetype instead of two of
you actually start playing the game and see how the same. The next section, Choose a Class, gives you
your Characters might know one another, what ties a brief idea of each Class and Archetype.
bind them to adventure together, and whether they Every Character of course has an origin, a story of
would even fit into the adventure the Doomsayer has how they came to be, whether from a humble village
prepared. Session 0 sounds like it will take up an entire destroyed by raiders, life of the streets of a decadent
afternoon or evening, but rest assured that creating city, or training in the art of magic since birth. Let
Characters for Blood and Doom can be done in under yourself be inspired by books, series or movies you know
one hour, allowing you to immediately start playing if you want, which can often help give you a general
afterwards. idea of what your Character may be like. Also have
During Session 0, your Doomsayer may make a look at the map of Athyr and imagine what place you
suggestions, answer questions, provide information, might hail from. It is recommended most Characters
and sometimes may even veto any inappropriate or in the Party share the same Origin, with maybe one
confusing results or choices. This should always be or two exceptions. Athyr is an immensely large world,
done sparingly: but remember that the Doomsayer has and Characters all hailing from a different region are
an idea for the adventure or campaign in mind, and unlikely to end up together. But, more importantly,
assumedly knows more than you do about what sorts (as you will see later), there are many languages
of foes and challenges you will face. Their guidance is spoken across Athyr and it would be beneficial if your
inevitably going to be to help avoid Characters that Characters are at least able to talk with one another.
don’t fit in, be woefully unprepared for the adventures Also try and see if all your Characters would fit together
to come, or might break the narrative the Doomsayer as a group, perhaps even with the same goal that led
is trying to create through play. them to live a life of adventuring. Perhaps they all hail
So, what does Session 0 look like in practice? To start, from the same village that got burnt down, or maybe
check with your Doomsayer and ask them what kind you can come up with an idea of how you met and
of adventure they intend to run. Will it be a story of stuck together for one reason or another. Discuss with
exploration in search of mythical treasure? Or will it your Doomsayer if they may have some ideas as well,
be an investigative mystery where your Characters are rooting your Characters’ origins into their adventure in
expected to help those in need find answers to some the best possible way.
horrible things that have been happening of late? Will Finally, it’s time to take out some Character Sheets and
the adventure be set in a desert, a jungle maybe, or on start writing down all the details. Each Class Archetype
a ship sailing the oceans? Are there likely going to be has a unique sheet, and a second sheet, the ‘Character
a lot of Monsters to fight, pirates to capture, or will Path’, is the same for every Class. You should have
the adventure be set in a city and feature courts and two sheets in front of you ready to start filling out
political intrigue? Of course, not all these answers have the details. This is what the next sections are all about.
to be answered very clearly, and a general idea will do. Make sure to keep creating your Characters together,
Then, try and think of what Class and Archetype you as some of the details especially in the Character
might want to play and how you see them fit into this Path section require you to write down a Party Vow
story, or perhaps purposefully not fitting in at all, but for example, something that defines exactly what has
for a specific reason. Try to think about this together been discussed already during Session 0.
with the rest of your group and see if each Player can

57
2. CHOOSE A CLASS
All 4 Classes available in this primer book are discussed Scores, Skills, Traits, Powers and Magic to choose from.
in detail in the next chapter. A short overview of the Every Class Archetype also allows you to choose a Feat
9 Classes to be included in the game’s official release when you create your Character, and as you Level Up,
is presented here. For now, you can try out Blood and more of all the above can be gained by your Character,
Doom playing as either a BARBARIAN , GUARDIAN , including several ‘improvements’ that can be applied to
DRUID or ASSASSIN , though it should be noted that any Traits, Powers and Magic of your choosing.
each of these Classes has two very distinct Archetypes Classes are divided into three broad categories:
(as do all other Classes), making even two Druid ‘Warrior’, ‘Expert’, and ‘Magic’ Class. Some game rules
Characters (for example) very different and unique, refer to this category specifically, for example when
with a choice between the Kindred and Stargazer choosing a Feat (which unlike Traits, Powers and Magic
Archetypes for a Druid. aren’t unique to one Class Archetype). To fill out all
This makes for a total of 8 unique Character options, the details of your Character (relating to their Class
each of them highly customizable to suit whatever and Archetype) check the Class’s respective chapter for
you envision your Character to be, with varying Ability more information, then continue with step 3 (Origin).

WARRIOR CLASSES

BARBARIAN
Considered uncivilized by many, but hailed as fierce warriors by others, Barbarians are
often raised in hostile environments far from the cities and towns of Athyr. They are
either wandering Nomads who are used to live off the wild or trained Gladiators, who
make a living by demonstrating their skills in bloody combat to entertain the masses.
SEE P. 75

GUARDIAN
Guardians are stalwart knights who have dedicated their lives to a noble cause. Some
have sworn to protect the innocent, others are bound by oath or coin to serve. Honor-
bound, they vouch to either be Wardens ready to lay down their lives for another, or
inspiring Vanguards always found spearheading the battlelines.
SEE P. 89

SLAYER
Slayers are specialized warriors who have been born or trained to singly-mindedly hunt
and kill the most dangerous of beasts and monsters. The Bloodborn are naturals who came
into the world with certain innate abilities or who were raised in a society that thrust
them into their role from an early age on, whereas Nightstalkers have been schooled to
relentlessly hunt their prey, often in the most desolate places of Athyr.

58
Character Creation

EXPERT CLASSES

ASSASSIN
Trained in stealth and subterfuge, Assassins are employed by their government or
by outside contractors to handle the dirty work for them, killing their targets with
indiscriminate precision. The secretive Ninja are martial experts and spies who often hide
their true identities, while Vipers resort to poisons, traps and ranged combat to get the
job done.
SEE P. 101

HUNTER
Skilled trappers or archers, these outdoor experts have learnt to navigate the wilderness,
track prey, and kill for food or survival. Beastmasters forge an inseverable bond with their
beast companion, who aids them in whatever quest they undertake, while Deadeyes
present a threat at long distances, and none are a better shot with bow and arrow.

MINSTREL
Minstrels are the troubadours, the jongleurs, the acrobats, the actors, the bards, the
poets, the seducers, the dancers, the musicians, and the singers of Athyr. Loreweavers
have made telling stories, debating an issue, or lecturing about compelling subjects into
an artform, while Entertainers use their considerable skills to amaze, inspire and captivate
entire audiences with their abilities.

M AGIC CLASSES

DRUID
Druids are often members of a spiritual or religious movement that worships the natural
world, including the flora and fauna native to Athyr. These priests, teachers, and judges
are attuned to the environment and are often leading or advising their communities.
Kindred can draw on the essence of nature to transform into great beasts, while
Stargazers analyze celestial alignments to advise others and manipulate the elements to
wield powerful Magic.
SEE P. 117

SHAMAN
Mostly found in indigenous or tribal societies, Shamans are custodians of religious and
attuned to the spirit realm. They perform rituals of nature to commune or even summon
spirits, who they call upon as a form of Magic. The enigmatic Mystics can see into the
ethereal plane with ease, while Soothsayers are adept counselors and healers who use
their divinatory abilities to help others gain insight in their future.

SORCERER
Versed in dark but powerful Magic, Sorcerers have learnt to decipher the ancient texts,
mystic glyphs, intricate runes, and arcane formulae found in dusty tomes or other
recording devices filled with (forbidden) knowledge. Shadowcasters tap into other,
murky dimensions to violate the laws of nature and cast Spells, while Illusionists trigger
hallucinations or create images out of mid-air that trick the senses into believing they
are real.

59
CHARACTER PATH
The results of the following steps of Character Creation can be written down on your Character Path sheet, and
mainly revolve around your Character’s origin, background, and other personal details.

3. ORIGIN
Choose one of the Origins below to determine where your Character grew up exactly or spent most of their
lives. The Welcome to Athyr chapter provides more details about all five these regions, though a brief description
is given here as well. Each Origin provides suggestions for Character names (though of course you are free to
come up with your own), more specific details about where within the region you grew up, what languages
your Character knows as a result of this (offering several options), and what gods they worship or spirits they
commune with.
Note that anything described here can be altered or changed to your preference, as long as you discuss it with
your Doomsayer first and they agree on your suggested changes.

ETHENNIAN living, or, instead one of Ethennia’s five subregions


Ethennia is the largest region of Athyr, encompassing if you prefer a more nomadic background or
vast deserts, plains and steppes. As an Ethennian, you to hail from a small, remote settlement. Such
are accustomed to a lifestyle where the winds and
settlements are not shown on the world map,
the sands dominate all. While many Ethennians live
but you and the Doomsayer can come up
like nomads crossing the deserts in harmony with the
suns and the dunes, others dwell within the craggy with one together, or they might have more
mountainous regions, sequestered deep into the detailed information available including just such
many caves, valleys, and arroyos, in homes carved and a settlement.
formed out of the rocky walls themselves.
▪ Choose a name for your Character.
Dotted throughout the region are several oasis towns, ▪ If you chose a city as your background, you know
bustling harbors, and splendorous cities. Countless the language Ethennian and can also choose
kingdoms and empires have fallen and been buried one secondary language from any subregion of
beneath the sands of Ethennia over the millennia, but
Ethennia, or, alternatively, Ishtan (spoken in cities
today you’ll find mostly city states individually ruled by
princes and queens known as Alika, connected through across Ishta), Eroshan or Aroshi (spoken on the
their common allegiance by the Grand Amrin who are Islands of Roshan), or any of the six languages
elected from their royal ranks. spoken in the kingdoms of Evandyr.
Throughout the dusty landscape can be found ruins ▪ If you chose one of Ethennia’s subregions as your
of antiquity and unknown provenance, as well as vast background, you know that region’s language,
tunnel complexes built by creatures like the enormous and can either choose Ethennian as a secondary
Sandworms that traverse the region’s underground language, or any one language from a subregion
layers effortlessly.
neighboring the one where you grew up.
When you choose Ethennian as your Origin, follow
these steps:
▪ Choose between one and five gods from the
Ethennian pantheon that you have a particular
▪ Choose either an Ethennian city on the map that affinity with. More details on all gods and spirits will
you grew up in or have spent most of your life be included in the final release of Blood and Doom.

60
Character Creation

COMMON NAMES GODS


Abha, Abji, Adhira, Bora, Chintara, Daifa, Eman, Gayan, The folk of Ethennia worship a pantheon of sixteen
Hilel, Ilisa, Jaguri, Jharna, Kisni, Lela, Maiza, Nahdi, Rajan, gods, favoring them by personal choice or when
Sumita, Sayed, Taslin, Vasan, Vimala, Zaria. appealing to the god’s particular sphere of influence.

COMMON LANGUAGES Kalliope Flower of Passion


Ethennian is spoken in most towns and cities across
Ethennia and is a fairly modern language that evolved
Bhaidiri The Enlightened
over a short period of time due to increased trade
between the vast region’s cities. All other languages are
Aurelia Queen of Stars
spoken mostly by local tribes and nomads belonging
to one of Ethennia’s subregions and are generally
Sareha Peaceful Jewel
much older.

MOSTLY Esmet The Dreamer


LANGUAGE SPOKEN IN
Jutow Lurker in Shadows
Most towns and cities across
Ethennian
Ethennia
Eothep The Formless Whisperer
Adiri Beshaar
Vastor The Sand Dragon
Aldaran Plains of Nihar Din
Aghab The Conqueror
Ethyri Ova Dyr
Dharnan Djinn of Chaos
Ethemi Valgar Plains
Wadahe Shepherd of Nature
Valdyrian The Dying Lands
Quisani Eternal Guardian

Alahad Watcher of the Seas

Menef iri Daughter of Creation

Baimon The Omen

Khamenos The Just

61
ISHTAN choose only one and you also know Ishtan as
The teeming green land of Ishta is separated from the a secondary language.
Ethennian deserts by the mountain range known as the
Iron Peaks of Dorganthur, and to the south there is
▪ Choose between three and eight spirits from those
worshipped in Ishta that you regularly commune
only the lukewarm Sea of Blood. The region is rife with
with. If you hail from a city, you can choose up
volcanoes, howling wilderness, rain forests, vast swamps
and ancient, dense jungles inhabited by both humans to three of Ethennia’s deities as well but are
and dinosaurs. Everywhere one looks, Ishta teems with encouraged to choose a smaller number of spirits.
life, and as an Ishtan you have grown up in a land of
brightly-colored creatures and easily harvested foods, COMMON NAMES
but you also know that nature is red in tooth and spine, Ake, Arana, Boro, Canchari, Cuitlauac, Iawi, Inguill,
and that the most beautiful plumage might hide the Kaba, Kachiri, Mandu, Malinali, Rimac, Tiso, Tari,
sharpest claws, and that the most innocent of insects Teuchi, Xocoyol, Wanadi, Zincicha.
can be equipped with a deadly sting.
COMMON LANGUAGES
The great cities are led by a stunning variety of
Ishtan is spoken in several of the great cities. It is an
governments, including juntas of experts, military
old language that contrary to popular belief actually
dictatorships, councils of priest-astronomers, and
outdates most of the languages and dialects spoken by
god-emperors or empresses. Some demand absolute
Ishta’s countless tribes. And tribes there are many, as are
fealty from their subjects, others choose to offer their
languages spoken in Ishta and even more dialects. No
citizens a great amount of freedom. With its rocky
region in Athyr has only half the number of languages
coasts and its few but easily-defendable harbors, few
spoken among the humid jungles of the south.
have had any luck conquering this vast, dense region,
though the opulence of its most influential cities is
fabled throughout all Athyr. The number of clans and
MOSTLY
local tribes in Ishta far outnumbers those found in LANGUAGE SPOKEN IN
Ethennia, though many are unknown to outsiders, or Ishtan Several large cities
even locals, as the dense canopy of this land’s jungles
makes traveling even a few dozen miles in any direction Ishari
an undertaking only few dare to ponder. Ashiri
When you choose Ishtan as your Origin, follow Charr’Dhan
Imen
these steps:
Kirea
▪ Choose either an Ishtan city on the map that you Baadi
grew up in or have spent most of your life living, or,
Nuwemi
instead one of Ishta’s five subregions if you prefer
Oeresa Jungles of Mararoka
to hail from a small, recluse tribe. Tribe settlements
are not shown on the world map, but you and the Panto

Doomsayer can come up with one together, or Suhemi


they might know one that you can use. Tauli

▪ Choose a name for your Character. Thori Akani


▪ If you chose a city as your background, you know Andume
the language Ishtan and can also choose one
Budume
secondary language from the subregion the city
Obima
is located in, or, alternatively, Ethennian (spoken in
Badawo Wilds
cities across Ethennia), or any of the six languages Siltoe

spoken in the kingdoms of Evandyr. Ewera

▪ If you chose one of Ishta’s subregions as your Wanpuri


background, you know all of that subregion’s Polesi Torra Nyega
languages (though not fluently, but you can make
Apane
yourself understandable), or, alternatively, can

62
Character Creation

GODS
The Ishtans are animists, worshiping a wide range of nature spirits, ranging from those listed below to countless
others. Some of these spirits are patrons of specific tribes, towns, and villages, and some are said to dwell in the
trackless jungles.

Huwsedo The Wind Spirit Lapayetta The Demon Spirit

Kta’Vaska The Leaf Spirit Iawande The Purity Spirit

Jamasepta The Earth Spirit Oyferi The Healing Spirit

Odo Oya The Rain Spirit Bao-Ar The Mountain Spirit

Xalhuota The River Spirit Zo’Xepl The Warrior Spirit

Dalnorra The Night Spirit Ururuna The Divination Spirit

Kajemba The Day Spirit Pakse-Muni The Binding Spirit

Nyudai The Fertility Spirit Howeme The Shadow Spirit

Munajé The Death Spirit Enu Sutu The Song Spirit

Zebado The War Spirit Balkepi The Fire Spirit

Uru’Massari The Sky Spirit Zanpak-Zeri The Hunter Spirit

Waniga The Monster Spirit Saidori The Lake Spirit

Oseme The Breath Spirit Toka’Habi The Rock Spirit

Ikomeno The Beast Spirit Cuatalemo The Thunder Spirit

63
ROSHANI COMMON NAMES
Amane, Arisa, Benkei, Chiyo, Eien, Genjo, Heizo, Honzo,
The Islands of Roshan are an ancient culture, their
bloodlines and history dating thousands of years old, Ise, Katai, Machi, Matsuo, Nami, Nissho, Okinu, Rika,
venerating their divine ancestry from the heavens Senzo, Sorai, Takuro, Tsuki, Ukon, Urako, Yachi, Zenko.
themselves. The ruling dynasty has been in charge of
COMMON LANGUAGES
the islands since time immemorial and the current
Unlike the other realms, the Roshani languages are
emperor, Zhang, is the only known ruler on Athyr
almost evenly split up amongst its islands, with Eroshan
whose face and appearance remains an enigma. His
being spoken in Omara, Sionto, and Arosha; Eshi in Eshiri,
meritocracy has served the nation well, although the
Ryukala, and Oneshi; and Aroshi in Unigo and Iokara.
old and decrepit are often faced with a manifest lack
Each of these languages has many distinctions and
of respect and care.
vocabularies based on one’s social class in relation to
Nowhere else are inhuman creatures left to live and others, and outsiders find these tongues quite complex
breed, and most of the monsters and beasts talked to master.
about in myths and folklore are still around, their
Even though all resemble to be dialects of the same root
existence not left to conjecture but rather objective
language, the varying distinctions make it impossible to
finding. And thus, Roshan remains a nation of mystical
simply derive the meaning of one if another is known.
legends and great accomplishments, although the
Most Roshani are taught some Eroshan as a matter of
people on its eastern islands care little for the imperial
course to be able to communicate with one another, and
laws and edicts imposed on the other subregions.
there are some secret trade and guild languages that are
When you choose Roshani as your Origin, follow not taught to outsiders.
these steps:
MOSTLY
▪ Choose one of Roshan’s main eight islands that LANGUAGE SPOKEN IN
you grew up on or have spent most of your life
living, either in one of the island’s cities or as part Eroshan Omara, Sionto, Arosha
of a smaller town or village not shown on the map.
Eshi Eshiri, Ryukala, Oneshi
You and the Doomsayer can come up with one
together, or they might know one that you can use. Aroshi Unigo, Iokara
▪ Choose a name for your Character.
▪ You know the language spoken on the island GODS
you were born on or spent most of your life.
Most Roshani believe in the ‘One True God’, who is
If you hail from a city on one of the Trinity worshipped as a trinity of aspects that together form
Islands (Omara, Sionto and Arosha), you can also one entity: Jigao (‘The Body’), Gaoya (‘The Mind’),
choose a secondary language from the following: and Aoji (‘The Soul’). Every home and business on the
Ethennian (spoken in the major cities of Ethennia) Islands has a small shrine to the One Who Is Three
within its confines.
or Ishtan (spoken in most cities in Ishta).
▪ You can choose to either worship the ‘One True
God’ or, alternatively, choose between one and five
gods from the Ethennian pantheon that you have
devoted yourself to.

64
Character Creation

SUNDERED language, choosing from: Thali (spoken in Taliath),


Ravaged by ancient sorcerous blight and arcane Adiri or Alderan (spoken in Ethennia), Arakh (spoken
storms that erupted out of the land’s arcane energies in Keldor, in the icy north) or either Osho, Orthosi
tens of thousands of years ago and that wiped out the
or Vahlian (spoken respectively in Oskolim, Orthos
ancient civilization known as the Eldra Gavan, woe to
and Vahlia, the three easternmost kingdoms of
any who call the Sundered Wastes their home. You,
unfortunately, are such a soul, having grown up in this Evandyr).
damnable, near-lifeless place, where unnatural rifts are ▪ Choose between one and three gods from the
known to spawn forth terrible monsters and gravity’s Sundered Wastes’ pantheon that you don’t quite
pull fluctuates between on place and another as if on worship, but just curse at a lot when things go
an entirely different plane of existence. The region is
wrong.
dominated by mountains and vast scorched deserts,
seas of silt and dust that hide the shambles of a bygone
COMMON NAMES
age. Only the worst and the most adventurous thrive
Bakos, Bezek, Cirmos, Dalibor, Dusana, Dusik, Grago,
here, shunned or applauded by others and walled off
Hromec, Jarka, Jaromir, Jurova, Kral, Loran, Matis,
from Ethennia by great mountain ranges.
Mirda, Orlik, Radek, Salar, Sirak, Surilla, Trava, Venko,
The near-constant battle for survival dominates all in Vlasta, Wira, Zelina, Zlata, Zorah, Zvara.
the Sundered Wastes, with rigid discipline required to
merely exist day to day. There are few settlements of MOSTLY
any size, but the cities that do exist are uniquely bizarre.
LANGUAGE SPOKEN IN
In the center of the Sundered Wastes stands Faru Sadin,
with its impossibly-curved architecture and alien-looking Across most of the Sundered
Kayachi
flying steeds known as the Ymryll. In the north lies Quan, Wastes
where the Red Wizards – one of the most distinctive
Malak Dorr and Northern
sorcerous orders in all Athyr – are said to modify Athraki
Wastes mostly
their own bodies, transforming them into a macabre
admixture of flesh and strange contraptions. The wastes
GODS
then, are dominated by the Kayachi, scavengers who
are willing to risk permanent deformation in exchange The harsh, pitiless gods of the Sundered Wastes are
of the Red Wizards’ newest body modifications; and the more a curse than a pantheon, each only named in
more spiritual Athraki. All are suspicious, hardened by scorn, as the subject of whatever woe has befallen the
this tough life, and many look down on those who grew speaker. The most common are listed here. Others are
up in softer, kinder climes. known and named, but feared less.

When you choose Sundered as your Origin, follow Orthar The Blood God
these steps:

▪ You hail from either of the cities Faru Sadin, Nhakai, Rhak The Gluttonous
or Asreja, or are a member of the many hunter-
Kamano The Beast King
gatherer tribes (Kayachi or Athraki) that roam the
Sundered Wastes’ barren landscape. A lot more
Diredja The Lustful
details on these cities and many of the Kayachi and
Athraki tribes will be included in Blood and Doom’s Silnami The Judgmental
final release.
▪ Choose a name for your Character. Wazini The Trickster
▪ Whether from a city or living as a tribe member,
you know a handful of Kayachi and Athraki dialects Arakrex The Great Scorcher
and can make yourself known in most places across
Milandre The Depraved
the wastes. Additionally, you know one other

65
EVANDYRIAN ▪ Choose between one and six gods from the
The folk of Evandyr are a mix of many cultures that Ethennian pantheon that you have a particular
have been at war and mingled with each other equally affinity with. Keep in mind that worshipping Bhalion
for time out of mind. The primary kingdoms are Solnos,
and/or Ekashi is considered forbidden. More details
Oskolim, Lhandor, Vahlia, Karchova, and Orthoss, and
on all gods and spirits will be included in the final
they are culturally distinct from one another, but to
those from the mainland they all seem to be of a piece. release of Blood and Doom.
Each realm has its own king or queen, duke or duchess,
or tzar or tzarina, but for the most part, the most COMMON NAMES
important figure is the elder of the village. Aisha, Amara, Belu, Daylen, Drystan, Eliarra, Eluvian,
Gendral, Gorvas, Gidea, Haldi, Idrim, Jeras, Kayla,
There are several cities of note dotting the fertile lands
Lorelei, Mirabel, Nayreena, Oleram, Savian, Syrdar,
of Evandyr, but even more hamlets and towns amongst
Tirgan, Vasilius.
its dark forests, and the royal families of each realm
are tied to one another by blood and oath, pact and COMMON LANGUAGES
promise. The people are generally superstitious and Although a select few scholars and nobles across Evandyr
suspicious of outsiders, for good reason, as this land is are somewhat familiar with the ancient language Old
rife with ancient beast-folk, embodied spirits, undead, Evandyrian, most people speak only their home kingdom’s
and changelings. language and perhaps that of a neighboring kingdom
When you choose Evandyrian to be your Origin, follow they trade with.
these steps:
MOSTLY
▪ Choose one of Evandyr’s six kingdoms you hail LANGUAGE SPOKEN IN
from. Then, choose either a city on the map in that
Vahlian Vahlia
kingdom, or think up of a small town or village not
shown on the map together with your Doomsayer.
Lhandorian Lhandor
Alternatively, you can choose to be from a rural
area, to have lived in the mountains, etc. Karchovan Karchova
▪ Choose a name for your Character.
▪ You know the language of your kingdom and one Orthosi Orthoss
adjacent kingdom or your choice. If you grew up
in large city, you may choose one more common Osho Oskolim
language spoken anywhere else on Athyr that
Solno Solnos
you have studied and know. This excludes the
many languages spoken throughout Ishta, but may
include Ishtan (spoken in the region’s major cities).

66
Character Creation

GODS
Most folk from Evandyr worship one or more of the
twenty-two gods that make up their pantheon. Favor
for a specific god or gods over others usually stems
from personal choice and what someone might want
or desire at any given time.

Vanorra The Earthmother

Melorra The Wielder of Chaos

Anagdir The Courageous

Felnor The Bringer of Justice

Erathis The Knowledgeable

Acanthe The Bestower of Power

Shaeida The Harbinger of Death

Persemos The Voice of Reason

Yadira The Deceitful

Gorshag The Lord of War

Fortubo The Dreamer

Lirr The Illuminating

Bhalion The Prince of Darkness

Jergal The Envious

Torin The Valorous

Nerys The Angel of Beauty

Ekashi The Hateful

Morgalf The Inventor

Dherone The Patron of Peace

Xinteus The Watcher in the Sky

Ephalos The Protector

Geshta The Forsaken

67
A NCIENT LANGUAGES OLD ATHRAKI
Exclusively spoken in Keldor, there are few Old Athraki
Throughout Athyr, some Ancient Languages long lost
to time are still known by a select few people, and even manuscripts to be found in the other regions of Athyr.
spoken by some others. Dusty, old tomes and scrolls Where available, Old Athraki demonstrates a keen
that adventurers might find are often written in one of understanding of linguistic structure, with a highly
these languages, as are carvings and symbols engraved distinct inflectional morphology, gendered nouns, nine
into the stonework of ruins or carved into artifacts cases, and a complete lack of articles that has most
crafted over millennia ago. people who try to learn it flabbergasted and frustrated
even years in.
Unless a Character has a Lore Score of either 4 or 5,
none of the Ancient Languages can be chosen to be OLD VALDYRIAN
known during Character Creation (SEE P. 56 ). When By far the most poetic-sounding of all ancient
your Lore Score allows it however, you can choose languages, Old Valdyrian features a subject-verb-
from the following Ancient Languages: object-order, but its most distinctive trait by far is its
extensive vocabulary, and Old Valdyrian dictionaries
PROTO ATHYRIAN are at least three times as thick as their Old Evandyrian
The language first ever spoken on the surface of Athyr, or Old Athraki counterparts.
as life began to prosper in the region now known as
the Sundered Wastes. Proto Athyrian is a primitive OLD ETHENNIAN
language, found in cave paintings throughout the Featuring many guttural sounds and verbal sentences
Sundered Wastes, parts of Ethennia, and even Evandyr, as well as nominal, functional, and non-functional ones,
Taliath and Keldor. It is over 100.000 years old, and the type of sentence used in Old Ethennian is closely
uses mostly symbols depicting people, animals, body linked to the kind of subject covered, with nominal
parts, facial features and the like to convey meaning. sentences mostly referring landscape, environment,
and weather. It has an extensive but highly-specialized
ANCIENT ATHYRIAN vocabulary (though not nearly the size of the Old
The first language to evolve out of Proto Athyrian, Valdyrian one), with hundreds of different synonyms
Ancient Athyrian demonstrates the first steps towards for ‘sand’, ‘desert’, ‘sun’, ‘heat’, and similar words that
a full-fledged written language. The symbols it uses have preoccupied Ethennians throughout the ages.
still vaguely resemble those found in Proto Athyrian,
but are extended into signs that denote complex AYAARI
conjugations and gender references. Some scholars still By far the most complex of all languages found on Athyr,
study this language actively, believing it holds the key Ayaari is veiled by mystery. Literally and figuratively
to many secrets that have been lost to time. utterly alien in nature, it features both simple-looking
and complex symbols and a vocabulary totally unlike
OLD EVANDYRIAN any of the Athyrian native tongues. Its vocabulary is
Still actively practiced by the nuns, beguines, monks, vast and uses sounds that are unpronounceable by any
and priests of Evandyr’s established religion, the human, which serves to further complicate things. Each
Sareclum, Old Evandyrian books litter the region’s word seems to have many synonyms, but no synonym
few libraries and many private collections. It uses an means exactly the same thing, allowing for uniquely
inflected grammar, in which words change according specialized knowledge sharing and very specific
to the role they play in a sentence and a flexible meanings that leave little room for misinterpretation.
subject-object-verb-structure. It was also the first Unfortunately, this is exactly why Ayaari has been
language with an easy-to-learn alphabet, with each completely misunderstood and even misinterpreted,
sign denoting a different letter. both by the most skilled of academics and the vilest
of cultists.

68
Character Creation

69
4. A PPEARANCE
Describe your Character’s appearance in a few short sentences. You do not need
to define every little detail, but you should try to provide a quick impression
of what someone else might see if they looked at your Character. Your realm
of Origin may provide some guidelines on how your people generally look, but
such is the world of Athyr that your Character might look entirely unlike those
they grew up around. Things you might want to include here are height, build,
attitude, coloration, clothing style, etc. to give your Doomsayer and other
players a good idea what your Character looks like.

5. PERSONALITY
Everyone has some sort of personality, and your Character should have some
traits or emotional characteristics that set them apart from everyone else. You
can write this as a few sentences that describe their overall personality and how
it manifests, or you can write some simple descriptive words. This is highly useful
for everyone in the group, so that they can color their dialogue towards your
Character, but also so your Doomsayer knows how the world might perceive
your Character, and shape interactions accordingly.

6. PARTY VOW
This should be determined with your gaming group together, as mostly already
covered in the Session 0 section. A Party Vow determines what it is your group
of heroes is focused on doing. It can be a saying, a motto, an oath, or simply
a declaration of what drives you to adventure and to stick together. It may be
that you have sworn allegiance to a particular figure and pledged your fealty,
or you may all be in it for the thrill of adventure and the rewards it yields.

7. IDEALS
What drives your Character? What has sent them on the path to adventure and
what goal do they have? Is it vengeance for a past wrong committed against
them or their loved ones, or is it a more mercenary desire to get rich and retire
in comfort? Do they want to achieve some goal, or perhaps are they driven by
a religious calling? Or are they fatalistic, believing that they are chosen by fate
to do great or terrible things? Each Class’s chapter provides some suggestions
for Ideals fitting for such a Character. Feel free to select one or several of those,
come up with your own ideas, or a combination of both.

70
Character Creation

8. H ABITS
Your Character has likely developed some visible habits or even flaws that are obvious,
and perhaps get them into trouble. These are not so much personality traits as they are
visible manifestations of those traits. Your Character might be meticulous about their
gear or their physical person, always trying to keep clean and wearing fine clothing.
They may be prone to overindulgence in alcohol, sex, or other pleasures of the flesh,
or they might be strictly religious and make a point of noting how others’ behaviors
fall short.
Perhaps they are impatient and leap into reckless violence quickly and without much
hesitation or are willing to gamble even when odds are against them and money is low.
The Doomsayer can use these as prompts to get you involved with adventure, and even
as potential lures to get you to take notice of something. As with Ideals, every Class
offers some suggestions on Habits that you could use to take inspiration from.

9. SIGNIFICANT PEOPLE
Throughout your Character’s life, they have likely grown up with family and kin, and
have been trained or learned from others. Describe up to three people—living or
dead—who your Character finds significant enough to have influenced them at some
point in their lives, and write their names on your Character sheet, perhaps with a brief
explanation about the relationship.
This does not always need to be someone they love or like, either. It can be a bitter
enemy or a childhood rival. Perhaps it is the leader of an evil cult who murdered your
Character’s family, or the wise master who trained you in the art of the sword. For
longer campaigns, these figures may emerge in gameplay, or their influence be felt, as
the Doomsayer crafts adventures with personal stakes that matter to you.

10. CHERISHED POSSESSION


If desired, your Character has one keepsake that is important to them. It can be
something relatively functional, like a small weapon or piece of ornamentation, or it
can be something practical. It may be a religious symbol or icon, a piece of jewelry
once worn by a loved one, a lucky coin, a favorite throwing knife or special arrow, or
even some minor trinket that only matters to you.
It cannot be something you can easily sell, as its value is almost entirely to you and
not to some random merchant. However, it may be taken from you, or something you
might accidentally lose. How far would you go to get it back? You Cherished Possession
has Load 0 and doesn’t require to be added to the Equipment section or Treasure &
Trinkets section of your Character Sheet, unless you happen to cherish a bag of bricks.

71
CHAPTER 4:
CLASS &
A RCHETYPE

72
Class & Archetype

73
Class & Archetype

BARBARIAN
PLAYING There are two Barbarian Archetypes:

A BARBARIAN
THE NOMAD was raised in Athyr’s vast wilderness;
whether running through the trees of a dark forest,
riding on horseback across the steppes, or stalking
CLASS TYPE: Warrior silently through the jungle, their families or tribes rarely
stayed in one place for long. Instead, they traveled,
COMPLEXITY: Low
either by necessity or because of they were driven to
do so by some other motivation, always looking for new
Deep within your veins flows an untamed force that
pastures for their livestock or new challenges to face.
sets you apart from the confines of society. Born
and raised outside the sheltered walls of civilization, The nomadic life leaves many superstitious, but others
betrayed by a society that was supposed to protect its deal with the unknown in a more logical, pragmatic
own, or abused for the gleeful entertainment of others, manner. Whatever the case, tracking, survival skills and
you have survived the harshness of the wilderness or physical feats are the Nomad’s craft. Their knowledge
have otherwise grown up beyond the controlled set of of – and capabilities in – their preferred terrain are
rules most ‘civilized’ people are expected to adhere to. unrivaled, as is their ability to deal with the unexpected
Instead, you hail from a place where only the strongest and the unknown. There are many types of Nomads: the
and most cunning prevail. heavily muscled brute wielding an over-sized weapon,
whipcord-lean desert wanderers equipped with bow
You are a paragon of freedom, bound by no laws or
and arrow, tattooed mountain-dwelling fighters, ship-
customs but your own or the tribe that you belong to.
borne raiders, and more.
Your very existence defies the expectations of those
who dwell within the cities of men, who often fail to THE GLADIATOR is trained to combat their adversaries
comprehend the raw power and unbreakable will that in brutal, spectacular manner, and was shaped by
drives you forward. a lifetime of servitude and violence in the arena. Many
Gladiators have abandoned their fear of death a long
You rely on the guidance of your own insights, the
time ago, while others are motivated by it, driven
knowledge shared within the group that you belong
forward by their unrelenting refusal to die.
to, and the strength of your unyielding muscles
to navigate the trials and tribulations of life. Your Stoicism, resilience, showmanship, skill with any kind of
community is forged through the shared struggle weapon put in their hands, and a willingness to kill if
and hardship of those who have faced the untamed required define the life of many a Gladiator. Some did
wilderness and emerged victorious. not choose this life and were forced into it by their
captors or owners, others resolutely chose to step
Many may call you a ‘barbarian’ or ‘savage’, simply
into the arena to match their martial prowess with
because you weren’t raised within the patronizing
whoever – or whatever – that was thrown at them.
confines of a metropolis, but they do so at their own
Most Gladiators must endure the paradox of being
peril. For they have yet to witness the sheer ferocity
simultaneously praised as celebrities whose exploits are
and indomitable spirit that fuels your being. You are
sung about and being despised as the dregs of society,
a force of nature, unstoppable and unrelenting, a true
feared as the deadliest of manslayers, and trusted
embodiment of primal power and raw survival instinct.
as the capable leaders needed to guide their allies
through the toughest of battles.

75
CHOOSE YOUR A RCHETYPE
When you decide to play a Barbarian, choose between intend to play online, you can use the Blood and
the Nomad and Gladiator Archetypes to further Doom Character Sheet available on Roll20 and enter
specialize your Character. Details can be found on the your Character’s details there instead.
next few pages. When you Level Up, use the Level Table
to determine how your Character progresses. For this
primer book, everything you need to play up to Level
6 is available, with Levels 7 to 12 included in the final STANDARD / ADVANCED
book release.
Whenever you get to choose an Advanced
Character Sheets to write down the details about your Trait or Power, you can choose a Standard
Character are included in a separate PDF document Trait or Power instead if you want, but not
for you to print. Unique sheets are included for both the other way around.
the Barbarian Nomad and Barbarian Gladiator. If you

LEVEL TABLE
CHARACTER
LEVEL PROGRESS

1 You get what you get. Check back here once you are Level 2.

2 Improve one Trait or Power.

3 Gain a Standard Trait.

Gain a Standard Power.


4
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.
Gain a Standard Trait.
5
Gain a Warrior Feat.

6 Improve one Trait or Power.

Gain an Advanced Power.


7
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.

8 Gain an Advanced Trait.

Improve one Trait or Power.


9
Gain a Warrior Feat.
Gain an Advanced Power.
10
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.

11 Gain an Advanced Trait.

12 Improve one Trait or Power.

76
Class & Archetype

77
NOMAD
A BILITIES Finally, you can increase the rank of any 3 of your
Located on your Character Sheet are three columns Adventuring Skills to ‘Adept (2)’ by marking the
with Abilities: Body, Mind and Soul. You can allocate second box and do the same for any 3 of your
the Ability Scores shown below to the Abilities in each Combat Skills. You’ll be able to increase more as
column as you want. you Level Up.
Strength, Toughness and Wisdom are Abilities that can

A RMOR PROFICIENCIES
be useful for a Nomad to have a decent score in. What
each Ability is used for during the game is explained in
the ABILITIES CHAPTER ON P. 136 , including several You are proficient in wearing Light and Medium armor.
benefits you can gain for some of your Ability Scores. Armor and Armor Proficiency are both covered in the
EQUIPMENT CHAPTER ON P. 152 .
A BILITY SCORES
Body 5—4—4—3—3 TRAITS & POWERS
Next, choose 2 Standard Nomad Traits (Level 1-6) and 2
Mind 5—4—3—3—2 Standard Nomad Powers (Level 1-6) from the ones listed
in this chapter. Take some time to go over them and
Soul 4—4—3—3—2 choose those you think would really fit your Character.
You’ll gain more as you Level Up.
More information about using Traits and Powers can
SKILLS be found in the TRAITS, POWERS & MAGIC CHAPTER
Your Character starts with the 4 Adventuring Skills ON P .
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
FEATS
You can choose one Warrior Feat from the FEATS LIST
▪ Balance & Acrobatics ON P. 149 . You gain another Warrior Feat at Level 5

▪ Hunting & Tracking and Level 9.

▪ Poison & Disease


▪ Wilderness Exploration STARTING EQUIPMENT
You also gain the following Combat Skills, showing Roll 1d6 and multiply its result x10. This is how much
how you are trained in using certain types of Gold you have at the start of the game. You also gain
weapons or other combat techniques. Each is the Equipment listed here. More details can be found
already marked as Skill Rank ‘Novice (1)’. You can in the EQUIPMENT CHAPTER ON P. 152.
then choose 2 more Combat Skills, all of which are
shown on your Character Sheet. Make sure to mark
▪ Hide Armor (Load 1. Tags: Light, Durability 3,
Protection s1, c0, p1, b2, e1)
those as well.
▪ Adventurer Pack (Load 1)
▪ Unarmed ▪ Bows ▪ Rope (60ft) (Load 1)
▪ Daggers ▪ Throwing ▪ 3 Rations (Load 1. Tags: Supply 3)
▪ Axes ▪ 3 Torches (Load 1. Tags: Supply 3)

78
Class & Archetype

For each of the following, choose between two options:

▪ Barong (Load 1. Tags: Str / Dex, ▪ Athraki Bow (Load 1. Tags: Dex, ▪ Trapper Tools (Load 1)
Close, 1d6 Slashing Damage, Far, Two-Handed, Ammo, 1d6 or:
Ready, Riposte, Wieldy) Piercing Damage, Accurate) Woodworker Tools (Load 1)
Tabarzin (Load 2. Tags: Str, 9 Arrows (Load 1. Tags:
Close, 1d8 Cleaving Damage, Supply 9)
Accurate, Versatile) Quiver (Load 1)
or: or:
Battleaxe (Load 3. Tags: 6 Throwing Axes (Load 1.
Str, Close, Two-Handed, Tags: Str / Dex, Far, Supply 3,
1d10 Cleaving Damage, 1d4 Slashing Damage, Vicious),
Brutal, Shatter) Bandolier (Load 1)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Nomad to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:


The open road is your home, and the wind your When you take a life in a battle well-fought, you paint
constant companion. The horizon is your only limit, your face with the blood of those you have slain as
and the next adventure your only plan. a sign of respect or take a token to remember them
People reveal their true nature when facing the by and honor them.
dangers of the wilderness. People dwelling in cities
Whenever possible you are silent, listening to your
hide their nature behind walls, gates, doors, and locks.
surroundings and the language of the land. This way
Freedom is worth fighting for, even if it means spilling neither man nor beast can surprise you.
blood. No chain, no collar, no crown should ever hold
you down. When you enter an enemy lair, you sometimes say an
ominous yet ridiculous thing like: ‘You’ve come to the
The world is a dangerous place, but it is also full of
wrong place’, even though you just entered their castle.
wonders. Seek out the beauty in every corner of it, and
let it fill you with inspiration. When in camp it is great fun to silently sharpen your
Honor your word, but never forget that your loyalty weapons for hours, staring menacingly at anyone who
lies with your tribe or your compatriots. They are your interrupts you or asks a question.
family, and their well-being is paramount. You always carry a small pouch of dirt from the land
The call of the wild is a siren song that cannot be of your birth, to remind you of where you come from
ignored. Follow it wherever it takes you, and you will and keep you grounded.
find yourself in the heart of adventure.
You are a skilled storyteller, and often regale your
Your strength is not just in your arms, but in your heart companions with tales of your adventures or the myths
and your mind. Use your wit and your intelligence to and legends of your people.
outsmart your enemies and emerge victorious.
You just love playing up stereotypes and sometimes
Do not dwell in one place too long lest you become
grunt, groan, or make up weird animalistic noises just
attached to it. Travel the land, see the land, learn the
to see your friends’ reactions.
land, master the land.
When you make camp for the night, you take care
to set up traps and alarms to alert you of potential
threats. You are always vigilant and ready for what the
night may bring.

79
NOMAD TRAITS
STANDARD TRAITS (LEVEL 1-6)
BORN IN HARDSHIP RAGING WOLF
When you succeed at an attack while two or more allies
You have Resistance to damage from environmental are within Near range, you can spend 1 Momentum to
effects, such as extreme heat, cold, sandstorms, toxic Boost both allies.
air, and so on. This includes not just natural phenomena
but similar forms of attack, such as an opponent RAGING LION
creating a deadly sandstorm, or a spell that causes When you brutally kill an opponent (e.g., chop of
intense winter temperatures to affect an area. a limb, or crush their body), up to three opponents
Additionally, you can sustain yourself by eating things within Far range become Frightened of you until the
that disgust more “civilized” people. Once per day end of your next Turn.
when you Rest, you do not need to consume a Ration. IMPROVEMENT
This does not affect travel Rations. Gain the benefits of one additional rage type.
You can only use one type at a time.
IMPROVEMENT
You gain Resistance to fire, ice, lightning, and
acid damage from any source. ANCESTRAL GUIDANCE

Gain 6 Charges per Rest. When you come upon ancient


FOR MY BLOOD! ruins, primeval woods, burial mounds, or similar sites,
you can look to your ancestors to give you guidance.
When you take the life of a worthy adversary in combat When you make a Wisdom or Awareness Roll while at
(and you dealt most of the damage required to kill it), you such places, you can spend Charges to gain Edge, up to
can shout out “For My Blood!” to make your ancestors a maximum of 3 per roll.
proud and possibly be granted a boon. Roll 1d10.
IMPROVEMENT
▪ On a 1-3, your ancestors are not impressed. Gain 9 Charges per Rest. In addition to Wisdom
▪ On a 4-7, your ancestors see you have potential. and Awareness Rolls, you can also use Ancestral
Guidance with Lore and Courage Rolls.
Heal up to 3 damage.
▪ On a 8-10, your ancestors are appeased. Heal up DEADLY HUNTER
to 6 damage and gain 1 Blood Point.
Few people, even those raised in the wilds like you,
IMPROVEMENT
can match your skill at killing prey. While hunting in
On a 8-10, you can choose to cure
a wilderness area (see below) you can make a Wisdom
a Condition instead.
Roll (Difficulty 2) using your Hunting & Tracking Skill
when an Encounter starts or is about to start. For each
PRIMAL RAGE Momentum rolled up to a maximum of 3 you deal
LIMIT: Once per Turn 1 extra damage whenever you successfully attack an
opponent for the remainder of the Encounter.
When you fight, you can call upon the bestial rage of
an animal spirit who holds special significance for you When you gain Deadly Hunter, choose 3 wilderness
(and your people). When you gain this Trait, choose areas / terrain types from the following for this Trait to
one of the rage types listed below and gain its benefits. apply: Arctic, Coastal, Desert, Forest, Grassland, Jungle,
Mountains, Swamp, Wasteland. Discuss with your
RAGING BEAR Doomsayer what terrain types might be expected in
When you successfully attack an opponent in the adventure or campaign.
a weaponless brawl, you can choose to take up to 6 IMPROVEMENT
damage and deal that amount of extra damage. You can choose 3 more wilderness areas / terrain
RAGING TIGER types for Deadly Hunter to apply to.
Gain Edge to melee attacks during your Turn. Until
your next Turn, you defend with Challenge.

80
Class & Archetype

UNBREAKABLE WARRIOR suffer up to 2 less Madness respectively. An Injury still


counts as such for the purposes of other rules and
Gain 3 Charges at the start of an Encounter. During requires to be healed, eventually.
that Encounter, you can call upon inner reserves of
IMPROVEMENT
strength to overcome the effects of being hurt. When
You can heal Injury and Trauma when you get
you suffer an Injury or any amount of Madness, you
a chance to Rest for a minimum of 6 hours, in
can spend 1 Charge to ignore the Injury’s effects or
a similar way as when you Recover.

NOMAD POWERS
STANDARD POWERS (LEVEL 1-6)
VICIOUS WOUND 1 BP You can also destroy wooden doors, furniture, and
similar objects with a single blow from this weapon,
LIMIT: Once per Attack
or you deal 2d4 extra damage instead of 1d4 per
You know how to make particularly effective, deadly Momentum spent to destroy brick walls and stone
attacks by targeting vulnerable spots. Activate Vicious objects that have a significant Resilience.
Wound to gain Edge to a melee weapon attack and IMPROVEMENT
inflict an amount of Bleed equal to your Skill Rank to You can likewise destroy iron locks, cell doors,
one opponent on a success, applied after you have a drawbridge mechanism and other similar
dealt damage. This Bleed is not added to other Bleed metal constructions with a single blow from your
caused by this same attack, if any. weapon.
IMPROVEMENT
After you have made a successful attack using SAVAGE STRIKE 1 BP
Vicious Wound, you brutally rip back your
weapon and immediately deal an amount of LIMIT: Once per Attack
extra damage equal to Bleed inflicted.
When you fail a melee attack by a margin of only 1
success, activate Savage Strike to still deal Basic Damage
ENDLESS STAMINA 2 BP to one opponent. This damage cannot be increased in
any way and the attack is considered a failure. You
USE: Bonus Action / Any Time
cannot use Savage Strike if you suffer a Setback.
A lifetime of fighting and surviving in the wilds has IMPROVEMENT
made you tough and hardy. Roll a number of d4 You can deal Basic Damage when you fail a melee
equal to your Toughness Score and heal an amount of attack by a margin of up to 2 successes instead.
damage equal to the outcome. You also cure Bleed.
IMPROVEMENT
MIGHTY STRIKE 1 BP
You are also cured of either Poisoned, Slowed
or Withered. LIMIT: Once per Attack

Your attack is so powerful that few opponents can


DESTROYER 2 BP resist it. When you activate Mighty Strike, you gain
Edge to one melee weapon attack using a weapon’s
DURATION: 1 Minute
Brutal, Massive, or Shatter attributes and gain 1d4
Your powerful strikes have the ability to damage, even extra Momentum on a success.
destroy, an enemy’s weapons and armor. When using IMPROVEMENT
a weapon with the Shatter attribute, every Momentum The same applies when using the Impale or
spent causes 2 Dented to your opponent’s armor Powerful Weapon Attributes.
instead of 1, or you can spend 3 Momentum to destroy
their weapon.

81
GLADIATOR
A BILITIES Finally, you can increase the rank of any 3 of your
Located on your Character Sheet are three columns Adventuring Skills to ‘Adept (2)’ by marking the
with Abilities: Body, Mind and Soul. You can allocate second box and do the same for any 3 of your
the Ability Scores shown below to the Abilities in each Combat Skills. You’ll be able to increase more as
column as you want. you Level Up.
Strength, Dexterity and Courage are Abilities that
can be useful for a Gladiator to have a decent score
in. What each Ability is used for during the game is
A RMOR PROFICIENCIES
You are proficient in wearing Light and Medium armor.
explained in the ABILITIES CHAPTER ON P. 136 , Armor and Armor Proficiency are both covered in the
including several benefits you can gain for some of EQUIPMENT CHAPTER ON P. 152 .
your Ability Scores.

A BILITY SCORES
TRAITS & POWERS
Body 5—4—4—3—3 Next, choose 2 Standard Gladiator Traits (Level 1-6)
and 2 Standard Gladiator Powers (Level 1-6) from the
Mind 4—4—3—3—2 ones listed in this chapter. Take some time to go over
them and choose those you think would really fit your
Soul 5—4—3—3—2 Character. You’ll gain more as you Level Up.
More information about using Traits and Powers can
be found in the TRAITS, POWERS & MAGIC CHAPTER
SKILLS ON P. 145.
Your Character starts with the 4 Adventuring Skills
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of FEATS
8. Each is already marked on your Character Sheet You can choose one Warrior Feat from the FEATS LIST
as Skill Rank ‘Novice (1)’. ON P. 149 . You gain another Warrior Feat at Level 5
and Level 9.
▪ Crafting & Repairs
▪ Intimidation
▪ Leadership & Command STARTING EQUIPMENT
▪ Olympian Roll 2d6 and multiply the total result x10. This is how
much Gold you have at the start of the game. You also
You also gain the following Combat Skills, showing
gain the Equipment listed here. More details can be
how you are trained in using certain types of
found in the EQUIPMENT CHAPTER ON P. 152.
weapons or other combat techniques. Each is
already marked as Skill Rank ‘Novice (1)’. You can ▪ Leather Armor (Load 2. Tags: Light, Durability 3,
then choose 2 more Combat Skills, all of which are Protection s2, c1, p2, b1, e0)
shown on your Character Sheet. Make sure to mark
▪ Adventurer Pack (Load 1)
those as well.
▪ 3 Rations (Load 1. Tags: Supply 3)
▪ Unarmed ▪ Bludgeons ▪ 3 Torches (Load 1. Tags: Supply 3)
▪ Grappling ▪ Throwing ▪ 3 Repair Caches (Load 1. Tags: Supply 3)
▪ Swords ▪ Shields ▪ Steel Mirror (Load 1)
▪ Axes

82
Class & Archetype

For each of the following, choose between two options:

▪ Claymore (Load 3. Tags: Str, ▪ Gladius (Load 1. Tags: Str, Close, ▪ Smith Tools (Load 1)
Close, Two-Handed, 1d10 1d8 Piercing Damage, Thrust, or:
Slashing Damage, Massive) Wieldy) Mason Tools (Load 1)
or: Round Shield (Load 2. Tags:
Battleaxe (Load 3. Tags: Str, Fragile, 1d6 Bludgeoning
Str, Close, Two-Handed, Damage, Shield, Wieldy)
1d10 Cleaving Damage, or:
Brutal, Shatter) 3 Throwing Nets (Load 1. Tags:
Str / Dex, Near, Special, Supply
3, Accurate, Restrain)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Gladiator to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:

You live for the roar of the crowd and the thrill of the When a well-thought-out plan is in place and your allies
fight. The arena is your home, and you are at your best rely on you to remain calm, you can’t help yourself but
when you stand before the cheering masses, ready to cause carnage and engage in bloodshed.
spill blood in their name. You have a ritual of oiling and polishing your weapons
Life is nasty, brutish, and short, so you enjoy pleasure to and armor before each fight, as if paying homage to
the fullest wherever and whenever possible. the tools of your trade. If your opponents are around,
you will do so with a broad grin on your face to
The world as a battlefield, and every challenge
intimidate them.
a chance to prove your worth. You will not back down
in the face of adversity but will rise up and fight until Before each battle you prey to tiny figurines that you
victory is yours. hide on your person. These represent the friends and
family taken from you before they locked you up.
Loyalty is earned through battle, and those who fight
by your side earn your respect and trust. But make no You choose to own little beyond clothes, armor, and
mistake, if they betray you, they will feel the sting of weapons. That way no one can take much from you.
your blade. On the battlefield, you always seek out the biggest
You know that death may come for you at any moment, and strongest opponents, relishing the challenge of
but you do not fear it. Instead, you embrace it as the overcoming them in combat.
ultimate test of your strength and bravery. You often drink heavily after or even during a fight,
Bravery, honor, and endurance forged by blood and reveling in the adrenaline and glory of victory or
suffering. These are the things they’ve forced you to drowning your sorrows in defeat. Of course, you will
believe in, and this is what you will adhere by until your deny drinking too much afterwards, even if you can’t
dying breath. stand on your two feet anymore.
You believe that every opponent, no matter how You have a tendency to show off during fights,
weak or insignificant, deserves your full attention and entertaining your (possibly imaginery) crowd and
respect. To underestimate them is to risk your own life. taunting your opponents with flashy moves and
You believe that true freedom comes not from wealth gestures.
or status, but from the ability to fight and survive on You take pride in your scars, each one a testament to
your own terms. The only chains you will ever wear are your endurance and bravery in the face of danger,
those you forge yourself. and love telling stories of how you got them to those
willing (or unwilling) to listen.

83
GLADIATOR TRAITS
STANDARD TRAITS (LEVEL 1-6)

IRON SKIN MACHUS


When you fight with a weapon with the Reach tag
Your skin is so thick and hardened from countless and make a Basic Attack as described, you can spend
scars that it is like a suit of armor. You gain the 1 Momentum to prevent your opponent from moving
following benefits: closer.
▪ While wearing no armor, you have natural armor ETARIUS
with a Protection Rating of 2 for all Weapon
When you fight with a one-handed weapon and a net,
Damage and Elemental Damage types. Your you can use a Bonus Action to attempt to Restrain
natural armor cannot be Dented. a target and attack with your weapon as an Action on
▪ You suffer no negative effects from your first the same Turn.
Injury, though it does count as an Injury for
URMILLO
the purposes of other rules and requires to be When you fight with a sword and shield, you can save
healed eventually. up to 3 Momentum resulting from a sword attack and
add these as successes when you defend using your
IMPROVEMENT
Shield soon after.
You suffer no negative effects from your first and
second Injury. Additionally, you can break free IMPROVEMENT
from any physical restrainment at the cost of Choose one more Gladiator fighting style and
suffering an Injury, if reasonably possible. gain its benefits.

WITNESS ME! WEAPON MASTER

When you defeat an enemy in a particularly bloody You know weapons like no one else - especially the big
and gruesome way while having dealt the brunt of the and powerful ones. Gain 6 Charges per Rest. When you
damage to them, heal 3 damage and make a Courage successfully attack with a melee weapon that has the
Roll using your Intimidation or Olympian Skill. On Powerful or Massive Weapon Attributes, you can spend
a success, gain 1 Blood Point if another enemy witnessed 1 or more Charges as Momentum for the purpose of
you. It helps if you show off, flex your muscles, and let activating those Attributes’ effects.
them know they are next. IMPROVEMENT
IMPROVEMENT Weapon Master also applies to weapons with the
Instead of gaining a Blood Point, you can choose Brutal or Impaling Weapon Attributes.
to gain a Doom Point.

APPETITE FOR PLEASURE


FIGHTING STYLE
Whenever you have feasted and indulged yourself in
You are an expert in gladiator fighting styles and the taste of wine, ale, companionship, and other mortal
a force to be reckoned with during combat. When pleasures, you become unpredictably aggressive. For
you gain this Trait, choose a fighting style and gain the next 3 Encounters, when you make a successful
its benefits. melee attack and roll a 10 on any of your Action
Dice, you may roll all Damage Die twice and keep the
TALLUS highest result(s).
You gain proficiency in wearing O-Yoroi and Splint
IMPROVEMENT
Armor and ignore their Bulky tags.
Chugging a tankard of ale or bottle of wine is
enough to gain Appetite For Pleasure’s benefits
for your next Encounter. You can do this once
per Rest.

84
Class & Archetype

SAY MY NAME ▪ STRENGTH + OLYMPIAN


Your raw strength is like a thunderstorm on the
Your name and reputation strike fear into the hearts battlefield. Your enemies are unable to affect
of your enemy. Whenever an Encounter starts in which your mind as your body takes full control. You
you are about to fight those who deserve to be struck cannot suffer Madness for the first 3 Rounds of
down, you can make a display of might, leadership and the Encounter.
resolve. To do so, you make an Action Roll using the
one of the Abilities and Skills listed and gain its effect IMPROVEMENT
on a success: You can also choose the following:

▪ COURAGE + INTIMIDATION AWARENESS + INTIMIDATION


Your enemies cower before you as you intimidate You don’t fear what lurks in the shadows or
them with your unfaltering might. Gain Edge to even what jumps you from behind. Instead,
attack all opponents for the first 3 Rounds of the you welcome these dangers. You do not suffer
Encounter. Challenge to act against any opponent who
strikes from a hidden position or uses deceptive
▪ FOCUS + LEADERSHIP & COMMAND tactics for the entire Encounter.
Your enemies are demoralized by your prowess in
leadership. If they have a leader, you gain Edge to TOUGHNESS + OLYMPIAN
attack the leader for the entire Encounter. If you You cannot be beaten down by any ordinary
defeat the leader, morale of all those under their means, and your enemy knows it. Shoud you
command is automatically broken. become Dying during this Encounter, instead
you heal 8 damage of Bruises and keep going.

85
GLADIATOR POWERS
STANDARD POWERS (LEVEL 1-6)

FEROCIOUS STRIKE 1 BP RETALIATE 1 BP

LIMIT: Once per Turn USE: Bonus Action / Any Time

You call upon the strength and power within to do You are so skilled at hand-to-hand combat that not
more than humanly capable. Activate Ferocious Strike even the most experienced opponent can close with
after a successful melee attack to make another Basic you and get away unscathed. Whenever you take
Attack against the same opponent as a Bonus Action damage from an opponent’s melee attack, you can
on your Turn. make a Basic Attack against them immediately as
a Bonus Action.
IMPROVEMENT
You can direct your Basic Attack at another IMPROVEMENT
opponent if you choose. This can even be You can use Retaliate also when an ally within
a ranged attack using a throwing weapon, Close range from you takes damage from an
for example. opponent’s melee attack.

86
Class & Archetype

BY THE GODS 2 BP Near range each gain Edge on their next attack and
deals 1d4 extra damage to one opponent on a success.
USE: Bonus Action / On Turn
IMPROVEMENT
DURATION: 1 Minute You can choose up to four allies instead of two.
You spit in the face of those who would do you harm,
and the gods of combat and fortitude are at your side.
HERALD OF WOE 1 BP
You gain Resistance to slashing, cleaving, piercing and
bludgeoning damage dealt to you by any opponent LIMIT: Before attempting to Break Morale
and you cannot become Frightened of them.
Your sheer physical presence and powerful combat skills,
IMPROVEMENT combined with your talent for boasting, threatening,
You can spend 3 Blood Points instead to also and taunting your foes, make it an easy matter for
gain the following: You cannot become Prone, you to terrify them into fleeing or surrendering. When
Restrained, Slowed or Stunned by any opponent.
you make an Action Roll to Break Morale (whether
spending your Turn to do so, or as the result of
BATTLE CRY 2 BP a particularly intimidating attack), you gain 1d4 extra
Completion Points.
LIMIT: Free Action / Once per Turn
IMPROVEMENT
You ferociously shout out encouragement and You can spend 2 Blood Points instead of 1 for
inspiration during battle, emboldening those who fight Herald of Woe to apply to up to 5 Action Rolls
alongside you. You and two allies you choose within during the same Encounter.

87
88
Class & Archetype

GUARDIAN

PLAYING
A GUARDIAN There are two Guardian Archetypes:
THE WARDEN is a personal bodyguard dedicated to
CLASS TYPE: Warrior
the welfare and protection of their companions, willing
COMPLEXITY: Low to sacrifice their very life to defend them. They may
stand peacefully alongside their charges for months
Trained by the best war masters in the land, you have or even years, eyes alert for a blade from the dark
dedicated your life to helping those who cannot protect or a crossbow bolt from an alley, only to pour over
themselves. Sometimes, this means being a personal an emergent threat in a wave of aggression when the
bodyguard to someone you’ve been entrusted to, time comes. Often trained in the subtleties of court
sometimes it means selflessly representing an entire intrigues and state politics, and well-versed in history,
community in the frontlines of a battle as it is attacked the Warden will also seek to protect the interests of
by their enemies. Maybe you do this because you are their companions from the dangers that flow from pen
driven to do so by a past trauma or by the morals and tongue, in addition to those of the flashing blade
passed to you by your elders; maybe you are more of
THE VANGUARD leads the charge into battle, waving
a mercenary, bound by both honor and coin to defend
the banner of their glorious cause above them and
the sovereignty of an entire village, city, or realm.
exalting others to follow in their wake. They are
Whatever your motivation, as long as you are able to
inspiring leaders with a keen military mind and a vast
wield a weapon, you will always stand between your
understanding of strategy, tactics, and warfare. In
allies and their foes.
childhood, a Vanguard’s toys were often tin soldiers or
The Guardian Class is a good choice for players who sticks and rocks representing monsters and fearsome
wish to play an honorable knight or hireling who knows beasts, and their only friends were likely veterans
their way around the societal skirmish as well as on the dedicated to instructing them in discipline. As an
battlefield. A Guardian has been subjected to countless adult, they inspire friends, followers and even entire
hours of physical conditioning and weapons training by regiments to perform feats of bravery none would
experts often from an early age on, before they ever otherwise be capable of, their courage giving hope to
drew a blade or fired an arrow in combat, and wears others against seemingly impossible odds. When the
the best and heaviest armor gold can buy. Their ability sky blackens with arrows and the air is filled with the
to kill is tempered only by a code of honor and sincere screams of dying horses and soldiers, Vanguards charge
devotion to a cause, whether that of a god, kingdom, forward while inspiring others to follow their lead and
employer, or simply loyalty to their friends. protect those they have vowed to defend.

89
CHOOSE YOUR A RCHETYPE
When you decide to play a Guardian, choose between intend to play online, you can use the Blood and
the Warden and Vanguard Archetypes to further Doom Character Sheet available on Roll20 and enter
specialize your Character. Details can be found on the your Character’s details there instead.
next few pages. When you Level Up, use the Level Table
to determine how your Character progresses. For this
primer book, everything you need to play up to Level
6 is available, with Levels 7 to 12 included in the final STANDARD / ADVANCED
book release.
Whenever you get to choose an Advanced
Character Sheets to write down the details about your Trait or Power, you can choose a Standard
Character are included in a separate PDF document Trait or Power instead if you want, but not
for you to print. Unique sheets are included for both the other way around.
the Guardian Warden and Guardian Vanguard. If you

LEVEL TABLE
CHARACTER
LEVEL PROGRESS

1 You get what you get. Check back here once you are Level 2.

2 Improve one Trait or Power.

3 Gain a Standard Trait.

Gain a Standard Power.


4
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.
Gain a Standard Trait.
5
Gain a Warrior Feat.

6 Improve one Trait or Power.

Gain an Advanced Power.


7
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.

8 Gain an Advanced Trait.

Improve one Trait or Power.


9
Gain a Warrior Feat.
Gain an Advanced Power.
10
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.

11 Gain an Advanced Trait.

12 Improve one Trait or Power.

90
Class & Archetype

91
WARDEN
A BILITIES Finally, you can increase the rank of any 3 of your
Located on your Character Sheet are three columns Adventuring Skills to ‘Adept (2)’ by marking the
with Abilities: Body, Mind and Soul. You can allocate second box and do the same for any 3 of your
the Ability Scores shown below to the Abilities in each Combat Skills. You’ll be able to increase more as
column as you want. you Level Up.
Strength, Lore and Heart are Abilities that can be

A RMOR PROFICIENCIES
useful for a Warden to have a decent score in. What
each Ability is used for during the game is explained in
the ABILITIES CHAPTER ON P. 136 , including several You are proficient in wearing Light, Medium and Heavy
benefits you can gain for some of your Ability Scores. armor. Armor and Armor Proficiency are both covered
in the EQUIPMENT CHAPTER ON P. 152 .
A BILITY SCORES
Body 4—4—3—3—2 TRAITS & POWERS
Next, choose 2 Standard Warden Traits (Level 1-6)
Mind 5—4—3—3—2 and 2 Standard Warden Powers (Level 1-6) from the
ones listed in this chapter. Take some time to go over
Soul 5—4—4—3—3 them and choose those you think would really fit your
Character. You’ll gain more as you Level Up.
More information about using Traits and Powers can
SKILLS be found in the TRAITS, POWERS & MAGIC CHAPTER
Your Character starts with the 4 Adventuring Skills ON P. 145.
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
FEATS
You can choose one Warrior Feat from the FEATS LIST
▪ Courts & Politics ON P. 149 . You gain another Warrior Feat at Level 5

▪ History & Culture and Level 9.

▪ Perception & Investigation


▪ Stewardship STARTING EQUIPMENT
You also gain the following Combat Skills, showing Roll 2d6 and multiply the total result x10. This is how
how you are trained in using certain types of much Gold you have at the start of the game. You also
weapons or other combat techniques. Each is gain the Equipment listed here. More details can be
already marked as Skill Rank ‘Novice (1)’. You can found in the EQUIPMENT CHAPTER ON P. 152.
then choose 2 more Combat Skills, all of which are
shown on your Character Sheet. Make sure to mark
▪ Splint Armor (Load 8. Tags: Heavy, Bulky, Noisy,
Durability 5, Protection s4, c3, p2, b2, e3)
those as well.
▪ Unarmed ▪
Polearms ▪ Round Shield (Load 2. Tags: Str, Fragile, 1d6
▪ Swords ▪ Shields Bludgeoning Damage, Shield, Wieldy)

▪ Bludgeons ▪ Adventurer Pack (Load 1)


▪ 3 Rations (Load 1. Tags: Supply 3)
▪ 3 Torches (Load 1. Tags: Supply 3)

92
Class & Archetype

For each of the following, choose between two options:

▪ Mace (Load 2. Tags: Str, Close, ▪ FIne Clothes (Load 1) ▪ 3 Bandages (Load 1. Tags: Apply,
1d8 Bludgeoning Damage, or: Slow, Supply 3)
Shatter) Calligraphy Kit (Load 1. Tags: or:
or: Uses 9) 1 Healing Aid (Load 1. Tags:
Khopesh (Load 3. Tags: Str, Apply, Slow, Supply 3)
Close, 1d8 Slashing Damage,
Restrain)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Warden to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:

The well-being of your allies more important than You never enter a place you cannot leave. You are
your own. They are more important than your own always on the lookout for escape routes, exits, and
gain or glory, and you would lay down your life to potential avenues of ambush.
protect them. Whether it is the mantra of your teachers or the
Not all battles are fought on a battlefield. The most names of those you wish to protect, the first thing in
dangerous ones are being fought in courts and out of the morning you do after waking up is repeat them
plain sight. You consider both wherever you go. three times.
You hold the belief that everyone deserves protection, When meeting new people, you always observe and
no matter their background or religion. You are assess any potential threats or dangers, and may be
a defender of the weak, the outcast, and the inclined to interrogate whoever you talk to for the first
downtrodden, even if it means standing against those time. This habit is not born out of fear, but a sense of
in power. responsibility to keep those around you safe.
You understand that sometimes, to truly protect Each morning, when you wake, you review your words
others, you must make sacrifices. Whether it is a foe, an and deeds from the day before. You do so to ensure
ally, or even a family member, you will give up whoever your actions did not sully your honor or bring harm to
and whatever is necessary to make good on your vows. those who depend on you.
Know your land. Know its people and places. Know its You never go anywhere unarmed. No matter what the
great names, know its great events, know its stories. circumstance, you have a weapon hidden somewhere
Know this, and know your place among them. on your person, just in case an ally might need
protecting.
You do not speak of your code of honor as it is personal
to you. Instead, you live it. Demonstrate it in every You never trust your enemies, but you always give
deed, every word, each act of generosity and mercy, them a chance to surrender. You believe that mercy
and each act of battle and vengeance. is a sign of strength and it is always better to avoid
unnecessary bloodshed.
Your duty as a guardian is not just to protect, but
also to teach and guide. You seek to pass on your You have a strict training regimen that you follow every
knowledge, skills, and wisdom to the next generation. day. You believe that discipline is the key to success
and that only through hard work and determination
Your armor and weapons are the conduits of your
can you truly achieve great deeds.
combat prowess. You treat both with great care and
are always interesting in improving their capability to You never let a companion go into battle alone. You
serve you well. will always stand by their side, even if it means risking
your own life.

93
WARDEN TRAITS
STANDARD TRAITS (LEVEL 1-6)

THE HERO WE NEED SHIELD MASTER

If one or more of your allies are stuck, trapped, You are a master in the defensive arts and using
restrained, or at risk from slipping or falling, you gain a shield. You can use your shield to block 1d6 damage
Edge to do anything with the purpose of helping them. dealt to an ally Close to you as a Bonus Action at any
You also gain Edge to hold down doors, blockade time. In addition, you can switch a shield for a weapon
entryways, or otherwise obstruct enemies from passing or vice versa on your Turn without requiring an Action,
through corridors while being pursued. or do so as a Bonus Action at any time.
IMPROVEMENT IMPROVEMENT
At the end of any Encounter in which you used When you use your shield to defend and fail, you
one or more of your Turns to help an ally as can choose to use a Bonus Action to block 1d6
described, you gain back 1 Blood Point per Turn, damage dealt to you.
up to a maximum of 3.

BRINGER OF JUSTICE
COMBAT STRATEGIST
You bring justice to those who do evil and let nothing
You are an experienced combat strategist specializing stand in your way. Once per Round when you are
in protecting those around you. When you gain this directly targeted by anything that would influence
Trait, choose a combat strategy you have mastered or corrupt your mind or soul, you can use your Heart
and gain its benefits: Ability instead of any other Ability required to make
the Action Roll to resist it.
PREPARED
IMPROVEMENT
Gain 3 Charges per Encounter. Spend a Charge to gain
You can never be Frightened, Charmed, Cursed
Edge to any combat related roll.
or Possessed.
CAUTIOUS
You gain Edge to Awareness and Focus Rolls during MY LIFE, FOR YOURS
an Encounter and Edge to Retreat. Whenever you
succeed in Retreating, choose a number of allies Near When an ally Close to you takes damage, you can put
you equal to Momentum spent on this roll to succeed yourself in harm’s way at the last second to protect
with you. them, requiring no Bonus Action. When you do, take
between 1 to 6 damage for them, ignoring your armor.
REACTIVE
IMPROVEMENT
Whenever you see an opponent attack an ally Near
You can do the same when an ally would suffer
you, you gain Edge to act against this opponent up an Injury or an amount of Madness and suffer the
until and during your next Turn. Injury or Madness instead. When you do, gain 1
Blood Point.
PROTECTIVE
Gain 3 Charges per Encounter. Spend a Charge at any
time to aid an ally within Close range by protecting
them. When you do, they gain Edge to one Action Roll
to defend or otherwise avoid physical harm.
IMPROVEMENT
Choose one more combat strategy you have
mastered. You gain the benefits of both.

94
Class & Archetype

HONORABLE KNIGHT Whenever you would be able leverage your status


as a knight as described or in a similar situation, you
Your charisma and reputation as an honorable knight can spend 1 Blood Point to gain Edge to Action Rolls
allow you to get things done others wouldn’t be able relating to these interactions unless the situation
to, whether to negotiate a contract with a prince changes drastically, for up to 1 hour.
or noble, represent someone in court, intimidate
IMPROVEMENT
a criminal or pirate, persuade guards to let you pass,
You can spend up to 3 Blood Points instead
attempt to break your enemies’ morale, or make
to gain an amount of Edge equal to Blood
a rallying speech on a marketplace.
Points spent.

WARDEN POWERS
STANDARD POWERS (LEVEL 1-6)
TAUNT 1 BP themselves. If your attack is successful, the opponent’s
action is thwarted.
USE: Bonus Action / Any Time
IMPROVEMENT
You draw the attention of your enemy, challenging You can do the same to help an ally within Near
them to attack you. Choose an enemy you wish to range, moving up to them as you attack.
taunt within Near range. When they take their next
Turn, they must attack you or direct any other harmful
abilities at you as long as you stay within range. INSPIRING PRESENCE 1 BP
IMPROVEMENT USE: Free Action / Once Per Round
Choose two enemies to taunt instead of one.
Allow an ally Near you who failed an attack to make
another (Basic) Attack immediately as part of their
DISARMING STRIKE 1 BP Action or Bonus Action.
IMPROVEMENT
USE: Once per Attack
You can do as described and your ally gains
Activate Disarming Strike to gain Edge to a melee Edge to their second attack, or alternatively, you
weapon attack for the purpose of disarming an can use Inspiring Presence two times per Round
opponent. On a success, you disarm them, and deal without granting Edge, but never to help the
Basic Damage. same opponent twice.

IMPROVEMENT
You can disarm up to three opponents within BANE OF EVIL 2 BP
your weapon’s range. Make a weapon attack
against the most powerful opponent. On USE: Once per Attack
a success, spend up to 2 Momentum to disarm
Your goodness and selfishness are a bane to all evil.
one additional opponent per Momentum spent.
Activate this Power before you make a melee weapon
You deal Basic Damage to your initial target only.
attack to gain Edge and deal extra damage equal to
your Heart Score to one opponent on a success and
RALLY TO ME! 1 BP inflict Stunned.
IMPROVEMENT
USE: Bonus Action / Any Time
You can spend one more Blood Point after you
When an ally within Close range is about to be harmed successfully attack like this to immediately follow
by an opponent, you can attack this opponent. You up with a Basic Attack as a Bonus Action.
do so before your ally makes an Action Roll to defend

95
VANGUARD
A BILITIES Finally, you can increase the rank of any 3 of your
Located on your Character Sheet are three columns Adventuring Skills to ‘Adept (2)’ by marking the
with Abilities: Body, Mind and Soul. You can allocate second box and do the same for any 3 of your
the Ability Scores shown below to the Abilities in each Combat Skills. You’ll be able to increase more as
column as you want. you Level Up.
Strength or Dexterity, Focus and Courage are Abilities

A RMOR PROFICIENCIES
that can be useful for a Vanguard to have a decent
score in. What each Ability is used for during the game
is explained in the ABILITIES CHAPTER ON P. 136 , You are proficient in wearing Light, Medium and Heavy
including several benefits you can gain for some of armor. Armor and Armor Proficiency are both covered
your Ability Scores. in the EQUIPMENT CHAPTER ON P. 152 .

A BILITY SCORES
Body
TRAITS & POWERS
5—4—3—3—2 Next, choose 2 Standard Vanguard Traits (Level 1-6)
and 2 Standard Vanguard Powers (Level 1-6) from the
Mind 4—4—3—3—2 ones listed in this chapter. Take some time to go over
them and choose those you think would really fit your
Soul 5—4—4—3—3 Character. You’ll gain more as you Level Up.
More information about using Traits and Powers can
be found in the TRAITS, POWERS & MAGIC CHAPTER
SKILLS ON P. 145.
Your Character starts with the 4 Adventuring Skills
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of FEATS
8. Each is already marked on your Character Sheet You can choose one Warrior Feat from the FEATS LIST
as Skill Rank ‘Novice (1)’. ON P. 149 . You gain another Warrior Feat at Level 5
and Level 9.
▪ Balance & Acrobatics
▪ History & Culture
▪ Leadership & Command STARTING EQUIPMENT
▪ Strategy & Warfare Roll 3d6 and multiply the total result x10. This is how
much Gold you have at the start of the game. You also
You also gain the following Combat Skills, showing
gain the Equipment listed here. More details can be
how you are trained in using certain types of
found in the EQUIPMENT CHAPTER ON P. 152.
weapons or other combat techniques. Each is
already marked as Skill Rank ‘Novice (1)’. You can ▪ O-Yoroi Armor (Load 7. Tags: Heavy, Noisy, Bulky,
then choose 2 more Combat Skills, all of which are Durability 5, Protection s2, c4, p2, b3, e2)
shown on your Character Sheet. Make sure to mark
those as well.
▪ Round Shield (Load 2. Tags: Str, Fragile, 1d6
Bludgeoning Damage, Shield, Wieldy)
▪ Unarmed ▪ Polearms
▪ Adventurer Pack (Load 1)
▪ Swords ▪ Throwing ▪ 3 Rations (Load 1. Tags: Supply 3)
▪ Bludgeons ▪ Shields

96
Class & Archetype

For each of the following, choose between two options:

▪ Katana (Load 1. Tags: Dex, Close, ▪ Claymore (Load 3. Tags: Str, ▪ Calligraphy Kit (Load 1. Tags:
1d8 Slashing Damage, Swift, Close, Two-Handed, 1d10 Uses 9)
Versatile) Slashing Damage, Massive) or:
or: or: Spyglass (Load 1)
Flail (Load 2. Tags: Str, Close, 1d8 Glaive (Load 2. Tags: Str / Dex,
Bludgeoning Damage, Tactical) Near, Two-Handed, Reach, 1d8
Slashing / Piercing Damage,
Impale, Vicious)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Vanguard to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:

The path of a vanguard is a lonely one, but it is also You make sure your armor is in the most pristine
the most honorable. You bear the weight of your state as possible. When you look sloppy, it affects the
comrades’ lives on your shoulders, and you will do message you’re sending across during battle.
everything in your power to ensure their survival, even Before each battle you reach down, grab a handful
if it means sacrificing your own. of dirt, and let it run through your fingers while you
You do not fear death, but you fear the thought of silently recite a warrior’s prayer.
your death being in vain. You will fight tooth and nail You always carry a small journal with you, in which
to ensure that your legacy lives on, and that your you jot down your thoughts, battle strategies, and
cause is remembered. even reflections on past battles, maybe in a language
It is your duty to fight for those who cannot and for others can understand, maybe in code. You use this to
those who fall. And when you fight, you fight until you continually improve your tactics and hone your skills.
cannot or until you fall. You are early to rise, so you can exercise and train
In your eyes, the world is a dark and dangerous place. in weapon craft. You also work late into the night to
But that doesn’t mean you have to be. You believe in ensure your wargear is in the best shape possible.
bringing light to the darkness, hope to the hopeless, Before each battle, you make sure that your allies
and courage to the fearful. are in the best mindset for the fight ahead. You give
The best way to win a battle is to know your enemy. them a pep talk that inspires them to be great, fierce
You will study their tactics, their weaknesses, and and invincible.
their strengths, and you will use that knowledge to You always carry a small pouch of herbs and spices to
your advantage. cook a hearty meal for your comrades. You believe
Strategy and commitment win half the battle. Training that a well-fed and rested army fights better.
and discipline win the other half. You always carry a lucky charm or a totem of your
Be the first on the battlefield and the last to leave, or deity with you into battle. It may be a small trinket,
do not leave at all. but you believe it provides you with divine protection
and gives you the strength to overcome any challenge.
You believe that the greatest victory is not defeating
your enemies but turning them into allies. You are You constantly survey the battlefield, looking for
always willing to extend a hand of friendship, even to potential ambush points, chokepoints, and strategic
those who have wronged you in the past. locations that you can use to your advantage. You
make sure to communicate this information to your
allies, and adjust your plans accordingly.

97
VANGUARD TRAITS
STANDARD TRAITS (LEVEL 1-6)

LEAD THE CHARGE THE ART OF WAR

You are an exemplary leader in battle and know how Gain 6 Charges per Rest. When you are engaged in
to lead the charge and aid and inspire your allies. tactical or strategic planning or leadership, you can
When you gain this Trait, choose a leadership skill you reflect on the lessons taught by former instructors and
have mastered and gain its benefits: masters of combat for guidance. Whenever you make
an Action Roll using your Leadership & Command or
VIGILANT Strategy & Warfare Skills, you can spend Charges to
Gain Edge to Awareness, Focus and Insight Rolls during gain Edge up to a maximum of 3 per roll.
any Encounter for the purpose of being vigilant and
IMPROVEMENT
alert, or to gain information about your enemies’
Gain 9 Charges per Rest instead.
tactics and moves.

BRAZEN FRONT OF THE LINE


Gain 3 Charges per Encounter. Whenever you Boost
an ally, you can spend a Charge to Boost another ally When you are the first to enter any room or area in
for free. a dungeon (such as an enemy castle, a warlock’s tower,
abandoned mine complex, cult lair, etc.) or lead
INSPIRING your allies when walking into an open space where
Whenever you defeat an enemy, choose an ally Near danger might be expected, you gain Edge to the first
you that you wish to inspire and roll 3 Action Dice. For Action Roll you make to avoid danger and/or protect
every success you roll, they gain 1 Blood Point. your allies from harm. This could be to avoid a trap,
protect others from falling to their death, survey
PRESSING
your surroundings for a possible ambush, to negotiate
Gain 3 Charges per Encounter. Spend a Charge after
passage with an enemy, or anything similar.
an ally within Near range rolled a Setback. They don’t
suffer a Setback instead. IMPROVEMENT
You gain Edge to the first two Action Rolls made
IMPROVEMENT this way.
Choose one more leadership skill you have
mastered. You gain the benefits of both.
INEXORABLE SPIRIT
YOU HAVE MY SWORD
Whenever you become Charmed, Frightened,
As long as you fight alongside an ally Close to you, they Paralyzed, Slowed or Stunned, you can make a Focus
gain Edge to defend themselves against attacks. If you Roll (Difficulty 2) once. This roll cannot be improved in
fight alongside multiple allies, choose one per Round any way, and you don’t use a Skill when making this roll.
to gain this benefit. On a success, the Condition ends immediately.
IMPROVEMENT IMPROVEMENT
The ally you choose gains Edge to attack as well. On a success, the Condition ends, and you
become immune to it for 1 minute.

98
Class & Archetype

GREAT WEAPON FIGHTER ▪ Gain Edge to your attack but suffer Challenge to
defend until your next Turn.
When you attack with a melee weapon you have at
least Combat Skill Rank Adept (2) in, you can choose to IMPROVEMENT
do any one of the following, decided before you make In addition, you can:
the attack. Additionally, you can use either Strength
or Dexterity, regardless of the weapon’s requirement.
▪ Give the weapon the Tactical Weapon
Attribute until the start of your next Turn.
▪ Increase the weapon’s Damage Die one size.
▪ Spend 1 Blood Point to deal internal damage
▪ Gain 1 extra Momentum if your attack succeeds. instead of the weapon’s damage type.

VANGUARD POWERS
STANDARD POWERS (LEVEL 1-6)
BEACON OF HOPE 2 BP range that can see or hear you to take an extra Action
on your Turn.
USE: Bonus Action / On Turn
IMPROVEMENT
You bolster your allies during combat by ensuring You can spend 3 Blood Points instead to choose
them you got their back and speaking words of two different allies to take an extra Action on
encouragement. Choose two allies within Far range to your Turn.
get 8 Resilience each.
IMPROVEMENT UNFALTERRING RESCUE 1 BP
Choose three allies instead.
USE: Bonus Action / Any Time

LAUNCHING STRIKE 1 BP When an ally Close to you is about to be attacked or


physically harmed in any way, you can dive onto them
USE: Once per Attack and both jump out of the way of harm. When you do,
Activate Launching Strike before you make a melee both you and your ally land Prone somewhere within
weapon attack to move up to your Speed towards an Near range but avoid the attack.
opponent and launch yourself into the air to strike IMPROVEMENT
down with immense power and determination. Gain You can help two allies this way instead of one.
Edge to make your attack and knock your opponent
Prone on a success in addition to dealing damage.
Moving like this does not reduce the distance you can
FOR OUR CAUSE 1 BP
normally move on a Turn. USE: Once per Attack
IMPROVEMENT
When you activate For Our Cause, gain Edge to one
When you attack like this, roll your Damage Dice
melee weapon attack. On a success, you can spend
twice and keep the highest result(s) on a success.
1, 2 or 3 Momentum to Boost up to 3 allies within
Near range.
TURN THE TIDE 2 BP IMPROVEMENT
On a success and if you Boosted at least 2 allies,
USE: Bonus Action / On Turn
you also deal extra damage equal to your
When things seem to take a turn for the worse you Courage Score to one opponent.
know what to do and boost morale to gain the upper
hand. Activate Turn The Tide to allow an ally within Far

99
100
Class & Archetype

A SSASSIN
PLAYING Assassins thrive on obscurity, manipulation and surprise;
good Assassin can kill a victim before they even know

AN A SSASSIN they’re a target. A great Assassin will never be seen by


that victim. A master Assassin will make the death look
completely natural or like an accident.
CLASS TYPE: Expert
There are two Assassin Archetypes:
COMPLEXITY: Medium
THE NINJA , a shadowy figure in the night, dances
The Assassin walks a path of shadow, shrouded in silently between the trees and rooftops, the very
secrecy and despised by many. They are masters of the essence of deathly grace. Like a wraith, they slip through
art of death, taking lives with ease and precision. For the shadows unseen, leaving their unsuspecting prey
most, the coin is their sole motivation, yet others find vulnerable to their swift and lethal strikes. Martial arts
a higher purpose in their deeds, guided by a strict moral are their weapon, honed through years of training in
code or the orders of a powerful organization that has a secretive institution far from preying eyes, allowing
indoctrinated them. Some are vigilantes, driven by them to become one with the darkness and the night.
a thirst for revenge, others are deeply delusional or But their skills do not stop there, for they are also adept
forced to ply their trade to support a loved one. at tapping into the very ki-energy that flows within
them, unleashing it upon their enemies in a flurry of
An Assassin’s arsenal is compact and deadly, concealed
deadly strikes. Beware the Ninja, for when they come
within the folds of their cloak or robe. Daggers, short
for you, it will be too late to escape their swift and
swords, crossbows, shuriken, and kusarigama are their
deadly justice.
tools of the trade. But their true power lies in their
ability to move unseen, striking from the darkness and THE VIPER is a shadowy figure that slithers through
disappearing as quickly as they came. The Assassin is the streets of Athyr’s sprawling metropolises and lurks
not a warrior, and they do not seek honorable combat. among the ancient trees of darkened forests. A master
Theirs is a dance of death, executed with the grace of of poisons and trickery, this deadly assassin strikes
a predator and the precision of a surgeon. They are from afar, felling their prey with cunning precision
experts of the ambush, and their targets rarely see and never leaving a trace. With their mastery of both
them coming. ranged weapons and traps, Vipers can take out their
target from afar, remaining hidden and undetected.
The Assassin Class is a good choice for players who
Cloaked in deception, often seductive, and shrouded
wish to play a stealthy, dexterous character who has
in secrecy, these unassuming killers can blend into their
few compunctions about killing from concealment,
surroundings and assume any guise, shrouding their
at a distance, or indirectly using poison, diversion or
identity to appear as harmless as a butterfly. But make
sabotage. Alternatively, they are only doing what they
no mistake, for the Viper is a formidable foe, trained
think is necessary or inescapable and may be plagued
in the ways of the human anatomy and the subtle arts
by horrible nightmares or even hallucinations that have
of exploiting its weaknesses. They strike with deadly
them face the people they killed. Still, they keep doing
accuracy, targeting the vital points of their prey,
what they are good at because not enough others
bringing swift and merciless death to those who cross
are capable of doing so or willing to do something
their path. Beware the Viper, for they are a master of
deplorable for the greater good.
the lethal arts, and a harbinger of death that strikes
without warning.

101
CHOOSE YOUR A RCHETYPE
When you decide to play an Assassin, choose between online, you can use the Blood and Doom Character
the Ninja and Viper Archetypes to further specialize Sheet available on Roll20 and enter your Character’s
your Character. Details can be found on the next few details there instead.
pages. When you Level Up, use the Level Table to
determine how your Character progresses. For this
primer book, everything you need to play up to Level
6 is available, with Levels 7 to 12 included in the final STANDARD / ADVANCED
book release.
Whenever you get to choose an Advanced
Character Sheets to write down the details about your Trait or Power, you can choose a Standard
Character are included in a separate PDF document for Trait or Power instead if you want, but not
you to print. Unique sheets are included for both the the other way around.
Assassin Ninja and Assassin Viper. If you intend to play

LEVEL TABLE
CHARACTER
LEVEL PROGRESS

1 You get what you get. Check back here once you are Level 2.

2 Improve one Trait or Power.

3 Gain a Standard Trait.

Gain a Standard Power.


4
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.
Gain a Standard Trait.
5
Gain an Expert Feat.

6 Improve one Trait or Power.

Gain an Advanced Power.


7
Increase the Rank of any 5 Adventuring Skills and any 4 Combat Skills by one.

8 Gain an Advanced Trait.

Improve one Trait or Power.


9
Gain an Expert Feat.
Gain an Advanced Power.
10
Increase the Rank of any 4 Adventuring Skills and any 4 Combat Skills by one.

11 Gain an Advanced Trait.

12 Improve one Trait or Power.

102
Class & Archetype

103
NINJA
A BILITIES second box and do the same for any 3 of your
Located on your Character Sheet are three columns Combat Skills. You’ll be able to increase more as
with Abilities: Body, Mind and Soul. You can allocate you Level Up.
the Ability Scores shown below to the Abilities in each
column as you want.
Dexterity, Stealth and Focus are Abilities that can be A RMOR PROFICIENCIES
useful for a Ninja to have a decent score in. What each You are proficient in wearing Light armor. Armor and
Ability is used for during the game is explained in the Armor Proficiency are both covered in the EQUIPMENT
ABILITIES CHAPTER ON P. 136 , including several CHAPTER ON P. 152 .
benefits you can gain for some of your Ability Scores.

A BILITY SCORES TRAITS & POWERS


Next, choose 2 Standard Ninja Traits (Level 1-6) and 2
Body 5—4—4—3—3 Standard Ninja Powers (Level 1-6) from the ones listed
in this chapter. Take some time to go over them and
Mind 5—4—3—3—2 choose those you think would really fit your Character.
You’ll gain more as you Level Up.
Soul 4—4—3—3—2
More information about using Traits and Powers can
be found in the TRAITS, POWERS & MAGIC CHAPTER
ON P. 145.
SKILLS
Your Character starts with the 4 Adventuring Skills
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of
FEATS
You gain the Stalker Feat and can choose one more
8. Each is already marked on your Character Sheet
Expert Feat from the FEATS LIST ON P. 149 . You gain
as Skill Rank ‘Novice (1)’.
another Expert Feat at Level 5 and Level 9.
▪ Balance & Acrobatics
▪ Cloaks & Shadows STARTING EQUIPMENT
▪ Intimidation
▪ Perception & Investigation
Roll 2d6 and multiply the total result x10. This is how
much Gold you have at the start of the game. You also
You also gain the following Combat Skills, showing gain the Equipment listed here. More details can be
how you are trained in using certain types of found in the EQUIPMENT CHAPTER ON P. 152.
weapons or other combat techniques. Each is
already marked as Skill Rank ‘Novice (1)’. You can
▪ Leather Armor (Load 2. Tags: Light, Durability 3,
Protection s2, c1, p2, b1, e0)
then choose 2 more Combat Skills, all of which are
shown on your Character Sheet. Make sure to mark ▪ Adventurer Pack (Load 1)
those as well. ▪ Cloak (Load 1)
▪ Unarmed ▪ Swords ▪ Rope (50ft) (Load 1)
▪ Grappling ▪ Esoteric ▪ 3 Rations (Load 1. Tags: Supply 3)
▪ Daggers ▪ Throwing ▪ 3 Torches (Load 1. Tags: Supply 3)
▪ 3 Spools of Thread (Load 1. Tags: Supply 3)
Finally, you can increase the rank of any 4 of your ▪ Spider Venom (Load 1. Tags: Apply, Inject, Slow,
Adventuring Skills to ‘Adept (2)’ by marking the Uses 9)

104
Class & Archetype

For each of the following, choose between two options:

▪ 2 Sai (Load 1. Tags: Dex, Close, ▪ 9 Shuriken (Load 2. Tags: Dex, ▪ Lockpick Kit (Load 1. Tags:
1d6 Piercing Damage, Penetrate, Far, Supply 9, 1d6 Piercing Uses 9)
Ready, Thrown, Wieldy) Damage, Penetrate, Swift) or:
or: Ammo Belt (Load 1) Disguise Kit (Load 1. Tags:
Kusarigama (Load 2. Tags: Dex, or: Uses 9)
Near, Clumsy, Two-Handed, 3 Boomerangs (Load 1. Tags:
Variable Range, 1d8 Slashing / Dex, Far, Supply 3, Special,
Piercing / Bludgeoning Damage, 1d6 Bludgeoning Damage)
Pull, Restrain, Vicious) Bandolier (Load 1)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Ninja to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:


When you give your word to someone to execute an You are obsessed with always leaving some kind of
assassination, that word is your bond. No matter how mark on your targets once your mission is done. This
many rivers you must swim, mountains you must climb, may literally be a calling card, a letter, a symbol you
or people you must deceive: the target is as good carve into your victim, a flower, or anything else.
as dead.
Focus is the key to killing. You meditate and fast
The true power of a Ninja lies not in their physical
extensively before going out on a job to make certain
strength, but in their mastery of the mind. You are
a master of psychology and manipulation, able to read your senses are razor sharpened.
your enemies like an open book and turn their own You have a list of names of people you killed. You speak
weaknesses against them. their names every day to make sure they will not come
Respect the darkness, the night and the energy that to haunt you in your sleep. It can take you up to ten
flows through the shadows. Without that respect, you minutes to recite this long list…
will never be able to fully use them to your advantage.
Silence is your ally. You move with a grace and fluidity
To be a Ninja is to also embrace the darkness within that seems almost supernatural, barely making a sound as
yourself, the primal instincts that drive you to kill. You you glide through the shadows. This is disconcerting even
accept this part of yourself without hesitation, knowing to your allies, who may often be spooked by your ability.
that it is what makes you a truly unstoppable force on
the battlefield. Physical training is essential to your life path. Every
day when possible, you practice climbing, running,
The mark of a great Ninja is their ability to think on
their feet and adapt to any situation. You are constantly swimming, and other useful physical skills.
studying and training, honing your skills in combat, You always want to prepare for a job and will
deception, and subterfuge so that you can always stay meticulously create maps and draw up plans that
one step ahead of your enemies. will help you to finish whatever needs to be done. Be
Every great Ninja masters a particular weapon for careful, though, as notes one day may turn out to be
killing. You strive to become one with your preferred evidence the next!
weapon, whether odachi, shuriken, or crossbow.
You take drugs every night to keep the nightmares at
Killing is a subtle art, but other subtle arts also bay. You may be addicted to them, and suffer from
matter. Master one, whether singing, dance, poetry, withdrawal symptoms if you choose to cut down.
calligraphy, or painting.
A true Ninja knows that survival depends on adaptability.
A true Ninja is a master of disguise. You revel in
You are always willing to think outside the box, to use
being a chameleon, able to seamlessly blend into any
environment or social setting, from the opulent palaces unconventional methods to achieve your goals, and to
of the wealthy to the grimy back alleys of the slums. improvise when the situation calls for it.

105
NINJA TRAITS
STANDARD TRAITS (LEVEL 1-6)
MASTER OF SHADOWS BLOOD OATH

You are one with the shadows, blending into Your word is your bond, sealed in blood and held
darkness as if you were molded by it. You gain the sacred, never to be broken. When you make a promise
following benefits: to anyone to help defeat, capture or kill a ‘target’ who
wronged them, or as part of an agreement or contract,
▪ Gain Edge to hide while in darkness or a dimly you gain 9 Charges. You can spend a Charge at any
lit environment. time to gain Edge to any Action Roll to further your
▪ You do not suffer the effects of Blinded while in goal and hold your promise.
darkness, though you do so by relying on your IMPROVEMENT
intuition as opposed to sight and cannot make Gain 12 Charges instead of 9.
out details.
▪ You cannot suffer Madness as result of being in SMOKE BOMBS
darkness in any way.
Once between Rests you can spend an hour making
IMPROVEMENT
Smoke Bombs using readily available materials and
When you kill an opponent while in darkness or
according to a secret recipe only you know. When you
a dimly lit environment, you gain 1 Blood Point.
do, gain 6 Charges representing your Smoke Bombs
(Load 0). You can never carry more than 6 for danger
THE ART OF KI of exploding. Spend a Charge to use a Smoke Bomb
and do one of the following:
You have mastered the art of controlling your Ki
energy to strengthen yourself or destabilize and ▪ Use a Bonus Action on your Turn to throw it on
confuse an opponent when you make unarmed the ground before you and immediately attempt
attacks. Gain 6 Charges per Rest. Before you make to hide in a situation where you otherwise
an unarmed attack, you can spend Charges to gain
wouldn’t be able to.
one of the following benefits on a success:
▪ Use a Bonus Action on your Turn to throw it on
▪ 1 CHARGE: You push an opponent back several the ground before you and move undetected to
steps. a space up to Far range away from you.
▪ 2 CHARGES: You inflict Confused to ▪ Use a Bonus Action at Any Time to throw it
one opponent. before an ally up to Near range who is about to
▪ 2 CHARGES: You deal force damage instead of be attacked, granting them Edge to defend.
bludgeoning damage.
▪ 3 CHARGES: You inflict Stunned to one opponent. IMPROVEMENT
You can make a ranged attack as an Action on
IMPROVEMENT your Turn to throw a Smoke Bomb up to Near
Gain 9 Charges instead of 6. Additionally, before range in the face of an opponent, inflicting
you make any Body Ability roll you can spend 2 Blinded on a success.
Charges to use Focus instead. This is not limited
to attacking, and can include things like lifting
heavy objects, resisting poison, or climbing
a castle wall.

106
Class & Archetype

WAY OF THE BEAST AGILE EVASION

You are familiar with several techniques and moves You are so nimble and agile that you can easily evade
that mimic animals and monsters to control the flow of danger and somehow always seem to land on your feet
energy when you are in a fight. When you gain this Trait unharmed. Whenever you make an Action Roll to do
choose 2 techniques that you have mastered. You can as described and fail, you can reroll all Action Dice that
use a technique you know by spending 1 Blood Point. didn’t result in a success to try and succeed instead,
once.
WAY OF THE TIGER
You cannot use Agile Evasion if you suffer a Setback,
As an Action, leap onto an opponent up to Near
and you cannot spend a Doom Point to reroll another
range and gain Edge to attack them immediately. On
time when you use this Trait. You can reroll when you:
a success, deal damage and knock them Prone.

WAY OF THE HIRIKU ▪ Evade attacks and other harmful effects that
don’t target you directly.
Increase your Speed to fast until the end of your Turn,
allowing you to move up to twice Far range. ▪ Avoid traps or similar harmful effects, like falling
rocks or quicksand.
WAY OF THE DRAGON
Activate before you make a melee attack. When you
▪ Attempt to prevent from slipping or falling.
deal damage, you deal fire damage instead of your IMPROVEMENT
weapon’s damage type. For any of the above, if you suffer a Setback, you
fail normally instead, but cannot reroll any failed
WAY OF THE TURTLE Action dice to try and succeed (including by
Brace yourself against incoming attacks as a Bonus spending a Doom Point).
Action on your Turn. When you do, gain Resistance to
all Weapon and Elemental Damage until the start of
your next Turn.

WAY OF THE HYDRA


Activate before you make a melee attack. When you
deal damage, roll up to 3 Damage Dice twice and keep
the highest result of each.

WAY OF THE MALIN


When you make an attack using this technique, you
are considered Huge size for the purpose of attack and
grapple requirements. On a success, you deal damage
and knock your opponent Prone.
IMPROVEMENT
Choose 2 more techniques that you
have mastered.

107
NINJA POWERS
STANDARD POWERS (LEVEL 1-6)
CUNNING STRIKE 1 BP LEAF ON THE WIND 1 BP

USE: Once per Attack USE: Free Action

While hidden or when you approach an opponent who When you are hidden and do anything that gives away
is distracted or engaged, you can activate Cunning your position or when you are about to be spotted,
Strike before you make a melee weapon attack to deal you can activate Leaf On The Wind to remain hidden
3d6 extra damage to one opponent on a success. You and unnoticed. You can do so any number of times
cannot also spend Momentum to deal extra damage per Round.
for this attack, though it can still be used to trigger IMPROVEMENT
other effects. You can choose an ally Close to you to gain this
IMPROVEMENT benefit instead.
You deal 4d6 extra damage instead of 3d6.

MIND OVER BODY 1 BP


TAKEOVER 1 BP
USE: Bonus Action / On Turn
USE: Bonus Action / Any Time Your mind is master of your body, and you are trained
When you get attacked by an opponent of Medium size to focus and control your physical form with just
or smaller in melee, you can lean into their attack and a thought. Choose 3 of the following Conditions that
use a special grappling technique to both evade and you cannot suffer until the end of your next Turn:
take over. To do so, you either require to be wielding Bleed, Burning, Paralyzed, Poisoned, Stunned,
a weapon with the Ready attribute, be unarmed, or Unconscious (except when caused by Dying), Withered,
drop the weapons you are holding. or Exhausted.
Activate Takeover to gain Edge to defend using Reflex IMPROVEMENT
and the Grappling Skill. On a success, you thwart their You can choose to ignore suffering an Injury
attack, grapple them, and follow up as if you just initiated instead of one of the 3 Conditions.
a grapple on your own Turn, spending Momentum to
throw, choke or wrestle down your opponent.
IMPROVEMENT
You can use Takeover even against an opponent
of Large size.

ASSASSINATE 1 BP

USE: Once per Attack

You don’t break contracts nor promises made to


those who put their trust in you getting a job done.
Sometimes, you cannot afford to fail. Before you make
an attack, activate Assassinate to gain successes equal
to your Focus Score. Then make the Action Roll and
add these successes to your result.
IMPROVEMENT
You also ignore an amount of armor equal to
your Focus Score.

108
Class & Archetype

109
VIPER
A BILITIES Finally, you can increase the rank of any 4 of your
Located on your Character Sheet are three columns Adventuring Skills to ‘Adept (2)’ by marking the
with Abilities: Body, Mind and Soul. You can allocate second box and do the same for any 3 of your
the Ability Scores shown below to the Abilities in each Combat Skills. You’ll be able to increase more as
column as you want. you Level Up.
Dexterity, Stealth and Mystique are Abilities that can

A RMOR PROFICIENCIES
be useful for a Viper to have a decent score in. What
each Ability is used for during the game is explained in
the ABILITIES CHAPTER ON P. 136 , including several You are proficient in wearing Light and Medium armor.
benefits you can gain for some of your Ability Scores. Armor and Armor Proficiency are both covered in the
EQUIPMENT CHAPTER ON P. 152 .
A BILITY SCORES
Body 5—4—4—3—3 TRAITS & POWERS
Next, choose 2 Standard Viper Traits (Level 1-6) and 2
Mind 4—4—3—3—2 Standard Viper Powers (Level 1-6) from the ones listed
in this chapter. Take some time to go over them and
Soul 5—4—3—3—2 choose those you think would really fit your Character.
You’ll gain more as you Level Up.
More information about using Traits and Powers can
SKILLS be found in the TRAITS, POWERS & MAGIC CHAPTER
Your Character starts with the 4 Adventuring Skills ON P. 145.
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
FEATS
You gain the Poison Expert Feat and can choose one
▪ Cloaks & Shadows more Expert Feat from the FEATS LIST ON P. 149 . You

▪ Deception & Trickery gain another Expert Feat at Level 5 and Level 9.

▪ Mechanisms & Traps


▪ Poison & Disease STARTING EQUIPMENT
You also gain the following Combat Skills, showing Roll 2d6 and multiply the total result x10. This is how
how you are trained in using certain types of much Gold you have at the start of the game. You also
weapons or other combat techniques. Each is gain the Equipment listed here. More details can be
already marked as Skill Rank ‘Novice (1)’. You can found in the EQUIPMENT CHAPTER ON P. 152.
then choose 2 more Combat Skills, all of which are
shown on your Character Sheet. Make sure to mark
▪ Leather Armor (Load 2. Tags: Light, Durability 3,
Protection s2, c1, p2, b1, e0)
those as well.
▪ Adventurer Pack (Load 1)
▪ Unarmed ▪ Bows ▪ 3 Rations (Load 1. Tags: Supply 3)
▪ Daggers ▪ Throwing ▪ 3 Torches (Load 1. Tags: Supply 3)
▪ Swords ▪ Trapper Tools (Load 1)
▪ 3 Repair Caches (Load 1. Tags: Uses 3)

110
Class & Archetype

▪ Serpent’s Tears (Load 1. Tags: For each of the following, choose between two options:
Consume, Slow, Uses 3)
▪ Jambiya (Load 1. Tags: Dex, ▪ Lockpick Kit (Load 1. Tags:
▪ Crossbow (Load 1. Tags: Dex, Close, 1d6. Piercing / Slashing Uses 9)
Far, Two-Handed, Ammo, 1d8 Damage, Ready, Swift, Vicious, or:
Piercing Damage, Penetrate) Wieldy) Disguise Kit (Load 1. Tags:
▪ Crossbow Bolts (Load 1. Tags: or: Uses 9)
Supply 9) Katana (Load 1. Tags: Dex, Close,
▪ Bolt Case (Load 1) 1d8 Slashing Damage, Swift,
Versatile)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Viper to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:


There are so many toxins on Athyr that are left to Never pass up the chance to closely inspect a corpse.
be discovered. So many ways for people to suddenly Maybe they have died in a way you have never
choke, gasp, and die. You aspire to one day discover encountered before, and you can use this knowledge
and use the ultimate poison. to your advantage.
Every target is a puzzle waiting to be solved. You
Impersonating others is a good way to conceal your
study your targets’ routines, habits, and relationships
own manners and habits. You study and practice being
meticulously, seeking the perfect angle of attack.
someone else for extended periods of time to add
It is far better to be unknown and rich than infamous them to your vast repertoire of disguises.
- and dead. You strive always to be nameless and
unknown, a whisper of a person; or, at the very least, You do not trust anything that is offered to you, because
not to be known by your actual name. you know all the ways food or drinks can be poisoned.
You make sure to politely decline the offerings and
Threats are only in the eye of the beholder. Manipulate
what they see and change their perspective to strike only eat or drink anything you have prepared yourself.
silently and unexpectedly. Nothing has to go to waste. You scavenge through
The perfect assassin leaves no trace. You strive to be broken objects or other trash to find the perfect part
like the wind, moving through the shadows and leaving of your next trap or ingredient for a poison.
no evidence of your passing. Your kills are whispered
You have an almost obsessive attention to detail. Every
about in hushed tones, but no one knows for sure that
trap you set, every poison you brew, every disguise you
they were the work of the Viper.
create is done with painstaking precision and care. This
You love being in the spotlight and the persona you obsession may spill into other habits as well, potentially
have adopted has become famous. Maybe you have infuriating your allies.
cast your false identity as your true self’s worst nemesis,
as a philanthropist, or as an investigator, and you You know that fear is a powerful weapon. You are not
love the paradoxicality of the admiration you garner above using psychological tactics to intimidate your
this way. targets, instilling a sense of dread that can be even
The world is full of secrets, and the key to power more effective than physical harm.
is knowledge. You collect and hoard information, You take delight in using a signature poison, trap,
keeping it close to your chest until the moment it can or modus operandi, and you get excited when you
be used to deadly effect.
hear your name being whispered, whether it be in
The ultimate goal is not just to kill, but to do so with admiration or fear.
style and grace. You approach every assassination as
a work of art, seeking to create a masterpiece of death You test out all poisons you make on yourself first,
that will be whispered about for years to come. starting with a low dosage. You do this just as much
to learn about its effects as you want to immunize
yourself. Your stubbornness has taken a toll in the past,
though, and you’ve accidentally paralyzed or even
almost killed yourself on numerous occasions.

111
VIPER TRAITS
STANDARD TRAITS (LEVEL 1-6)
TOXIC VEINS VENOMOUS FRIENDS

For years you’ve trained crafting poisons and You possess a collection of small, venomous animals
exposed yourself to them while doing so. As which you have trained (to the extent possible) to
a result, you have built up a strong tolerance and do your bidding. Gain 3 Charges per Rest. Spend
are Resistant to poison damage. You have also a Charge to release one of these deadly creatures
discovered the recipe to several unique poisons as into a room or open area unseen and let them do
listed here, known only to you. When you gain this their lethal work, which takes a few minutes. Make
Trait you get 3 Uses of two poisons of your choice. an Action Roll (using 10 Action Dice) to determine
They all have the tags: Dangerous, Uses 3, Load 1. if their attack succeeds. They return unseen after
their work is done.

MEOMI’S PASSION
Inhaling this yellow-green, acidic vapor causes someone SERPENT
to slowly decompose from inside, inflicting Withered 3. The serpent slithers across the ground or through
water up to Distant range away to set its fangs into
▪ CRAFT: Focus 3, 2 Hours. Set A: 6 Zotholoc Oil. / a target, dealing 1d4+2 piercing damage +1d4 poison
Set B: 4 Vodun Dust + 1 Meomi Moss. damage on a success, and inflicting Bleed 3 + Blinded
and Slowed for 1 minute.
BOGAMI’S TERROR
Whoever drinks this vile and putrid decoction starts SPIDER
to view their environment as a nightmarish hellscape, The spider crawls up to Far range across the floor,
dealing 2d4 psychic damage and inflicting Frightened along walls and ceilings, and can drop down from
for 3 Rounds. The source of their fear is whoever is seen such surfaces onto a target below. It bites their target,
first after drinking this poison. dealing 1 poison damage on a success (ignoring armor),

▪ CRAFT: Focus 3, 1 Hour. Set A: 8 Quanian Fungi. / and inflicting Poisoned and Paralyzed for 10 minutes.
Set B: 2 Bogami Tears. SCORPION
The scorpion crawls up to Distant range along the floor
UDRIN’S CLAW
or burrowing underneath a loose surface (like sand)
Someone who inhales this dark and wispy miasma feels
to sting a target up to Distant range, dealing 1d4+2
as if their heart is being clenched by a sharp claw,
piercing damage +1d4 internal damage on a success
dealing 3d4 internal damage and causing them to fall
(ignoring armor), and inflicting Bleed 1 + Prone and
Prone.
Confused for 1 minute.
▪ CRAFT: Focus 3, 3 Hours. Set A: 12 Udrin’s Venom. IMPROVEMENT
/ Set B: 1 Cerulean Orchid. Your venomous friends are now trained to
the extent that they may also perform other,
SALADIN’S SHOCK simple tasks for you. Roll 8 Action Dice to
This thick, dark-blue oil can be applied to a projectile determine if any other action you have them
(not a melee weapon), causing a target who takes perform succeeds.
damage from it to become Paralyzed for 1 minute.

▪ CRAFT: Focus 3, 2 Hours. Set A: 6 Cthonic


Ambers. / Set B: 4 Orichalca Extract.
IMPROVEMENT
Whenever you craft a poison and fail to add
an Ingredient Set, only half the quantity of
ingredients of each type is lost (with a minimum
of 1 of each type).

112
Class & Archetype

MASTER OF DISGUISE SPIKED SWIVEL


Anywhere around a corner where this trap can be
Your skill at disguising yourself (either to change your concealed you set up a pole with spikes horizontally
appearance, or to look and act like another person) is that when triggered, swivels around a mechanism with
unparalleled. You can do all of the following: force, hitting a target with its spikes on a success. The

▪ Perfectly mimic the voice and mannerisms of spikes deal 2d6 piercing damage and cause Bleed 2.

a person you have heard speak before. BEAR TRAP


▪ When asked, know details only the person you You place a camouflaged bear trap on the ground
are disguised as could know, provided you did that shuts its jagged, metal rings around the foot of
some minor research or are familiar with them. anyone who steps on it on a success. The trap deals

▪ Keep up your façade for up to 10 minutes in the


1d12 piercing damage and inflicts Slowed.

presence of the most intimate friends or family of TRIPWIRE BOLT


the person you are disguised as. You set up a nearly invisible tripwire between two
▪ Anything else more specific to the situation the objects or structures that, when pressed against,
triggers a poisoned bolt to fire at its target. On
Doomsayer thinks would be appropriate.
a success, the bolt deals 1d6 piercing damage +1d4
IMPROVEMENT poison damage and causes Poisoned.
You can disguise yourself in just a minute
while not in an Encounter. Once during every SPRING PULL
Encounter, you can do so by using an Action A concealed net placed on the floor is pulled up by
and Bonus Action on your Turn as long as you a rope and counterweight to Restrain an opponent of
are out of sight of any opponents. To do so you medium size or smaller on a success. The net has 10
must have pre-prepared one specific disguise in Resilience.
advance to use.
ACID SHOWER
You hang up a bottle of acid with a small hammer
BOOBY TRAPS mechanism that breaks it when someone steps against
the connected wire below. The acid splashes over
You know how to make the Booby Traps listed
the target on a success, dealing 1d8 acid damage and
here. You can set up one of these Booby Traps in
inflicting Burning 3.
any place reasonably possible within just 1 minute.
When you do, deplete 1 Repair Cache for the IMPROVEMENT
You can set up Booby Traps within a manner
materials used. Once a trap is triggered, make
of mere seconds, or, during an Encounter, by
a Dexterity Roll using the Mechanisms & Trap Skill
spending a full Turn (including your Bonus Action)
against the opponent’s Difficulty to determine if to do so. To be able to do this, you must have
it is successful. The Doomsayer will let you know spent 1 hour preparing up to 3 Booby Traps of
when to make this roll. your choice (which can be the same one multiple
times) at any time prior to setting them up. You
deplete Repair Caches for these traps at the time
you make these preparations, and they have
1 combined Load.

113
FACELESS MENACE MASK OF SECRETS
As long as you have this mask on you can see hidden
You have been taught how to make and use masks traps, secret doors and passageways, or concealed
that grant near-magical powers while worn. You weapons or magic items someone might carry, or even
can wear a mask for up to 10 minutes before its spot clues more easily. Such secrets are revealed by
effects wear off and it needs to be put back in the giving off a soft, white glow as seen through the mask.
mysterious black box you keep them in (Load 0).
Masks regain their potency after about 6 hours in MASK OF DEATH
the box. This mask allows you to see death when it approaches.
When any of your allies have died and Munagi come
Putting on or taking off a mask requires a Bonus
to fetch their soul, you gain Edge to all Action Rolls
Action. If a mask grants any benefits that result
to interact with or oppose the Munagi. Additionally,
from what is described, you can gain up to 3 Edge
if you die while wearing this mask, the Munagi will be
to make any Action Roll related to its effect. Choose
unable to locate you to tear your soul from your body.
two of the masks listed below that you have in your
After surviving, penalties as described in the DEATH &
possession and know how to use. You can only ever
THE MUNAGI SECTION ON P. 192 do still apply.
wear one mask at a time.
IMPROVEMENT
Choose one more mask that you have in your
MASK OF CLAIRVOYANCE possession and know how to use. The duration of
This mask grants the power to see through deception all masks’ effects increases from 10 to 30 minutes.
and treachery. While wearing it you can perceive that
a person is disguised, or that they secretly harbor ill will
or evil intentions toward you and your allies. It doesn’t, SWIFT HEALING
however, reveal any specific details.
When you Catch Your Breath, you heal up to 5
MASK OF THE DEMON damage of Bruises for every success rolled instead
This mask can change your facial features to take on of 3. Additionally, whenever you have suffered one
a menacing and demonic, otherworldly visage. This or multiple Injuries or Traumas, these can be cured
is the only mask that doesn’t obviously appear as when you Rest instead of when you Recover. Doing
a mask to those who see it and can cause people to be so requires about an hour of time and, as usual,
intimidated or frightened when they see it, especially only someone else can cure these for you.
in the dark. While wearing it, your voice also takes on
a demonic character. IMPROVEMENT
The Difficulty to cure any of your Injuries or
MASK OF LINGERING Traumas, or to save your life when you become
While wearing this mask your senses become so attuned Dying, is lowered by 1.
to your surroundings that you are able to detect events
that transpired in any closed or open space you find
yourself in. Images of past events present themselves
as vague, soundless visions that allow you to see events
of up to one hour before.

114
Class & Archetype

VIPER POWERS
STANDARD POWERS (LEVEL 1-6)
RAPID-FIRE 2 BP UNSEEN DREAD 1 BP

USE: Bonus Action USE: Once per Attack

You can so rapidly ready and load a bow or crossbow While hidden, you can activate Unseen Dread before
that you can make three attacks on your Turn. All you make a melee attack to deal 1d6 extra damage to
targets must be within Far range in a 90-degree arc in one opponent on a success and cause Frightened. The
front of you and you can choose to direct one or more Condition lasts until the end of the opponent’s next
of these attacks at the same opponent. Turn, but you can spend Momentum from this attack
to increase the duration by a number of Turns equal to
Activate Rapid-Fire before you attack to make two
Momentum spent.
additional (Basic) Attacks immediately after the first,
as a Bonus Action. You must roll for each attack and its IMPROVEMENT
damage separately and the Swift attribute cannot be When you have attacked using Unseen Dread,
used on these attacks. you can choose to immediately disappear again
from sight and remain hidden.
IMPROVEMENT
You can fire three shots all around you instead of
in a 90-degree arc in front of you. KAYJU-KIRI 2 BP

USE: Bonus Action / On Turn


BLOOD FOR BLOOD 1 BP
DURATION: 1 Minute
USE: Once per Round You twist your fingers to form a mystic pattern and
Shedding blood emboldens and strengthens you, call upon a realm of shadow spirits that imbue you
always looking to improve making your next kill. After with a dark, forbidden energy. Whenever you defend
killing an opponent, activate Blood for Blood to gain against an opponent’s melee attack and succeed, they
6 Resilience. are dealt 1d4 psychic damage per Momentum you
spend.
IMPROVEMENT
You can spend 2 Blood Points to gain 8 Resilience IMPROVEMENT
instead and heal 1d6 damage of Bruises. They are dealt 1d6 psychic damage per
Momentum you spend instead.

VIPER STRIKE 1 BP
USE: Once per Attack

Activate this Power before you attack with any weapon.


If your attack is a success, you can spend Momentum
to deal extra damage as follows: 1 Momentum equals
1d8 extra damage, 2 Momentum equals 1d10, and 3
Momentum equals 1d12.
IMPROVEMENT
You deal 1d6 extra damage without spending any
Momentum, but once you spend Momentum for
the purpose of this Power, this extra damage is
replaced as described.

115
116
Class & Archetype

DRUID
PLAYING A DRUID with the clouds or to be a steward of the earth, bound
to the ebb and flow of the seasons.
CLASS TYPE: Magic There are two Druid Archetypes:
COMPLEXITY: High THE KINDRED , a primal force to be reckoned with,
are Druids who have forged a deeper connection to
Beneath the shadowy boughs of an ancient forest, you the natural world. They use their wild Magic to shape
breathe in the heady aroma of dew-drenched leaves the natural world to their will, controlling both plant
and mossy earth. The whispers of the spirits of the and beast. The Kindred are not merely protectors of
wood call out to you, a symphony of voices as intricate the wilds; they are a part of it, a force to be feared and
as the dance of the leaves. You know the true divinity respected. Most move with the grace of a predator,
lies within the wild embrace of nature and all its secrets. their eyes reflecting the wisdom of ages. They dress in
The worship of gods is a folly of mortals, for the primal garments woven from natural fibers and adorned with
forces of the world are the only truth. symbols of the elements they are attuned to.
You are a Druid, bound to the earth and all its wonders. To those who cross them, the Kindred are a fierce
You perform your rituals in the sacred groves, on adversary, capable of calling upon the might of the
mountain peaks, by crystal-clear streams, and among animals that roam Athyr to crush their foes. But to those
the standing stones of ages past. The spirits of Athyr, who show them respect and honor the balance of nature,
guardians of the wild and the unseen, are yours to they are a steadfast ally. These Druids are not a force to
summon and command. The sound of a distant herd’s be trifled with, but those who share their ideals will find
thundering hooves, the roar of the ocean’s waves, and a loyal companion in their fight to protect the natural
the rustle of the forest’s leaves are your lullabies. world from the greed and destruction of civilization.
As a master of the ancient magic, you have studied the THE STARGAZER a druid of rare talent and insight,
language of the skies or of the land and the creatures that is intimately familiar with the secrets of the cosmos.
dwell within it. You research celestial movements or walk They wield their magic with the power to control
with the animals, speak with the plants, and listen to the the elements, calling forth the deafening thunder and
whispers of the wind. Your power is born of the untamed dazzling lightning with ease. A true alchemist of great
wilderness, and your wrath is swift and terrible to those skill, they can weave potent elixirs that grant unearthly
who seek to harm it. For you are the druid, and the might abilities. Their eyes are constantly turned skyward,
of Athyr courses through your veins like a raging river. gazing deep into the infinite night sky to draw forth
To be Druid is to be a guardian of the natural world, knowledge and prophecy. They are masters of astrology,
a sentinel of Athyr’s delicate balance. You know that deciphering the movements of the planets and stars to
the rhythms of nature are not to be tampered with, and divine the future and warn of impending danger.
that the actions of humankind can upset the harmony Unlike their Kindred brethren, Stargazers are not
of the world. Your heart aches with the knowledge of content to hide away in the forests. They embrace the
the damage wrought by the greed of men, as they cities with equal fervor, seeking out ancient tomes and
seek to dominate and exploit the earth. priceless knowledge to further their understanding of
For those who would join your ranks, there is no the celestial realm. But despite their love for learning,
greater honor than to stand as a protector of the skies they remain a mystery to most, shrouded in the mystical
and the wild places of Athyr. To be a Druid is to be one lore of their ancient order.

117
CHOOSE YOUR A RCHETYPE
When you decide to play a Druid, choose between the to play online, you can use the Blood and Doom
Kindred and Stargazer Archetypes to further specialize Character Sheet available on Roll20 and enter your
your Character. Details can be found on the next few Character’s details there instead.
pages. When you Level Up, use the Level Table to
determine how your Character progresses. For this
primer book, everything you need to play up to Level STANDARD / ADVANCED
6 is available, with Levels 7 to 12 included in the final
book release. Whenever you get to choose an Advanced
Character Sheets to write down the details about your
Trait or Magic, you can choose a Standard
Character are included in a separate PDF document Trait or Magic instead if you want, but not
for you to print. Unique sheets are included for both the other way around.
the Druid Kindred and Druid Stargazer. If you intend

LEVEL TABLE
CHARACTER
LEVEL PROGRESS

1 You get what you get. Check back here once you are Level 2.

Improve one Trait or Magic.


2
Gain one Standard Magic.
Gain a Standard Trait.
3
Gain a Cantrip.
Improve one Trait or Magic.
4 Gain one Standard Magic.
Increase the Rank of any 4 Adventuring Skills and any 2 Combat Skills by one.
Gain a Standard Trait.
5
Gain a Magic Feat.
Gain one Standard Magic.
6
Gain a Cantrip.
Improve one Trait or Magic.
7
Increase the Rank of any 4 Adventuring Skills and any 3 Combat Skills by one.
Gain an Advanced Trait.
8
Gain an Advanced Magic.
Improve one Trait or Magic.
9 Gain a Cantrip.
Gain a Magic Feat.
Gain an Advanced Magic.
10
Increase the Rank of any 4 Adventuring Skills and any 2 Combat Skills by one.
Improve one Trait or Magic.
11
Gain an Advanced Trait.

12 Gain an Advanced Magic.

118
Class & Archetype

119
K INDRED
A BILITIES A RMOR PROFICIENCIES
Located on your Character Sheet are three columns You are proficient in wearing Light armor. Armor and
with Abilities: Body, Mind and Soul. You can allocate Armor Proficiency are both covered in the EQUIPMENT
the Ability Scores shown below to the Abilities in each CHAPTER ON P. 152 .
column as you want.
Dexterity, Wisdom and Heart are Abilities that can be
useful for a Kindred to have a decent score in. What
TRAITS, CANTRIPS & M AGIC
Gain the Trait ‘Beast Shape’ and choose 1 more
each Ability is used for during the game is explained in
Standard Kindred Trait (Level 1-6) to gain. You can then
the ABILITIES CHAPTER ON P. 136 , including several
also choose 2 Kindred Cantrips and 1 Standard Kindred
benefits you can gain for some of your Ability Scores.
Magic (Level 1-6), all listed later in this chapter. Take
A BILITY SCORES some time to go over them and choose those you
think would really fit your Character. You’ll gain more
Body 4—4—3—3—2 as you Level Up.
More information about using Traits, Cantrips and
Mind 5—4—3—3—2 Magic can be found in the TRAITS, POWERS & MAGIC
CHAPTER ON P 145.
Soul 5—4—4—3—3

FEATS
SKILLS You can choose one Magic Feat from the FEATS LIST
ON P. 149 . You gain another Magic Feat at Level 5
Your Character starts with the 4 Adventuring Skills
and Level 9.
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
STARTING EQUIPMENT
Roll 1d6 and multiply its result x10. This is how much
▪ Animal Handling Gold you have at the start of the game. You also gain
▪ Herbalism & Healing the Equipment listed here. More details can be found
▪ Nature & Spiritualism in the EQUIPMENT CHAPTER ON P. 152.

▪ Wilderness Exploration ▪ Hide Armor (Load 1. Tags: Light, Durability 3,


You also gain the following Combat Skills, showing Protection s1, c0, p1, b2, e1)
how you are trained in using certain types of ▪ Sacret Amulet*
Amulet (Load 1)
weapons or other combat techniques. Each is
▪ Adventurer Pack (Load 1)
already marked as Skill Rank ‘Novice (1)’. You can
then choose 1 more Combat Skill, all of which are ▪ 3 Rations (Load 1. Tags: Supply 3)
shown on your Character Sheet. Make sure to mark ▪ 3 Torches (Load 1. Tags: Supply 3)
that one as well. ▪ Herbalism Kit (Load 1. Tags: Uses 9)
▪ Daggers ▪
Axes ▪
Bows
* Your Sacred Amulet is a unique item that enhances

WILD M AGIC your Magic as long as you wear it. When you don’t,
you do not add Action Dice from your Nature &
As a Kindred you have an innate connection with Spiritualism Skill to use Magic. Should you ever lose
nature that allows you to shape and channel its wild, it, you can spend time during Recovery to craft a new
untamed essence as a form of Magic. You use Wisdom one from wood, some string and a gemstone of your
or Heart when you make an Action Roll to use Magic, choice, or obtain a new Sacred Amulet another way.
and the ‘Nature
Nature & Spiritualism’
Spiritualism Skill.

120
Class & Archetype

For each of the following, choose between two options:

▪ Handaxe (Load 1. Tags: Str / Dex, ▪ Valdyrian Bow (Load 1. Tags: ▪ Woodworker Tools (Load 1)
Close, 1d6 Slashing Damage, Dex, Far, Two-Handed, Ammo, or:
Ready, Swift, Thrown, Wieldy) 1d6 Piercing Damage, Swift) Leatherworker Tools (Load 1)
or: Arrows (Load 1. Tags: Supply 9)
Barong (Load 1. Tags: Str / Dex, Quiver (Load 1)
Close, 1d6 Slashing Damage, or:
Ready, Riposte, Wieldy) Panabas (Load 2. Tags: Str,
Close, 1d8 Slashing Damage,
Penetrate, Versatile)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Kindred to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:


You are fiercely independent and self-reliant, and you The sounds and scents of the wild are your constant
prize freedom above all else. You prefer to live off companions. You listen to the wind, the rustling of
the land, subsisting on berries, roots, and small game, leaves, the calls of birds, and the howls of wolves to
rather than relying on the trappings of civilization. learn the secrets of the land.
You believe that the natural world is imbued with
It is best for others that they know exactly what you
magic, and that by tapping into this magic you can
are. Thus, you dress in long robes embroidered with
perform miracles. You are always seeking to expand
your knowledge of ancient rituals and obscure leaves, do not cut your hair, and abstain from shoes
traditions, hoping to discover new sources of power, except in the bitterest cold.

Animals don’t own possessions. Thus, you keep the Normal people are impressed by cryptic utterances –
number of physical items you own to a minimum and and they expect them from you. Make one at least
make certain those you have are plain and unadorned. once a day.
You believe that all creatures have the right to exist You seek to embody the spirit of the wild. You move
and thrive in their own way, even if it means interfering with the fluid grace of the river, the patience of the
with the plans of humans. You will go to great lengths hunter, and the tenacity of the wolf.
to protect and preserve endangered species, even if it
means putting your life on the line. You speak in riddles and puns, for the language of the
wild is not always straightforward. This often irritates
You view all life as interconnected and interdependent,
your friends, who almost never seem to get a straight
and you seek to deepen your understanding of the
complex web of relationships that underpins the natural answer from you.
world. You spend long hours in silent contemplation, You are a collector of rare and unusual plants. You
communing with the spirits of the forest and listening believe that every plant has its own unique properties
to the whispers of the wind. and uses, and you use your extensive knowledge of
You believe that the human body should be without botany to create powerful potions and remedies.
pain or discomfort and you will try your best to heal
Cities are by their nature unclean. When leaving
anyone who is hurt, no matter their allegiance or beliefs.
a city, you must perform complex purification rituals
You believe that nature must always be respected and before returning to the wilderness, less you spiritually
never exploited. You work to maintain the delicate contaminate it.
balance between predator and prey, life and death,
growth and decay. You have a deep appreciation for the absurdities of
life. You find joy in the strange and unexpected, and
You consider the spirits of nature far purer and more
trustworthy than the gods many other people believe seek out unusual experiences and creatures.
in. You dislike established religions and would rather
see them perish.

121
K INDRED TRAITS
STANDARD TRAITS (LEVEL 1-6)
BEAST SHAPE
You can find a list of beasts and their Stat Blocks in
USE: Bonus Action / On Turn APPENDIX A ON P. 290 . Information included
DUR ATION: 10 Minutes replaces your Character’s statistics while you are
LIM IT: Twice per Rest. a beast, except your Wounds, Blood Points and
You spend most of your time out in the wilderness, Doom Points. Unlike a Character, a beast is skilled
allowing you to have formed a special bond with at most things they can do. Therefore, they have
certain beasts; hunting with them, learning their only one Skill Rank instead of multiple ranks in
ways or even becoming part of a pack for a while. different Skills. When attempting anything the
At the start of the game, pick 3 such beasts to be beast would naturally be skilled at, you add its
your Kindred Beasts. They must be of medium size Skill Rank to the relevant Ability Score to roll
or smaller, and exclude beasts that can swim or fly. Action Dice as usual.
During the game, you can transform into one of A beast’s Skill Rank is based on your Character
your Kindred Beasts and do anything the beast is Level as follows: Level 1-4 (Rank 1), Level 5-8 (Rank
capable of. You can only spend your Character’s 2), Level 9-12 (Rank 3).
Blood Points to use a beast’s Powers and cannot use Anything you wear or carry with you disappears
the beast’s Doom Points. Blood Points and Doom while transformed into a beast, and appears
Points gained in any way go to your Character. You exactly how it was before when you transform
Like your Character, you can perform any action back. You can still understand human speech as
the beast would be capable of and attack using a beast but are unable to talk. You keep your own
claws or fangs for example, or climb and forage, mind and thoughts, though you are also partly
without requiring to spending Blood Points. driven by the instinct of the beast. This means
While you are transformed into a beast you mark for example, that social adeptness and recalling
its Bruises when taking damage instead of your human-learned knowledge is temporarily
own, but not its Wounds. Any damage taken as clouded, though you always retain a sense of
Wounds is marked for your Character, though you purpose. While transformed you cannot use any
can remain in beast form if this happens. Madness is of your Traits, Cantrips or Magic unless specified.
also directly applied to your Character. Whenever The effects of Conditions and Afflictions are
you transform into a beast again at a later time, the same as when in human form, and they are
their Bruises, Armor, Blood Points and Doom Points retained whether you transform into a beast or
are always all restored. transform back. Some Conditions and Afflictions
You can transform back to human form any time may need to be slightly altered to be fitting
you choose. You also transform back when your for a beast. Discuss with your Doomsayer when
Wounds are fully marked, after 10 minutes pass or there is any doubt.
when you Rest or Recover.

IMPROVEMENT
Whenever you spend a day forming a bond
with a beast, it can replace any of your current
Kindred Beasts if you wish and you can have up
to 5 Kindred Beasts instead of 3, which can also
be of large size. Additionally, you can use Beast
Shape as a Bonus Action at Any Time.

122
Class & Archetype

NATURAL EXPLORER SPIRIT ANIMAL

When you gain Natural Explorer, choose 3 wilderness Choose a beast to be your Spirit Animal. Once
areas / terrain types from the following for this Trait per Rest you can take on one physical attribute of
to apply: Arctic, Coastal, Desert, Forest, Grassland, this animal, such as antlers, vertical pupils, a furry
Jungle, Mountains, Swamp, Wasteland. tail, scales, and so on. This attribute isn’t normally
While in one of your chosen terrain types you gain visible, though you can choose to make it appear
Edge to all Action Rolls made related to travel, when you want.
exploration, foraging, navigation, hunting and keeping When you do, gain 6 Charges you can spend to use
watch. Additionally, you cannot suffer a Setback for the attribute’s benefits for an instance. Discuss with
any such Action Rolls while in your chosen terrain. your Doomsayer what these might be. For example,
antlers could grant you a special attack, vertical
IMPROVEMENT pupils might increase your sight in the dark, and
You can choose 3 more wilderness areas / terrain scales might improve your armor.
types for Natural Explorer to apply to.
Once you are out of Charges, or when you Rest
or Recover, you lose all remaining Charges and
WILD WHISPERS the attribute ceases to be visible. You can always
choose to end the effect early.
You have the ability to communicate with animals.
Animals do not converse as readily or clearly as
IMPROVEMENT
humans do, but you can always get a sense of
You gain 9 Charges instead of 6. You can take
their meaning or get a simple message across.
on two physical attributes of your Spirit Animal,
Additionally, you gain 6 Charges per Rest to do though you can only reveal and use the benefits
the following: of one attribute between Rests.
You can spend a Charge to make a Wisdom Roll
using your Animal Handling Skill and convince
an animal to perform a simple task for you, after BY NATURE SUSTAINED
which they’ll go their separate way. The Difficulty
Whenever you are outdoors and attune to your
is always 2, though you may suffer Challenge for
natural surroundings, whether it be a desert,
example if the animal is sick, enraged, or under
forest, mountain region or any other (non-toxic)
some malevolent influence.
environment, you can heal up to 6 damage of
When you attune yourself to the frequencies Wounds whenever you Rest in addition to its usual
emitted by trees and other medium-sized plants, benefits. To gain this benefit, you are required to
you can spend a Charge to make a Wisdom Roll rest on soil, grass, in a tree, or on another natural
using your Nature & Spiritualism Skill to attempt surface and cannot sleep in a tent or on a bedroll,
and learn about threats, danger or any unnatural so nature may heal you.
presence within a half-mile radius that the plants
might be alarmed by. The Difficulty is always 2, IMPROVEMENT
though circumstances may impose Challenge. You can instead choose to be cured of one Injury
You can use Wild Whispers while in beast form, or Trauma this way.
using the beast’s Wisdom Score and Skill Rank,
spending any Charges you have at that time.

IMPROVEMENT
When you make an Action Roll as described, you
can spend Momentum to ask an animal, plant or
tree to rally to your cause, as long as it doesn’t
harm nature in any way. When you do, multiple
animals and plants within a 10-mile radius will be
notified as this message spreads wide, and all of
them will converse with you, give you hints and
clues, and provide warnings for up to a number
of hours equal to Momentum spent.

123
POWDERS & BALMS BALM OF RELIEF
Anyone who applies this buttery and slightly grainy
You know how to prepare the unique and potent
balm across their wounds before they Rest may roll 6
herbal mixtures listed here, including powders, balms,
Action Dice. Each success heals a x3 Wound during Rest.
oils and tea. When you gain this Trait you get 3 Uses
of two mixtures of your choice. You also gain Edge to ▪ CRAFT: Wisdom 3, 3 Hours. Set A: 8 Sudin Nuts. /
make these mixtures (whose recipe is known only to Set B: 2 Asan Berries + 1 Piko Oil.
you) and any other herbal mixtures that have healing
or other beneficial effects. All mixtures listed here have YATAGAMI LEAF
the tags: Slow, Uses 3, Load 1. Named after its main ingredient but actually a mix
of several herbs, drinking this tea will instill a clarity
OIL OF PROTECTION of mind for up to 1 hour that reduces any Madness
This sour-smelling, golden substance feels warm suffered by 1.
when rubbed onto the skin. It grants a natural armor
Protection Rating of 3 for all Weapon and Elemental ▪ CRAFT: Wisdom 3, 6 Hours. Set A: 4 Yatagami
Leaves. / Set B: 1 Ziran Seed + 1 Mirrha Herb.
Damage types. This lasts for 1 hour, but the Protection
Rating does not stack with that of any worn armor. IMPROVEMENT
▪ CRAFT: Wisdom 3, 4 Hours. Set A: 6 Makalim Whenever you find ingredients for making
mixtures, you may roll a die of one size larger
Root. / Set B: 2 Ibani Moss + 1 Gladestone.
than normal to determine the quantity you
can collect. Additionally, whenever you craft
AMENAK’S EYE
a mixture and fail to add an Ingredient Set, only
Rubbing this pitch-black and extremely fine dust in one’s half the quantity of ingredients of each type is
eyes causes a soft stinging sensation, but also grants the lost (with a minimum of 1 of each type).
ability to see in darkness for up to 10 minutes.
▪ CRAFT: Wisdom 3, 3 Hours. Set A: 12 Amenak
Dust. / Set B: 4 Nightcaps.

K INDRED CANTRIPS
QUICK ROOT MIMIC

Make a single root grow from the ground within Near Mimic any vocal sound an animal makes with your
range, grabbing an opponent and causing Restrained. own voice with full impact and realism. You must have
The root has 3 Resilience. heard the sound once before.

SPORE BURST SOUL GUARDIAN

You release poisonous spores from your hand, targeting Gain 3 Charges once per Encounter. Spend a Charge
to use Wisdom and the Nature & Spiritualism Skill
an opponent within Near range. The spores deal 1d4
when you defend yourself against an attack.
poison damage.

THORN VINE
GROWTH
Summon a thorned vine from your hand and strike an
Make a small flower up to the size of a knife grow on
opponent within Near range with it. The vine deals
any natural surface within Far range that is not part
1d6 slashing damage.
of a creature.

BIRD CALL
SHIVERS
Make any bird call sound audible from a point you
Make someone within Far range get goosebumps and
choose up to Distant range away from you.
shivers as if a cold draft touched their skin.

124
Class & Archetype

K INDRED M AGIC
STANDARD M AGIC (LEVEL 1-6)
DRUIDIC SENSE 1 BP ▪ Roots can either push up and knock Medium-
sized or smaller creatures inside Prone once or
USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA)
DURATION: 1 Minute LIMIT: One Active Restrain them or those who enter until destroyed.

You focus on a beast in your surroundings and ▪ Thorn Bushes deal 2d4 slashing damage to
experience its senses. You can move and take actions anyone inside once. If anyone moves partly or
while you do, switching back and forth between your fully inside their Speed is halved and they take
senses and the beast’s as you choose. You can decide 1d4 slashing damage per Turn.
to end the connection at any time.
▪ Vines are 15ft and can carry the weight of two
Medium or one Large-sized creature.
MOMENTUM INTENSITY

You see through the MOMENTUM INTENSITY
beast’s eyes.
Roots and Thorn Bushes are
+ you hear, smell and feel (skin) — the size of a human, or you
1
as the beast does. create 3 Vines.
+ you experience the beast’s Roots and Thorn Bushes are
2
emotions and thoughts. 1 the size of a wagon, or you
+ you remember whatever the create 6 Vines.
3 beast experienced during the Roots and Thorn Bushes are
last hour. 2 the size of a shed, or you
create 9 Vines.
SETBACK
Roots and Thorn Bushes are
A distorted mix of senses all around plague you. Suffer
3 the size of a house, or you
1d4 Madness.
create 12 Vines.
IMPROVEMENT
In addition to beasts, you can choose any willing,
unwilling or hostile creature / human and SETBACK
experience its senses. If unwilling or hostile, the You are engulfed by plant growth and become
Difficulty is determined by your target. Restrained. The growth has 6 Resilience.
IMPROVEMENT
Double all Resilience. You can also make Roots
WILD GROWTH 2 BP
grow denser to grab larger creatures. To do so,
USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA) spend 1 Momentum per size category above
DURATION: 3 Rounds LIMIT: One Active Medium. Additionally, Thorn Bushes now deal
2d6 slashing damage initially, then 1d6.
You create, twist and shape Roots, Thorn Bushes or
Vines up to Far range away from you, growing from
a surface you choose. This cannot be part of a creature,
or anything worn or carried. Roots or Thorn Bushes
only target your opponents (as described) and each
patch affecting an opponent (grabbing or attacking)
has 4 Resilience. A Vine has 2 Resilience.

125
FLOWER POWER 1 BP NATURE’S STRIDE 1 BP

USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA) USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA)
DURATION: 10 Minutes LIMIT: One Active DURATION: 1 Minute

You summon forth some of the rarest flowers in the You control forest growth, snow, rock, quicksand,
world, making them grow on surface within Far range. storms, lava, avalanches and other natural formations
This cannot be part of a creature, or anything worn or and phenomena up to Far range away to grant you
carried. After it is summoned, you can make it bloom passage, aid you and your allies, or hinder opponents.
as a Bonus Action at any time to trigger its effect once. The effect occurs once and lasts for 1 minute.
Choose a flower type before you use this Magic and For example, roots might grow to form a bridge when
summon one flower on a success: you need it, lava may cool to form stones to step onto,
or a wall of ice blocks an avalanche and spares your life.
FIRE LILLY
You cannot use Nature’s Stride to cause an opponent
Sets fire to anything and all targets within Near range,
serious harm, but you can hinder them in various ways.
dealing 2d4 fire damage and causing Burning 1.
For example, by forest growth closing in and blocking
GHOST ORCHID their path, having them become buried in snow, or by
Causes Frightened to targets within Near range. Those swooping them away in a tornado.
affected become Frightened of anyone remotely
hostile toward them until the end of their next Turn. MOMENTUM INTENSITY
JADE VINE You control an area the size of

Whoever picks and smells this flower heals up to 2d4 a wagon.
damage.
You control an area the size of
1
SETBACK a shed.
You cannot summon the flower type you chose again
You control an area the size of
until you Rest. 2
a house.
IMPROVEMENT
You can summon three more types of flowers: You control an area the size of
3
a mansion.
NIGHT CEREUS
An area the size of a house turns dark and cannot SETBACK
be illuminated. Nature rejects you. You cannot use Nature’s Stride
BLUE ROSE again until you Rest.
Anyone within Near range of this flower takes
IMPROVEMENT
2d4 psychic damage.
The duration increases to 10 minutes and range
WHITE LOTUS increases to Distant.
No one within Near range can tell a lie for
1 minute.

126
Class & Archetype

BARKSKIN 1 BP
MOMENTUM INTENSITY
USE: Bonus Action / Any Time
DIFFICULTY: 2 (WIS / HEA) DURATION: 1 Minute — You gain 4 Charges.
You or someone you choose within Near range of
1 You gain 6 Charges.
you has their skin take on the form of thick, hardened
tree bark. Instead of a living target you can choose 2 You gain 8 Charges.
an object the size of a backpack and strengthen its
structure (clearing Dented equal to half the mentioned 3 You gain 10 Charges.
Resilience) with hardened bark, ignoring this Magic’s
duration.
SETBACK
The swarm engulfs you for a brief moment, then
MOMENTUM INTENSITY disappears. Take 2d4 piercing damage.
— Your target gains 4 Resilience. IMPROVEMENT
You can split the swarm into two swarms half its
Your target gains 6 Resilience size, controlling each individually by spending
1
and cannot suffer Bleed. up to two Charges per swarm as a Bonus Action.
Two swarms have 8 Resilience each. They can be
Your target gains 8 Resilience merged back into one swarm whenever they are
2 and cannot suffer Bleed within Close range.
or Poisoned.
Your target gains 10 Resilience SUSTAIN LIFE 2 BP
3 and cannot suffer Bleed,
USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA)
Poisoned or Withered.
Choose one of the following methods of sustaining life.
SETBACK You cannot use it on yourself, and no Momentum can
Your target becomes wrapped in soft, moist bark and be spent. You either succeed or fail, and cannot suffer
becomes Slowed until the end of their next Turn. a Setback.

IMPROVEMENT
You can choose both yourself and someone
▪ Gain Edge to cure Withered or save someone
from Dying.
▪ Someone you touch heals 4d4 damage.
within Near range, or two items.

INSECT SWARM 2 BP
▪ Someone you touch is cured of Bleed
or Poisoned.
USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA) IMPROVEMENT
DURATION: 10 Minutes LIMIT: One Active Gain the following methods of sustaining life to
You summon a swarm of insects the size of a wagon choose from:
and gain Charges as detailed below. You can spend up ▪ Someone you touch heals 6d4 damage.
to 2 Charges as a Bonus Action on your Turn (requiring ▪ Someone you touch is cured of Withered.
one free hand to make gestures) and command the
insects to perform an action per Charge, but not the
▪ Someone you touch is cured of an Injury or
common Disease.
same action twice: 1. Move up to Far range. 2. Attack
everyone inside. 3. Form shapes. 4. Perform a simple task.
The swarm has 16 Resilience. Anyone inside is Blinded
temporarily and when the swarm attacks it deals 2d4
piercing damage. Once out of Charges, the swarm
disappears.

127
STARGAZER
A BILITIES A RMOR PROFICIENCIES
Located on your Character Sheet are three columns You are proficient in wearing Light armor. Armor and
with Abilities: Body, Mind and Soul. You can allocate Armor Proficiency are both covered in the EQUIPMENT
the Ability Scores shown below to the Abilities in each CHAPTER ON P. 152 .
column as you want.
Wisdom, Lore and Insight are Abilities that can be
useful for a Stargazer to have a decent score in. What
TRAITS, CANTRIPS & M AGIC
Next, choose 2 Standard Stargazer Traits (Level 1-6)
each Ability is used for during the game is explained in
and 2 Stargazer Cantrips. You also gain the Stargazer
the ABILITIES CHAPTER ON P. 136 , including several
Magic ‘Control Elements’ and can choose 1 more
benefits you can gain for some of your Ability Scores.
Standard Stargazer Magic (Level 1-6), all listed later
A BILITY SCORES in this chapter. Take some time to go over them and
choose those you think would really fit your Character.
Body 4—4—3—3—2 You’ll gain more as you Level Up.
More information about using Traits, Cantrips and
Mind 5—4—4—3—3 Magic can be found in the TRAITS, POWERS & MAGIC
CHAPTER ON P. 145.
Soul 5—4—3—3—2

FEATS
SKILLS You can choose one Magic Feat from the FEATS LIST
ON P. 149 . You gain another Magic Feat at Level 5
Your Character starts with the 4 Adventuring Skills
and Level 9.
shown here and you can choose 4 more from the
A DVENTUR ING SK ILL LIST ON P. 141 for a total of
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
STARTING EQUIPMENT
Roll 2d6 and multiply the total result x10. This is how
▪ Alchemy & Science much Gold you have at the start of the game. You also
▪ Meditation gain the Equipment listed here. More details can be
▪ Perception & Investigation found in the EQUIPMENT CHAPTER ON P. 152.

▪ Study & Research ▪ Leather Armor (Load 2. Tags: Light, Durability 3,


You also gain the following Combat Skills, showing Protection s2, c1, p2, b1, e0)
how you are trained in using certain types of ▪ Crystal Ball*
Ball (Load 1)
weapons or other combat techniques. Each is
▪ Adventurer Pack (Load 1)
already marked as Skill Rank ‘Novice (1)’. You can
then choose 1 more Combat Skill, all of which are ▪ 3 Rations (Load 1. Tags: Supply 3)
shown on your Character Sheet. Make sure to mark ▪ 3 Torches (Load 1. Tags: Supply 3)
that one as well. ▪ Hourglass (Load 1)
▪ Daggers ▪
Polearms ▪ Alchemist Kit (Load 1. Tags: Uses 9)
▪ Swords ▪ Throwing
* Your Crystal Ball is a unique item that fits in your
A LCHEMY M AGIC hand and enhances your Magic as long as you have
As a Stargazer you use your knowledge of alchemy and it with you. When you don’t, you do not add Action
astronomy to transform and channel nature’s essence Dice from your Alchemy & Science Skill to use Magic.
as a form of Magic. You use Wisdom or Lore when you Should you ever lose it, you can spend time during
make an Action Roll to use magic, and the ‘Alchemy
A lchemy Recovery to craft a new one from glass and gemstones
& Science’
Science Skill. or obtain a new Crystal Ball another way.

128
Class & Archetype

For each of the following, choose between two options:

▪ 2 Kukris (Load 1. Tags: Dex, ▪ Quarterstaff (Load 1. Tags: ▪ Calligraphy Kit (Load 1. Tags:
Close, 1d6 Slashing Damage, Str / Dex, Close, 1d6 Bludgeoning Uses 9)
Ready, Swift, Thrown, Wieldy) Damage, Riposte, Versatile) or:
or: or: Paint Kit (Load 1. Tags: Uses 9)
Scimitar (Load 2. Tags: Str, 3 Bolas (Load 1. Tags: Dex,
Close, 1d8 Slashing Damage, Far, Supply 3, Special, 1d8
Vicious) Bludgeoning Damage, Restrain)
Bandolier (Load 1)

IDEALS & H ABITS


To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Stargazer to take ideas from.

EXAMPLE IDEALS: EXAMPLE HABITS:


The stars and the celestial bodies hold the secrets of You wear a necklace made of polished stones and
the universe, and it is your duty to uncover them. You crystals, each one representing a different planet or
will stop at nothing to acquire new knowledge about celestial body. You believe that the energy of these
the cosmos, even if it means putting yourself in danger. stones can help you tap into the power of the cosmos.
You believe that the divine is found through meditation,
People are impressed by cryptic utterances – and they
study, ritual, and music, and will do your best to involve
expect them from you. Make one at least once a day.
others in these endeavors.
You know that the universe is filled with divine energy Writing down observations of the stars is important.
that can be harnessed for good or for ill. You work to Letting others read them is not! Once a day you
align yourself with this energy in order to help others. inscribe your daily observations of everything in secret
code into a diary you carry with you at all times.
Every person has a destiny written in the stars. You spend
hours reading these signs, looking for clues that might You language is convoluted and verbose. Never use
help you guide others towards their true purpose. simple sentences. This may be quite annoying during
You believe everything should be done according to combat encounters but on the other hand, your
the seasons and may have made up a list of things you enemies sometimes stop whatever they’re doing to
should and should not do at specific times of the year. scratch their heads.
You know that the true nature of the world lies beyond You have difficulty deciding anything without first
what is visible to the eye. You seek to awaken this hidden consulting the celestial alignments.
world in others, revealing the interconnectedness of
all things. You never miss an opportunity to gaze at the stars.
When you travel, you always choose a route that allows
The phases of the moon determine your actions. You you to see the most celestial bodies possible.
plan your travels and transformations based on the
lunar cycle, for Athyr’s five moons hold the secrets of Your natural time of activity is at night, not during the
the wild. day. You use powerful herbs and spells to stay awake
if forced to take actions during the day. If you’re not
careful, some of these may be addictive.
You are a collector of rare and unusual rocks. You
believe that every mineral has its own unique properties
and uses, whether physical or metaphysical.

129
STARGAZER TRAITS
STANDARD TRAITS (LEVEL 1-6)
RUNE SCRIBE ORACLE OF THE STARS

You know a number of runes that you can draw The stars in the night’s sky show you patterns that
or engrave onto any natural surface to gain their allow a glimpse of the future. You can use Oracle Of
mythical effects. You can do so twice per Rest as The Stars once per Rest if you were able to gaze into
an Action. Their effect is immediate after you finish the night’s sky for a dedicated moment. When you
drawing and affects the area or region you draw do, gain 3 Charges. You can spend a Charge at any
the rune in. When a rune is used indoors or inside time during a Scene to invoke foresight retroactively
closed spaces, it reaches as far as adjacent rooms and change a small detail as how it could have been
only instead if its listed range. Choose two runes with your prior knowledge.
that you know and can use: For example, you can find you brought an item that
you need even though you didn’t, you can obtain
SOUL RUNE information useful to you that an NPC might have
Learn if anything living is or was present within Distant told you, or you can even have visited the location
range during the last 6 hours and what or who. you are at to set something up in advance to help you
out. Discuss with your Doomsayer what could work or
BLOOD RUNE not. If you desire a particularly impactful change the
Anyone can transfer 1 Blood Point once to an ally Doomsayer might ask to spend 2 Charges instead of 1.
within Close range.
IMPROVEMENT
CIRCLE RUNE You can use your foresight and spend Charges
For up to 10 hours, when anyone passes through an during an Encounter as well. You can do so as
invisible circle that reaches up to Distant range, the a Bonus Action on your Turn.
rune will make a soft chime sound.
VERSATILE MAGIC
STAR RUNE
Illuminate an area the size of a house with faded, blue When you Recover you can swap one Magic for
starlight for 1 hour. another as long as they are from the same tier
(Level 1-6 or Level 7-12). Any Improvements remain
EYE RUNE
tied to the Magic they were originally chosen for.
See what events transpired within Distant range during
the past 10 minutes. These events present themselves
IMPROVEMENT
as a series of colorless and silent dream-like images.
You can do so whenever you Rest.
POWER RUNE
Anyone making an Action Roll to use Magic within
Far range can choose to gain Edge, up to a total of 3
times combined.
IMPROVEMENT
Choose two more runes that you know and can
use.

130
Class & Archetype

POTION BREWER CRYSTAL MEMORIES

Your knowledge of alchemy allows you to brew When you hold in your hand a crystal or gemstone
some unique and powerful potions. When you gain and concentrate on it for a moment, you can etch
this Trait you get 3 Supply of two potions of your a sequence of thoughts or memories into it. These
choice. You also gain Edge to make these potions thoughts and memories can be about 10 seconds
(whose recipe is known only to you) and any other in length and will display themselves visually on
similar potions that grant beneficial effects. All the crystal or gemstone’s surface in a loop, lacking
potions listed here have the tags: Supply 3, Load 1. both color and sound.

IMPROVEMENT
POTION OF RESISTANCE
The thoughts and memories you etch can be up
Drinking this pink, grainy potion grants Resistance to to 30 seconds long and cause small vibrations in
fire, ice, lightning and acid damage for 1 minute. It the air, allowing someone close to also hear the
smells faintly like cedar wood but has almost no taste. sound of the thought or memory. Additionally,

▪ CRAFT: Wisdom 3, 6 Hours. Set A: 6 Fakaru Seeds. the loop is now visible in soft, subdued color-
tones.
/ Set B: 2 Obsidian Ash.

ELIXIR OF VITALITY KEEPER OF LORE


This dark-green, milky elixir gives its drinker 8
Resilience along with a sharp, cinnamon-like flavor and You have with you at all times a leather-bound
a hint of bitterness. tome that appears like it’s at least 1.000 years old.
In it, you have written notes from all the countless
▪ CRAFT: Wisdom 3, 2 Hours. Set A: 8 Sarkan hours spent in arcane libraries, consulting ancient
Leaves. / Set B: 2 Arrin Stones. scriptures, star-charts and other accounts of
history, mythical events and occult practices. The
DECOCTION OF INSIGHT information in your book is written in a coded
This thick, golden decoction increases the Insight Score language only you can read.
of anyone who drinks it by 1 for an hour. It bears the Gain 6 Charges per Rest. When your tome of lore
taste of honey but is less sweet and slightly earthier. could provide clues on any subject matter related
▪ CRAFT: Wisdom 3, 3 Hours. Set A: 6 Zavrik’s to the above, you can spend a Charge to consult
your notes and gain Edge to an Intellect or Lore
Butter. / Set B: 4 Trickle Oil.
Roll. You can choose to spend multiple Charges to
gain Edge to the same Action Roll, up to a maximum
AMBROSIA OF THE GODS
of 3.
Whoever drinks this delicious, deep purple, glowing
ambrosia has their maximum Blood Points increased
IMPROVEMENT
by 1 for one day. They also gain 1 Blood Point.
Gain 9 Charges per Rest. You can also spend
▪ CRAFT: Wisdom 3, 4 Hours. Set A: 10 Amanita a Charge to use your tome to impress others, act
as though shrouded in mystery, or even consult
Spores. / Set B: 1 Tunam Bark.
it to see through illusions and trickery that
IMPROVEMENT might be described in it. You then gain Edge to
Whenever you find ingredients for making a related Mystique or Insight Roll.
potions, you may roll a die of one size larger
than normal to determine the quantity you can
collect. Additionally, whenever you brew a potion
and fail to add an Ingredient Set, only half the
quantity of ingredients of each type is lost (with
a minimum of 1 of each type).

131
STARGAZER CANTRIPS
GUST BURST
Push an opponent or object Close to you away up Make an area of ground or flooring the size of a door
to Near range with a powerful gust of air from your within Far range crack and burst. It hinders anyone of
hands. The gust also deals 1d6 force damage. large size or smaller trying to pass.

FLAME SHATTER

Create a small flame at your fingertip that lasts about Make an item up to Far range from you the size
a minute and which you can shape in various forms of a teacup or smaller and made of wood, clay or
at will. another porous material burst and crack.

MEND FIRE BOLT

Mend a broken object you touch the size of a teacup Hurl a small ball of fire from your hand toward an
or smaller. The object should not be tougher than for opponent or object within Near range. The bolt deals
example rock or metal. 1d6 fire damage.

COLOR STONE HEAT & COLD

Make a small stone up to Far range from you appear Make an item the size of a teacup or smaller up to
in any color, glowing softly and changing its color as Far range away glow with heat or freeze from cold for
you want for up to one minute. several seconds.

STARGAZER M AGIC
STANDARD M AGIC (LEVEL 1-6)
CONTROL ELEMENTS 1 BP
MOMENTUM INTENSITY
USE: Action / On Turn DIFFICULTY: 2 (WIS / LOR)
You control an area the size of
You can control the elements of fire, water, earth or —
a backpack.
air as long as the element is not carried or worn by
anyone and up to Far range away from you. You can You control an area the size of
1
only control one chosen element any time you use a human.
this Magic and are able use one specific method of
You control an area the size of
control. You can never create more of the element 2
or reduce its mass below what originally exists. a wagon.
Whatever new form the element takes on is retained You control an area the size of
3
indefinitely, or until changed again. a shed.

Choose Fire
Fire, Water
Water, Earth or Air and a method of control: If you wish to control the element to directly harm
an opponent(s), you use your target’s Difficulty to
▪ Shape cast this Magic. It can deal anywhere between 1d6
▪ Move (Average Speed up to Far range) and 3d6 damage of an appropriate type and / or
▪ Strengthen / Solidify can cause an opponent(s) to suffer a Condition.
▪ Weaken / Vaporize Strengthening / Solidifying or Weakening /

132
Class & Archetype

Vaporizing can increase or decrease the element’s SETBACK


Resilience by up to 3d6. Discuss these details with Lightning strikes all around you. Take 1d4 lightning
your Doomsayer when they apply. damage (ignoring armor) and become Blinded until
the end of your next Turn.
SETBACK IMPROVEMENT
You can only control an area the size of a Gerbil until You also knock affected creatures Prone as
you Rest. described.

IMPROVEMENT
Add the element of Metal to the ones you can MOONLIGHT 1 BP
control.
USE: Action / On Turn
DIFFICULTY: 2 or Target (WIS / LOR)
THUNDER BLAST 1 BP
Hidden passages, secret doors, arcane seals, magical
USE: Action / On Turn DIFFICULTY: 2 (WIS / LOR) effects and magical objects up to Far range away are
You send forth a blast of lighting from your hand, revealed and radiate faintly like moonlight for a brief
accompanied by the sound of thunder. You can choose moment, allowing you to see them, even in the dark.
to shape the lightning as a cone up to Near range, This moonlight glow is only visible to you. Additionally,
or a line up to Far range, dealing lighting damage to you can choose to make an entire room up to the size
all creatures inside. When you choose to shape the of a house radiate like moonlight this way, allowing
lighting as a cone, creatures of Medium size within you to make out details in the dark for up to 1 minute.
Close range of you are also pushed back to Near range.
MOMENTUM INTENSITY
MOMENTUM INTENSITY — You do as described.
Everyone inside the area takes
— + you understand details about
1d4 lightning damage. 1
their origin, nature and purpose.
Everyone inside the area takes
+ you automatically detect
2d4 lightning damage.
2 similar secrets and magic until
1 IMPROVEMENT: Creatures you Rest.
of Tiny and Small size are
+ you can end one magical
knocked Prone.
3 effect, unlock a secret door, or
Everyone inside the area takes similar, once.
3d4 lightning damage.
2 IMPROVEMENT: Creatures of SETBACK
Medium size and smaller are The next time you use Moonlight, it costs 1 extra Blood
Point. This lasts until you Rest.
knocked Prone.
IMPROVEMENT
Everyone inside the area takes You can use Moonlight to detect magical abilities
4d4 lightning damage. and similar on opponents, making them radiate
3 IMPROVEMENT: Creatures
as described, visible to only you. When you do,
use the opponent’s Difficulty to cast this Magic.
of Large size and smaller are
You can spend Momentum to achieve much the
knocked Prone. same effects, though instead of ending a magical
effect by spending 3 Momentum, you gain Edge
to resist any magical abilities you detected until
you Rest.

133
IMBUE ELEMENTS 2 BP
MOMENTUM INTENSITY
USE: Action / On Turn
DIFFICULTY: 2 or Target (WIS / LOR) The blast deals 1d6 ice damage

DURATION: 1 Minute or fire damage.
You imbue one item or weapon you touch the size The blast deals 2d6 ice damage
of a sword, or three smaller items or ammo such as or fire damage.
arrows, with one of the listed elements. This Magic 1
IMPROVEMENT: Also causes
has no Intensities.
Burning 1.
FIRE
The blast deals 3d6 ice damage
The item is wreathed in flame, causing 1d4 fire damage
or fire damage.
when touched. If it is a weapon or ammo, it deals 2
1d4 extra fire damage to one target and can cause IMPROVEMENT: Also causes
Burning equal to Momentum spent from the attack up Burning 2.
to a maximum of 3.
The blast deals 4d6 ice damage
ICE or fire damage.
3
The item is covered in ice, causing 1d4 ice damage IMPROVEMENT: Also causes
when touched. If it is a weapon or ammo, it deals 1d4 Burning 3.
extra ice damage to one target and can cause Slowed
by spending 2 Momentum from the attack. SETBACK
Your arm freezes or burns. Take 1d6 ice or fire damage,
SETBACK
ignoring armor.
The element engulfs your hand briefly. Take 1d4
damage of the listed type, ignoring armor. IMPROVEMENT
The blast inflicts Burning as described to all those
IMPROVEMENT inside the area.
Gain the following elements to imbue items or
weapons with:
LIGHTNING SUMMON MIST 2 BP
The item is covered in streaks of lightning,
USE: Action / On Turn DIFFICULTY: 2 (WIS / LOR)
causing 1d4 lightning damage when touched. If it
DURATION: 3 Rounds LIMIT: One Active
is a weapon or ammo, it deals 1d4 extra lightning
damage to one target and can cause Blinded by You summon forth a patch of dense, electrically
spending 2 Momentum from the attack. charged mist up to Distant range away from you.
AIR The mist completely obscures the area it covers and
The item is engulfed in a vortex of air and everyone inside is Blinded. Gain 6 Charges. You can
vibrations, causing 1d4 force damage when spend up to 3 Charges as one Bonus Action on your
touched. If it is a weapon or ammo, it deals 1d4 Turn to control the mist, requiring one free hand
extra force damage to one target and can knock to make gestures. Once out of Charges, or after 3
them Prone by spending 2 Momentum from the Rounds have passed, the mist disappears.
attack.

BLAST OF ICE & FIRE 1 BP


▪ Spend 1 Charge to move the mist up to Near
range.
USE: Action / On Turn DIFFICULTY: 2 (WIS / LOR) ▪ Spend 2 Charges to move the mist up to
Far range.
You send forth a destructive blast of ice or fire
from your hand onto an area the size of a wagon ▪ Spend 2 Charges to make the mist deal 1d6
up to Distant range away, dealing ice or fire lightning damage to everyone inside.
damage (your choice) to anyone inside. A blast of
ice freezes objects inside the area, while a blast of
fire sets flammable objects ablaze.

134
Class & Archetype

MOMENTUM INTENSITY MOMENTUM INTENSITY


The mist covers an area the size You and three willing
— 3
of a wagon. allies teleport.
The mist covers an area the size
1 SETBACK
of a shed.
Everyone teleports to a random space up to Near
The mist covers an area the size range away, feeling sick and maybe even throwing
2
of a house. up from this nauseating experience. Is that blood?
Everyone suffers Confused.
The mist covers an area the size
3
of a mansion. IMPROVEMENT
You and any allies you touch can teleport to
SETBACK a place up to Distant range even if you cannot
Mist fills your lungs. Become Unconscious until the end see it. You can teleport through walls and other
of your next Turn. obstacles this way. If you end up inside a solid
structure, everyone who teleported takes 2d10
IMPROVEMENT bludgeoning damage and is moved to the nearest
You gain more control over the mist and gain 8 open space, knocked Prone. Additionally, you can
Charges instead of 6. You can now spend up to 4 touch unwilling creatures to teleport along with
Charges as one Bonus Action and are able to also you, using their Difficulty to cast this Magic. You
do the following: must also spend Momentum to do so in the same
▪ Spend 2 Charges to decrease the mist’s way as teleporting willing creatures.
area one size from how it was summoned
and make it denser, also causing Slowed to FORCE BURST 1 BP
creatures of Medium size or smaller inside.
▪ Spend 2 Charges to split the mist into two USE: Bonus Action / On Turn
DIFFICULTY: 2 (WIS / LOR) DURATION: 1 Minute
patches, each one size smaller. You can
control both by spending Charges for each You harness pockets of dense air that you can
patch of mist as one Bonus Action. unleash onto an opponent during a confrontation.
▪ Spend 3 Charges to make the mist deal 2d6 Gain a number of Charges that last up to a minute
and that you can spend to do as described,
lightning damage to everyone inside.
requiring one free hand to make gestures:

TELEPORT 1 BP
MOMENTUM INTENSITY
USE: Bonus Action / On Turn
— Gain 2 Charges.
DIFFICULTY: 2 or Target (WIS / LOR)

You instantly teleport to a space you can see up to 1 Gain 4 Charges.


Far range away and can choose several willing allies
you touch within Close range to teleport with you 2 Gain 6 Charges.
by spending Momentum. Anyone who teleports
does so along with everything they carry or have 3 Gain 8 Charges.
in their hands.
SETBACK
MOMENTUM INTENSITY You are knocked back up to Far range by a powerful
burst of air, landing Prone. If you collide with a solid
— Only you teleport. object you take 2d4 bludgeoning damage.

You and one willing IMPROVEMENT


1 You can spend 1 additional Charge to target an
ally teleport.
opponent of Large size for each action describing
You and two willing ‘medium size’, or spend 2 additional Charges for
2
allies teleport. an opponent of Huge size.

135
CHAPTER 5:
A BILITIES
& SKILLS

A BILITY BASICS
Your Character has fifteen Abilities that influence how good and experienced they are at
performing certain actions or overcoming challenges. They are grouped into three categories;
Body, Mind and Soul.
Abilities are at the core of your Character, and they show what your Character excels at.
When you create your Character, they will have an Ability Score for each Ability ranging
between 2 and 5. Unlike in some other tabletop roleplaying games, your Ability Scores don’t
increase when you Level Up. Instead, you can increase the rank of your Skills and gain new
Traits, Powers, Magic and Feats (improving some of those as well).
When you make an Action Roll the number of Action Dice you get to roll equals the Ability
Score of a relevant Ability as determined by the Doomsayer, added to by the Skill Rank of
any Skill that might apply. You then add to (Edge) or subtract from (Challenge) this total
depending on situational circumstances.
You can of course propose a different Ability to use if the approach you take to your action
justifies it. Feel free to let your Doomsayer know about this and tell them how and why this
other Ability may work better for you. The Doomsayer has the final say.
The CHARACTER CREATION CHAPTER ON P. 56 takes you through everything necessary
to create your Character, which includes determining their Ability Scores. The ACTION ROLL
SECTION ON P. 18 describes in more detail how Action Rolls are made.

136
Abilities & Skills

R ISK & R EWARD ABILITY BENEFITS


What exactly happens when you Succeed or Fail a dice Some Ability Scores grant you a benefit tied to that
roll in the game is heavily dependent on circumstance. Ability which is listed here. When creating your
Rules cannot cover all situations, but knowing the Risk Character and determining your Ability Scores, check
and Reward before you do a thing can remedy this. the overview below to see what benefits you might
When you do something that requires an Action Roll, gain. They apply only once.
consider asking your Doomsayer what the Risk and Whenever an Ability Score is increased or decreased
Reward is. temporarily due to any effect, such as from a Trait,
Lets say you are closely studying a scroll with secret Power, Injury or Curse, these benefits are unaffected.
symbols and are trying to decipher their meaning. Whenever your Ability Score is increased or decreased
Failing your Action Roll could mean you simply learn permanently, these benefits are affected and should be
nothing and the symbols remain a mystery you. adjusted accordingly.
The Doomsayer might however tell you the scroll is
STRENGTH
extremely delicate, and inches away from crumbling
to dust. Failure in this case could mean it crumbles ▪ +2 Equipment Slots if your Strength Score is 4.
away in front of your eyes from handling it, and the ▪ +4 Equipment Slots instead if your Strength Score
meaning of the secret symbols lost forever. is 5.
Whether you get a straightforward answer or a mere
TOUGHNESS
clue; having an idea of the consequences of anything
you attempt can help you make decisions and keep ▪ +2 Maximum (x1) Bruises if your Toughness Score
the game fair. As with above example, the Doomsayer is 4.
can give a hint that it doesn’t look like it would survive
much handling or investigation, probably crumbling to
▪ +2 Maximum (x1) Bruises and +1 (x2) Bruises
instead if your Toughness Score is 5.
dust if not careful.
It is then up to you to decide to go through with your WISDOM
investigation, keep the scroll safe, copy its symbols
onto a fresh piece of parchment, or bring it to the
▪ +1 Skill (any) increased to Rank Adept (2) if your
Wisdom Score is 4.
nearest town where an expert can help with a smaller
chance of destroying it. ▪ +2 Skills (any) increased to Rank Adept (2) if your
Wisdom Score is 5.
Whether failing or succeeding, the consequences
should never be unfair, or unclear, unless the element
LORE
of surprise is intentional and you as a Player know and
expect it. ▪ +1 Ancient Language known if your Lore Score
is 4
▪ +2 Ancient Languages known instead if your Lore
Score is 5.
(SEE P. 68 for more information about Ancient
Languages.)

INSIGHT

▪ +1 Maximum Madness if your Insight Score is 4.


▪ +2 Maximum Madness instead if your Insight
Score is 5.

137
A BILITIES IN-DEPTH
B O DY Abilities of this category are all physical attributes, determining how strong, fast, resilient and
stealthy your Character is, among other things.

STRENGTH (STR) Physical Strength & Muscle Power


EXAMPLES: Lift heavy objects, fight with brute strength in melee range, push, pull or
break something, wrestle and engage a grapple, climb a rope, run or swim for short
distances, jump far or high, hold on to someone after they slip and fall.

DEXTERITY (DEX) Finesse, Balancing & Crafting


EXAMPLES: Handle delicate objects, pick locks, fight with finesse in melee range, fire
ranged weapons, balancing and other acrobatics, climb a rock wall, craft and repair
items, free yourself from a grapple, make a difficult jump, do a card trick.

TOUGHNESS (TOU) Stamina, Resilience & Constitution


EXAMPLES: Brace against incoming melee attacks or grapples, block or shield yourself
and others from harm, manage prolonged physical activity, hold your breath, go without
food or sleep, resist poison or disease, endure extreme weather, maintain a grapple.

REFLEX (REF) Reactiveness & Speed


EXAMPLES: Dodge melee or ranged attacks and other dangers, avoid getting caught
during a chase, jump out of the way of something harmful, quickly find your balance after
a misstep, react fast when you fall into a trap.

STEALTH (STE) Moving Stealthily & Hiding


EXAMPLES: Hide yourself from sight, move around stealthily and unseen, steal something
without being noticed, make secret gestures or whisper without drawing attention to
you, breath, cough or sneeze without making any sound.

138
Abilities & Skills

MIND Abilities of this category are all mental attributes, determining how intelligent, learned, or
focused your Character is, among other things.

INTELLECT (INT) Brainpower, Abstract Knowledge & Logical Thinking


EXAMPLES: Study an ancient text for clues, investigate an object or scene, do math and
calculations, scientific knowledge, come up with a plan, learn by reading, recall a building’s
lay-out, think logically, strategize, memorize, tie together clues, figure out a plan of action.

WISDOM (WIS) Practical Knowledge & Survival


EXAMPLES: Find food and water in the wilderness, navigate a journey, use medicine
and healing, know how to tie a knot, intuitively get a grasp on something, knowledge
about nature, herbs and poison, handle animals, learn by doing.

LORE (LOR) Knowledge about Culture, History & Myth


EXAMPLES: Recall details about history, lands and its people, languages, tradition,
religious practice, rituals and myth, knowledge about monsters and their lairs, knowing
the value of treasure and rare items, knowledge about the arcane and magic.

AWARENESS (AWA) Perception & Awareness of Surroundings


EXAMPLES: Spot danger or clues, take watch and notice hidden enemies, find traps and
secret passages.

FOCUS (FOC) Stability of the Mind


EXAMPLES: Keeping a clear mind under duress, withstand magical attacks on the mind,
memory and logic, resist mind-control, resist your mind being pried for information and
secrets, concentrating on something for an extended time.

SOUL Abilities of this category are all personality attributes, determining how empathic, intimidating,
brave or strong-willed your Character is, among other things.

HEART (HEA) Sympathy, Social Adeptness & Integrity


EXAMPLES: Gain someone’s sympathy, make inquiries to find a person or place, ease
someone’s mind, show good intentions, diffuse an argument or conflict, create art and
perform, stay true to the light of one’s soul, ask someone for help.

MYSTIQUE (MYS) Secrecy, Deception & Seduction


EXAMPLES: Bewilder or charm someone, intimidate or threaten, disguise yourself,
engage in shadowy and deceitful politics, seduce and backstab, express extravagance,
distract, cheat and manipulate, embrace the dark side of one’s personality.

COURAGE (COU) Bravery, Composure & Leadership


EXAMPLES: Face imminent death without hesitation, inspire others to follow your cause,
show leadership, convince an entire village to move due to looming danger, lower enemy
morale with sheer bravery, impress others with your deeds and heroic reputation.

INSIGHT (INS) Sensing Meaning, Intentions & Deceit


EXAMPLES: Sense someone’s motivations and reasoning, learn if someone is being
deceitful, understand unexplainable phenomena using intuition, see through magical
illusions and trickery, learn what may trouble someone, sense a threatening situation.

WILLPOWER (WIL) Stability of the Mind


EXAMPLES: Stave off evil and corruption, resist enchantments and charms, show spirit and
conviction, withstand going insane, find the will to get through a tough spot, resist morals
and principles being challenged or tested, deal with consequences of defeat and loss.

139
SKILL BASICS A DVENTURING SKILLS
Adventuring Skills are used for a great number of
As covered in the Rules Overview chapter, every activities and include almost anything you can think
Character has a number of Skills which tell you of that relates to the life of an adventurer (aside from
something about what they are experienced at or fighting with weapons). For example, pursuing enemies
trained in. Some Skills are predetermined by your through a dense jungle using Hunting & Tracking,
Class Archetype while others can be chosen freely to planning a way into a well-guarded fortress using
customize your Character to your own taste. Strategy & Warfare, deciphering an ancient, cryptic
There are two types of Skills: Adventuring Skills and text using Study & Research, or Balance & Acrobatics
Combat Skills. Adventuring Skills are usually related to make your way across a tree trunk to get across
to some kind of activity, field of knowledge or use of a ravine.
tools. For example, Archology & Stonework, Wilderness Some Adventuring Skills are also useful for reacting
Exploration or Thievery & Crime. Combat Skills on the to danger, such as the aforementioned Balance
other hand relate specifically to the use of various & Acrobatics to dodge traps, Occult & Arcane to
types of weapons or a shield, or experience in unarmed withstand supernatural forces, or Poison & Disease to
fighting and grappling. For example, Daggers, Axes, resist poison, injury and exhaustion.
Bows or Grappling.
When using any type of tool or kit, you and the
Whenever you attempt to do something during the Doomsayer can discuss what Adventuring Skill might be
game and one of your Skills applies or would in any appropriate. For example, the Thievery & Crime to use
way benefit your action, you add a number of Action a Lockpick Kit, Nature & Healing to use an Herbalism
Dice to your Dice Pool depending on your Skill Rank Kit, or either Hunting & Tracking or Contraption
for that specific Skill (on top of the relevant Ability Expert to use Trapper Tools. The Crafting & Repairs
Score). Some Skills can also be used when something Skill allows you to specifically choose several crafts to
happens to you instead, for example to defend yourself gain experience in.
with your weapon or shield, or resist poison or mind-
You always require to have the appropriate tool or
control. You can use only one Skill per Action Roll,
kit to attempt any action related to it. For example,
regardless of its type or the circumstances in which
you cannot lockpick a door without a Lockpick Kit.
the Skill is used.
The Performance Skill allows you (among other things)
The Doomsayer never asks to use a specific Skill to choose three music instruments that you can
during the game; they only let you know what Ability play, which, unlike experience in a certain craft, isn’t
to use when you attempt something. It is up to you included in any other Skill.
to determine whether one of your Skills applies and
It is true that Adventuring Skills can overlap in some
let your Doomsayer know. They have final say over
areas, but this is intentional. The freedom allowed to
whether the Skill can be used in a specific situation.
creatively decide whether an Adventuring Skill can
This is true mostly for Adventuring Skills, as Combat
work to your advantage in each situation is part of the
Skills are fairly straightforward as to when they apply.
game. Even so, all Skills offer many aspects unique only
to that Skill and choosing two or more Adventuring
USE SKILL = ADD ACTION DICE Skills with some overlap may still mean you can reap
EQUAL TO SKILL RANK additional benefits from doing so.

TO DICE POOL

140
Abilities & Skills

COMBAT SKILLS A DVENTURING SKILL LIST


Using a Combat Skill requires you to be wielding When you create your Character you also get
an appropriate weapon. For example, a scimitar in a number of specific Adventuring Skills as detailed
order to benefit from the ‘Swords’ Combat Skill, or in each Class Archetype’s description. You can then
a parashu to benefit from the ‘Axes’ Combat Skill. choose several more from the list presented here. It is
Notable exceptions are of course Unarmed Fighting recommended to choose additional Adventuring Skills
and Grappling. Even though grappling can be that expand upon your Archetype’s and are fitting for
considered unarmed fighting as well, a distinction is your Character and the sort of Adventure or Campaign
made between punching, kicking, headbutting and you’re going to play.
other forms of martial arts (Unarmed Fighting), and
the specific techniques required to grapple, wrestle, ALCHEMY & SCIENCE
armlock, choke and throw an opponent (Grappling). You have knowledge about, and experience with,
alchemy, chemistry, science, astrology and other
Combat Skills are used to both attack and defend,
scientific arts. You know the material elements that
which is explained in more detail in the ATTACKING &
make up the world and are adept at using equipment
DEFENDING SECTION ON P. 204 . When you create
related to science, including telescopes, astrolabes,
your Character, you get a number of specific Combat and the use of auguries. You know planets and stars,
Skills and can choose several more from the list below. moons, eclipses and constellations, and have a basic
More information on all available weapons can be understanding of the forces of nature, like gravity,
found in the EQUIPMENT CHAPTER ON P. 152 , along dimensions and time. If you are a magic-user such as
with various types of armor and other items. the Druid Stargazer, your natural ability to use magic
▪ Unarmed ▪ Polearms is enhanced by this Skill.
▪ Grappling ▪ Esoteric ANIMAL HANDLING
▪ Daggers ▪ Bows You have spent your life among animals, caring for
▪ Swords ▪ Throwing them, riding them or even living among them. You
▪ Axes ▪ Shields are adept at sensing, calming and riding animals and
▪ Bludgeons animal-driven vehicles, and possess knowledge of their
care, feeding, and capabilities. You have a way with

SKILL R ANK animals unlike most others and can on occasion get
them to do your bidding or likewise can tell when
Each Skill you have can give you between 1 to 5 extra they are startled or alarmed, or whether their natural
Action Dice to roll depending on its Skill Rank. When habitat has been disturbed.
you create your Character you will have Rank Novice
in most of your Skills, and a few Rank Adept. As you APPRAISAL
Level Up you’ll get a chance to choose which Skills you You are a connoisseur of the arts and valuable
would like to develop over others, increasing their items, know what things are worth, and have an
Rank as shown below. understanding of such items’ history and are adept at
You can mark the Skill Rank for each of your Skills in identifying treasure and magic items, bargaining for
the dedicated boxes on your Character Sheet. Skills low prices and recognizing forgeries. You are familiar
predetermined by your Class Archetype are already with ancient and rare items, some bordering on the
marked. When you increase a Skill’s Rank simply mark occult and alien, and have many a tale to tell about
one more box up to a maximum of 5. legendary paintings, sculptures, masterfully crafted
tapestries and similar objects.

SKILL R ANKS
NOVICE ADEPT EXPERT MASTER LEGEND
(1) (2) (3) (4) (5)
+1 Action Die +2 Action Dice +3 Action Dice +4 Action Dice +5 Action Dice

141
ARCHEOLOGY & STONEWORK experienced in, including the use of any related tools
You have experience in digging up secrets from or kits:
the earth, dating historical objects and structures,
understanding or devising layouts and floorplans, and ▪ blacksmith/armorer
identifying minerals and precious metals. You have ▪ leatherworker/trapper
knowledge of stonework and ancient ruins and their ▪ bowyer/fletcher
purpose, and know how to identify secret areas and
▪ woodworker/carpenter
other hidden features of human-built complexes.
▪ weaving/cooking
BALANCE & ACROBATICS ▪ mason/jeweler
Your adventuring experience has made you alert and ▪ calligraphy/painting
both adept and quick to respond to slipping, falling,
dodging traps and other similar sudden, physical
▪ glassblowing/pottery.
threats. You are skilled at performing stunts, balancing DECEPTION & TRICKERY
and escaping restraints. You know how to land on You cannot be trusted - at least sometimes - or when
your feet like a cat in any situation and have a way to you choose not to be. You have spent your life lying,
escape when being chased and throwing down objects keeping secrets, practicing trickery, and engaging in
to block opponents’ paths when being pursued. manipulation, impersonation and forgery. You are
skilled at all such activities and know how to get things
CLIMBING & CAVING
done with people using false promise, diversion, sleight
You have experience and training in mountain climbing,
of hand, playing games of chance, rigging probabilities,
caving, and similar activities and know the risks and
and any kind of related scheme, whether verbal or
challenges involved. You are familiar with the tools
a contrived and elaborate plot of your design and
and preparation required, including improvising under
execution.
duress and making quick repairs, and are adept at
finding pathways and safe routes in such environments HERBALISM & HEALING
and those similar. You have practical knowledge of plants, medicinal
herbs, treating wounds, illness, disease and injury. You
CLOAKS & SHADOWS
know what is required to treat wounds and infection
You are a master of the silent approach. You can move
properly and can identify plants, roots, fungi and even
around stealthily, use shadows and dimly lit areas to
have rudimentary and intuitive insight into flora not of
your advantage, and are able to spot the perfect
this world. You know how to make potions and brew
places to hide. You survey a room or area immediately
teas that have alleviating effects on a variety of qualms
upon entering to find the best places to take cover if
and pains, and even some to soothe the mind and cure
need be. Because you know what to look for, you can
trauma.
also spot enemies who are hiding or lie waiting in an
ambush fairly easily. HISTORY & CULTURE
You have a deep knowledge of history, cultures,
COURTS & POLITICS
religion, laws, philosophy and traditions from all over
You have dabbled in the goings-on of courts, lords,
Athyr. You know many languages, their origin and
ladies and their laws, politics and schemes. You know
dialects and recognize and know how to respect local
the daily operations of city organization, councils, and
customs, even if only recently introduced to them.
their associated conventions. You are quick to spot
You know your way around libraries, temples and
when the gentry is lying and know how to get on their
other places of worship and are versed in the deeper
good side and get things done in higher-up circles,
philosophical truths that humanity has been seeking
striking bargains and good deals for contracts, quests
since the dawn of time.
and rewards.
HUNTING & TRACKING
CRAFTING & REPAIRS
You are an experienced hunter and tracker, and know
You have studied as an apprentice or even worked as
how to hunt small game (or your enemies!), set traps,
an artisan for some time, learning how to craft and
track animals, people or monsters, spot danger in
repair various items and weapons or armor. When you
the wilderness. and make your way around stealthily
gain this Skill, choose 3 of the artisan fields from the
without making noise. You know how to skin and
following, which determine the specific craft you are

142
Abilities & Skills

prepare animals for cooking and have experience to suffering madness or feeling despair resulting from
in curing hides, leatherworking and using the witnessing such aberrations and magical effects.
associated tools.
NATURE & SPIRITUALISM
INTIMIDATION You are familiar with nature and natural magic. You
You are persuasive and intimidating in ways subtle or are at home among druids, shamans and other natural
rife with displays of force. You know how to threaten healers and spiritualists, and have a deep connection
people without others noticing, but at the same time with Athyr. You know death, rites of passing, the cycle
have the audacity and might to scare a crowd into of life, and even to some extent what lies beyond. You
submission, and possess the skill to back up your words have some experience in communicating with those
with action. As a result you don’t scare easily yourself, who passed away and can sense unnatural presences
and fear and backing down is largely unknown to you. whether malevolent or benign. If you are a magic-user
such as a Druid Kindred or a Shaman, your ability to
LEADERSHIP & COMMAND channel nature’s essence is enhanced by this Skill.
You have commanded military regiments, bands of
mercenaries, or groups of tribal warriors. You know OCCULT & ARCANE
how to take the lead, inspire others to follow you into You have seen unexplainable things and peered beyond
combat and convince people to aid your cause. You are the veil shrouding the world in its fragile, material shell.
experienced in raising or breaking morale, and know You have knowledge about cults, obscure traditions
when it is time to retreat or take a loss. You can uplift and orders, occult practices, dark rituals, forbidden
others even in between action and are experienced tomes and spells, and experience with the supernatural,
with others relying on your help, encouragement demonic possession, banishment, corruption of the
and bravery. soul, alien dimensions and mystical events. If you are
also a magic-user such as a Sorcerer, the knowledge of
MECHANISMS & TRAPS your arcane spells comes from this Skill.
You know simple and complex mechanisms and their
cogs, wheels, springs and triggering devices, whether OLYMPIAN
it be a drawbridge, clockwork, alarm system or trap. You are skilled at performing feats of strength and
You can craft and repair such mechanical devices (and endurance, like running, jumping, swimming, climbing
those similar), and are adept at spotting traps, setting and heavy lifting. You have trained for such activities
traps, dismantling traps, designing traps, dodging specifically and are resistant to exhaustion and injury
triggered traps and deactivating traps. possibly resulting from them. You are physically
extremely healthy and know a lot about nutrition,
MEDITATION exercise, meditation and rest, and are accustomed to
You are the master of your own mind and soul. putting your body through extremes without breaking.
Through extensive training you have learnt to shield
yourself from magical harm that directly influences PERCEPTION & INVESTIGATION
your thoughts, emotions, and personality. You can You have a knack for spotting danger and suspicious
observe your inner self and emotions from a distance surroundings, and know how to properly investigate
and let them pass by easily, retaining your sanity and clues, look for hidden objects, find traps or pinpoint
poise. You are able to concentrate for an extensive important information. Your methods of deduction
amount of time, and nothing and no-one can distract are refined, and you have a way of questioning suspect
you in such moments. individuals that can reveal their hidden motives to you.
You pay attention to the smallest details overlooked by
MONSTERS & MYTH most and are adept at making shorthand notes.
You have delved deeper than most into the chasms
where horrors make their home and gathered PERFORMANCE
knowledge about monsters, their habits, lairs, and facts You are an actor, singer, dancer, mime, poet and
and myths relating to them. Your experience has made writer. You have grown up knowing how to play various
you resistant to fear, charms, mind-control, curses, and instruments, write music and theater plays, and are
other similar odious effects. You have encountered skilled at entertaining people and putting up a show.
creatures and monsters both mundane and those ‘that You know how to charm people, recite poems by heart
should not be able to exist’ and have become resilient and can sing serenades as well as conduct an orchestra

143
or choir. You have a way of making people laugh, cry STEWARDSHIP
or be thrilled, gripped and excited by the stories you You have experience in managing and running
tell. When you gain this Skill, choose 3 music instruments operations of a keep, stronghold, guild or any other
that you know how to play fairly well. organization. You know how to handle logistics,
accounting, personnel management, registration and
POISON & DISEASE general provisioning like no other. Your experiences
You have knowledge of poisons, how to make and use also allows you to easily manage treasuring, secure
them effectively, treating someone affected by poison, beneficial deals, barter for items, and gain insight into
diseases, and injury. You have acclimated your own the logistics of any organization you come across.
body through exposure to resist and withstand poisons,
infection, exhaustion, necrotic influence, withering and STRATEGY & WARFARE
other similar effects that affect physical health. You have studied and trained in the art of warfare.
Tactics, logistics, strategy and planning related to
PSYCHOLOGY combat or battle are your second nature. You are
You have extensive knowledge of the psyche and know able to communicate and direct movement on the
how to tell when someone is telling the truth or is battlefield like a seasoned battle master. Because you
outright lying to you. You can spot ulterior motives know how you would act, you are able to anticipate
veiled by social nicety and you know the telltale signs of enemy actions, break their morale, examine the lay-
concealed truths, blatant lies and clever misdirection. out of fortified castles and fortresses and compromise
Through counsel and hypnosis, you are able to treat their escape routes.
people plagued with afflictions of the mind, and can
say what needs to be said to calm someone in distress. STUDY & RESEARCH
You have spent many days and nights studying scrolls
SAILING & SHIPS and tomes doing research and gathering information
You have spent significant amounts of time on or near for all manner of purposes. Libraries are your second
the water and know how to sail different kinds of ships. home, and you are able to navigate them easily to find
You are able to navigate these over rivers and seas and the books and papers you need. You are able to learn
have had your share of combat on the water. You know and absorb copious amounts of information in a short
the strong and weak points of ships or a fleet and can amount of time and decipher ancient manuscripts and
adjust combat strategy accordingly. You have experience gather clues from them.
with all tasks required to row or sail, like tying knots and
raising sails, and even posses some knowledge of how to THIEVERY & CRIME
build all manner of river- or seafaring vessels and rafts. You are a talented thief who knows their way around
unfamiliar places. You are adept at lockpicking, stealing,
SEDUCTION & CHARM bribing, and burglary and other forms of crime. You
You have this way about you that charms people into know dark street corners inside out and are able to
getting what you want. With wit, smooth-talk and build report with other criminals and the circles they
sometimes downright manipulation, you are able to mingle in. You know how to get to a settlement’s black
steer conversations your way, to get things done or to markets and where to fence stolen goods. You know
defuse the precarious position you find yourself in. You thieves’ codes and secret words that let allow you
do not shy away from using any means at your disposal communicate with others who do not always abide by
to persuade or seduce others into doing your bidding the law.
and are quite experienced in the art of romance.
WILDERNESS EXPLORATION
SOCIALIZE & CONNECT You feel more at home in the wilds than in an urban
You have a gift for identifying social organizations and environment. You are capable of navigating through
important goings-on wherever you find yourself. You dense forests or barren wastelands with no landmark
are able to connect to the right people at the right in sight, hiking for hours on end. You can spot danger
place at the right time and know how make small talk from afar and even in the most desolate places you
while at the same time getting the information you know where to forage food and water. You can study
need. You can easily find the places and people you the sky and weather patterns to anticipate your
seek in a settlement and can build networks within next move and are able to survive in the harshest of
a small amount of time, from noble houses to black environments.
market operations.

144
Traits, Powers & Magic

CHAPTER 6:
TR AITS, POWERS
& M AGIC

While a lot of things make Blood and Doom


Characters unique, the Traits and Powers you pick and
USING POWERS
the Magic you choose to wield contribute heavily to Unlike Traits, Powers need to be called upon, fleeting
making them feel like distinctive individuals – not but formidable abilities that need focus, exertion,
only in game terms, but also in how they impact your a certain state of mind, or a set action to activate.
Character’s history, personality, and mannerisms. Let’s The cost for doing so is steep, for it requires the
delve a little deeper into how everything works! sacrifice (or spending) of one’s own Blood Points.
Those who wield Magic are not granted the luxury
of Powers, as they have chosen a different path that
already stretches their inner reserves to the utmost.

TRAITS
Like Traits and also Magic, Powers are fully unique to
your Character’s Class and Archetype. Powers often
mean the difference between defeat and victory, and
Contrary to Powers and Magic, Traits linger like using them wisely can win an argument, turn the tide
a haunting whisper, ready to be unveiled at a moment’s of battle, or even save an entire city. In Athyr, Power
notice. They are not mere skills to be honed, but gifts is a double-edged sword, capable of great triumphs
bestowed upon a Character, forever woven into their and crushing defeats. The question remains: will you
being by their training and the experiences they have pay the price to wield it?
accumulated as a member of their Class. Unlike the
flashy displays of Powers and Magic, Traits are a subtle
force that courses through every Character, specific USE POWER = SPEND BLOOD
to their Class and Archetype. They have become POINT(S).
procedural knowledge, habits, and actions that can
be performed at a moment’s notice without the need TRIGGER EFFECT AS DESCRIBED
to bring their execution into memory, or sometimes
are even ever present in the background. They have,
in a sense, become inherent. Some Traits do have
Charges that need to be spent in order to activate
them, which is explained in the Charges section.

145
CHARGES COMMON TAGS
Some Traits, Powers or Magic give you a number Most Traits, Powers and Magic have one or multiple
of Charges. Charges are spent to trigger a specific tags to give you a quick overview of when they can be
effect and represent a number of ‘uses’ or ‘times you used, how long their effect lasts, what limitations they
can do (x)’. Their use is in many ways similar to Blood have, and more. There are four types of common tags:
Points, but instead used to manage minor things USE , DURATION , DIFFICULTY and LIMIT . Difficulty
your Character can do. It can happen that you have and Limit are covered in the Using Magic section as
multiple pools of Charges from various sources active they apply only to the use of Magic.
at the same time. Your Character Sheet allows you to
easily keep track of such pools simultaneously, with an
A, B or C indicator to distinguish between them. USE
After a certain amount of time, any remaining and A Use tag lets you know how and when a Trait, Power
unspent Charges are automatically lost. For most or Magic can be used. For example, ‘Once Per Attack’,
Powers and Magic this equals the duration of the ‘Bonus Action / Any Time’, ‘Bonus Action / On Turn’,
Power or Magic itself, unless specified otherwise. ‘Free Action’ or ‘Once Per Turn’, ‘Once Per Rest’ and
You cannot save up Charges that are gained from ‘Once Per Round’.
the same Trait, Power or Magic. If you were to use Without an Encounter going on using Rounds, Turns,
a Power again that gives you a number of Charges (for Actions and Bonus Actions you can still use a Trait,
example) already existing Charges will be replaced Power or Magic with these tags, taking a few seconds
with the newer (highest) amount. to execute. More information about Rounds, Turns,
Charges are often gained ‘Per Rest’, meaning that Actions and Bonus Actions can be found in the
once you have completed a Rest and gain new COMBAT & ENCOUNTERS CHAPTER ON P. 199 .
Charges, any remaining ones are replaced as just
described. Charges gained ‘Per Encounter’ indicate
you gain Charges whenever an Encounter starts and
lose whatever is left at the end of it. Charges may also
be gained ‘Per Day’, ‘Per Week’, any other indication
of a period, or for example when (x) happens.

146
Traits, Powers & Magic

DURATION DIFFICULTY
The Duration tag lets you know how long a Trait, Each Magic also has a listed Difficulty, letting you
Power or Magic’s effect lasts when it is used. Duration know how many successes are required to successfully
tags can come in the form of ‘10 Minutes’, ‘1 Hour’, cast it. However, when you directly target an
‘Until the end of the Encounter’, ‘For 2 Rounds’, or ‘1 opponent or other unwilling creature you must use its
Minute’ to name a few examples. Difficulty instead if it is higher. For example, to target
an opponent of Difficulty 4 with your Magic, you
These durations represent time passing in the fiction,
require to roll 4 successes to succeed, even though
not at your table. You and the Doomsayer should
the Magic’s Difficulty might be only 2.
usually be able to make a good estimate of how long
this is whenever relevant. The duration of a Round This does not apply when you indirectly target one
equals 10 seconds when it is applied outside of an or multiple opponents, for example by casting Magic
Encounter, and a duration of 1 Minute always covers that affects a certain area or space. Any opponents
an entire Encounter, even though an Encounter may in the area are still affected as described, but they
sometimes last more than 6 Rounds. aren’t considered a ‘target’ of your Magic and you
can simply use the Magic’s base Difficulty to cast it.

NO TAG?
Unless specified with a tag, Traits, Powers and Magic LIMIT
can be used as detailed in their description. Some Magic uses the ‘Limit: One Active’ tag. This
means only one of that specific Magic can be used or
be active at the same time. This does not influence the
use of other Magic, and you can also have multiple

USING M AGIC
different Magic with the ‘One Active’ tag active at
the same time as long as they are not the exact
same Magic. You can choose to cast the same Magic
To cast Magic, you first have to pay its Blood Point again at any time, ending its current iteration and all
cost and then make an Action Roll to determine if it remaining benefits automatically, then gaining them
succeeds. Each Magic’s description lets you know how anew again if you succeed your Action Roll to cast it.
much Blood Points need to be spent and what Ability
should be used to make the Action Roll. You can add
Action Dice from an Adventuring Skill as well, though
which specific Skill depends on your Character’s Class
SETBACK
When you make an Action Roll to use Magic and fail,
and Archetype. For example, the Druid Kindred uses you suffer Setback if your Setback Die results in a 1,
Nature & Healing to cast Magic. 2 or 3, just like any other Action Roll. Such a Setback
Using Magic requires one free hand to make gestures represents the arcane forces you attempted to
and the ability to speak. If either one or both isn’t possible harness to be twisted in ways that were never meant
you cannot use Magic. When wielding a two-handed to be, causing a negative consequence. Each Magic
weapon or both a one-handed weapon and a shield, you has a unique Setback effect listed in its description,
can temporarily adjust your grip to make gestures, but letting you know what exactly will happen. As usual,
suffer Challenge when using Magic this way. you cannot use a Doom Point to reroll when you
suffer a Setback.

USE MAGIC = SPEND BLOOD


POINT(S) + MAKE ACTION ROLL

147
MOMENTUM a wagon’ or ‘the size of a house’, applying its effects
Almost all Magic has a variety of intensities that equally to all within an area of about that size.
can be triggered by spending Momentum. Simply The Doomsayer can adjust these sizes as needed,
succeeding an Action Roll to use Magic is good to roughly approximate sizes, such as a spell that
enough, but it has the potential to become much normally affects an area the size of a room instead
more powerful when you roll additional successes affecting everything in a corridor of roughly the same
and spend Momentum. You can still use Momentum footprint, size-wise. Generally, such Magic also affects
for other purposes as well, for example to Boost an a vertical dimension roughly equal or appropriate to
ally if your Magic somehow helps them. You can split the approximate size. For example, a wagon-sized
up spending Momentum any way you see fit, for area of effect is also roughly the height of a wagon,
example, if you gain 3 Momentum, you can spend and so on.
1 Momentum to Boost an ally and 2 Momentum to Some Magic fires off an effect in either a ‘line’ or
increase the intensity of your Magic. ‘cone’ from a point of origin (usually your Character).
Some intensities provide benefits easily applied and A line or cone is always described in terms of ‘up to (x)
decided upon after you have cast your Magic. For range, for example, ‘a line up to Far range’, or ‘a cone
example, if it increases the number of Damage Dice up to Near range’. A line always runs straight and is
you can roll. Other times it might affect the size of an about as thick and wide as an arm. A cone is thinnest
affected area for example, which could influence some at its point of origin and widens straight out up to its
of the decision making involved when casting such maximum range at 90 degrees.
Magic. After all, what you describe your Character to
do might be different if the affected area is the size
of a human as opposed to the size of a house, but you

CANTRIPS
won’t know until after you have made the Action Roll
and can possibly spend Momentum.
In such cases it is recommended to roll Action Dice
When you create a Druid, Shaman or Sorcerer
to cast Magic first, and then continue by describing
Character you can choose several unique Cantrips to
what your Character (and the Magic unleashed) does
learn as described in each of these Classes’ chapters.
exactly, spending any required amount of Momentum
Cantrips are minor magic tricks and illusions, less
(if any) to achieve it.
powerful than other Magic but often very effective.
You can use a Cantrip as an Action on your Turn
without spending any Blood Points. When used at any
GAINING EDGE time not during an Encounter you can do so at will,
Unlike most actions, using Magic isn’t something requiring about 3 seconds to execute.
others can help you with or easily gain a situational
Cantrips only require an Action Roll if they target an
advantage for. You could still gain Edge for example
opponent (the Difficulty being that of your target,
if an ally has an opponent grappled or cornered and
as usual) or when you somehow try to use it in an
you target it with a destructive blast of energy. This
unconventional way. In such cases the Doomsayer
only applies to Magic where the Difficulty is that of
may ask for a roll to determine whether it works as
the target opponent.
intended or not. When you make this Action Roll you
use the same Ability and Skill as when using other

A REAS & SHAPES Magic as determined by your Archetype. You cannot


spend Momentum or suffer a Setback when using
Magic that affects an area rather than one or more
a Cantrip, nor can you hold a Cantrip to execute it
specific individuals should has an area defined in
on a subsequent Turn.
its description. This can be as simple as ‘the size of

148
Feats

CHAPTER 7:
FEATS

Every Character starts with one or two Feats and gains another at Level 5 and Level 9. Depending on your Class
Type (Warrior, Expert or Magic) you have access to specific Feats only, as indicated with each Feat. Some Feats
may have overlap with a Class Archetype’s Traits or Powers, in which case you don’t gain the same benefits twice.
Discuss with your Doomsayer when in doubt, and they can decide on whether it might still work with a minor
adjustment to the written rules. More Feats will be added when the final game is released.

FEATS LIST
BETTER & BOLDER DANGER SENSE
Gain an Improvement to any Standard (Level 1-6) You have an intuitive sense for perilous situations and
Trait, Power or Magic. At Level 8 (or any Level above gain Edge to any Action Roll made to detect an ambush
8 if your Level is higher when acquiring this Feat), or some other lurking menace. You can do the same in
also gain an Improvement to any Advanced (Level any social situation, to identify whether anyone means
7-12) Trait, Power or Magic. you harm, if it is not immediately obvious.

CLASS TYPE: Warrior, Expert, Magic CLASS TYPE: Expert, Magic

149
DUAL WIELDER IRON GRASP
When you fight while dual wielding two one- You never lose your grip on a weapon or held item,
handed weapons that both have the Wieldy tag no matter what, even when knocked unconscious
(excluding a shield) you can attack as an Action or if a Setback indicates so. You also gain Edge to
on your Turn with one weapon, and immediately grapple and perform grappling moves, and the
make a Basic Attack with the other as a Bonus same applies to climbing attempts.
Action. If your initial attack failed, this Basic Attack
suffers Challenge. CLASS TYPE: Warrior

CLASS TYPE: Warrior, Expert JUGGERNAUT


You simply can’t be knocked Prone if there’s ground
ENTICER OF DOOM beneath your feet, no matter how hard you’ve been
As long as you embrace your doom and have spent hit or suffer any Setback, so long as you remain
at least 2 Doom Points during a Session, you can conscious.
roll 2 additional Action Dice to gain Doom Points
at the end that Session. Additionally, when you die, CLASS TYPE: Warrior
your spirit may join the fight against the Munagi
instead of only your close allies being able to fend LANGUAGE EXPERT
of these soul-fetchers.
Choose any 2 Common Languages or 1 Ancient
Language that you know and are proficient in. If
CLASS TYPE: Warrior, Expert, Magic you choose at least 1 Common Language spoken in
Ishta, you may choose 2 more Common Languages
FAST LEARNER spoken in the same subregion.
When you Level Up and increase the Rank of your
Skills, increase the Rank of one more Skill than CLASS TYPE: Warrior, Expert, Magic
described in your Class’s Level Table. This can either
be an Adventuring or Combat Skill, but not both. MAGIC INITIATE
Gain one additional Standard Magic (Level 1-6) of
CLASS TYPE: Warrior, Expert, Magic your Class Archetype.

FAVOR OF THE GODS CLASS TYPE: Magic


You are favored by the gods to do great and valiant
deeds. Roll 1 additional Action Die to gain Blood MAGIC RESISTANCE
Points whenever you Rest. Whenever you pursue
You know and have used Magic for so long that you
or have pursued unvaliant deeds willingly, the gods
have become more resistant to the effects of harmful
shun you and this Feat’s effect doesn’t apply for
Magic. Gain Edge to any Action Roll to resist or avoid
one week.
any Magic that directly targets you.
CLASS TYPE: Magic
CLASS TYPE: Warrior, Expert, Magic

MARTIAL ARTIST
INDOMITABLE
You deal 1d8 damage instead of 1d4 when fighting
You’ve trained your will to withstand sights and
unarmed. As usual, you also add your Unarmed
experiences that would cause lesser minds to run
Skill Rank to the damage you deal. Additionally,
shrieking in horror. Whenever you suffer Madness,
you don’t suffer Challenge when fighting unarmed
roll one Action Die per Madness suffered. For every
against an armed opponent.
success you roll, ignore 1 Madness.

CLASS TYPE: Warrior, Expert


CLASS TYPE: Magic

150
Feats

POISON EXPERT
You ignore the Dangerous tag for all poisons and
gain Edge to Action Rolls to apply, use, identify, or
craft poisons. This does not include attacks made
with a poison-coated weapon, or anything else
indirectly related to using poison.

CLASS TYPE: Expert, Magic

RESILIENT FIGHTER
You have been in so many battles and fights that
is has made you resilient to harm. At the start of
every Encounter, gain 4 Resilience.

CLASS TYPE: Warrior

STALKER
You can attempt to hide as Bonus Action on your
Turn instead of using an Action.

CLASS TYPE: Expert

STEADY HANDS
You never have to make an Item Use roll when
switching weapons or when using an item in a risky
and dangerous situation. This does not apply when
using or wearing equipment with the Clumsy tag.

CLASS TYPE: Warrior, Expert

VERSATILE POWER
When you Recover you can swap one Power for
another as long as they are from the same tier
(Level 1-6 or Level 7-12). Any Improvements remain
tied to the Power they were originally chosen for.

CLASS TYPE: Warrior, Expert

WATCHFUL
You are always alert and rarely let a hidden enemy
get the better of you. You don’t suffer Challenge to
act against an opponent because they were hidden.

CLASS TYPE: Expert

151
CHAPTER 8:
EQUIPMENT

USING A RMOR
E QUIPMENT Armor is divided into three categories: Light, Medium
and Heavy. Your Character is proficient in one or
Items and Equipment are used as how they make sense more of these armor categories, which is required to
in the fiction of the game. For instance, you cannot wear wear such armor in combat effectively. Wearing armor
two suits or armor, nor could you wield a two-handed your Character is not proficient in causes you to suffer
weapon and another weapon at the same time. Challenge to all rolls involving physical activity, including
the use of Magic, and halves your Speed.
Similarly, a Sorcerer dual wielding two one-handed
weapons doesn’t have a free hand to make gestures Each suit of armor has a Protection Rating assigned to
required to use Magic, and you would not be able to various types of damage. This Rating represents how
use a Bandage during combat as it takes a couple of much damage you can subtract when taking damage
minutes to apply. of that particular type. Regardless, your armor should
always reasonably be effective against the attack or
Weapons are divided into 9 categories - including shields
effect, otherwise it doesn’t apply at all. Common sense
- and your Character, depending on what Class and
should be used to determine whether armor can possibly
Archetype you have chosen, has a rank in one or more
be applied.
Combat Skills relating to these categories, also including
several types of tools and kits. This shows how you are Weapon damage types all have their own Protection
trained at using weapons of that category, adding extra Rating while elemental damage (like fire or acid damage)
Action Dice to your Dice Pool when you fight with them, is grouped under the elemental category. More about
whether to attack or defend. damage types can be found in the DAMAGE & ARMOR
SECTION ON P. 208 , including some damage types
You can still use any weapon or tool if you have no Skill
armor is not effective against at all.
Rank at all for it, but don’t gain any extra Action Dice
when doing so. The ABILITIES & SKILLS CHAPTER ON
P. 136 includes an overview of all Combat Skills that S C P B E
exist in the game, but in short they relate to weapon
categories and individual tools and kits as listed in this Slashing Cleaving Piercing Bludgeoning Elemental
chapter’s Equipment List.

152
Equipment

An armor’s Durability Rating on the other hand


represents how many times it can be Dented before
becoming useless and requiring repairs. Your armor
usually becomes Dented when you fail an Action Roll
to defend yourself against an attack or other danger
your armor might be affected by and your Setback
Die’s result is a 1, 2 or 3.
There are other ways in which your armor can
become Dented, including some attacks from powerful
monsters such as a Dragon. In this case, simply failing
to defend yourself will cause your armor to become
Dented, regardless of suffering a Setback. If your armor
is Dented a number of times equal to its Durability
Rating, you can no longer subtract any damage as
just described until you get a chance to repair it. Any
number of Dented you accumulate up until that point
has no effect.

SHIELDS
Shields function much the same as any weapon, in that
they can be used to both attack and defend against melee
attacks using the appropriate Ability and (Shield) Combat
Skill. To attack with a shield, you use your Strength Ability.
To defend with a shield, you use your Toughness Ability,
with an exception noted below. There are some unique
advantages to fighting with a shield gripped in your hand
of course, making it not just another weapon.
First, every shield has a unique ‘Shield’ Attribute that
can be applied when defending yourself against melee
attacks (see WEAPON ATTRIBUTES ON P. 159 ).
Second, a shield allows you to use your Shield Skill when
defending against ranged attacks, spells or traps against
which a shield would be effective. Think of things like
holding up your shield as poisoned arrows shoot from
slits in a dungeon wall or using it to block a blast of fire.
Without a shield, no Skill can be used in such situations
(with some exceptions), making a shield a very effective
defensive tool. When using a shield in this way as opposed
to its normal use of blocking melee attacks, you use your
Reflex Ability instead of your Toughness Ability.
Whenever you use your shield to defend and suffer
a Setback that causes your armor to be Dented, your
shield is Dented first instead. Shields have Damage Dice
listed in the Equipment List just like weapons, used to
determine how much damage they deal when you
attack with one. A shield requires to be carried in one
hand in order to be used, and an Action is required to
equip / unequip it.

153
DENTED ITEMS armor or an item. On a failure, Repair Caches spent are
wasted and you’ll have to try again.
Items like weapons and shields can be Dented, just
like armor. As already discussed, this usually happens
when you make a relevant Action Roll and fail and REPAIRS =
your Setback Die results in a 1, 2 or 3. Items that are DEXTERITY OR INTELLECT ROLL
Dented can still be used normally, but if Dented again
they are destroyed. Any item with the Fragile tag is Settlements might have a smithy, leatherworker or
immediately destroyed when it is Dented and cannot bowyer who can make repairs against a fee, which can be
be repaired, while items with the Resilient tag can be a great alternative for a Party lacking a Character skilled
Dented twice before this happens. at making repairs or the capacity to carry along a supply
of Repair Caches or appropriate tools.

R EPAIRS
Whenever you Set Up Camp somewhere you can make SLOTS & LOAD
repairs. It takes an hour of uninterrupted time and To simplify keeping track of how much Equipment you
concentration to repair one item and the right tools can carry or wear each item is written down in Slots
are needed to do so. For example, Smith Tools to repair on your Character Sheet. Every line in the Equipment
Chain Mail armor or Bowyer Tools to repair a Longbow. section on your Character Sheet represents 1 Slot. How
In addition, you require to spend Repair Caches to many Slots an item takes up is indicated by its Load
repair an item and make an Action Roll to determine if followed by a number.
you succeed. The number of Repair Caches and target
Difficulty per item type can be found in the Repair Table. Most items have Load 1 and can fit into 1 Slot, but
there are heavier and larger items that have Load 2 or
When you are ready to repair an item, spend the number more and thus take up additional Slots. Think of plate
of Repair Caches listed and make either a Dexterity or armor or a ladder for example. It’s not just a matter of
Intellect Roll. You can add the Skill Rank of any Adventuring weight and size; how difficult it is to carry something
Skill that shows you might have experience using such around while adventuring is also included as part of
tools. The Crafting & Repairs Skill is of course an obvious determining its Load.
choice, but likewise a Skill such as Hunting & Tracking can
indicate you have experience with Leatherworking and There are 24 Slots available on your Character Sheet,
Trapper Tools, for example. You gain Edge if you are at with several of them reserved only for Characters with
a workplace that facilitates this craft. On a success, you a high Strength Score. You can never carry or wear
manage to repair the item fully, clearing all Dented from more items than fit into the Slots you have available,
unless they are minor treasure or trinkets as shown next.

R EPAIR TABLE
R EPAIR
ITEM R EPAIR DIFFICULTY CACHE COST
Light Armor & Shields Normal (2) 2

Medium & Heavy Armor Hard (3) 3

Weapons Normal (2) 1

Other (Common) Items Normal (2) Variable

Magic / Mythical Items Extreme (4) 6

154
Equipment

TRACKING USES & SUPPLY 1 silver equals the value of a pint of ale at an inn.
Many smaller items such as Torches, Poison or Arrows
1 gold equals the value of 10 silver, or a decent
have a number of Uses or Supply. The Equipment
meal at an inn.
section on your Character sheet has two columns to
keep track of this; ‘current’ and ‘maximum’. You can use 1 gold bar equals 1.000 gold or
the ‘current’ column to write down your current Uses a modest diamond.
/ number of Supply you have left, and the ‘maximum’
column to write down the maximum fitting 1 Slot as
Anywhere between 0-250 silver and 0-250 gold is
a reminder.
considered to be 0 Load. Anything upwards of 250
USES silver or gold takes up 1 Load per 250 silver / gold. For
Any item with the Uses tag can be used an (x) number example, 130 gold is 0 Load, 328 gold is 1 Load and
of times before it is rendered useless or empty. 280 silver + 650 gold is 3 Load. You could carry 249
Replenishing Uses can only be done if it makes sense silver and 249 gold without it taking up any Load, and
in the fiction. Exceeding the number of original you don’t add up silver or gold to calculate Load but
(maximum) Uses by replenishing requires any excess treat each currency independent from one another.
uses to be added on your Character Sheet in another You can keep track of the amount of total silver and
Slot or can be disregarded if you choose. gold you have at the top of your Character Sheet, just
Whenever you acquire an item with the Uses tag, you make sure to mark a Slot in your inventory as either
gain the number of Uses as detailed in the Equipment ‘silver’ or ‘gold’ for every 250 above the first.
List unless specified otherwise by the Doomsayer. The Characters who save up silver and gold will find that
prices in the list are the cost of the item’s maximum carrying a lot of it becomes quite cumbersome. It is
number of Uses. therefore recommended to either find a safe place
to store your riches in between adventuring, invest
SUPPLY in property, or store value in gold bars or gemstones
Any item with the Supply tag tells you how many of whenever possible. Gold bars, for example, are a bit
that item amounts up to 1 Load. Until all Supply is lighter to carry than their equivalent in gold coins.
depleted it remains 1 Load. When you acquire more 1 Gold bar takes up 1 Load while still being worth 1.000
of such Items you add to its Supply, which is 3 for most gold coins (taking up 3 Load). An even better option is
items and 9 for any kind of Ammo, small Throwing to carry gemstones, as explained next.
Weapon and similar. When the maximum Supply for 1
Load is exceeded, another Load is added, requiring an
additional Slot.
STORING GEMSTONES
For example, Rations have a Supply value of 3. This
means 6 Supply of Rations amounts to 2 Load / Slots,
& SMALL TREASURE
Depending on its type and size, a gemstone can be
while between 7 and 9 Supply of Rations amounts
worth hundreds or even thousands of gold. Gemstones
to 3 Load / Slots. Unlike Uses, whenever you gain an
and other small treasure like rings, bracelets or
item with the Supply tag, you gain 1 Supply and not its
necklaces can be carried without taking up any Load,
maximum listed Supply. The prices in the Equipment
as long as they fit the Treasure & Trinkets space on
List are the cost per single item and are purchased
your Character Path sheet.
individually unless their amount is added behind the
price between brackets. You can carry up to 24 such items this way. Any more
than that start to add up in weight and should be added
to the Equipment section on your main Character
CURRENCY Sheet, usually taking up 1 Load per item. This isn’t a very
Blood And Doom’s currency is based on silver and gold, efficient way to carry treasure, and once you exceed
short for ‘silver coin’ and ‘gold coin’. In Athyr, silver and those 24 items it can be wise to start thinking about
gold coins are quite common and rarely would you a place to store your riches while out adventuring.
see copper coins being used. It’s either bartering items, It is recommended to write down the amount and
paying with silver or gold coins, or trading silver and value of each gemstone / small treasure item next to it
gold bars or gemstones. as a reminder of its worth, that is if its worth is known

155
to you. It may happen its value needs to be assessed HOARDING ITEMS
by an expert first to determine this. In addition, selling Regardless of Slots and Load, it wouldn’t make sense
gemstones and treasure for gold or items can turn out or be possible to carry a whole bunch of the exact
differently depending on where you try and gemstones same item. For example, a Round Shield is Load 2, but
or treasure aren’t accepted as a payment method you wouldn’t be able to carry more than maybe 2 or
everywhere. Exchanging gemstones for gold and 3. The same applies to items like armor, large two-
bartering for items and services is common practice handed weapons or a ladder or tent for example. Load
for adventurers who travel to exotic places and delve is on average kept low so you can carry quite a bit
deep into the chasms of the earth to acquire riches. of diverse items when you go adventuring but making
a realistic estimation of the size and weight of any item
is still recommended.

CRAFTING
To craft or brew an item, like for example a weapon, ▪ The Ingredient Sets required to craft the item.
suit of armor, potion, ointment, or poison, you’ll first
need either a recipe, some instructions, or possess the
▪ The type and quantity of an ingredient or
material that makes up each Ingredient Set.
▪ The time required per Ingredient Set to add or
knowledge on how to make it. You’ll then know what kind
of ingredients and materials to collect, which of course
takes some time and effort to do, as does the crafting apply it to the item you are crafting.
of the item itself. Success isn’t always guaranteed, and ▪ What Ability is used to make an Action Roll to do
some of the ingredients might go to waste as you hone so and the Difficulty to succeed.
your crafting skills to make an item instead of spending
hard-earned coin to buy it or barter. But the experience
can be rewarding, and save gold or bartering items in
the process. Basic rules and guidelines for crafting are
INGREDIENT SETS
Every item that can be crafted is made up of one or
presented here and will be expanded upon for the final
(usually) multiple Ingredient Sets. An Ingredient Set
release of the Core Rulebook.
includes a very specific quantity of one or more types of
ingredients or materials, which, after you have collected

R ECIPE them and can start crafting, are all added or applied to
the item you’re making during one crafting session.
Aside from having a recipe, instruction set or the
knowledge of how to craft a common item there are The quantity of the ingredients within an Ingredient Set
also many recipes to be found across Athyr that describe cannot be split up, and you make an Action Roll (as
the crafting of unique or even secret and mythical described later) to determine if the entire Ingredient
items that cannot be bought anywhere. Alternatively, Set is added to your item successfully, bringing you one
you and the Doomsayer could even come up with step closer to completing the item. Ingredient Sets must
unique and innovative recipes together depending always be added to an item in a particular order, from
on ingredients and materials you already collected, the first to last set. This also means that you could finish
working the other way around and perhaps even selling crafting an item at another time, adding one Ingredient
a newly discovered recipe for top gold! Set to an item one day, and another set perhaps a week
later (collecting more of the required ingredients in
Any recipe or instruction always includes at least the the meantime). An item is then completed once all its
following information: Ingredient Sets are successfully implemented.

156
Equipment

EXAMPLE On a success, you find what you were looking for


and the Doomsayer lets you know what die to roll
The ‘Potion of Examples’ has a recipe made up
to determine how much (a d4 or d8 for example). To
of 3 Ingredient Sets. First, 6 Tuova Leaves are
collect herbs, dangerous plants, venom, chemicals and
crushed into a bowl and treated according to other similar ingredients you need an appropriate Kit
this potion’s secret recipe. Once successful, this (like a Herbalism Kit, Poisoner Kit or Alchemist Kit) and
part of the potion is done. At another time, 1 deplete 1 Use for each instance you find something,
Orun Berry and 2 Gadja Herbs must be added to regardless of quantity. For materials like iron ore,
you’ll need a pickaxe to extract it from the rock it is
the now existing brew, which completes another
found on. You can also collect valuable or useful parts
part of the crafting process. Finally, 1 Drop of
from a Monster you have slain, though it is up to the
Malin Blood is to be added when the nearly- Doomsayer to determine whether anything useful
finished potion is at just the right temperature, might be salvaged and what or how much exactly.
and has not moved an inch for an hour. Very small ingredients and materials collected can be
SET A: 6 Tuova Leaves. stored as 1 Supply (of a maximum Supply of 9 equaling
1 Load), while larger materials are 1 Load each. For
SET B: 1 Orun Berry + 2 Gadja Herbs. example, you can carry 9 Tuova Leaves taking up
SET C: 1 Drop of Malin Blood.
1 Load, or bring 1 chunk of Iron Ore with you also
taking up 1 Load. When collecting ingredients, keep
in mind that you need at least all of what is included
in one Ingredient Set before you can even attempt
EXAMPLE to start crafting an item, and that you’ll need to start
The ‘Armor of Examples’ has a recipe made up with the first Ingredient Set specifically. Additionally,
collecting some extra quantities of each ingredient or
of 2 Ingredient Sets, and unlike the Potion of
material is recommended, as chances are some of it
Examples, they include some identical material. will go to waste.
It would be possible to have all Ingredient
Sets made up of several quantities of the same
material, which should still be added as separate DOING THE WORK
sets to an item. The same crafting process is In order to work on crafting any item you’ll need to
followed here, each time making an Action be at a place that facilitates the craft and have the
proper Tool or Kit available. Usually, crafting items like
Roll to apply one of the sets to the (legendary)
weapons or armor cannot be done unless at a smithy
‘Armor of Examples’. or armory. Working on potions or similar items could
SET A: 8 Lumps of Iron + 1 Lump of Carbon feasibly be done wherever there is some room to do
concentrated and precise work, though unless it is
SET B: 1 Lump of Copper done in a laboratory or at another dedicated location,
each time an Ingredient Set is added (and an Action
Roll made) it requires the depletion of another Use of

COLLECTING INGREDIENTS the appropriate Kit. If everything is set up properly you


can start crafting as follows:
You can either find and extract ingredients and
materials from the natural world or buy them at ▪ Deplete the full quantity of all ingredients and
a vendor where they can be purchased. Depending on materials of the Ingredient Set to add.
the time available and effort spent to find the right
ingredients or materials, the Doomsayer can allow
▪ Spend the required amount of time crafting (that
part of) the item.
a Wisdom Roll to be made at the end of every day or
the end of every week for the purpose of finding one ▪ Make an Action Roll using the required Ability
type of ingredient or material. and an appropriate Skill (if any).

157
CRAFTING R ESULT ▪ FAILURE: You made a mistake, spilled
Every recipe has an Ability, Difficulty and required Time ingredients, or ruined materials. This part of the
listed, which is usually the same for adding or applying item remains unfinished and the ingredients and
each of its individual Ingredient Sets. Depending on
materials included for this Ingredient Set are
the outcome of your Action Roll, any of the following
wasted. You can try again if or when you have
can happen:
the same ingredients and materials available.
▪ SUCCESS: The Ingredient Set is added or applied ▪ SETBACK: Not only did you ruin this part of the
successfully, and you are one step closer to crafting process, but you messed up so badly
finishing your item! If this was the last Ingredient that all progress made before has been rendered
Set to be added, you’ve done it, and your item is useless. If this happens on your first Ingredient Set,
completed. it’s not too bad. When halfway or nearly done, it
means you lose everything you worked on.

WEAPONS
WEAPON R ANGE
Most melee weapons are only useful for fighting within DAMAGE T YPES
Close range, to attack an opponent right next to you
Damage that slashes open
or defend against any kind of melee attack. Polearms
Slashing flesh or an object by cutting
and some Esoteric weapons have a greater reach
and can be used to attack opponents at Near range and slicing.
instead. Most such weapons have the ‘Reach’ Weapon Damage that cleaves into
Attribute, detailing some rules as to how to fight with Cleaving flesh or an object by hacking
them specifically. or chopping.
Some melee weapons with the ‘Thrown’ Weapon
Damage that pierces flesh or
Attribute and many ranged weapons can be thrown or
Piercing an object usually by stabbing
fired up to Far range, while some other ranged weapons
(bows mostly) can even be fired up to Distant range. or thrusting.
Any bow that has a listed range of Far can still be fired Damage that bludgeons
up to Distant range, but the attack suffers Challenge Bludgeoning a body or object by bashing
when doing so. This does not apply to other weapons
or striking.
(of any range).

When an attack succeeds, you deal damage by rolling

WEAPON DAMAGE Damage Dice. The type and number of Damage Dice
is determined by the weapon used to attack (unarmed
A weapon can deal one of four types of damage. Each
attacks use 1d4). Damage Dice are indicated in the
type not only lets you know in what way such a weapon
Equipment List as 1d6, 1d8, and so on. The outcome is
functions in the fiction, but also when it might be most
then added to by a static damage bonus equal to your
effective. Some Monsters or NPCs wearing a particular
Skill Rank, which at the start of the game is usually 1 or 2.
kind of armor may be more resilient against a specific
type of damage for example.

158
Equipment

WEAPON ATTRIBUTES IMPALE


Every weapon has one or more Weapon Attributes, T Y PE: Attack COST: 1-3 Momentum
showing what that weapon is capable of and the kind
You impale your opponent with this weapon, possibly
of unique actions you can execute with it by using it
moving them in a direction of your choice as they are
a certain way. For most Weapon Attributes this requires
Restrained, or even pinning them to a wall or another
spending Momentum as described, up to a maximum
opponent if you can spend 3 Momentum. You can let
of 3.
go of your weapon to keep your opponent Restrained
There are three types of Weapon Attributes: ‘Attack’, to a wall, requiring them to spend an Action on their
‘Defend’ and ‘Special’, letting you know when they apply. Turn to free themselves. Each Momentum spent also
You can only use one ‘Attack’ or ‘Defend’ attribute per deals 1d6 extra damage.
Action Roll and must choose which you want to use
before you roll your Action Dice. ‘Special’ Weapon
Attributes on the other hand can be combined with MASSIVE
either of the other two types of attributes any time. T Y PE: Attack COST: 1-3 Momentum

Some Weapon Attributes allow you to do things like This massive weapon can be swung in a wide arc
chop off an arm or monstrous appendage, knock and around you, possibly hitting multiple opponents. For
opponent down to the ground, or impale an opponent each Momentum spent, hit another opponent within
and pin them to a wall. Of course, Monsters come in Close range of your initial target. Deal damage to all
many different sizes and common sense should be used opponents you manage to hit this way. Any extra
regarding if such actions can apply, possibly altering damage that applies to ‘one opponent’ is dealt to
the Weapon Attribute slightly together with your your initial target only.
Doomsayer to make it work.
For example, no matter how well you roll, you will not PENETRATE
be able to impale and pin (using the Impale attribute)
T Y PE: Attack COST: 1-3 Momentum
a Dragon to a wall, though you might be able to do so
targeting only one of its claws or its tail. Likewise, you This weapon can penetrate your opponent’s armor
will have a hard time knocking over a Hydra (using the or can easily find a weak spot or small opening.
Powerful attribute) but might still deal extra damage You ignore an amount of their armor equal to
as described. You can always discuss this and other Momentum spent and deal damage as usual.
ways to spend Momentum using these attributes with
your Doomsayer. POWERFUL
T Y PE: Attack COST: 1-3 Momentum
You knock an opponent back a step, possibly causing
ACCURATE
them to fall (out of a window for example) or be
T Y PE: Attack COST: — slammed against a wall. The more Momentum you
This weapon is so precise that when you take some spend, the farther away you can knock back your
time to focus, your attack achieves exceptional opponent. 3 Momentum causes them to fall Prone,
accuracy. You can spend your Bonus Action to gain or even be Stunned. Each Momentum spent also
Edge whenever you attack with this weapon. deals 1d6 extra damage.

BRUTAL PULL
T Y PE: Attack COST: 1-3 Momentum T Y PE: Special COST: —

You cleave into, crush or bash down on your When you have an opponent Restrained with this
opponent’s body, shoulder, arm, leg or head. The weapon, you can use a Bonus Action immediately
more Momentum you spend, the greater the to make a Strength Roll and pull them closer to
brutality. If you can spend 3, you sever an arm, leg you on a success or do so as an Action during any
or monstrous appendage. Each Momentum spent subsequent Turn as long as they are Restrained. If
also deals 1d6 extra damage. your weapon has ‘Reach’, you can instead pull and
step back, keeping Near range distance.

159
READY SWIFT
T Y PE: Special COST: — T Y PE: Attack COST: 1-3 Momentum
This weapon can be sheathed or unsheathed while This weapon allows you to make two swift attacks
you hold a two-handed ranged weapon such as a bow on your Turn by spending Momentum. When you
(temporarily adjusting your grip), while engaged make an attack with this weapon as an Action and
in a grapple, or in other similar situations where succeed, spend 1 Momentum to make a Basic Attack
grabbing or stowing a larger weapon is impossible. against the same target as a Bonus Action. For each
Doing so requires a Bonus Action. You can then use Momentum above 1 that you spend you gain Edge to
this weapon to attack or defend against an opponent this attack.
normally. Additionally, you are never required to
make an Item Use Roll to draw a weapon with the TACTICAL
Ready attribute in any situation.
T Y PE: Special COST: —
This weapon makes it hard for opponents to disengage
RESTRAIN from. When an opponent Close to you moves away
T Y PE: Attack COST: — from you on their Turn, you can make a Basic Attack
against them as a Bonus Action.
Before you attack with this weapon, decide if you
want to deal damage or Restrain your opponent. On
a success, you do as intended. When an opponent THROWN
tries to free themselves on their Turn, you can T Y PE: Attack COST: —
make a Toughness Roll to resist them getting free.
This melee weapon can also be thrown up to Far
range using the weapon’s required Ability. This can
RIPOSTE be Strength, despite being a ranged attack.
T Y PE: Defend COST: 1-3 Momentum
THRUST
When you defend against an attack using this weapon
and succeed, you can deal your attacker 1d4 damage T Y PE: Attack COST: 1-3 Momentum
per Momentum spent. If you spend 3 Momentum, When paired with a shield you gain Edge to attack an
you also gain Edge to attack them on your Turn if you opponent you just successfully defended against using
act immediately. your shield. This weapon also deals 1 extra damage per
Momentum spent, regardless of how it is used.

SHATTER
VERSATILE
T Y PE: Attack COST: 1-3 Momentum
T Y PE: Special COST: —
This weapon has the capacity to damage your
opponent’s armor. Inflict Dented equal to This weapon can either be wielded with one or
Momentum spent. Then deal damage as usual. with two hands easily. When wielded with two
When attempting to destroy a static object using hands, increase its Damage Die by one size.
this weapon, you deal 1d4 extra damage per
Momentum spent to lower its Resilience. VICIOUS
T Y PE: Attack COST: 1-3 Momentum

SHIELD This weapon has a way of targeting arteries or organs to


cause a vicious wound. Inflict Bleed (x) where (x) equals
T Y PE: Defend COST: 1-3 Momentum
Momentum spent, after having dealt your damage.
When you defend against an attack using your shield
and succeed, you can spend 1 Momentum to push
WIELDY
your attacker back several steps, or 2 Momentum
to trip them, causing Prone. Alternatively, spend 2 T Y PE: Special COST: —
Momentum to make a counterattack using your This weapon can be wielded in combination with any
shield, or 3 Momentum to do so with a weapon other one-handed weapon at the same time. When you
you hold. Both require a Bonus Action. attack or defend, choose which of the two weapons
to use.

160
Equipment

EQUIPMENT TAGS
Below is an overview of equipment tags that are used in the Equipment List.

R ANGE A RMOR PROFICIENCY


Up to an arm-lengths away Light Light and flexible armor.
Close
or closer.
Medium Sturdy and protective armor.
Near A few steps away and around you.

Heavy Bulky and very resilient armor.


Far A short sprint away and around you.

A distance requiring some time and


Distant
effort to cross.
PROPERTIES
Two-
Requires both hands to wield.
USAGE Handed

Needs to be applied to something to This item is immediately destroyed


Apply Fragile
have effect. when it becomes Dented.
This item can be Dented twice
Consume Needs to be consumed to have effect. Resilient before being destroyed after
a third time.
Inhale Needs to be inhaled to have effect.
When wielding this weapon you can
Touch Variable easily switch between its listed range
Needs to be touched to have effect.
Range and any closer range to attack or
Needs to pierce skin or enter the defend without suffering a penalty.
Inject
bloodstream to have effect.
Some special combat rules apply to
An Item Use roll is required to weapons with this tag relating to its
Reach
use this item. On a Failure, the reach and opponents moving within
Dangerous
Doomsayer can introduce a negative closer range. See P. 234 for details.
consequence for handling it.
Items or weapons with this tag have
Duration The item’s potency lasts an amount Special some unique properties and special
(x) of time equal to (x). rules listed in their description.

Can be used an (x) amount of times When taking damage against which
Uses (x)
before it is depleted. Protection armor would be effective, subtract
Rating (x) the relevant value from the damage
Number of Supply of this item
Supply (x) taken of the indicated type.
adding up to 1 Load.
(x) is the number of times this armor
Uses up Ammo that is fitting for Durability
Ammo can be Dented before is has become
the Weapon. Rating (x)
too damaged and beyond use.
Takes a couple of minutes to
Slow
use properly.
Requires using Strength
Str
when wielding.
Requires using Dexterity
Dex
when wielding.

161
PENALTIES
Reflex Rolls suffer Challenge while
TWO-HANDED
wearing or carrying. Challenge does Some Two-Handed Weapons could reasonably
Bulky
not increase if wearing or carrying be used with just one hand as well, though
multiple items with this tag. usually not for long without reverting to
Stealth Rolls suffer Challenge while a two-handed grip. Using a Two-Handed
wearing or carrying. Challenge does Weapon like this also sacrifices accuracy
Noisy
not increase if wearing or carrying and power. Attacks made this way suffer
multiple items with this tag. Challenge, the weapon’s Damage Die is
reduced one size, and no two subsequent
Automatically fail all Item Use rolls
Clumsy attacks can be made like this.
while wearing or wielding this item.

EQUIPMENT LIST
A RMOR
AVG. PROTECTION
NAME PRICE TAGS S/C/P/B/E DURABILITY LOAD
Hide Armor 10 g Light 1 / 0 / 1 / 2 / 1 3 Load 1

Leather Armor 30 g Light 2 / 1 / 2 / 1 / 0 3 Load 2

Jazerant 75 g Light 2 / 2 / 1 / 0 / 2 3 Load 3

Lamellar 90 g Medium, Noisy 1 / 2 / 2 / 3 / 1 4 Load 4

Chain Mail 180 g Medium, Noisy 3 / 2 / 1 / 2 / 2 4 Load 5

Scale Mail 250 g Medium, Noisy 2 / 2 / 3 / 2 / 2 4 Load 6

O-Yoroi 310 g Heavy, Bulky, Noisy 2 / 4 / 2 / 3 / 2 5 Load 7

Splint Armor 430 g Heavy, Bulky, Noisy 4 / 3 / 2 / 2 / 3 5 Load 8

Plate Armor 700 g Heavy, Bulky, Noisy 4 / 3 / 3 / 4 / 3 5 Load 9

162
Equipment

HIDE ARMOR LEATHER ARMOR JAZERANT

Armor made from several thick Armor made from leather that has Armor made of lightweight
layers of rhino, dinosaur or been stiffened by being boiled. chainmail sewn between cloth.
similar hide.

LAMELLAR CHAIN MAIL SCALE MAIL

Armor made of small rectangular Armor made from countless small, Armor made from overlapping
plates of sturdy leather reinforced sturdy metal rings individually steel or bronze scales sewn to
with iron, steel or bronze. linked together. a cloth or leather undercoat.

O-YOROI SPLINT ARMOR PLATE ARMOR

Armor made of various plates Armor made from overlapping Armor made from large
and scales laced together and metal plates attached to an metal plates with thick
lacquered to prevent corrosion, underlayer of leather and chainmail. padding underneath.
with thick padding underneath.

163
SHIELDS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Round Shield 20 g Str, Fragile 1d6 Bludgeoning Shield, Wieldy Load 2

Kite Shield 30 g Str, Clumsy 1d8 Bludgeoning Shield, Wieldy Load 3

Bulky, Clumsy,
Tower Shield 40 g — — Load 4
Resilient, Special

ROUND SHIELD KITE SHIELD TOWER SHIELD

Small shield made of a combination Large, kite-shaped shield made of Human-sized, rectangular shield
of wood and leather. a combination of wood, leather made of wood and metal,
and metal. frequently used in mass combat.
Special: Requires Heavy Armor
Proficiency. While carrying, your
Speed is halved. Provides Cover
when carried (gaining Edge to
defend). Can also be put on the
ground, used as Cover, considered
an object with 24 Resilience,
16 if Dented once, or 8 if
Dented twice.

164
Equipment

DAGGERS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Ready, Swift,
Kukri 3g Dex, Close 1d6 Slashing Load 1
Thrown, Wieldy
Penetrate, Ready,
Sai 6g Dex, Close 1d6 Piercing Load 1
Thrown, Wieldy
Accurate,
Pesh-Kabz 6g Dex, Close 1d6 Piercing Penetrate, Ready, Load 1
Wieldy
1d6 Piercing / Ready, Swift,
Jambiya 7g Dex, Close Load 1
Slashing Vicious, Wieldy
Ready, Riposte,
Barong 10 g Str / Dex, Close 1d6 Slashing Load 1
Wieldy
Ready, Vicious,
Cinquedea 8g Str / Dex, Close 1d6 Piercing Load 1
Wieldy

KUKRI SAI PESH-KABZ

Dagger with a broad, flaring head Dagger-shaped weapon with Long, narrow, pointed dagger,
that curves forward. three prongs. perfect for piercing armor.

JAMBIYA BARONG CINQUEDEA

Broad-bladed, extremely Short, leaf-bladed dagger almost Dagger with a very broad,
curved dagger. the length of a shortsword. triangular blade tapering to
a point.

165
SWORDS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Scimitar 20 g Str, Close 1d8 Slashing Vicious Load 2

Katana 50 g Dex, Close 1d8 Slashing Swift, Versatile Load 1

Falchion 24 g Str, Close 1d8 Slashing Swift Load 2

Gladius 18 g Str, Close 1d8 Piercing Thrust, Wieldy Load 1

Khopesh 30 g Str, Close 1d8 Slashing Restrain Load 1

Rapier 50 g Dex, Close 1d8 Piercing Riposte Load 2

Str, Close,
Claymore 60 g 1d10 Slashing Massive Load 3
Two-Handed
Str, Close,
Ram-Dao 65 g 1d10 Cleaving Brutal Load 3
Two-Handed
Dex, Close,
Odachi 80 g 1d10 Slashing Accurate, Swift Load 2
Two-Handed
Str, Close, 1d10 Slashing / Penetrate, Impale,
Jian 70 g Load 3
Two-Handed Piercing Vicious
Str, Close, 1d12 Cleaving / Brutal, Impale,
Zweihänder 80 g Load 3
Two-Handed Piercing Massive

A XES
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Ready, Swift,
Handaxe 5g Str / Dex, Close 1d6 Slashing Load 1
Thrown, Wieldy

Parashu 20 g Str, Close 1d8 Cleaving Versatile, Vicious Load 2

Tabarzin 25 g Str, Close 1d8 Cleaving Accurate, Versatile Load 2

Panabas 30g Str, Close 1d8 Slashing Penetrate, Versatile Load 2

Str, Close,
Battleaxe 50 g 1d10 Cleaving Brutal, Shatter Load 3
Two-Handed
Str, Close, Clumsy,
Brutal, Massive,
Greataxe 70g Resilient, 1d12 Cleaving Load 4
Shatter
Two-Handed

166
Equipment

SCIMITAR KATANA FALCHION GLADIUS

One-handed sword One- or two-handed One-handed sword with A straight-bladed


with a long, curved sword with a gentle curve a broad, slightly curved double-edged
single-edged blade. and a single-edged blade. single-edge blade and shortsword great
Extraordinarily sharp a rough knuckle guard. for thrusting.
and light.

KHOPESH RAPIER CLAYMORE RAM-DAO

A long one-handed sword A lightweight dueling A broad, two-handed A large, extremely


with a straight blade sword, dual-edged, with straight bladed sword wide-bladed and heavy
that curves dramatically a long narrow blade, with a V-shaped two-handed sword with
midway down its length. often well-decorated crossguard. a flared head.
and with an elaborate
handguard.

ODACHI JIAN ZWEIHÄNDER


A gigantic, two-handed A straight, double-edged A very large, straight-bladed,
version of the katana. broadsword with a small, two-handed sword with a broad
rounded hilt. hilt and double hand guards.

HANDAXE PARASHU TABARZIN

A small, one-handed axe that can A long-handled single- or double- An extremely long-handled
also easily be thrown. bladed axe suitable for use with axe, often with two heads or an
one or both hands. Those with opposing hammer head.
single blades are often set with
a spike on the reverse.

PANABAS

A relatively plain long-


GREATAXE
handled weapon resembling
BATTLEAXE An immense two-handed, usually
a combination of a sword
and axe, with a wide, A heavy, two-handed, double-bladed war axe, often
forward-flaring blade. single-bladed war axe. with a wide, rounded blade.

167
BLUDGEONS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Mace 10 g Str, Close 1d8 Bludgeoning Shatter Load 2

Morningstar 20 g Str, Close 1d8 Piercing Penetrate Load 2

Flail 15 g Str, Close 1d8 Bludgeoning Tactical Load 2

1d8 Piercing /
Warhammer 50 g Str, Close, Resilient Shatter Load 3
Bludgeoning
Str, Close,
Macuahuitl 40 g 1d10 Piercing Brutal Load 4
Two-Handed
Str, Close, 1d10 Piercing /
Kanabo 35g Powerful Load 4
Two-Handed Bludgeoning
Str, Close, Bulky,
Brutal, Massive,
Maul 80 g Clumsy, Resilient, 1d12 Bludgeoning Load 5
Powerful Shatter
Two-Handed

POLEARMS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Str / Dex, Close,
Javelin 5g 1d6 Piercing Thrown, Wieldy Load 1
Supply 3
Impale, Thrown,
Spear 15 g Str / Dex, Close 1d6 Piercing Load 1
Thrust, Versatile

Quarterstaff 10 g Str / Dex, Close 1d6 Bludgeoning Riposte, Versatile Load 1

Str / Dex, Near, 1d8 Slashing /


Glaive 25 g Impale, Vicious Load 2
Two-Handed, Reach Piercing
Str / Dex, Near, Penetrate, Pull,
Kamayari 28 g 1d8 Piercing Load 2
Two-Handed, Reach Restrain
Str, Near, Clumsy, 1d10 Cleaving /
Halberd 30 g Brutal, Tactical Load 3
Two-Handed, Reach Piercing
Str, Near, Clumsy, 1d10 Slashing /
Bardiche 50 g Brutal, Powerful Load 3
Two-Handed, Reach Cleaving
Str, Near, Clumsy,
Trident 70 g 1d10 Piercing Impale, Thrown Load 3
Two-Handed, Reach
Str, Near, Clumsy, 1d12 Slashing / Brutal, Powerful, Pull,
Sodegarami 90 g Load 4
Two-Handed, Reach Piercing Restrain

168
Equipment

MACE MORNINGSTAR FLAIL WARHAMMER

A one-handed hafted A one-handed weapon A one-handed hafted A long, narrow-handled


weapon with a weighted with a heavy, spiked ball weapon with several weapon with a double
metal striking head, often head. chains at one end, usually head: a hammer for
cast in a variety of shapes connected to smaller striking backed with
and sizes. weights. a long pick for piercing.

MACUAHUITL KANABO MAUL


A wide oar-like club whose edges A heavy, two-handed, long-hafted An extremely powerful, long-
are set with flat, sharpened pieces of war club, spiked or studded along handled hammer with an
obsidian, knapped to a razor edge. much of its length. immense head, made of iron.

JAVELIN SPEAR QUARTERSTAFF


A light spear, balanced for throwing A long-shafted spear, often with A wooden stave, often the
and often used expendably. a leaf-shaped iron head used for height of the wielder, used one-
close and ranged combat. and two-handed as a primarily
defensive weapon.

GLAIVE KAMAYARI HALBERD


A long-hafted polearm A long spear with a trident-like A long, heavy polearm usually
with a fanciful head akin to three-bladed head though with wrought with a large axe blade,
a wide spearhead. the two outside blades point a heavy spear head, and a back-
outwards or back. pointing spike or lesser blade.

SODEGARAMI
BARDICHE TRIDENT
A heavy, long-hafted polearm with
A long-hafted weapon set with an A metal, spear-like weapon with a multi-pointed, wide head for attacking,
elongated single-bladed axe head. three points, often pronged. restraining and pulling an opponent. The
pole is also lined with protective spikes.

169
E SOTERIC
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Ready, Riposte,
Kama 10 g Str / Dex, Close 1d6 Piercing Load 1
Wieldy
1d6 Slashing /
Tekko-Kagi 10 g Str / Dex, Close Ready, Swift, Wieldy Load 1
Piercing
Dex, Near,
Whip 5g 1d6 Bludgeoning Pull, Restrain Load 1
Variable Range
1d6 Slashing / Accurate, Swift,
Tessen 20 g Dex, Close, Fragile Load 1
Bludgeoning Wieldy
Str / Dex, Near, Riposte, Swift,
Bo 10 g 1d8 Bludgeoning Load 1
Variable Range Versatile
Dex, Near, Clumsy, 1d8 Slashing
Kusarigama 30 g Two-Handed, / Piercing / Pull, Restrain, Vicious Load 2
Variable Range Bludgeoning
Dex, Close, Restrain, Swift,
Nunchaku 5g 1d8 Bludgeoning Load 1
Two-Handed Tactical
Dex, Close,
Chakram 20 g 1d8 Slashing Tactical, Thrown Load 1
Two-Handed, Special

BOWS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Dex, Far,
Athraki Bow 20 g 1d6 Piercing Accurate Load 1
Two-Handed, Ammo
Dex, Far,
Valdyrian Bow 25 g 1d6 Piercing Swift Load 1
Two-Handed, Ammo
Dex, Distant,
Longbow 35 g 1d6 Piercing Vicious Load 1
Two-Handed, Ammo
Dex, Far,
Crossbow 40 g 1d8 Piercing Penetrate Load 1
Two-Handed, Ammo
Dex, Distant,
Recurve Bow 45 g 1d8 Piercing Accurate Load 2
Two-Handed, Ammo
Dex, Distant,
Eshi Bow 60 g 1d8 Piercing Penetrate, Swift Load 2
Two-Handed, Ammo
Dex, Distant, Clumsy,
Arbalest 65 g Two-Handed, Ammo, 1d10 Piercing Penetrate, Vicious Load 3
Special

170
Equipment

KAMA TEKKO-KAGI WHIP TESSEN

A short-handled weapon A handle with long claws A long, coiled and A deceptively sturdy fan used
with a perpendicular extending from it at right braided length of leather, for close combat fighting,
scythe-like blade protruding angles, held with the blades sometimes with metal disguised for beauty but
from it. protruding through the gaps woven into the end. allowing the wielder to
between the fingers. Often defend, distract, and strike.
used in pairs.

CHAKRAM
KUSARIGAMA NUNCHAKU BO
Special: Hold one half of
A long-handled scythe- Originally a grain-threshing Similar to a quarterstaff, a Chakram in each hand to make
like weapon paired with tool, this consists of two but slightly lighter and a melee attack with it, counting as
a chain at its base, attached mid-length smooth handles more flexible, also used two one-handed weapons with the
to a spiked ball. Use often connected with a rope or for whip-like attacks. Wieldy tag. Connect both halves
involves using the chain chain, used in whirling and and throw it to make a ranged
to strike or entangle, then whipping attacks. attack. The Chakram returns
pulling the target down and to your hand after you attack
or into the blade. whether successful or not. When
you suffer a Setback, it is lost.

ATHRAKI BOW VALDYRIAN BOW LONGBOW CROSSBOW

An extremely flexible A particularly complex A stout, relatively plain A short and powerful bow
composite bow made of composite short-bow made bow made of a single set at a T-angle at the end of
wood and horn, usually of many layers of wood piece of wood and a stock with an integral trigger
wielded on horseback. and horn. capable of immense range. and channel for the bolts.

ARBALEST

A thicker, heavier crossbow that can


RECURVE BOW ESHI BOW often only be drawn with a cranequin or
foot-mounted lever. Special: Requires the
A complex composite of wood and An immensely long bow, used
use of a Bonus Action and spending half
horn, usually used for hunting. asymmetrically with the wielder
movement on a Turn to load / reload
grasping only the bottom third,
after each shot.
rather than the bow’s middle.

171
THROWING
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Throwing Dex, Near,
Darts 5 (9) g 1d4 Piercing Accurate Load 1
Supply 9

Shuriken 5 (9) g Dex, Far, Supply 9 1d6 Piercing Penetrate, Swift Load 1

Dex, Far, Supply 3,


Boomerang 24 (3) g 1d6 Bludgeoning — Load 1
Special
Dex, Far,
Sling 5g 1d6 Bludgeoning Accurate Load 1
Two-Handed, Ammo
Str / Dex, Far,
Throwing Axes 15 (3) g 1d6 Slashing Vicious Load 1
Supply 3
Dex, Far,
Dart Blowgun 10 g Two-Handed, 1d8 Piercing Accurate, Penetrate Load 1
Ammo, Special
Dex, Far, Supply 3,
Bola 5 (3) g 1d8 Bludgeoning Restrain Load 1
Special
Str / Dex, Near,
Throwing Net 15 g — Accurate, Restrain Load 1
Special, Supply 3

THROWING DARTS SHURIKEN BOOMERANG SLING

A small, weighted throwing A flat, throwing blade Special: The Boomerang A loop of cloth or leather
needle, primarily used made of a single piece of returns to your hand used to throw sling
against unarmored targets star-shaped metal. These after you attack whether stones or bullets with
and/or to deliver poison. can be easily concealed successful or not. When you tremendous force.
Usually sold in groups of 3. almost anywhere. suffer a Setback, it is lost.

THROWING AXES DART BLOWGUN BOLA THROWING NET

Lightweight axes A long narrow tube suitable Two or more ropes The throwing net is a round
balanced for throwing. for blowing wide-feathered attached at a central point, net with weights woven into
darts with silence, tremendous with weights at each end. its outside ring. It does no
force and accuracy. Often used When thrown, the Bola damage but entangles and/or
in conjunction with poison for whirls through the air and restrains the target, making
assassinations. can strike or immobilize them vulnerable to further
a target. Often used attacks.
for hunting.

172
Equipment

A MMUNITION
AVG.
NAME PRICE TAGS LOAD
Arrows 9 (9) g Supply 9 Load 1

Crossbow Bolts 9 (9) g Supply 9 Load 1

Darts 9 (9) g Supply 9 Load 1

Sling Bullets 3 (9) g Supply 9 Load 1

ARROWS CROSSBOW BOLTS DARTS

Long, metal-headed fletched Short, metal-headed bolts, Narrow, weighted throwing darts,
arrows, sold in a bundle of 9. sold in a bundle of 9. sold in a bundle of 9.

CARRYING
AMMUNITION
You require to have a specific type of container
to be able to carry Ammo or Throwing Weapons.
The Adventuring Equipment list offers a choice of
five such types of containers, each suited to hold
one or multiple types of Ammo and Throwing
SLING BULLETS
Weapons. Having a container does not reduce
Small, walnut-sized lumps of an Ammo or Throwing Weapon’s Load and they
lead, sold in batches of 9. (Slings should still be listed in their own Slot on your
can also throw rocks, which are
Character Sheet like any other item.
free but deal 1 less damage.)

173
A DVENTURING EQUIPMENT & ITEMS
R EGULAR ITEMS
AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS
Adventurer Fishing Net 5g Load 3
Pack 50 g Load 1
Spool of Thread 1g Supply 3, Load 1
Tent 20 g Load 2
Dice Set 3g Load 1
Bedroll 5g Load 1
Mess Kit 3g Load 1
Repair Cache 5g Supply 3, Load 1
Cooking Pot 5g Load 1
Ration 1g Supply 3, Load 1
Sled 15 g Load 3
Torch 1g Supply 3, Load 1
Miner’s Pick 10 g Load 1
Rope (60ft) 2g Load 1
Chain & Lock 15 g Load 1
Grappling Hook 5g Load 1
Manacles 15 g Load 1
Iron Spikes 1g Supply 3, Load 1
Bag of Sand Free Load 3
Wooden Stakes 1g Supply 3, Load 1
Chalk 1 (9) g Supply 9, Load 1
Ladder (10ft) 10 g Load 4
Pitons 3 (9) g Supply 9, Load 1
Crowbar 5g Load 1
Hammer 5g Load 1
Pole (10ft) 3g Load 3
Wood Axe 10 g Load 1
Ball Bearings 3 (300) g Supply 300, Load 1
Climbing Gear 20 g Load 2
Steel Mirror 3g Load 1
Shovel 5g Load 2
Large Tent 20 g Load 3
Iron Nails 3 (30) g Supply 30, Load 1
Cloak 5g Load 1

174
Equipment

ADVENTURER PACK: Includes: backpack, bedroll, LARGE TENT: Made of oiled canvas, large enough to
set of clothes, waterskin, knife, whetstone, pouch, accommodate six people. Includes collapsible frame,
tinderbox and candles. ropes and stakes.

TENT: Offers shelter for up to 3 people, or comfortably CLOAK: A thick draping cloak, suitable for wrapping
for up to 2. Includes collapsible frame, ropes and stakes. gear in, as a makeshift blanket.

BEDROLL: A blanket and sleeping pad rolled together FISHING NET: A weighted fishing net, either thrown
and bound. and pulled or hung and dragged to catch fish.

REPAIR CACHE: Used up when using tools to repair or SPOOL OF THREAD: Roughly 20 yards of tough, thick
craft something that uses general resources like cloth, thread, with a needle.
leather, metal, string, dye, and so on. DICE SET: A small assortment of polyhedral dice,
RATION: Must be consumed to heal Bruises during suitable for most games of chance.
Rest, or Wounds during Recovery. Also used to stay MESS KIT: A metal bowl-like plate, utensils and cup.
alive and not starve to death. A ration is considered
COOKING POT: A metal pot suitable for hanging over
a portion of food and amount of water to sustain
a cookfire or sitting on a heated stone.
a human, though water is only included as long as
you have a waterskin on your person (included in the SLED: A lightweight wood and leather sled capable
Adventurer Pack). of carrying 200 lbs of goods, with an attached rope
harness.
TORCH: Requires free hand. Illuminates surroundings
up to Far range dimly. MINER’S PICK: A standard tool for rock-hewing, with
a pointed metal head atop a long shaft.
ROPE (60FT.): A coil of rope sturdy enough to suspend
one or more Characters. (Length: twice Far range) CHAIN & LOCK: A length of stout metal chain with
a padlock and key.
GRAPPLING HOOK: A small metal multi-pronged
hook designed to be thrown at the end of a rope, for MANACLES: Metal cuffs for affixing around the wrist.
climbing. BAG OF SAND: A small canvas bag with a drawstring,
IRON SPIKES: A bundle of 3 iron spikes suitable for filled with fine, dry sand.
securing ropes while climbing, securing doors, or other CHALK: Nine small pieces of chalk in a variety of colors.
uses.
PITONS: Nine narrow metal nails with bent or ringed
WOODEN STAKES: A bundle of 3 thin wooden stakes, heads, suitable for rock-climbing.
useful for many things.
HAMMER: A standard tool.
LADDER (10FT): A lightweight but sturdy ladder; some
WOOD AXE: A two-handed double-bladed wood axe.
types are hinged and can fold.
It can be used as an improvised weapon but is not
CROWBAR: A curved metal bar suitable for prying up balanced for combat.
nails or spikes, prying open doors, or as a club in an
CLIMBING GEAR: Several variable lengths of
emergency.
lightweight but sturdy rope, clawlike grips for hands,
POLE (10FT): A useful length of wood, lighter and less stout leather gloves, and a sling bag for easy access.
sturdy than a staff.
SHOVEL: A small digging tool.
BALL BEARINGS: Bag of up to 100 round metal
IRON NAILS: A bundle of 30 flat-headed iron nails
bearings, often used to make ground difficult to walk
upon, or sometimes melted down for other purposes. held together by a blob of wax.

STEEL MIRROR: A small, hand-sized steel mirror,


brightly polished.

175
CONTAINERS
AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS
Quiver 3g Load 1 Backpack 10 g Load 1

Bolt Case 6g Load 1 Wooden Crate 1g Load 2

Ammo Belt 3g Load 1 Barrel 10 g Load 3

Bandolier 10 g Load 1 Sack 1g Load 1

Leather Pouch 2g Load 1 Bottle 1 (3) g Supply 3, Load 1

Scroll Case 5g Load 1 Waterskin 5g Load 1

Wooden Box 2g Load 1 Bucket 3g Load 1

QUIVER: Required to carry up to 27 (3x9) Supply BACKPACK: A closeable leather bag with leather
of Arrows. shoulder straps, stout and durable.

BOLT CASE: Required to carry up to 27 (3x9) Supply WOODEN CRATE: To store bulk items.
of Crossbow Bolts. BARREL: A wooden barrel, bound with iron hoops at
AMMO BELT: Required to carry up to 18 (2x9) Supply the top and bottom.
Throwing Darts / Darts, or Shuriken. SACK: A thick cloth sack with a drawstring close.
BANDOLIER: Required to carry up to 9 Supply of BOTTLE: A glass bottle with a cork stopper, able to
Throwing Axes, Boomerangs or Bolas. hold roughly 3 Supply units wine or other fluid.
LEATHER POUCH: Required to carry up to 27 (3x9) WATERSKIN: A waxed and oiled watertight bag with
Supply of Sling Bullets. a cork stopper.
SCROLL CASE: A cylindrical case made of hardened BUCKET: A thin-walled wooden bucket.
leather with a clasp.
WOODEN BOX: To store delicate items.

SPECIALTY ITEMS
AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS
Hourglass 10 g Load 1 Map Case 5g Load 1

Scale 10 g Load 1 Magnet 6g Load 1

Magnifying Scissors 2g Load 1


Glass 5g Load 1

Birdcage 5g Load 1
Spyglass 20 g Load 1
Perfume 10 g Load 2
Compass 5g Load 1
Fine Clothes 14 g Load 3
Encyclopedia 10 g Load 1

Journal 4g Load 1

176
Equipment

HOURGLASS: A small sand-filled sealed glass vial MAP CASE: A leather cylinder with caps at each end,
flared at top and bottom and pinched in the middle. watertight enough to keep rolled maps intact.
Takes exactly one hour for sand to trickle from top to MAGNET: A small metal magnet, roughly the size of
bottom. a thumb.
SCALE: A small metal scale with counterweights, for SCISSORS: A pair of shears, capable of cutting through
getting exact weights of items. all but the toughest of cloths or leathers.
MAGNIFYING GLASS: A polished magnifying loop BIRDCAGE: A small cage with a door and carrying
and leather case for protection. handle.
SPYGLASS: Required to carry up to 9 Supply of PERFUME: A tiny glass or metal bottle of some exotic
Throwing Axes, Boomerangs or Bolas. scent, with a tiny stopper. Most are made from pressed
COMPASS: A small cannister with a magnetized arrow flowers, herbs or barks thinned with alcohol or oil.
set upon a loose pivot, pointing northwards. FINE CLOTHES: A suit of clothing suitable for a noble,
ENCYCLOPEDIA: A series of books listing a variety made of fine cloth and cut according to the most
of subjects in brief and/or depth, usually organized current fashion in the court of the land the clothes
alphabetically, but sometimes by subject. were purchased in.

JOURNAL: A leather-bound booklet of blank pages


with a clasp and small lock.

HEALING ITEMS
Most of these items come in small packets of folded paper or cloth or small containers, included in the price. The
prices listed are the cost per individual item, not a Supply of 3, and they can be purchased individually.

AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS
Bandage
Apply, Slow, Medicine
Consume, Slow,
12 g 40 g
Supply 3, Load 1 Supply 3, Load 1
Elderberry Consume, Slow,
Anti-Toxin
Consume, Slow, 20 g
16 g Seeds Supply 3, Load 1
Supply 3, Load 1
Consume, Supply 3, Apply, Slow, Supply
Healing Aid 34 g
Coca Leaves 12 g 3, Load 1
Load 1
Consume, Supply 3, Consume, Slow,
Gadja Herbs Sun Berries 45 g
18 g Supply 3, Load 1
Load 1
Consume, Supply 3, Consume, Supply 3,
Mushroom Liquid Courage 8g
20 g Load 1
Load 1
Moonberry Consume, Supply 3, Apply, Inject, Supply
Adrenaline Shot 20 g
Juice
32 g 3, Load 1
Load 1
Apply, Slow, Supply
Repellent 3g
3, Load 1

177
BANDAGE: This soft and oiled bandage cures Bleed MEDICINE: A combination of powders, herbs and
when applied to a wound. pills that cures 1 common Disease or Infection when
consumed in the right dose.
ANTI-TOXIN: A brown powder made from a mix
of no less than 43 herbs can alleviate and cures the ELDERBERRY SEEDS: These rare seeds are known for
Poisoned Condition. their de-aging effect and are the main ingredient for
embalming bodies of the deceased to preserve them.
COCA LEAVES: Chewing these thick and juicy leaves
They cure Withered when consumed.
can cure Slowed or Paralyzed.
HEALING AID: This set of bandages, straps, sedatives
GADJA HERBS: Small green-purple leaves that have an
and other medical tools can treat and cure 1 Injury,
invigorating effect on whoever consumes them. Heal up
after which it is depleted.
to 2d4 damage of Bruises.
SUN BERRIES: These bright pink berries have an
MUSHROOM: These small, glowing mushrooms heal
enlightening and calming effect on the mind and soul
1d4 Madness when made into a tea or other hot drink
of whoever eats them. Cure 1 Trauma.
and consumed.
LIQUID COURAGE: These numbing spirits cause
MOONBERRY JUICE: This juice, extracted from the
anyone who drinks it to know no fear. Resolves
extremely rare Moonberries heals up to 4d4 damage
Frightened when consumed.
of Bruises and/or Wounds.
ADRENALINE SHOT: A crude syringe the size of an
REPELLENT: This buttery salve bearing the scent of
arm with a thick needle dripping with life’s essence.
ginger can keep away biting insects when applied to
When thrust through a Dying Character’s chest straight
one’s skin.
into their heart, anyone who attempts to save their life
within 1 minute gains Edge to do so.

POISONS
Most poisons come in either a small bottle or vial, included in the price. The prices listed are the cost for the item’s
maximum uses (either 3 or 9) and cannot usually be purchased at a lower use-count.

AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS
Apply, Inject, Slow, Blood of Consume, Slow, Uses
Spider Venom 36 g Aghma
30 g
Uses 9, Load 1 3, Load 1
Midnight Inhale, Dangerous,
Quartan’s Apply, Inject, Slow, 18 g
Bane 24 g Malice Uses 3, Load 1
Uses 9, Load 1
Apply, Inject, Slow, Inhale, Dangerous,
Necro Dust 30 g
Munagi Oil 34 g Uses 3, Load 1
Uses 9, Load 1
Apply, Inject, Slow, Touch, Dangerous,
Red Death Void Essence 48 g
30 g Uses 3, Load 1
Uses 9, Load 1
Consume, Slow, Uses Touch, Dangerous,
Serpent’s Tears Kiss of Dread 66 g
28 g Uses 3, Load 1
3, Load 1

178
Equipment

SPIDER VENOM: Thin, diluted spider venom that BLOOD OF AGHMA: This repulsive, thick, dark-red
causes the Poisoned Condition if applied to a weapon fluid deals 4d4 internal damage when mixed into
or projectile and then pierces the skin. a drink and consumed.

QUARTAN’S BANE: A harmful mix of various venoms MIDNIGHT MALICE: This toxic gas deals 3d4 poison
that can deal 1d4 extra poison damage when applied damage to whomever breathes it after being released
to a weapon or projectile. from its bottle.

MUNAGI OIL: Transparent, glowing oil extracted NECRO DUST: Inhaling this very fine, dark-brown,
from the skin of a manifested Munagi spirit. It deals putrefied dust causes Withered 3.
1d4 extra radiant damage and causes Burning 1. VOID ESSENCE: This pitch black, dense fluid deals 2d4
RED DEATH: This vile mixture of inflammatory and null damage when touched. If 6 or more damage is
infectious liquids causes Bleed 3 to whomever is attacked dealt, a target is banished to the void for 1 Round.
by a weapon coated with it. KISS OF DREAD: Anyone who touches this red powder
SERPENT’S TEARS: These tears collected from the becomes Paralyzed for 1 minute and suffers 4d4 psychic
Ojune Snake causes whoever consumes them to fall damage as their mind is assaulted with nightmarish
asleep and become Unconscious. images for the entire duration.

APPLYING POISON
Poisons with the Apply and Inject tags are only useful when they enter an opponent’s blood
stream. To do this, it should be applied to a sharp Weapon or Arrow after which a successful
attack is required to trigger the Poison’s effect. Of course, other sharp objects or improvised
ways to achieve the same can always be discussed with your Doomsayer.

Once such a Poison is applied it remains potent for up to one hour, after which it dries up. Most
Poisons that require to be applied also have the Slow tag, meaning it can take a couple of
minutes to apply the Poison properly. Applying Poison to one or multiple Weapons or Arrows
doesn’t affect the time it takes by much and can be neglected.

Every Poison has a number of Uses before it runs out. When applying Poison to Arrows
or similar projectiles, spend 1 Use per Arrow. When applying Poison to a Weapon, spend
anywhere between 1 to 9 Uses to coat the Weapon’s blade or tip. The number of Uses you
spend equals the number of subsequent attacks made with the Weapon that can cause the
Poison to take hold on a success.

Poisons with the Consume, Inhale or Touch Tags always require at least one appropriate Action
Roll to be made to prepare them to be consumed, held up or thrown to be inhaled, or make
sure a target touches it. Similar to applied poison that requires an attack to succeed, putting
any other poison to good use has a chance of failure, with the Ability and Difficulty for the
Action Roll depending on the situation or target.

179
TOOLS
AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS
Smith Tools 12 g Load 1 Weaver Tools 6g Load 1

Leatherworker Trapper Tools 12 g Load 1


Tools 10 g Load 1
Jeweler Tools 16 g Load 1
Bowyer Tools 10 g Load 1
Woodworker Cooking Tools 8g Load 1
Tools
8g Load 1
Mason Tools 16 g Load 1
Carpenter Tools 8g Load 1
Glassblowing
12 g Load 1
Pottery Tools 10 g Load 1 Tools

NOTE: These represent portable tool sets such as a tradesperson or Character with training in the trade might
possess. These tool sets to not represent the items that would be found in a shop, such as smithy.

SMITH TOOLS: A hammer and tongs, gloves and TRAPPER TOOLS: Animal traps, hammer, tongs,
a leather apron, files and shaping tools, and cloth for prybar, oil, file, replacement parts. Required to craft or
burnishing metal. Required to craft or repair metal repair traps (not just for hunting).
armor and weapons.
JEWELER TOOLS: Fine chisels, files, buffing cloths,
LEATHERWORKER TOOLS: Needles, knives, scrapers, magnifying monocle or standing glass, Required to
leather thongs, leatherworking stamps and etching craft or repair jewelry.
tools, and simple chemicals for curing and colored
COOKING TOOLS: Cooking pots and pans, spatula,
dyes. Required to craft or repair armor with leather
cooking fork, tongs, cooking oil, ladle, knife, seasonings
and hides.
(salt, pepper, more if available), etc. Required to
BOWYER TOOLS: Wood- and bone-carving tools prepare anything other than simple meals.
(knives, files, etc.) and strings. Glue for composite bows,
MASON TOOLS: Hammers, chisels, files, shovel,
and sealant or lacquer. Required to craft or repair
stoneworking tools, trowels, quicklime, bucket,
bows.
etc. Required to build, modify, and repair stone-
WOODWORKER TOOLS: Woodworking tools or brickwork.
(hammer, files, awls, planers, saws, etc.), chalk or
GLASSBLOWING TOOLS: Pipe, tongs, glass shaping
charcoal for measurement, glue and lacquer, wood
tools, glass cutter, mineral dyes, files, buffing cloths, etc.
stain or other dyes, nails or wooden pegs. Required to
Required to craft or repair items made of glass.
craft or repair wooden weapons or items.
CARPENTER TOOLS: Carpentry tools (axe, saws, wedge,
hammer, files, awls, planers, etc.), chalk or charcoal for
measurement, glue and lacquer, wood stain or other REPAIR CACHE
dyes, nails or wooden pegs. Required to craft or repair
shields or wooden structures. When crafting or making repairs without the
POTTERY TOOLS: Shaping tools, glue, sandpaper, files,
required resources at hand, a Repair Cache can
paint or enamel. Required to craft of repair pottery or be used instead in most cases. A Repair Cache
similar clay items. includes a combination of materials suited for
crafting and repairing common Equipment.
WEAVER TOOLS: Small loom with many spools of
Some rare Equipment might still need additional
thread, needles, dyes, pins, etc. Required to craft or
repair clothing. resources, as discussed with the Doomsayer. How
many Repair Caches are required to repair items
of a specific type is listed in the REPAIRS section
on p. 154.

180
Equipment

K ITS
AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS
Herbalist 10 g Uses 9, Load 1 Lockpick 8g Uses 9, Load 1

Poisoner 12 g Uses 9, Load 1 Calligraphy 16 g Uses 9, Load 1

Alchemist 16 g Uses 9, Load 1 Navigator 20 g Uses 9, Load 1

Disguise 12 g Uses 9, Load 1 Cartography 14 g Uses 9, Load 1

Forgery 20 g Uses 9, Load 1 Paint 8g Uses 9, Load 1

HERBALISM KIT: A wide variety of dried herbs, CARTOGRAPHY KIT: Parchment or paper, notebook,
tinctures, salves, and tools for cutting and preparing compass, candle, magnifying glass, spyglass, ruler, ink,
herbs for herbal remedies. Includes small wooden etc. Required to make maps.
containers and pouches. Required to collect and store PAINT KIT: Small vials of bright pigment, mixing board,
flora, make teas, potions, powders. canvasses to paint on, a variety of brushes, glaze or
POISONER KIT: A small array of poisons (contact, lacquer and cleaning solution. Required to paint.
ingested, gaseous, venom, etc.), gloves, a mask, and
some simple remedies. Includes distilling material, tiny
bottles for storage, and various mediums for thinning.
Required to collect dangerous plants, venom, and
make poisons.
KIT USES & REFILLING
ALCHEMIST KIT: A variety of alembics, beakers,
bottles, candles, powdered and liquid chemical agents Each Kit includes items which are depleted when
and reagents, alcohol and purified water, along with you make use of the Kit and items that are not
the tools to safely hold and mix various compounds. depleted. Depending on the situation you and
Includes, vials, bottles, corks. Required to collect fluids the Doomsayer can decide whether using the Kit
and chemicals. requires a Use to be depleted. When replenishing
DISGUISE KIT: Makeup, wigs, various props like eye- Uses for a Kit by purchasing one you already own
patches, false teeth, a wide range of easily alterable you can do so at half the asking price, refilling
items of clothing, etc. Required to make a disguise. only the items that were depleted.
FORGERY KIT: Parchment and paper, a variety of pens
The Adventurers Pack and some Kits include
and brushes, seals, envelopes, scroll cases, stains, and
items that are also listed separately. Should
waxes. Required to forge documents.
you need to replace an item that was originally
LOCKPICK KIT: Lockpicks, small metalworking tools, included in your Kit, it’s individual Load is
a listening horn, files, pliers, blank keys, prybar, etc.
automatically included as a part of it and can be
Required to pick locks.
ignored. If available during the game, purchasing
CALLIGRAPHY KIT: Parchment or paper, quills and a Kit is usually more efficient when it comes to
steel-tipped pens, inks, wax, seals. Required to write. Load and Slots than buying any of the items
NAVIGATOR KIT: Compass, calipers, sextant, spyglass, included separately. Still, you may decide that
maps or charts, etc. Required to navigate. your Character would be more likely to carry
a compass but not a full Cartographer Kit.

181
CHAPTER 9:
A DVENTURING

GOING ON AN to exploring Athyr: the thrill of discovery, the rush of


combat, solving a mystery, meeting memorable people,

A DVENTURE unravelling political intrigues, and the satisfaction of


overcoming seemingly insurmountable obstacles can
Adventurers are the backbone of any dark fantasy make it all worthwhile. And for the most skilled and
tabletop roleplaying game. They are the brave souls daring adventurers, the promise of glory and treasure
who seek out the unknown, risking life and limb to awaits at the end of their journey.
explore dangerous lands, uncover ancient secrets, and The following helps Doomsayers structure your
battle fierce monsters. Although motivations can vary Party’s expedition and create amazingly captivating
from curiosity to greed, love, revenge, and much more, experiences. From the role each of the Characters can
the end result is the same: they get into high-stakes play to general guidelines, setting up camp, Resting,
situations and have to face obstacles most mere mortals Recovery, facing death, earning Experience Points (XP)
would rarely have to overcome – not even on Athyr. and Leveling Up.
In Blood and Doom, the stakes are even higher. The
world is often grim and foreboding, with supernatural
forces lurking around every corner. You as adventurers

PLAYER ROLES
must be prepared to face unspeakable horrors, from
grim undead hordes to malefic demonic entities and
the cults of the dreaded Heralds of Doom themselves.
When on adventures, Characters usually fall into
Going on an adventure typically requires careful planning
particular roles, taking on tasks and assisting the group
and strategy. Your Party must gather information about
to the best of their abilities, based on their particular
the dangers that lie ahead, and equip themselves with
aptitudes and skills. But outside the game environment,
weapons, spells, and other tools that will help them
you, the Players, take on roles that contribute to the
survive. You may need to form alliances with NPCs,
overall play experience in ways that are not always like
hire mercenaries, or recruit local guides who know
what your Characters are doing. Just as the Doomsayer
the terrain.
is essentially the director of a gaming session.
Once the adventure begins, you may encounter
Identifying and naming these roles makes life easier for
traps, ambushes, and other obstacles that can derail
both you and the Doomsayer and can help to keep your
your quests. You must be prepared to improvise and
group happy and functioning well. Player roles are not
adapt to changing circumstances, making split-second
Classes, but instead are informal roles taken on by the
decisions that could mean the difference between
Players during gameplay. They’re not straightjackets,
life and death. Despite the dangers, there is an allure

182
Adventuring

and some of them can blur into one another, but they TREASURER
each serve important functions during play. They also The Treasurer is the money-holder, keeping track of
blur the line between the real world and the fiction, as any gold and silver earned or won by the group. They
the roles can both represent ways the Player and their know how much a particular expedition costs and how
Character behave. and where to store or keep funds and other valuables
If desired or possible, the players can switch up who takes so they are not lost between adventures. They know
these roles each session or every few sessions to make the market rates for hirelings and do the negotiating
sure that no one feels penned in or like they’re doing when the group is going to take on paid work. They are
a job on top of their primary assignment, which is to have often involved with selling any treasure of worth and
fun adventuring. handle the trivial part of commerce, such as currency
exchanges, local taxes, and any fees the group may
encounter, including bribes.
CHRONICLER For a smaller group, a player can take on more than
The Chronicler keeps a journal or record of some sort, one of these roles, and as noted above, they can often
keeping track of deeds done and achieved, loose ends blur together. Similarly, there are a few subsidiary roles
that might need to be revisited, noting any unresolved a Player might take in addition to one of the above.
issues that should be addressed later, and even making
note of where quests and rewards may be found,
based on rumors or scraps of lore discovered while SHOT CALLER
adventuring. Rather than being the spotter, pointing out where to shoot,
the Shot Caller is the decision-maker or tiebreaker. They
are the arbiter of what to do when the Party disagrees
A MBASSADOR about actions to take. They may not be the Party’s leader,
The Ambassador is the “face” of the group. They do but in absence of clear leadership they might take the lead
the talking, go ahead to negotiate with others, and in proposing what to do, or serving as a quick negotiator
keeps track of significant NPCs and important foes, to speed up discussions and keep the group — Players and
noting how the party relates to them, and what Characters — moving forward effectively.
history they have that might be relevant. They set up
meetings, write letters and handle any administration
or bureaucratic issues the group encounters. RULES LAWYER
The Rules Lawyer is essentially a reference for both the
Doomsayer and the Players, checking game rules to
M APPER keep gameplay running smoothly and to help smooth
The Mapper examines the world map and their over any disagreements about rules. Generally, their
immediate area (often represented by hexes) to position is a fair one and they may be forced to tell the
determine the best directions and modes of travel. They other Players that a rules interpretation might not be
draw any dungeon, catacombs, caves, or other adventure favorable. The Doomsayer generally has a great deal to
areas as described by the Doomsayer and make careful handle during a Session, and someone on the Players’
note about places of interest on the map. Ultimately, side also keeping the rules in mind can make the game
they keep the group going in the right direction. run smoother and more enjoyable for everyone.

QUARTERMASTER SNACKMASTER
When anyone in the group needs something on or The real-world version of the Quartermaster, they
before an adventure, they talk to the Quartermaster. ensure that for face-to-face Sessions, everyone brings
They are the handlers and procurers of gear and adequate snacks and drinks, if shared, and collects funds
supplies. They make sure everyone has proper for things like food ordering. They should not need be
equipment, mounts, rations, etc. and do the haggling paying for everything, but simply making sure everyone
and shopping for an expedition into the unknown. The else contributes. The Snackmaster should respect dietary
Quartermaster can also keep track of torches used choices and see that others are respectful, and be alert
while roaming through a dark dungeon, as one torch for allergies or dietary prohibitions, to avoid any hard
needs to be depleted when entering every room. feelings or illness.

183
ENVIRONMENTAL H AZARDS
Athyr is a dangerous world, with substances and INJURY
phenomena that can harm, or even kill, a Character just At the Doomsayer’s discretion, suffering a Setback when
as quickly as a Beastman’s attack or a Dragon’s bite. This being exposed to Average or Strong acid can inflict
section describes some of these environmental hazards. a long-lasting Injury, such as Gruesome Wounds and
Third-Degree Burns. Beside direct exposure, acid can also
Unless noted otherwise, the rules presented here do not
cause damage with its fumes.
apply to specific spells, attacks, or other game elements
that involve these phenomena or substances (such as FUMES
a Monster’s acidic spittle or a Magic that blasts a target The fumes from some types of acid, particularly in large
with fire). Those abilities do the damage listed for them in amounts, are equal to bring exposed to a Weak acid and
their own descriptions. Of course environmental damage ignore armor. They don’t cause Burning or an Injury, but
could apply as a secondary effect to any attack, spell as long as you are exposed to such fumes the Doomsayer
or other action, for example when pushing someone can rule you suffer 1d4 Acid Damage every Minute or
into a flaming brazier, or tumbling down a cliff to be even every Turn during an Encounter! Such damage
splattered across the ground below. ignores armor.

ACID FALLING
Your Character may be exposed to acid (or similar caustic It’s not uncommon for Characters to fall from ledges,
substances) in an alchemist’s laboratory, the sacrificial bridges, cliffs, and other heights. Typically, you suffer 1d6
baths of an evil cult, or the puddles of deadly goo left damage per 10 feet fallen up to a maximum of 20d6.
behind by some disgusting Monster. Acid deals damage This assumes you land on ordinary ground or stone. If
depending on the strength of the particular substance you happen to land on a comparatively soft substance
and also causes the Burning Condition, lingering over (such as thick mud or water), damage can be reduced
time until neutralized. by 1d6 up to 3d6. Likewise (but worse), if you were to
land on sharp rocks or other things more damaging than
STRENGTH ACID ordinary ground, damage can be increased by 1d6 up to
OF ACID DAMAGE BURNING 3d6 instead.
Weak 1d6 1
INJURY
Average Falls of 30 feet or more (about Far range) always inflict at
2d6 2
least one appropriate Injury, unless the Doomsayer rules
Potent 3d6 3 otherwise. Shorter falls may also involve Injuries if you
suffer a Setback.
Strong 4d6 4

Lethal 5d6 5 FIRE


One of the most common environmental dangers your
Dissolving 6d6 6 Characters can face is fire. Humans and other sentient
species use it for light, cooking, and many other purposes,
NEUTRALIZING and sometimes those fires get out of control. Many
You can neutralize acid by applying a substance that magical effects also involve fire.
counteracts it. Depending on the type of acid, this may The table indicates the amount of damage caused by
include immersing yourself in water, using egg whites, types or sizes of fires that you might encounter. In the
or dousing yourself in various alchemical mixtures case of larger fires and lava, this damage assumes total
developed for just such purposes. or near-total exposure to or immersion in the fire. If
your Character suffers only partial exposure (such as
accidentally stepping one foot into lava, or sticking just
his arm into a bonfire), damage can be reduced to 1/4th
of what is indicated.

184
Adventuring

T YPE FIRE SLIPPERY SURFACES


OF F IRE DAMAGE BURNING Ice on the ground (or similarly slippery surfaces, such as
thick mud) makes it more difficult to keep your footing.
Torch/
Campfire 1d6 1 Characters who choose to move at only half Speed
or less can do so over slippery surfaces without any
Bonfire 2d6 2 problem (most of the time). If your Character moves at
their normal Speed, make a Reflex Roll (Difficulty 3). On
House Fire 3d6 3 a success, you manage to do so without issue. On a failure,
you fall Prone halfway over to the spot you intended to
Forest Fire 4d6 4 move to, or, if you suffer a Setback, you fall Prone without
having moved an inch from where you were standing.
Lava 5d6 5

Hellfire 6d6 6
LIGHTNING
Characters who are outdoors during thunderstorms (or
NEUTRALIZING when the gods are having a bad day) run the risk of being
Exposure to fire often causes carried or worn flammable struck by lightning. Realistically, the effects of a lightning
objects (such as clothing, hair, or parchment) to catch strike range from practically nothing happening to
fire, inflicting the Burning Condition as indicated. You instant death – but this is Blood and Doom, where danger
can neutralize its effect by dousing whatever flammable besets your Character in all manner of unexpected ways.
object you are wearing, jumping into a pool of water, or Therefore, a Character struck by lightning suffers 6d6
doing anything else that will end you being ablaze. Lightning Damage and immediately becomes Dying if
you roll a Setback.
INJURY
Appropriate Injuries for a character to incur from fire Of course, the Doomsayer may adjust the amount
damage include Gruesome Wounds, Lost Fingers, and of damage up or down to reflect the strength of the
Third-Degree Burns. thunderbolt and other circumstances. One particularly
important factor is how well grounded your Character is
SMOKE when hit by lightning. A Character who is well grounded,
Fires generate smoke, and this can cause its own problems by for example standing in water, being encased in
for Characters. In the open air smoke rarely causes any metal armor, or holding onto a piece of metal stuck
problems, but in an enclosed area (such as a house that’s into the ground, will take significantly more damage
ablaze or a bonfire in a cave), the smoke may build up to from lightning, since this allows more electricity to flow
the point where it interferes with breathing and vision. through them.
If the Doomsayer judges that smoke has become thick
enough to hinder your Character, you make a Toughness
Roll (Difficulty 3) at the end of every Round and take 1d4 QUICKSAND
Poison Damage on a failure. Quicksand is a mixture of sand (or similarly fine forms of
Burning some substances – such as a lot of the potions soil) that looks like solid ground at first glance but can’t
and materials in some alchemists’ labs – creates fumes actually support any significant amount of weight, with
that are even deadlier than ordinary smoke. The same often deadly consequences to those who get caught in it
rules apply as above, but increase the damage done to (at least on Athyr). Similarly, a quagmire (or sinkhole) has
1d6 Poison damage (or more). the same lethal effect, though instead caused by water
and mud sucking in anyone who stands on its surface.
When you step into quicksand, a quagmire, or similar
FOG substance, you immediately sink into it up to knee-height.
You may sometimes encounter fog or mists that are so When this happens, make a Focus Roll (Difficulty 3) to
thick that they impede sight. In this case, the Doomsayer try and remain calm enough not to make the situation
can ask any relevant Action Rolls to be made with worse. On a failure, any Action Rolls made by you or your
Challenge. allies with the purpose of freeing you and escaping will
suffer Challenge.

185
TEMPERATURE EXTREMES
Extreme temperatures can pose a hazard to any
adventurer. Most of the time temperatures won’t get
high or low enough to affect Characters adversely
Depending on the exact situation, an Event is then
(though they may become mighty uncomfortable).
triggered, and if no Encounter was taking place, it will
But if the temperature is too hot or cold, the situation
start now. You have a limited time to escape, and as you
becomes more dire.
and your allies each get one Turn per Round to act (as
usual), you will sink deeper into the ground at the end The accompanying table shows the effects that extreme
of each Round. The Doomsayer will let you know what temperatures can have on Characters. This of course
happens, but on average you will be fully submerged also depends greatly on whether or not protective
after 2-3 Rounds have passed. You can always choose to measures are taken (such as doffing armor in extreme
spend your Turn to try and succeed the Focus Roll should heat or wearing warm clothing to protect from the cold),
you have failed it at first. whether a Character is sheltered or out in the open, other
circumstances like being wet, wind strength, and so on.
Suffocating doesn’t happen very fast, but there is a bigger
problem to worry about once submerged: the chance Whenever exposed to temperature extremes as listed
that it will be impossible to be pulled back up and rescued, in the table, make a Toughness Roll every hour against
no matter what any of your allies might try at that point. the indicated Difficulty, using no Skill. On a success, your
As soon as your Character is fully underground, make Character remains unaffected. On a failure, they suffer
a Doom Roll. The number of successes you roll is the the appropriate amount and type of damage (ignoring
number of Rounds left during which attempts to save armor). The Doomsayer can allow to roll with Edge or
you can be made. After that, or if you roll no successes, instead impose Challenge to these rolls depending on the
your Character dies. circumstances just described.

TOUGHNESS
TEMPERATURES ROLL DIFFICULTY DAMAGE ON FAILURE
Deadly Hot Difficulty 3 3d4 Fire Damage

Blazing Hot Difficulty 2 2d4 Fire Damage

Scorching Hot Difficulty 1 1d4 Fire Damage

Moderate — —

Freezing Cold Difficulty 1 1d4 Ice Damage

Extreme Cold Difficulty 2 2d4 Ice Damage

Deadly Cold Difficulty 3 3d4 Ice Damage

186
Adventuring

WATER WIND
Characters may sometimes find themselves submerged Ordinary wind poses little problem for Characters, but
in water deep enough to hinder them (or cover them extremely fast, strong winds can wreak serious havoc.
entirely). Being submerged in water for half of your height This has several effects, as detailed in the accompanying
or more causes you to move at half your normal Speed if table, describing various wind levels.
you wade through the water across a solid surface.
First, winds heavier than moderate have a Strength
Once fully submerged and/or taking a swim while Rating for purposes of moving objects, causing damage
only partly submerged you move at a similar Speed. to structures, and so forth. This rating is comparable to
Your Character is assumed to be able to swim at least a Strength Ability Score and can be used (if desired) by
moderately well unless of course your Character Path the Doomsayer to make an Action Roll vs an object’s
describes otherwise, or if you think it appropriate for Difficulty to determine whether it would be damaged
your Character once it comes up during play. Actions or destroyed.
hindered by being under water suffer Challenge. For
Second, firing projectiles (such as arrows or bolts) or
example, attacking or defending. Though some things
throwing weapons (like any dagger or handaxe) is much
may actually be easier to do (like lifting objects while
harder to do accurately in strong winds. The table lists
standing on the bottom of a lake), in which case you can
the Challenge suffered per wind level when attempting
attempt it with Edge. When fighting an opponent who is
such actions.
also under water and equally affected, any such Edge or
Challenge doesn’t apply. Third, in environments with lots of sand or dust,
a sandstorm (such as the Rhogoon that rage across
Ethennia) may seriously impede vision or hamper other
SUFFOCATING & DROWNING actions, and worse, cause serious harm to anyone caught
in them and not able to take shelter. The table shows an
When your Character is fully submerged in water or
another substance, they run the risk of suffocating and/ amount of Challenge suffered to actions hampered by
or drowning. Any Character can hold their breath for such a storm (similar to firing projectiles) and also any
a maximum of 30 seconds times their Toughness Score. particle damage (applied as a type of damage depending
After that they begin to suffer 1d6 Internal Damage per on the exact nature of the storm) suffered every Round
Round until the Character become Dying or reaches air. a Character is exposed.
These rules also apply to situations where a Character is
suffocating, has to hold their breath for some reason, or
otherwise doesn’t have access to air.

CHALLENGE PARTICLE
STRENGTH (R ELEVANT DAMAGE PER
WIND LEVEL R ATING ACTIONS) ROUND
Heavy 4 Challenge 1 1d4

Extreme 8 Challenge 2 2d4

Hurricane 12 Challenge 3 3d4

Hypercane 16 Challenge 4 4d4

Tornado 20 Challenge 5 5d4

Apocalyptic 24 Challenge 6 6d4

187
TRAVEL BASICS
Whether by road, on water or through the wilderness, to the next waypoint or destination instead. There
travel can be a dangerous, but rewarding ordeal. While are several more things to consider, like the terrain,
adventuring you will often travel from one exotic weather conditions and whether you have an accurate
location to the next, in search of treasure, a cult lair, map or not. The Doomsayer will let you know about all
fame and glory, or simply to help those in need. More this once you plan on travelling.
detailed travel rules are covered in the Doomsayer Going on a Journey can involve discovering places you
Section of this book, but a brief overview of the game’s weren’t expecting to along the way, meeting interesting
two main travel types is provided here for Players. people, encountering monsters and challenges, or
discovering landmarks. How this plays out is greatly
dependent on the skill of your Character and others
TRAVEL ROLES in the Party, as you go about your way vigilantly and
When you travel, every Character takes on a specific attempt to stay out of trouble as best you can.
role to fulfil. Each role should be fulfilled by at least
one Character, but it is also possible for one Character
to take on multiple roles if your Party is smaller than
four. Two Characters can also share the same role, with
EXPEDITION
This type of travel is used to explore the area you
exception of the Navigator.
are in, not going anywhere in particular. Travel itself
becomes the adventure, and with it all the things you
Navigator
Navigates travels and makes sure
might encounter and discover along the way. Instead
the Party doesn’t get lost. of choosing a destination, the general direction you
Scouts the area for obstacles, travel in, or an adjacent hex on a map, is chosen as
Scout
danger and other activity and sites. the next waypoint during an Expedition. You can cover
ground during the day and night, which are broken
Hunter / Hunts and gathers to provide food up into four parts for the purpose of an Expedition,
Forager and water to the Party. choosing what to do during every part as you either
explore the area you are in deeper, or move on to
Watcher
Keeps watch at camp at night or
another to seek adventure there. While doing so you
any other part of the day.
cover an average of 4 miles per day instead of 24.
An Expedition is the best way to discover all of Athyr’s
hidden ruins and secrets and getting to know the
JOURNEY people and settlements you encounter along every
This type of travel is used to reach a destination usually part of your travels, even those hidden away from plain
several days or more away, during which the dangers sight. Treasure might be found in unexpected places,
of travel and managing resources, such as rations, are and cults or monster lairs discovered where they would
important, as well as hunting, foraging, navigating, otherwise be overlooked if you didn’t spend the time
scouting the area travelled through looking for exploring every square mile.
shortcuts and setting up a camp and keeping watch.
If you plan to travel particularly far, perhaps for a week
or more, you are recommended to consult a map M ARCHING ORDER
and select one or two waypoints along your path. A In some situations, the Doomsayer can ask to know the
waypoint is usually a settlement or other place where marching order of your Party. This doesn’t necessarily
you can rest properly and stock up on supplies. Travel is have to be a literal representation of exactly where
then broken up into multiple Journeys that take place everyone stands in what order, but should at least
in between these waypoints. inform all the Players of who’s in the lead, who has
When using a map with hexes, each hex represents the chance to perceive something significant, the best
24 miles, which is the average distance that can be target for an ambush predator to choose, and so forth.
travelled per day on foot. When playing using a map Not only that but knowing who is at the back of the
without hexes, the Doomsayer can simply make an Party can also be important if something approaches
estimation of the number of days required to travel from behind, for example.

188
Adventuring

The first Character in the marching order usually keeps When you take watch, make an Awareness Roll to
a wary eye out for dangers (whether they’re traps, determine whether you can spot possible threats on
attackers, or something else), makes Awareness Rolls to time. On a success, you do, and meet any opponents on
survey the area or room ahead, and otherwise serves equal ground, or notice a threat on time. On a failure,
as the party’s “scout.” The next Character, who often you don’t, and notice any threats too late. As a result,
follows at least a couple dozen feet behind the first you suffer Challenge to the first Action Roll you make
one so as not to interfere with the first’s stealthiness, is during the first Round of an Encounter. The rest of the
often a strong, well-armored Character of some sort Party, unless asleep, suffers the same. Any Characters
who’s ready to confront any danger and protect his who were asleep during the start of an Encounter must
comrades from it. skip the first Round to wake up and get ready and join
the action.
Behind them are other members of the group who
need to deploy to an attack quickly; the middle of the Some places you visit may be so dangerous and packed
marching order is also a good place for Characters with enemies that setting up camp isn’t possible.
who are easily hurt or otherwise need more defense The Doomsayer will let you know whether a place is
from threats. safe enough at least to try and set up camp, or that
chances of an enemy walking by are so great it’s not
As just touched upon, the last Character in the
even worth trying until you reach a safer place. You
marching order plays an important role also, since they
can however always choose to Catch Your Breath
defend the rest of the Party against being attacked
instead, as covered later.
from behind and are themselves in a very dangerous
position. Another well-armored Character often fills
this position the best, but some groups prefer to have
a highly observant Character at this position so they
can spot ambushes or things the rest of the Party INTERRUPTED R EST
missed as it passed by.
Scenes and Encounters that interrupt a Rest
might take some time to play out at the table,
SETTING UP CAMP but often take only minutes in the fiction. For this
In order to Rest or make Repairs, Characters will need reason, unless what happens takes Characters
to set up camp and take a break from adventuring or completely away from their camp or interrupts
travel for some time. This doesn’t always require for their Rest until much later, every Character that
tents to be put up and a campfire to be lit; simply continues resting for a total of around 3 hours still
putting down your backpacks and equipment for a few gains a Rest’s benefits.
hours can suffice.
When setting up camp in a dangerous place to Rest, it
can be wise to have one or two Characters take watch
during this time so they can warn others of trouble.
Note that Characters who take watch must still get
at least 3 hours of Rest to be able to gain its benefits.
Resting for 6 hours with two Characters alternating
a watch makes sure everyone can Rest properly. If not
possible, then any Character standing watch have to
sacrifice those benefits.

189
R EST
When you set up camp, rest for 3 hours or more and Afflictions, they become Dying and the last sustained
consume a ration (or plenty food and drink is available), Affliction is ignored. Afflictions other than Injury or
you gain the benefits of a Rest as listed below. You can Trauma that can be cured by Recovering are cured the
only gain these benefits twice per day. If you don’t Rest same way as Injury or Trauma. However, most require
for a total of at least 6 hours per day, you risk some more than that to get rid of, regardless of whether you
negative consequences (see Lack of Sleep textbox). can get help or not. The Doomsayer will let you know
when this is the case and what is required to cure them
1. Heal all Bruises and Madness.
or how you can find out.
2. Cure Bleed and Withered.
3. Roll 6 Action Dice and gain back 1 Blood Point
per success. CATCHING YOUR BREATH
When there is no time to rest properly (for 3 hours or
4. Regain the use of Traits, Powers, Magic or Items
more), and/or danger is all around you and you cannot
that can be used a number of times ‘Per Rest’.
set up camp for any reasonable amount of time, you
Once per Rest, any Character with the ‘Herbalism & can instead Catch Your Breath. You can do this once
Healing’ Skill can attempt to heal a (x3) Wound for between every Rest you take, but only after you have
another Character by making a Wisdom Roll (Difficulty had a challenging Encounter.
2) using this Skill, or a (x6) Wound instead (Difficulty 3). Catching Your Breath doesn’t require to be in a safe
place or to set up camp. It takes only 15 minutes of
staying in the same spot and doing not much else
R ECOVERY except to literally ‘catch your breath’ for a moment.
When you rest for a full day in comfort and safety When you do, roll a number of Action Dice equal to
and consume two rations (or plenty food and drink is your Toughness Score and heal up to 3 damage of
available), you Recover. Any rules that refer to a Rest Bruises for every success rolled.
also apply when you Recover. Gain the same benefits
The number of Action Dice rolled cannot be increased
as a Rest and:
by using a Skill or any other method (like gaining Edge)
1. Heal all Bruises, Wounds and Madness. unless a rule specifically states it can.
2. Cure Bleed and Withered.
3. Replenish all Blood Points.
4. Regain the use of Traits, Powers, Magic or Items
that can be used a number of times ‘Per Rest’.
5. Attempt to cure Afflictions, as described.
LACK OF SLEEP
If you are under the care of an NPC well-trained in
medicine or healing you are automatically cured of 1 Whenever a day passes when a Character did
Injury or Trauma per day that you Recover, choosing not Rest at least 6 hours in total or Recovered,
which one to remove first. If not, they require further they must make a Toughness Roll (Difficulty 2).
treatment. Anyone except you can attempt to cure an On a Success, they suffer no consequence and
Injury or Trauma you sustained. Curing Injury requires can continue for another day. On a Failure, the
a Wisdom Roll; curing Trauma requires an Insight Roll, Character suffers Exhaustion. On a Failure and if
both Difficulty 2. On a Success, you are cured of one, a Character is already Exhausted, they become
choosing which one to remove first. You can continue Troubled. On a Failure and if a Character is already
this process on subsequent days you Recover.
both Exhausted and Troubled, they fall asleep and
When a Character has 2 total Afflictions, the Difficulty become Unconscious until they have slept for at
for the above-mentioned roll increases to 3 (Hard) least 6 hours.
or to 4 (Extreme) when a Character has 3. Should
a Character ever sustain more than a total of 3

190
Adventuring

LACK OF NUTRITION H EALING


Without consuming a ration(s) during Rest or
It could be useful to bring an Adrenaline Shot on
Recovery, none of their listed benefits are gained.
your adventures, just in case a Character becomes
In a dangerous world as Athyr this should be
Dying. This item, when applied, grants Edge to
enough to want to keep doing so! However, when
one Wisdom Roll made to save a Dying Character.
not the case, for example during quiet times
or while not out adventuring, Characters are Any consumables and magic that can clear
expected to have at least one meal per day and a Character’s Bruises or Wounds or facilitate other
some drinks, or alternatively, keep consuming healing do not work on one who is Dying, but
two rations per day simply to stay alive. once they become conscious again healing might
be a good idea!
Should this be neglected, a Character can go
without food and water for 3 days, before
a Toughness Roll (Difficulty 2) must be made.
The same rules apply as described for ‘Lack of GETTING H ELP
Sleep’ when making these rolls, except instead
of eventually falling asleep you become Dying. When one or more Characters become Dying,
While traveling, slightly different rules apply, things can get ugly very fast. All is not lost
which the Doomsayer can let you know about however, as there is still a day left to get help.
when it comes up. Sometimes it can increase a Dying Character’s
chances of survival if they are brought back to the
nearest settlement to find a healer, or to convince
one to return to the site where a Dying Character
lies Unconscious.

SANCTUARY
Though rare and hard to come upon, there are sites of
great spiritual power and godly blessing in the world.
When spending about an hour in deep thought and
1. Your Character goes Unconscious and cannot
meditation at a Sanctuary, you clear all Bruises, Wounds
and Madness, replenish Blood Points and Doom Points, regain consciousness except by the means
end all Conditions and cure all Afflictions. It’s like a big described below. Lose all Charges and end all
charity event hosted by the gods. ongoing effects of your Traits, Powers, Cantrips
and Magic.
2. In total, one attempt at a Wisdom Roll can be
made to save a Dying Character. No Doom

DYING Points can be spent on this roll and it cannot


be improved in any other way, though Edge is
When your Character’s Bruises and Wounds are both applied as usual.
fully marked you are considered to be Dying. Any On a success, they come back conscious and
Conditions or Afflictions resulting from the attack or
heal 1 damage. On a failure, death is inevitable.
harmful effect that cause you to become Dying are
The Difficulty of this Wisdom Roll is 2 (Normal)
applied as usual. If ever you should become Dying for
some other reason, you don’t have to mark any Bruises but increases to 3 (Hard) if a Character has 2
and Wounds left unmarked. Afflictions, or 4 (Extreme) if they have 3.
When Dying, walk down these steps to see if fate 3. If nothing is done to help a Dying Character
decides that your Character should live or die. within one day after they become Dying, they
die. If a Dying Character receives any damage
from an external source, they also die.

191
DEATH & THE MUNAGI
When everything has failed and you find yourself dead, FIRST DEATH
this is not necessarily the end for you. Your Character’s Permanently decrease two Soul Ability Scores of
your choice by 1, to a minimum of 1. You must
body has likely suffered incapacitating wounds and
also lower your Doom Point maximum by 1. You
perhaps other debilitating forms of damage, whether
have learned a vital message, however, about
from Magic or some other horrific fate. You should mortality and what death feels like.
discuss with the Doomsayer what you would like to
do next. Should fate have its way with you and you suffer
If you choose that your Character has died an epic and death a second time, the procedure is the same as just
suitable death, and you wish to end their story at that described, but the following penalties apply:
juncture, then let events with the other Characters
SECOND DEATH
unfold as your soul goes to its final destination and
Permanently decrease three Soul Ability Scores
later, work out the details with your Doomsayer what of your choice by 1. Lower your Doom Point
your next Character could be. Perhaps they can be maximum again by 1. You are living on borrowed
a vengeful relative, wondering what has happened to time at this point, and doom cannot be held at
your dead Character and seeking those responsible? bay forever…
Or maybe they are just a nearby and suitably heroic
alternate figure, whose intervention in the other When you have died for a third time, Death itself
Characters’ lives makes sense in the overall narrative. will come to fetch you, and there is no escape, no
bargaining, and no further chances at a return to the
However, you can choose the more epic and suitably
mortal coil. Anyone who stands before Death to keep
heroic option, to come back. You can rage against
you from them may suffer your fate as well, or simply
the dying of the light. Instead of your Character
be rendered unconscious instantly. Death, after all, is
being eliminated from the game, your soul refuses
the final judge, and none may contradict its will.
to abandon your body, lingering with heroic resolve.
Munagi spirits will come to fetch your soul and drag Although it isn’t required, you might want to include
it to its ultimate destination, but this will not be your the effects of having died in the way you roleplay
fate at this time. The Doomsayer will provide details, your Character, and some Doomsayers could remind
but in this instance, if your Character’s allies are on you of the consequences from time to time. Here are
hand, they can battle these vengeful spirits to keep a few suggestions, according to the Abilities you chose
your Character’s body and soul intact and united. to lower:

It is now up to your allies to fend off the Munagi, ▪ HEART: You will become less sociable, more
perhaps granting you another chance at life, or maybe withdrawn, show less empathy, be more inclined
your allies will all die as well in the attempt. This is battle to deceive or lie than before, etc.
▪ MYSTIQUE: You will ‘feel’ less unique, and
should be a fierce exchange in which the Munagi seek
to drag your spirit from its mortal shell, while you lay
helpless and incapacitated. If your allies are successful less special. You will become easier to read
in preventing your soul from being taken, you remain, and possibly slightly less interesting, attractive
and healing Magic may be applied to restore you to or intimidating.
life, as if you were at death’s door.
▪ COURAGE: You may get nightmares from time
to time or freeze in the face of life-threatening

DEATH’S TOLL danger. You may have flashbacks of how you died
and the Munagi.
The above-described experience is not without its
cost and having one’s soul in a state of peril has its ▪ INSIGHT: You will have more trouble ‘getting’
psychological and spiritual toll. Should you live, the other people and seeing through their lies. You
following penalties apply: may become more gullible and easier to deceive.
▪ WILLPOWER: As with losing Courage, you may
get vivid, bad dreams about what happened.
You might feel less motivated or energetic, and
maybe less ‘alive’ than before.

192
Adventuring

EXPERIENCE POINTS & LEVELING UP


Experience Points – or ‘XP’ in short – are the currency ▪ Solving an ancient Mystery: 500
of growth and development in Blood and Doom .
▪ Completing a Journey or Expedition: 500
They represent the hard-won lessons and skills that
adventurers gain through their trials and tribulations,
▪ Thoroughly exploring a City, Town or other
Settlement: 250
and the rewards that come with surviving in a world of
darkness and danger. ▪ Completing a small Dungeon or challenging
Encounter: 250
As an adventurer, Experience Points are your key to
unlocking new abilities and becoming more powerful. ▪ Overcoming a social dilemma or significant
Every Monster you slay, every puzzle you solve, every problem during a Scene: 250
epic social victory, and every challenge you overcome
grants you Experience Points that can be used to Level
Up your Character and gain new Traits, Powers, Magic LEVELING UP
and Feats, and also to increase the Rank of your Skills. Your Character starts out at Level 1 with 10.000 XP,
representing the fact that they aren’t novices and
But Experience Points also represent the growth and
that they have settled into their Archetypes. Also, it is
development of your Character’s personality and
simply more intuitive to track XP this way. When your
worldview. As you journey through the dark and
Character has earmed a total of 20.000 XP, they
foreboding world of the game, you will encounter new
advance to Level 2, when they have earned
ideas, perspectives, and moral dilemmas that will shape
your Character’s beliefs and values. Experience Points, Your Character doesn’t automatically benefit from
then, reflect your Character’s life path, both in terms gaining another level. Just like what is usually the
of their physical abilities and their inner growth. case in real life, they need some time to reflect on
their actions, analyze what has happened, exercise,
XP should not be handed out lightly by the Doomsayer,
and train. In game terms, this means that you need
but rather be earned through hard work, clever
to Recover before being allowed to implement the
thinking, and daring deeds. They are the measure of
changes offered by the higher level, as indicated in
the hero’s journey, the marker of the adventurer’s
your Class’s Level Table.
path from neophyte to master, and the symbol of the
courage and determination that it takes to survive in
a world of darkness and peril.
XP is earned for each Character equally, unless the
R ETIRING A CHARACTER
Once your Character reaches 12th Level you will
Doomsayer and Players all agree that one or more
usually retire them a couple of game sessions later
Characters deserve a larger portion of XP than others.
or whenever the game’s story reaches some form of
In that case, reward the number of XP listed below to
conclusion. Your Character likely has become a lord,
the deserving Character(s), and ½, or ¼ of the listed
king or tribe leader or achieved whatever other goals
XP to the others. Experience Points can be rewarded
they had set for themselves and will live out the rest of
as soon as one of the conditions below is met, during
their lives in relative quiet.
a break or at the end of a Session. It can be fun to get
XP rewarded immediately, tough some groups may Perhaps they will become NPCs in the next story you
prefer to summarize events at the end of a Session and play with new, unexperienced Characters and one day
do the bookkeeping at that time. be called upon again when the need is dire, or could
play the role of an enemy should they have become
The Doomsayer can reward Characters with XP for:
corrupted. It’s up to the Doomsayer and the players
▪ Completing a notable Quest: 2.500 together to decide if they want to start a completely

▪ Finishing a challenging Dungeon: 1.000 new story or perhaps if some threads of the previous

▪ Acquiring legendary Treasure or an important


campaign haven’t yet been resolved and would be
worth delving into with new Characters.
Artifact: 500

193
CHAPTER 10:
DUNGEONS

THE BASICS TRACKING


Any time you and your friends find yourself in or near
a place that might hold danger, enemies, treasure, R ESOURCES
or valuable information and items, some special rules The most common item Characters will use in a Dungeon
apply that are disregarded during other times for easy or dark open area are torches, providing light and
of play. visibility in areas shrouded in darkness. One torch is
The most common of such places is known as depleted every room or area the Characters venture
a Dungeon, and includes things like underground into that is unlit and where they want to be able to see
caverns, an enemy camp, the ruins of an ancient tower, their surroundings.
the palace of an evil lord, a prison, treacherous mines, Characters will frequently pass through one space
a volcano, monster lair, or long forgotten tomb. quicker or slower than another, but each requires one
Even while exploring the wilderness, you can encounter torch to be used regardless. This makes keeping track
similarly dangerous places in the open air, which when of such resources easier and taken over a longer period
appropriate abide by these same rules as a Dungeon. any relevant differences even out eventually. When a lot
This can include things like a hidden forest grove, an more time than usual is spent in a particular room or
ominous dolmen circle, a burial site, a well-guarded area this is only considered if significant to the game.
mountain pass, or a once-bloodstained battlefield The Doomsayer will let you know what activities might
underneath which the bones of cursed, fallen warriors use up resources at a higher rate, if any.
restlessly await their revenge. Unless a room or area is lit or you do not mind being in
Dungeons are commonly made up of various rooms (or total darkness, you use up torches as follows:
areas if outside). These aren’t always rooms in a literal
sense, but provide an easy way for you and the Doomsayer
to differentiate them as they will each have their own
features, secrets, traps, treasures, or enemies. As you
move around in a Dungeon you are always considered to
be in one or another of such rooms or areas.

194
Dungeons

TORCHES SPLITTING UP
ACTIVITY DEPLETED When any Character strays away far from
the rest of the Party, make sure to check
Entering a dark Room or Area 1 who is carrying torches; it may be necessary
for another torch to be lit when Characters
Taking on any activity requiring
get separated from the rest of the group.
a decent amount of time.
Examples: Make repairs, dig 1
a tunnel, thoroughly study an
object or cryptic tome. LIGHT R ANGE
When Resting for 3 hours or more,
& COMPLICATIONS
A torch provides light up to Far range
unless you make a campfire. /
from the source, but needs to be held
When keeping watch beyond 3 with one hand or otherwise be set on
a campfire’s radius for 3 hours
a fixed position on the ground (giving
or more.
Monsters an opportunity to grab, break
or extinguish it!). It is enough to provide
a decent amount of light in most rooms
or areas.

DARKNESS A torch used in complete darkness still


doesn’t provide the same visibility as daylight,

& LIGHT
and Players as well as the Doomsayer should
be aware of this. Extra effort may still have
to be taken or additional Action Rolls made
to do things that require full visibility even
DARKNESS when carrying a torch.
Being in complete darkness causes the Blinded
Condition, meaning you suffer Challenge to Action Rolls
you make that rely on sight (which are quite many!). HIDING IN DARKNESS
This includes almost all rolls relying on physical activity, Any attempt to hide yourself in darkness
not to mention trying to read, navigate a path, spot while holding a Torch automatically fails
danger or fight. Some activities (like reading) outright unless you face an opponent who cannot
fail when attempted in full darkness, and many more see. Moving around stealthily or hiding
similar examples can be thought of. is therefore best done in places that are
already dimly or completely lit, or in full
Most Monsters have Darksight, allowing them to see in
darkness without using any source of light.
the dark reasonably well. If ever you should find yourself
in darkness fighting an opponent that is equally affected
(like human opponents), you do not suffer Challenge to
rolls targeting them or rolls made to react to them.
Spending time in Darkness while danger and untold
horrors awaits around every corner can also affect
your Character’s sanity. Darkness can be a pressing and
claustrophobic affair, with panic and despair setting in
as your pulse increases and your breathing accelerates
uncontrollably. More details can be found in the next
section: Madness.

195
M ADNESS M AGIC
Being the target of diabolical spells cast to twist and
Aside from spending time in total darkness as just bend your very soul, Magic fueled by sacrifice of blood
described there are several other circumstances and or human life, or a powerful mind-altering artifact can
events that may trigger your Character to suffer Madness. potentially cause Madness. In fact, Magic might be
Adventuring can be a terrifying and dangerous affair, the most dangerous of all madness-inducing events
possibly crossing paths with all manner of atrocities. In described in this section, and it isn’t unheard of that it
such cases the Doomsayer can ask for everyone in the can leave an adventurer a dribbling pile of insanity. The
Party to make an Action Roll to determine if a Character Ability used to withstand such effects vary depending
suffers Madness. Abilities used are most often Focus, on the Magic’s source, as does the amount of Madness
Heart, Courage, Insight and Willpower, as determined you might suffer.
by the Doomsayer. As usual, the Doomsayer also sets the
Difficulty, and the amount of Madness suffered can vary
from 1 up to a d2, d4, d6, or more. Some of the most INCOMPREHENSIBLE
common examples are:
EVENTS
Some things are beyond mortal understanding, and

DARKNESS when you encounter living manifestations of the


Heralds of Doom, strange and terrible environments
While in complete darkness, you require to make
where the laws of physics do not hold sway, freakish
a Willpower roll every hour. The Difficulty is usually 2
occurrences, or apocalyptic events, the Doomsayer can
but can be raised by the Doomsayer depending on how
ask for an Action Roll to determine if your Character
threatening the situation is at the time aside from the
suffers Madness.
darkness itself. On a failure, you suffer 1 Madness. The
Doomsayer can estimate when an hour has passed or
decide that every 3 rooms or areas you pass through
equals one hour spent.

AWARENESS
GRUESOME SCENES
Finding a corpse (or part of one!), or stumbling onto the & PERCEPTION
scene of a ghastly death, ritual scene, mass execution, Usually when arriving at a place of some significance
torture or bloody sacrifice may require an Action Roll, or when entering a new room in a Dungeon, one
suffering an amount of Madness as determined by the Character quickly surveys the surroundings, and their
Doomsayer on a failure. The Ability to be used depends Player makes an Awareness Roll. Hopefully this provides
on the specific circumstance. Generally, Characters are clues for a narrower search, or to possibly study and
accustomed to death and mayhem, and those who make investigate something you discovered.
fighting their trade might be more-or-less immune to
Similarly, you can make such a roll to spot hidden clues,
some of this unless the circumstances are unexpected,
listen for noises, look for traps, or attempt to detect
involve someone they knew, or are exceptionally
hidden enemies or other dangers. As an exception,
gruesome and rife with evil.
the Doomsayer doesn’t always reveal the Difficulty of
Awareness Rolls beforehand or whether you succeed

MONSTERS afterwards. They only take note of the outcome and let
you know what you find out.
Athyr is full of strange and horrible creatures, the sight
of which can cause mortal minds to suffer and break.
Most of the time, though, Characters are not required to
make an Action Roll when seeing natural animals, beasts,
HIDDEN OPPONENTS
Opponents usually don’t lie waiting in ambush or actively
or common types of Monsters. There are those however
try to hide from approaching Characters unless they
that are so unspeakably terrifying, twisted, unnatural,
have good reason to. Because of this, you don’t require
alien and incomprehensible that Madness might be
to make Awareness Rolls all the time from fear of being
suffered. The Doomsayer will let you know what Action
attacked by an unseen opponent. The Doomsayer will
Roll to make when you Encounter such a Monster.
usually provide some clues in advance.

196
Dungeons

When you fail an Awareness Roll while opponents are If such a situation is difficult to set up, the Doomsayer
hiding or waiting in ambush, you suffer Challenge to can ask to make an Action Roll to determine how well
react to anything a hidden opponent does until they you prepared. This is usually a Wisdom or Intellect Roll.
have revealed themselves. Most of the time this is You are then considered to be successfully hidden, but
something like attacking or casting a spell, and you depending on the success of the rolls made opponents
suffer Challenge to defend against the attack or resist may be more or less likely to sense something is wrong
the spell. Not only that, but at least one of the hidden once they arrive at the scene.
opponents gets to take a Turn first, before anyone else
can pitch in and Turns continue to be taken as usual (in
any order). HIDING FROM OPPONENTS
It is always possible that one or multiple opponents When none of the above applies, you can make
have revealed themselves while others are still hidden a Stealth Roll to actively hide or move unseen past
(the same is true for Characters when the situation opponents that you are aware of. You do not make
is reversed) and in that case, anyone still hidden can a Stealth Roll in advance, but only at the time when you
still benefit from it. Most of the time though, hidden actually attempt to hide or sneak past an opponent. The
opponents will have revealed themselves during the first Difficulty of the Action Roll is that of the opponent with
Round of an Encounter. the highest Difficulty in any given group of Monsters
or NPCs. Unlike when making an Awareness Roll as
Because not all Players are actively making Awareness
described in the ‘Hidden Opponents’ section, all Players
Rolls all of the time, the one Character who did survey
make a Stealth Roll individually.
the surroundings plays an important role here, as when
they fail to spot hidden opponents it will have negative On a success, you are considered hidden from all
consequences for the entire Party. For this reason, it is opponents until you do anything that could draw
usually a good idea that a Character with keen senses attention to you, or if the situation around you changes.
takes the lead and scouts ahead for potential danger. When this happens, you may have to roll again to
remain hidden.
As long as you remain unnoticed when an Encounter
SPOT DANGER OR CLUES =
starts, whether by setting up an ambush in advance
AWARENESS ROLL or simply by hiding, you gain Edge to act against any
opponents unaware of you, and at least one Character
gets to take a Turn first during the Encounter, after
which Turns continue to be taken in any order as seems
to make the most sense. Alternatively, you could of

STEALTH
course use the opportunity to sneak past your enemy
and avoid conflict altogether!

& HIDING
Once an opponent has become aware of your presence
after you’ve acted, for example by attacking them, you
When attempting to move around stealthily or hide are no longer considered hidden until you hide again.
yourself it is only required make an Action Roll when If any Character has already attacked an opponent and
you know an opponent is present, or if there are signs given up their concealed position, it is still possible for
of trouble or danger that you can act upon. Until that other (still hidden) Characters to gain Edge on their
time, you can simply let the Doomsayer know that you Turn. You can also actively hide (again) during an
are taking a stealthy approach, and how. ongoing Encounter. How this works is covered in the
HIDING DURING ENCOUNTERS SECTION ON P. 202 .
Similarly, if you are able to set up a situation in advance
that allows you to be unseen by potential enemies, you
do not need to make an Action Roll to hide, but are MOVE STEALTHILY OR HIDE =
simply considered hidden. For example, when you set STEALTH ROLL
up an ambush and hide in bramble bushes, waiting for
an enemy caravan to pass by.

197
TRAPS TRIGGERED TRAPS
Let’s assume you did not spot a trap in time and
Traps are an important element of any Dungeon, triggered it. One of two things can happen:
and likely there are many. Clever Monsters and NPCs
usually take all kinds of measures to ensure their evil 1. Something harmful occurs instantly and ends
operations can proceed without the meddling of brave immediately. You and several of your allies
and righteous Characters, especially within their own will have to make a Reflex Roll or any other
lairs. An Awareness Roll is required to spot traps and appropriate Action Roll to determine how badly
a Dexterity Roll is required to dismantle a trap you you are affected.
managed to spot.
A great example are arrows that shoot from slits
in a wall as soon as you move against a tripwire
SPOTTING TRAPS = or set foot on a floor tile that triggers the trap.
AWARENESS ROLL Usually, any Character that might be affected
still gets a chance to dodge out of the way,
DISMANTLING TRAPS =
making a Reflex Roll. Failing this means you likely
DEXTERITY ROLL
take damage.
2. Something harmful slowly starts to unfold, taking
a certain amount of time to complete. A trap
SPOTTING & DISMANTLING that takes time to complete could still be stopped
Several risks are involved when dismantling a trap that halfway, requiring quick thinking and usually
you spotted. Let’s start by assuming you discovered several Action Rolls to get done.
a trap before it was triggered. The design of some traps
Think of a room slowly filling with water while
might allow you to circumvent them as soon as you
entrances are barred, or walls that start to close
learn where they are placed and what their workings
are. However, many traps are designed to prevent this, in. Such Traps are handled exactly the same way
leaving you with several options: as an Event and is usually played out using Rounds
and Turns.
1. You can turn back to find another route to get
where you were headed, leaving the trap intact.
2. You can carefully attempt to set-off the trap
while trying to avoid harm; though this requires
some knowledge of what to expect as well,
and an appropriate Action Roll to be made
by one or multiple Characters to avoid any
negative consequence.
3. You can attempt to dismantle the trap, requiring
a successful Dexterity Roll as just described. Some
traps impose negative consequences if you fail
to dismantle them. What kind of mechanics are
built into each trap and how dangerous it is to
dismantle it differs per trap.

198
Combat & Encounters

CHAPTER 11:
COMBAT &
ENCOUNTERS

ROUNDS The only time when either an opponent, you or one


of your allies is certain to take a Turn first is while

& TURNS hidden at the start of an Encounter. This applies only


to the first Turn taken during the first Round. After
Whenever a Scene escalates into conflict, or that, Turns continue being made again as described.
a particularly threatening situation presents itself,
it is considered an Encounter. Usually this happens
when you fight an opponent, but it may just as well ON YOUR TURN
be a trap or harsh weather conditions that trigger an During your Turn, you can move up to your Speed
Encounter. Encounters have some special rules that and take one Action. You can do this in any order,
provide structure and make running them easier. and split up your movement into one part before
Every Encounter is made up of Rounds and in each taking an Action, and one part after.
Round every participant gets to take one Turn. Alternatively, you can use your Action to move up
Everyone is free to take Turns in whatever order they to your Speed again, allowing you to cover a greater
wish; or team up to take Turns together and help one distance on your Turn. You are also free to do less
another. Once everyone has taken a Turn, the Round than described, for instance by not moving at all, or
ends and a new one begins, repeating this process skipping your Action. You are always considered to
until conflict has been resolved. have taken a Turn by the end of any Round, even if
When exactly you, your allies, or any of your you do nothing.
opponents take their Turn flows naturally from the
fiction of what is happening during the Encounter
TURN = MOVE + ACTION
and when it started. Any action usually leads to
a response, whether from an ally coming to your aid,
or from an opponent countering an attack. Players
and the Doomsayer can discuss and plan ahead, or
simply let things happen as feels right.

199
Some more examples of what typically is considered
TIME an Action:

Each Round represents about 10 seconds of ▪ Attack an enemy to deal them damage, throw
them, or push them.
action and things happening in a very fast-paced
sequence of events, like a fight in a movie scene. ▪ Throw a torch into a pile of flammable objects to
Unlike in some other games, Turns are not set a room ablaze.
interpreted to all take place simultaneously, but ▪ Barricade a door with a table.
play out just as how it happens at the table, each ▪ Intimidate your opponent with threats to break
action leading to the next, etc. their morale.

Considering an entire Encounter rarely lasts ▪ Grab an item stored in your backpack and use it
(unless it has the Slow tag).
more than 6 Rounds, most are finished within
a timespan of only a minute in the fiction of the ▪ Hide yourself from your enemy if possible.
game. At the table however, this might play ▪ Get out of the fray to take cover and apply
out over the course over anywhere between ten a bandage.
minutes up to half an hour or so. ▪ Switch a weapon for a shield you carry on your
back, or vice-versa.
▪ Use Magic or a Cantrip.
▪ Swing a torch around you to keep monsters at
a distance.
ACTION ▪ Grab a weapon or item off the ground within
You can do anything you want when you take an
Close range.
Action, as long as it reasonably possible within the
Fiction of the game and can be done in the span of
a few seconds. You can attack an enemy, attempt
to discover secrets, interact with your foes and FREE ACTION
environment, and so on. This is usually done by You can do something that requires very little time
roleplaying, making an Action Roll, and spending and add it to the above, both still being considered
Blood Points when using Powers or Magic. one Action. This is referred to as a Free Action and
When you take an Action, imagine being your unlike an Action it usually doesn’t require an Action
Character and facing the challenges presented Roll to perform. When you attempt some of these
before you, then let the Doomsayer know what while in the midst of danger or engaged with enemies
you would like to do. The Doomsayer can propose around you, the Doomsayer can ask to make an ITEM
to make an Action Roll to see if you can manage it. USE ROLL AS EXPLAINED ON P. 212 .
You are encouraged to allow everyone at the table
▪ Switch a weapon for another.
take the spotlight during various moments, including
your own Character of course, and to work together ▪ Pull a nearby lever.
and help one another to defeat your foes and ▪ Kick open a door, or slam a door shut.
overcome obstacles. ▪ Hand over an item to an ally close to you.
When you see or hear something happening at the ▪ Communicate with those around you.
table and you decide it’s time for your Character ▪ Drop your weapon or shield.
to take their Turn, you might say something like ‘I
run towards the Beastman with the eyepatch in the
corner, draw my dagger and stab it’. The Doomsayer
would then say something like ‘Sure, go ahead. Roll
Dexterity and let’s see if you are a match for this
vicious Beastman.’

200
Combat & Encounters

MOVEMENT SPEED ask for a Strength Roll to knock over the table. On
Every Character has average Movement Speed, a success, you get to make a Dexterity Roll to fire
which equals moving up to Far range and is referred your bow from cover. On a failure, your Action ends
to simply as your Speed. This applies only during as you struggle to move the table.
Encounters, as outside of an Encounter the exact Sometimes you can make just one Action Roll and
distance a Character can move is rarely relevant. spend Momentum to do add something to your
As described in the On Your Turn section, a Character Action. Discuss what you want to attempt with your
can use their Action to move their Speed again, Doomsayer first and they can let you know how
covering Far range twice. There are Monsters and much Momentum is required to get it done. For
NPCs in the game that have a slow or fast Speed, which example, you want to attack an opponent while at
equals half or double average Speed respectively. the same time pushing them back into a brazier to
set them ablaze. You could make your attack as usual,
and spend 1 Momentum to push them closer to the
DOING MORE brazier, and 2 Momentum to push them into it and
There are times when you may want to do more set them ablaze, dealing 1d4 extra fire damage and
than just described or do something that is far more inflicting Burning.
challenging. If so, you can simply let your Doomsayer These are just a handful of examples to show that
know what you would like to attempt and have an Action can be much more than just doing one
a conversation about how to work it out. This includes straightforward thing. Try and let the fiction inspire
talking about what is required to succeed, what the you to come up with something to do on your Turn
desired or possible outcome is, and what happens if given what is happening around you and talk to your
you fail. Usually, this means resolving your Action in Doomsayer to find a way and make it work.
one of the following ways:

▪ You can try what you intend using just one BONUS ACTION
Action, but the Difficulty of your Action Roll
A Bonus Action can be taken once per Round and
is increased. requires a Trait, Power or Magic that specifies it can
▪ You require to make two Action Rolls as part be used as a Bonus Action. Some Weapon Attributes
of one Action. If the first fails, your Action allow you to use your Bonus Action as well. Unless any
ends early. of the above is the case, you cannot normally take

▪ You make an Action Roll to attempt at


a Bonus Action.

least part of what you want to achieve and Unlike an Action, a Bonus Action isn’t used to do
whatever comes to mind. Instead, the Trait, Power,
can spend Momentum to do more or gain
Magic or Move describes exactly what the Bonus
additional benefits.
Action does and what its effect is. Usually, a Bonus
▪ It would take too much time. You have to split it Action requires to make an Action Roll, though
up between two Actions / Turns. sometimes it is only required to ‘spend’ your Bonus
Action to achieve a certain result, without making
For example, the Doomsayer can increase the Difficulty a roll.
of your Action Roll if you wish to slide between an
opponent’s feet to target another opponent behind Some Bonus Actions are taken on your Turn, while
them, or when you need to jump a decent distance to others can be taken any time during a Round or at
reach someone to attack. a time specified in its description. Traits, Powers and
Magic with the Bonus Action tag can also be used as
Multiple Action Rolls might be required if you a normal Action on your Turn, if possible.
attempt to do several things that cannot be resolved
with one roll using the same Ability. For example, if
you’d like to knock over a table to take cover behind BONUS ACTION = ON TURN / ANY
it, then ready your bow to take aim and shoot at TIME. MAX 1 PER ROUND
an opponent across the room. The Doomsayer can

201
EDGE & CHALLENGE
As touched upon in the Rules Overview chapter you Hiding during an Encounter can prove difficult, as
and your allies can gain Edge or suffer Challenge in everyone involved is usually paying careful attention
various ways. Edge increases the number of Action to their surroundings as well as their opponents. Doing
Dice you can roll, while Challenge on the other hand so requires an opening or distraction, otherwise you
reduces this. suffer Challenge to hide, or the Doomsayer might roll
it isn’t possible at all.
Aside from using a Skill or working together, there are
many situational advantages and disadvantages that To attempt to hide during an Encounter, you make
can come into play, especially during an Encounter. a Stealth Roll as an Action on your Turn. Unlike before
Below are some of the most common to gain Edge or an Encounter starts, the Difficulty for this roll is only
suffer Challenge as a result of these. as high as the most perceptive opponent that could
actually spot you and isn’t distracted. This is usually
the opponent who has the highest Difficulty.
COVER When a hidden opponent acts against you, you suffer
When you are partly hidden behind some object or Challenge if the fact that they are hidden benefits
wall, or fully obscured from sight but still actively them in some way. If an opponent does anything to
participating in combat from that position, you have give away their position, they are no longer hidden
what is known as Cover. after that.
Cover grants Edge to Action Rolls that benefit from When one or multiple opponents attempt to hide
such positioning, such as defending against ranged themselves during an ongoing Encounter, any
attacks or explosive magic. The Doomsayer might Character who is unengaged and who might be able
impose Challenge on certain Action Rolls as well, if to spot them is allowed to immediately make an
something you attempt to do from Cover is hindered. Awareness Roll, even though it isn’t their Turn. This
When you are fully obscured from sight and not doesn’t require a Bonus Action.
taking part in combat actively, perhaps to catch your
Only one Character is required to succeed for all
breath for a moment or to treat wounds, you cannot
other Characters around them to be considered
be targeted by most attacks.
aware of the enemy’s presence (provided they are
When repositioning or re-entering combat from this within shouting distance from one another and not
position you do run some risk, having been unable to otherwise unable to communicate). On a failure, an
pay attention to the situation around you for a while. enemy is hidden until they reveal themselves or are
A Reposition Roll is made to determine how well this spotted.
goes. On a success, you suffer no negative effects. On
When you actively attempt to spot a hidden opponent,
a failure, the Doomsayer can impose Challenge to the
you can make an Awareness Roll on your Turn as an
first Action Roll you make after re-entering a fight.
Action. On a success, you discover their position and
The REPOSITION ROLL SECTION ON P. 212 offers
you or your allies can act against them normally. On
more details on how this works.
a failure, they remain hidden and cannot be targeted
Opponents can of course seek Cover as well. Any directly, as you are only able to guess where they
attempt to target them with ranged attacks or other might be.
harmful effects from a distance suffer Challenge, or
Similarly, when an opponent spends a Turn to
if fully obscured from sight and out of reach, they
try and discover where you might be hiding, you
cannot be targeted.
require to make a Stealth Roll. On a success, you
remain hidden and cannot be targeted. On a failure,

HIDING you are discovered, and opponents can act against


you normally.
As long as you are hidden, you gain Edge to act against
an opponent and do things that benefit from this in
some way. If what you do gives away your position,
you are no longer hidden after that.

202
Combat & Encounters

USING OBJECTS HIGHER GROUND


The most dramatically interesting and dynamic Most of the time, it is preferrable to gain and hold
Encounters are those which take advantage of the the higher ground in combat. This enables you to
physical environment, including objects that can be strike more directly at your foe’s head and arms, while
manipulated, moved or even picked up and thrown. they in turn are often limited to striking at your lower
Depending on what you are using or how you are body.
using it, the Doomsayer may also require you to make Following are some suggestions for how the
an Action Roll to properly utilize the object. difference between the one with higher ground and
Generally, any clever or strategic use of an object the one in the lower ground can provide Edge or
can offer you Edge to an attack or action, but Challenge to attacks and defensive actions. The one
the following loose set of guidelines can help the with the advantageous position gains Edge, the one at
Doomsayer assess whether an object offers Edge. If a disadvantage suffers Challenge.
a foe does these things to you, you suffer Challenge
in the same fashion. ▪ Above one another on a moderately sloped hill
or wide staircase.
▪ On horseback against an opponent on foot.
Some examples of minor things you can do that
would still allow you to take a full Action to make an
attack or do something else: ▪ On top of an elevated surface of less than knee
height, such as a dais or platform against a foe on
▪ Splashing a flagon of ale in your foe’s face. the ground.
▪ Kicking up a cloud of dust into the area to blind ▪ Standing on a table versus someone on the
them.
ground.
▪ Some sort of distracting feint, like thrusting
a torch at their face.
▪ Swirling your cloak to conceal your body’s exact BEING ENGAGED
OR DISTRACTED
location.
▪ Throwing something light at your foe to distract During a fight, combatants are often engaged with
them momentarily. one or multiple opponents simultaneously, crossing
▪ Pushing or maneuvering something light into weapons, raising shields and landing blows back and
their path or onto them. forth in quick succession. This, and other distractions
(such as facing an opposite direction) might pose
Some examples of things you might do that require an advantage to someone approaching unnoticed
the use of an Action, perhaps to benefit an ally: or from behind and striking their weapon at an

▪ Drenching your foe in lamp oil on slippery opportune moment.


ground. However, it is assumed that during combat all

▪ Causing a large curtain or tapestry to fall over participants are alert and looking not just at who
they are engaged with, but at the same time at the
your foe(s).
entire situation around them. The same is true for any
▪ Throwing something of medium weight at your direction a combatant faces; in a dangerous situation,
foe to hinder them. continuously being aware of what is happening
▪ Pushing another person into their way. around you is essential. For this reason, you usually
▪ Toppling something at them that they need don’t gain Edge to attack an engaged or distracted
opponent (or suffer Challenge if the situation is
to dodge.
reversed) unless effort has been made to draw their
At the Doomsayer’s discretion, successful use of the attention away deliberately.
object may also impose a Condition onto your foe.
Common Conditions might include Blinded, Prone,
Restrained, Slowed, or Burning.

203
THREATS & INSULTS At the Doomsayer’s discretion, Edge gained this way
Not all combat or conflict is physical, and sometimes or Challenge suffered may last more than one Round,
fierce epithet, threatening gesture, or cruel insult can with each Momentum spent from making the threat
serve just as easily to cause an opponent to doubt or insult adding another Round it being effective.
themselves, hesitate, intimidate, or even distract and Momentum gained from this attempt could even
demoralize them enough to hinder their actions. be spent to impose a temporary Condition such as
Similarly, a foe can use those same tactics against Confused or Frightened on the target for as long as it
you, and many intelligent opponents will use these seems relevant. In the event of multiple Characters or
methods to their advantage as well. foes offering insults, these do not stack.
The Doomsayer usually requires a successful Action Attempts at threats, intimidation, insults, etc. are
Roll for these attempts, such as Strength for physical also best delivered in character rather than in the
intimidation, Mystique for manipulating words or abstract. When roleplaying, deliver the words to the
threats, Insight to notice what their weakness might Doomsayer in character rather than saying ‘I issue
be, or Courage to emphasize one’s willingness to a cruel insult’, for example.
deliver. On a success, you gain Edge to an action
that makes use of these threats and insults, or suffer
Challenge if an opponent has done something similar
to you.

ATTACKING & DEFENDING


ATTACKING by rolling Damage Dice as covered in the next section,
When making any kind of attack you use either Damage & Armor. When you fail an attack, none of
the Strength or Dexterity Ability depending on the the above applies, but your Setback Die lets you know
weapon you wield. Every weapon (or shield, as you if something bad happens, like causing your weapon
can attack with those as well) has a tag letting you to become Dented.
know which of the two applies, though some have
both Abilities listed, meaning you can choose which
ATTACK = STRENGTH OR
one to use. Unarmed attacks can be made using either
Strength or Dexterity. DEXTERITY + COMBAT SKILL
The type of weapon used to attack lets you know
what Combat Skill applies, like ‘Swords’, ‘Polearms’ or
‘Bows’. Unarmed attacks and grappling also have their
own Combat Skill, ‘Unarmed Fighting’ and ‘Grappling’. DEFEND VS M ELEE
Like with any Action Roll, when you make an attack Monsters and NPCs will of course not stand idly by
you roll Action Dice equal to the relevant Ability and will attempt to execute attacks or other harmful
Score + relevant Skill Rank, if any. You can gain Edge actions of their own. The Doomsayer lets you know
or suffer Challenge as usual. when it’s time to defend yourself or avoid harm,
which usually happens during the Turn of one of your
When you succeed at an attack, you can spend opponents. In many ways, defending yourself works
Momentum to utilize one of your Weapon Attributes, the same as attacking, and you can use the weapon
Boost an ally, or gain effects as described in any of in your hand or a shield (if you have one equipped)
your Traits and Powers. Unarmed Fighting and to defend. You make an Action Roll and gain Edge or
Grappling have some options to spend Momentum as suffer Challenge when appropriate.
well, which are listed later. Finally, you deal damage

204
Combat & Encounters

When you want to brace yourself and block incoming a ranged attack you roll either Action Dice from your
melee attacks (for example, by using your weapon Reflex Ability alone, or Reflex + Shield Skill. The same
or a shield), you make a Toughness Roll and use applies to traps that trigger shooting arrows or other
a relevant Combat Skill, such as that of the weapon projectiles, or attacks or traps that target an entire
you block or parry with or your shield. When you area and require you to dodge out of harm’s way. No
want to try and dodge or deflect a melee attack, you Combat Skill can be used in such situations except
make a Reflex Roll instead, and you can still use your a shield’s.
weapon’s Combat Skill as you step aside and deflect
the incoming attack. You cannot use a shield this way
though, as it requires using Toughness to block. When DEFEND VS RANGED = REFLEX
defending unarmed, depending on the approach you (+ SHIELD SKILL IF EQUIPPED)
take, use either Toughness or Reflex.
There are situations in which one of these two Abilities
can have an advantage over the other however, or
is even required to be used. For example, dodging ONE-H ANDED WEAPONS
an extremely fast opponent using the Reflex Ability The advantage of fighting with a one-handed melee
may impose Challenge while using Toughness to weapon is that you can use a shield at the same
block its attacks wouldn’t. Likewise, defending against time, or keep your other hand free to carry a torch,
an opponent with massive and powerful attacks may another item, or more easily perform minor actions
suffer Challenge when you block using the Toughness in between attacks.
Ability, while jumping out of the way using Reflex
wouldn’t. The Doomsayer will let you know when this
is the case, or whether one of the two is required to TWO-H ANDED WEAPONS
be used. A two-handed melee weapon deals more damage
than a one-handed weapon on average, and most
When you defend successfully, some Weapon
ranged weapons are two-handed also. You cannot
Attributes, Traits and Powers allow you to spend
however also hold a shield or torch while wielding
Momentum to gain various benefits. This is especially
such a weapon and suffer Challenge to use Magic.
true for shields, which have the Shield attribute, and
Some Weapon Attributes, like Powerful or Brutal, are
weapons with the Riposte attribute. When you fail
exclusive to two-handed melee weapons and used to
the Action Roll, the Doomsayer lets you know how
perform the most devastating attacks.
much damage you take by rolling the opponent’s
Damage Dice. The Damage & Armor section explains
how damage taken can be reduced by applying
your armor. Similar to making an attack, when you DUAL WIELDING
fail to defend yourself and your Setback Die triggers To dual wield two one-handed melee weapons or
a Setback, you could suffer a negative consequence. a melee weapon and shield, at least one of the two
requires to have the Wieldy tag. You can choose which
of these you want to use whenever you attack or
DEFEND VS MELEE = TOUGHNESS defend. This offers a wider range of Weapon Attributes
OR REFLEX + COMBAT SKILL that can be used without the need to switch weapons
for a dynamic and versatile fighting style.

DEFEND VS R ANGED WEAPONS WITH ‘R EACH’


When someone makes a ranged attack against Weapons with the Reach tag have some special rules
you, you can only defend using your Reflex Ability. relating to their range. Usually found on polearm or
Moreover, you cannot add Action Dice by using similar weapons, a weapon with the Reach tag can be
a Combat Skill like when fighting in melee, except used to attack and defend at its listed range normally
the Shield Skill if you have one equipped. After all, (which is usually Near range). Whenever an opponent
a normal weapon won’t be of much use to defend attempts to move within closer range while wielding
against incoming arrows. In short, to defend against such a weapon, you can make a Basic Attack against
them as a Bonus Action.

205
However, you suffer Challenge to attack, and defend or Reflex, as you stand firm and block, or evade using
against, an opponent within this range and any your reaction speed. There are two situations that
Weapon Attributes the weapon has don’t apply. This can come up when fighting unarmed:
is because even though a weapon like a halberd or
sodegarami offer some great advantages to fighting ▪ You are unarmed (or don’t use your weapon)
an opponent at a distance, once they manage to get and face an armed opponent: You suffer
close it actually becomes quite challenging to use Challenge to attack and defend. If the situation is
these weapons effectively. reversed, gain Edge.
When in this situation you can of course always ▪ You are unarmed and face an unarmed
drop your weapon on the ground and draw another opponent: You attack and defend as usual.
(smaller) weapon to continue fighting. Doing so
requires an Item Use Roll, unless the weapon you
draw has the Ready attribute. Picking your trusty
reach weapon back up however requires a full Action,
GRAPPLING
Grappling isn’t merely an attempt to hold or grab
and again (if opponents are still near or danger is all
someone with one arm, but instead resembles real-
around you) could warrant an Item Use Roll.
world wrestling and jiu-jitsu, requiring you to sheath
The same rules apply to NPCs wielding such weapons or drop your weapon and use your arms and legs.
or even Monsters with enormously large appendages To grapple someone, they must be the same size or
that stretch up to Far range or beyond. If these have smaller than you.
the Reach tag, the Doomsayer can make a Standard
Initiating a grapple or making any grappling follow-up
Attack as a Bonus Action when you move closer than
move is done using the Strength Ability. When trying
their weapon’s listed range. You then attack and
to free yourself from an opponent’s grapple you can
defend with Edge as long as you remain there.
use either Strength or Dexterity, while maintaining
a grapple when an opponent tries to free themselves

UNARMED ATTACKS requires a Toughness Roll.

Unarmed attacks are performed using Strength or When you successfully grapple an opponent, they
Dexterity, depending on whether you want to strike remain grappled (Restrained) by you until they can
with force, or agility. When defending unarmed manage to free themselves on their Turn, and you
against an opponent, you can use either Toughness or others gain Edge to attack someone Restrained
this way or defend against the Restrained opponent,
except when they try to break free. You can also
move around at half your Speed, forcing a grappled
opponent to move along with you.
When you have an opponent grappled, you can either
follow up with a grappling move, using your Grappling
Skill, or make an unarmed attack, using your Unarmed
Fighting Skill. If you have a weapon with the Ready
Attribute, you can also use it to attack an opponent
grappled by you. This Attribute is reserved mostly
for daggers or similar weapons suited for such close
combat situations, and can be unsheathed during
a grapple to attack your opponent, or others close
to you.
When initiating a grapple, you can spend Momentum
to follow up as described below, though you can
also perform each option listed as an Action on any
subsequent Turn you have an opponent grappled. As
with Weapon Attributes, feel free to come up with

206
Combat & Encounters

your own suggestions if you want to do something specified, and the effect is automatically inflicted
else and discuss with your Doomsayer whether it upon all opponents as described.
could work. If additional opponents are harder to attack than
1 MOMENTUM: Make a grapple move as a Bonus your initial target however, this becomes trickier.
Action to throw your opponent to the ground. After all, successfully attacking an opponent at
Cause Prone and deal unarmed damage but end Normal Difficulty cannot mean you automatically
your grapple. succeed dealing damage to an opponent with Hard
Difficulty as well. Instead, you’ll have to match the
2 MOMENTUM: Make a grapple move as a Bonus
other opponent’s Difficulty by using one or more
Action in the form of a chokehold. Deal unarmed
additional successes (if any), which cannot then be
damage. Your opponent remains grappled.
used as Momentum.
3+ MOMENTUM: Make a grapple move to take your
Any Traits, Powers or other rules descriptions that
opponent down to the ground and wrestle, possibly
refer to ‘a target’, ‘one target’ or ‘one opponent’ only
breaking an arm, leg or monstrous appendage. Deal
apply to the initial target of your attack, even when
unarmed damage. Your opponent remains grappled.
you attack multiple opponents at once.

IMPROVISED ATTACKS R ESISTING


Don’t let yourself feel limited by just making an attack
with the weapon you hold in your hand each Turn. H ARMFUL EFFECTS
You can add flavor to your attacks however you When an opponent uses Magic or another form of
like and can discuss with your Doomsayer how this attack against which a simple defense will not suffice,
would play out at the table, including the amount of the Doomsayer lets you know what Ability to use.
damage it would deal. You can throw chairs, knock For example, Reflex to dodge out of the way of
over a heavy bookcase and smack it down on your a dragon’s fire breath, Focus to withstand an assault
opponent, set their hair on fire with a torch, push on your mind, or Willpower against Magic that aims
their heads under water, kick them out of a castle to corrupt your soul. Skills aren’t used when you avoid
tower window, and so on. harm of this nature.

BASIC ATTACK OPPONENT GROUP ATTACKS


Some Traits, Powers and Weapons Attributes allow When you get attacked by a group of similar
you to make an attack when it is not your Turn, or Monsters or NPCs you don’t always have to roll to
an additional attack that is made immediately after defend against each individually, as decided by the
you already attacked. Sometimes such an attack is Doomsayer and depending on the situation. Instead,
described as a Basic Attack or a derivation thereof, you can roll to defend once as follows:

▪ For each opponent above one that attacks, suffer


like Basic ‘Counter’ Attack, or Basic ‘Melee’ Attack.
A Basic Attack means you make an attack as usual Challenge. You can (usually) only be attacked by
but cannot spend Momentum, increase the attack’s
a total of 3 opponents at once.
damage or gain any other beneficial effects, like those
from a Weapon Attribute. You can still gain Edge or ▪ When you fail to defend, take full damage from
suffer Challenge when you make a Basic Attack. A Basic one opponent and add 1d4 extra damage per
Attack deals Basic Damage, unless specified otherwise. opponent above the first.
(See also Basic & Extra Damage in the next section). ▪ If (similar) opponents vary in Difficulty, the
Doomsayer decides against which opponent you
roll and which opponent deals their full damage.
MULTIPLE TARGETS ▪ Apply your armor as usual to determine how
Some Traits, Powers or Weapon Attributes allow
much damage is prevented, counting the total
you to attack multiple opponents with one attack.
You don’t make another Action Roll to do so unless damage dealt as being from one attack.

207
DAMAGE an arrow. Basic Damage does include the damage
bonus from a Combat Skill Rank. Like in the Claymore

& A RMOR example: 1d8 +3 slashing damage is considered Basic


Damage. Extra Damage, then, is everything just
Whenever you succeed at an attack, successfully cast mentioned that is not part of this Basic Damage.
harmful magic or do anything else to hurt an opponent,
you deal damage. Likewise, whenever you fail to
defend against an opponent, fail to resist their magic, DAMAGE T YPES
or get harmed in any other way you are dealt damage
instead. Much more than just dealing damage can WEAPON DAMAGE
happen of course (suffering a Condition for example, Each weapon also deals a specific type of damage,
sometimes even without damage being involved), but which is listed in the Equipment List. These are:
in this section we will focus on damage only. slashing, cleaving, piercing or bludgeoning damage.
Whenever a weapon is listed as being able to deal
multiple types of damage, you choose one when you
DEALING DAMAGE attack depending on how you use your weapon. For
When one of your attacks succeeds, you determine example, a warhammer has a blunt side and a pointy
the amount of damage you deal by rolling your side. Depending on which side you choose to be
weapon’s Damage Die. Each weapon has their Damage facing your opponent as you hit them will have the
Die listed in the EQUIPMENT LIST ON P. 162 . You weapon deal either bludgeoning or piercing damage.
then always add an amount of damage equal to the
Monsters (or humans!) who use claws, fists, fangs,
Skill Rank of the Combat Skill used to make the attack.
stingers or other parts of their body used as weapons
For example, when you attack using a Claymore and
are also considered to deal weapon damage, and the
your Sword Skill is at Rank Expert (3), you would deal
same rules apply.
1d8 +3 slashing damage.
When making an unarmed attack or harmful grappling DAMAGE
move, you deal 1d4 bludgeoning damage, and add T YPE EXAMPLES
damage from the appropriate Combat Skill’s Rank in When you cut or slice with
the same way just described. Damage resulting from a weapon like a katana, jambiya,
unarmed attacks or harmful moves is sometimes also Slashing
glaive or falchion, you deal
referred to as ‘unarmed damage’. Every Momentum
slashing damage.
spent from such attacks or moves equals 1 extra
damage, up to a maximum of 3. When you hack or chop with
When you successfully cast harmful Magic, you deal a weapon like a greataxe, halberd,
Cleaving
damage as detailed in the Magic’s description, if any. ram-dao or zweihänder, you deal
This is usually a number of Damage Dice, though no cleaving damage.
damage is added from a Skill Rank when using Magic. When you stab or thrust with
a weapon like a rapier, sodegarami,
Piercing
BASIC & EXTRA DAMAGE pesh-kabz or spear, you deal
piercing damage.
A distinction is made between ‘Basic Damage’ and
‘Extra Damage’, and some game rules refer to either of When you bash or strike an
these specifically. Basic Damage is the initial damage opponent with a weapon like
Bludgeoning
dealt before any damage is ‘added’ by using Traits, a mace, warhammer or kanabo,
Powers, Weapon Attributes (whether actively or not), you deal bludgeoning damage.
spending Momentum, or even the poison applied to

208
Combat & Encounters

ELEMENTAL DAMAGE
Magic, environmental hazards and some Monsters
A RMOR
As detailed in the EQUIPMENT CHAPTER ON P. 152 ,
and Magic Weapons can deal elemental damage, like you subtract an amount of damage equal to your
fire, acid or force damage. armor’s Protection Rating whenever you take damage
and your armor would be effective against it. Every
DAMAGE
suit of armor has a Protection Rating corresponding
T YPE EXAMPLES
to various types of damage, letting you know how
From a torch, burning arrow, lava much damage to subtract when affected by damage
Fire
or fire powers and magic. of that particular type.
From suffering extreme cold or ice Below is an overview of the various types of damage
Ice
powers and magic. armor can be effective against, which includes types
of Weapon Damage individually, and all Elemental
From lightning or lightning powers Damage as a group. Armor isn’t effective against
Lightning
and magic. Special Damage, but it can sometimes be prevented
From toxic environs and air, altogether if it is a secondary effect of Weapon
Acid chemicals or acid powers and Damage.
magic. For example, if a poisoned arrow would deal 1d8
piercing damage +1d4 poison damage, the poison
From powerful bursts of air and
Force damage will not take hold at all if the piercing
force powers and magic.
damage is reduced to 0. This is because the arrow
From intense beams of radiating apparently didn’t manage to pierce the armor at all,
Radiant energy and radiant powers and therefore the poison carried by the arrow should
and magic. be ignored, (including any resulting Condition, such
as being Poisoned). If only 1 piercing damage gets
SPECIAL DAMAGE
through however, the full 1d4 of poison damage is
Special Damage cannot be reduced by wearing applied as usual and isn’t reduced, and potentially the
armor. Amor won’t help when you get poisoned, Poisoned Condition may still apply.
suffer internal bleeding or are erased from existence
for example. S C P B E
DAMAGE Slashing Cleaving Piercing Bludgeoning Elemental
T YPE EXAMPLES

Poison
From a poisoned arrow, poison,
snakebite, or poison powers and
IMMUNE, R ESISTANT
magic. & VULNERABLE
Throughout this book you can find the damage
From deadly sickness, undead tags Immune, Resistant and Vulnerable, usually in
Necrotic creatures or necrotic powers and combination with a specific description of a damage
magic. type it applies to. For example, ‘immune to slashing
damage’ or ‘resistant to fire damage’.
From persisting wounds, internal
Internal
bleeding and other injuries. Immune means all damage of that type is reduced
to 0. Resistant means that any damage taken of that
From effects afflicting the mind
Psychic type is halved. Vulnerable means any damage taken
and psychic powers and magic. of that type is doubled. All three apply to the total
From effects tainting the soul and damage dealt of that type by one attack or effect and
Corrupting
corrupting powers and magic. after applying damage reduction from armor, if any.

From other-dimensional You cannot benefit from being Resistant to one


Null specific damage type twice or more. The same
forces, alien powers and
applies to the negative effect of being Vulnerable.
annihilation magic.
You can however be Immune, Resistant or Vulnerable

209
to different types of damage. Even though armor is taking 1 damage can eventually lead to you requiring
ineffective against any type of Special Damage, you to mark a (x3) box or even a (x6) box. Whatever
can be Resistant, Vulnerable, or Immune to it. situation presents itself, if you take any damage, you
must mark at least that amount of damage, and if
Should the benefit of being Resistant or Immune to
unable, possibly more.
a type of damage cause you to take 0 damage, any
secondary damage (or suffering a Condition) caused by
the attack or harmful effect may still apply. Taking the
previously outlined example of the poisoned arrow in
the Armor section, if being Resistant to piercing damage
causes it to be reduced to 0, the arrow still managed to
penetrate your armor (assuming it did) and harm you,
it’s just that you shrug it off and leaves you unaffected.
The poison damage then, will still apply. When a Character has sustained their maximum
number of Bruises and Wounds they go unconscious
and become Dying. Chances are they might still be
saved, but death lurks around the corner at that

BRUISES
point. See the DYING SECTION ON P. 191 for what
steps to take when this happens.

& WOUNDS
Whenever a rule or description refers to ‘healing’, this
means you clear the indicated amount of damage
marked on your Character Sheet, whether these are
Whenever you take damage you have a choice of Bruises or Wounds is up to you and the amount of
how to mark it on your Character Sheet. There are healing received.
various boxes that represent Bruises and Wounds.
Each has a number to the right of it letting you know
how much damage you can mark for each individual
box. To do so, simply draw a cross or checkmark
(whichever you prefer).
For example, when taking 3 damage, you could either
R ESILIENCE
mark three (x1) boxes, a (x2) box and (x1) box, or a (x3) Some Traits, Powers and Magic can grant a Character
box. You can mark damage this way as you see fit, Resilience, which functions like temporary Bruises.
but there’s a difference between marking Bruises or By default, a Character doesn’t have any Resilience.
Wounds that may influence how you go about this. Whenever you take damage and do have Resilience,
you always mark damage as Resilience first over Bruises
The main difference is that Bruises can be easily
or Wounds. Rules that apply to marking Bruises and
healed, for example by taking a Rest. Wounds on the
Wounds similarly apply to Resilience, though it can
other hand are more serious and harder to get rid
never be ‘healed’.
of. They can only be healed by Recovering or healing
items and magic. More about Resting and Recovery When you gain Resilience multiple times, you replace
can be found in the REST & RECOVERY CHAPTER ON its maximum if it exceeds your current maximum
P. 190 . only, but never add to it. For example, if you have 4
Resilience and gain 2 or 4 Resilience, nothing happens.
In addition, whenever all (x3) Wounds boxes are
If you gain 6 Resilience, your maximum Resilience
marked, you suffer an Injury. Similarly, when both (x6)
becomes 6 instead of 4. Any Resilience already
Wounds boxes are marked, you also suffer an Injury.
marked with damage at that time isn’t cleared.
This is indicated on your Character Sheet below these
boxes as a reminder. Even though Wounds can be You can never have more than 10 maximum Resilience
used to mark quite a bit more damage than Bruises, at any time, with each box representing 2 Resilience
doing so can have serious consequences! and able to be marked for 2 damage each (similar
to x2 Bruises). Resilience can only be gained as 2, 4,
Whenever you take 1 damage and all (x1) boxes are
6, 8 or 10. Your Resilience and any damage marked
already marked, you still have to mark a box to take
as Resilience are always fully cleared and removed
this 1 damage. In this case, the best option would be
10 minutes after you gained it or at the end of an
to mark a (x2) box instead. If those are also all marked,
Encounter, whichever comes first.

210
Combat & Encounters

DESTROYING solid stone or thick tree, your weapon automatically


becomes Dented.

OBJECTS Objects use Resilience instead of Bruises or Wounds


to show the amount of damage required to break it.
Objects can only be damaged or destroyed by using This could be more or less, depending on the specific
a method that would reasonably work. For example, nature of the object, its material, thickness, mass,
firing a bow or swinging a wooden club or sword and so on. An object with 10 Resilience for example,
won’t be of much use against a solid, stone wall, nor requires to be dealt 10 damage to be destroyed.
will any Magic that deals poison damage.
Since static objects aren’t very hard to target, you
A young tree might be cut with some heavier types of usually don’t require to make an Action Roll and only
swords, but most trees would sooner damage a sword roll Damage Dice instead. This would be different if
than you making any progress; a weapon like an axe such objects are moving, or another reason causes it
will work much better. On the other hand, using fire to be hard to target.
to burn down bramblebushes can prove to be even
more effective than cutting through with a sword or If you have a proper tool or weapon, and enough
axe, though both can be effective. time to break or destroy an object, the Doomsayer
can simply let you know that you achieved it without
Below is an overview with guidelines to help determine ever rolling dice. The same principle applies as with
what might work and what not, but common sense Tasks; rolling dice is only relevant is there is time
should be used as to the weapon or tool used as pressure and other things happening in between, such
well, regardless of the type of damage it deals. If as during an Encounter.
you decide to bash a weapon like a sword against

DAMAGE R ESISTANCE,
M ATERIAL R ESILIENCE VULNERABILITY & I MMUNITY *
Cloth / Rope 4 Resistant: bludgeoning. Vulnerable: fire

Ice 6 Immune: cold. Vulnerable: cleaving, fire

Dry Wood 8 Vulnerable: cleaving, fire

Brick 10 Vulnerable: force

Live Wood 12 Resistant: bludgeoning

Gold 18 Resistant: cold, slashing, piercing

Solid Stone 20 Resistant: slashing, piercing, force, fire, cold

Iron / Steel 24 Resistant: slashing, piercing, fire.

Minerals 30 Resistant: slashing, piercing, force, fire, cold

Diamond 40 Resistant: slashing, piercing, fire, cold

* Most objects are Immune to all types of Special Damage, with the notable exception of Null Damage.
Depending on the situation, the Doomsayer can rule that using other types of Special Damage, such as
Necrotic Damage, may have some effect on certain objects.

211
ITEM USE ROLL R EPOSITION
When you use an item, switch weapons, pull a lever,
open and close a door or do similar things as part of ROLL
your Action, the Doomsayer can ask for an Item Use A Reposition Roll can be made whenever there
Roll if the situation around you is particularly lethal is doubt about whether your Character can reach
and risky. This is especially true when you have already a certain space or target on their Turn when moving,
used your Action to also do something else, like attack or when you attempt a challenging reposition during
an opponent. But just the same it can apply if you a fight, such as when re-entering combat from Full
spend a full Action to use an item while engaged with Cover. It could also be used when you are engaged
an opponent or another threat close by. with multiple enemies and attempt to get away.
To make an Item Use Roll, use your Dexterity Ability. To make a Reposition Roll, use your Reflex Ability.
The Difficulty is always Normal, requiring 2 successes The Difficulty is always Normal, requiring 2 successes
to succeed. An Item Use Roll is a special roll and not to succeed. A Reposition Roll is a special roll and not
considered an Action Roll. You don’t use a Skill, cannot considered an Action Roll. You don’t use a Skill, cannot
gain Edge, or improve an Item Use Roll in any way. gain Edge, or improve a Reposition Roll in any way.
On a success, you do as intended without issues. On On a success, your attempt works out as planned. On
a failure, you still get to do what you set out to do, but a failure, you either cannot cross the distance you
the Doomsayer can introduce a negative consequence. intended and might need to spend your Action to move
For instance, an enemy might immediately make further. In case of a tricky situation like re-entering
a Standard Attack against you or could disarm you. combat or escaping from a group of opponents the
If your Setback Die results in a 1, 2 or 3 when you fail Doomsayer can introduce a negative consequence
an Item Use Roll, consequences could be more severe. as described in the Item Use section (including more
You don’t make another Action Roll to decide what severe consequences if your Setback Die rolls a 1, 2 or
exactly happens when you suffer a consequence like 3 as well).
this. Instead, they happen as result of failing your Item
A Reposition Roll is not used when you simply move
Use Roll. If this involves getting dealt damage, you may
around and come across obstacles or other elements
apply your armor as usual.
during an Encounter that may hinder you. In such
Some examples of when an Item Use Roll may cases, depending on your approach the Doomsayer
be required: will ask for an Action Roll using an appropriate Ability.

▪ Equipping or unequipping a shield while closely Some examples of when a Reposition Roll may
be required:
engaged with an enemy.
▪ Switch any weapon for another while closely ▪ Using a map with a grid, you want to move
engaged with an enemy. 1 square more than you normally can.
▪ Pulling a lever or opening a door while an enemy
▪ Using a map without a grid, the Doomsayer rules
is Near it that is unengaged. you can’t make it to the position you want to
▪ Retrieving an item from your backpack with an move to on your Turn, but only barely. Roll to see
enemy Near you that is unengaged. if you can make it.
▪ Firing a bow at a target while engaged with an
▪ You’re moving out of the fray while surrounded
enemy within Close range. by multiple opponents.
▪ Opening a door without cover while a group of
▪ You re-enter combat from Full Cover.
archers guards it from afar.

REPOSITION ROLL = REFLEX


ITEM USE ROLL = DEXTERITY (NO SKILL)
(NO SKILL)

212
Combat & Encounters

INITIATIVE ROLL Each Character can add CP toward breaking Morale as


an Action on their Turn (starting after the first Round
An Initiative Roll can be made when it isn’t obvious of the Encounter has passed), but in order to do so
narratively who should take their next Turn during an the situation requires to be set up properly first. When
Encounter; one of the Characters, or an opponent. In things are looking to take a turn for the worse for your
this case, when the Doomsayer prompts an opponent opponents, you can engage with them socially or in
to take their Turn, but you think it would be important any other way to try and let them know their game
and feasible that your Character gets to act first, you is up and they better surrender, make a run for it, or
can roll to decide what happens. whatever else you have in mind.
To make an Initiative Roll, use your Focus Ability. You can intimidate them by using physical force and
The Difficulty is always Normal, requiring 2 successes making a Strength Roll for example, deceive and
to succeed. An Initiative Roll is a special roll and not manipulate them by making a Mystique Roll, or show
considered an Action Roll. You don’t use a Skill, cannot your unfaltering bravery by making a Courage Roll. Of
gain Edge, or improve an Initiative Roll in any way. course, just making these Action Rolls isn’t sufficient.
On a success, you take a Turn first, then your opponent. You’ll need to either describe and/or roleplay this to
On a failure, your opponent takes a Turn first, and make it work.
you can still decide after that to take a Turn then When you pull off a particularly intimidating stunt,
or let someone else take theirs. If you fail and suffer such as decapitating the leader of a group of cultists,
a Setback, you are forced to take your Turn at the very setting a corrupt noble on fire and throwing him
end of the Round. from a castle tower as the guards are watching, or
completely crushing the largest Monster in a pack, the
Doomsayer can rule that you gain Completion Points
INITIATIVE ROLL = FOCUS as a result of that action instead of making another
(NO SKILL) Action Roll to do so. You then gain Completion Points
equal to the Ability Score used to perform the stunt.
A group of enemies’ Morale, and number of Completion
Points required to succeed, equals 10x the Difficulty of
the most powerful opponent still actively participating

BREAKING in the Encounter. For example, 20 CP if that Difficulty is


2, 30 CP if the Difficulty is 3, and so on. It can of course

MORALE happen that the most powerful opponent is defeated


when you have already accumulated CP. In that case,
the Doomsayer should check how many CP would be
Monsters and NPCs rarely fight to the bitter end with
required based on the next most powerful opponent,
their lives at risk if they know they’re on the losing end
which in turn could mean that the required CP is closer
of a fight. How this plays out in your game is something
to being reached or has already been reached.
the Doomsayer has to decide based on the story and
characters in it. The Doomsayer is free to raise or lower the number
of CP required depending on circumstance, it could
Whenever the Doomsayer thinks it is appropriate
for example be more than just indicated if the Party
given a group of Monsters or NPCs’ size, Reasoning
wants to attempt and break morale when opponents
and Instinct (and whether they are on the winning or
aren’t losing in a fight, or if the particular Monsters or
losing end of a fight, or their leader has been defeated
NPCs would be more fanatical than average. It should
or not, for example), Characters can attempt to break
however always be communicated to all Players fairly
their Morale. Doing so works the same as a Task,
how much CP are required from the moment they
accumulating Completion Points together as a Party
want to start and try breaking Morale.
in order to get the opponents to retreat or surrender.
How Tasks work is fully explained in the TASKS SECTION
ON P. 35.

213
Once successful, conflict ends and you and the before Turns are taken to do something else. Should
Doomsayer can come up with an appropriate and likely anyone be Unconscious, or worse, Dying, a minimum of
result together. This could mean that any opponents two Characters is required to drag or carry them along
left do what you propose, but it might also mean as they Retreat, or one Character who then makes the
they react in an unexpected manner. Every Monster Willpower Roll with Challenge.
and NPC has Reasoning and Instinct to help guide
a likely response should there be doubt, and only the
Doomsayer knows the nature of these. RETREAT = WILLPOWER ROLL.
SUCCESS = RETREATED + TROUBLED

BREAK MORALE = TASK VS


On a success, you make your way out and find yourself
OPPONENTS’ MORALE
at a safe distance from the Encounter you were in. If
(CP 10X DIFFICULTY) you are in a small Dungeon, the Doomsayer might rule
that you end up outside or even back at your camp, but
in a larger Dungeon it could mean you only managed
to head back to the last safe spot you visited inside
the Dungeon. Whatever the case may be, everyone

R ETREATING
who Retreated becomes Troubled as a consequence
of having had to give up and flee the scene, which isn’t
the stuff that heroes are made of.
When an Encounter turns sour it can often time be
smart to retreat instead of fighting until you and you On a failure, you also become Troubled, and are unable
allies are all either unconscious or dead. Instead of to Retreat at this time. Subsequent attempts to Retreat
proceeding by the usual means of moving and taking after having failed incur no further penalty, and you
actions, you can do so by announcing that you wish can try again the next Round if you are still alive.
to Retreat.
Everyone in the party who wants to Retreat makes
a Willpower Roll on their Turn as an Action, possibly
using an appropriate Adventuring Skill as well if available RETREATING FORWARD
(for example, Leadership & Command or Strategy &
Warfare). The Difficulty is set by the Doomsayer, with In rare cases, there might be no other option than
a higher Difficulty being more likely the more dire the to Retreat into an unexplored area, or Characters
situation. might wish to do so voluntarily. Such a Retreat is
If several or all Party members wish to Retreat obviously risky; not knowing what dangers might
together, they can do so as well, all taking their Turns present themselves or getting stuck in a room
together as a group. Any Character who has already from which there may be no escape. Whatever
taken a Turn will have to wait until the next Round the case may be, players should always indicate
to do so. Therefore, attempting to Retreat together is beforehand where they wish to Retreat to.
best done planned ahead and at the start of a Round,

214
Combat & Encounters

215
CHAPTER 12:
CONDITIONS
& A FFLICTIONS

CONDITIONS Sometimes failing one Action Roll can be enough to


suffer a Condition. For example, if you get struck with
Whenever your Character, a Monster, or NPC takes a powerful melee attack, failing to defend yourself
damage or fails to resist certain harmful effects, they could inflict damage and cause you to fall Prone. In
can sometimes suffer a Condition. The overview below other situations, you might fail one Action Roll first
shows the effect of these Conditions and how long and are then required to make a second Action Roll
these last or how to commonly resolve them. For to determine if you suffer a Condition. For example,
example, an attack that blinds you or an opponent, after a venomous bite, you first make an Action Roll
hinders your movement, causes you to be confused, to defend yourself and should that fail, you’ll take
paralyzed, or even poisoned. damage and will have to make another Action Roll to
There is no limit to the number of Conditions you, an determine if you become Poisoned.
opponent or anyone else can suffer, though suffering In case of this last example and similar situations, should
a Condition you are already affected by has no the damage you suffer be reduced to 0 by your armor,
additional effect unless specified otherwise. If resolving the Poisoned Condition cannot apply and you won’t
a Condition involves making any kind of Action Roll, have to make a second Action Roll; the poison can
the Difficulty depends on the source; usually the only take hold when the fangs that inject the venom
Monster or NPC that inflicted it. actually penetrate the skin.

216
Conditions & Afflictions

BLEED (X) suffer the same and can be targeted with Edge by
the source of their charm.
You feel the bruises and wounds you’ve sustained
are starting to take their toll. When you take
DURATION: Until the end of the Encounter
damage from an attack while suffering Bleed, you unless specified otherwise. You can end it early by
take (x) extra internal damage. If Bleed is inflicted succeeding a Focus Roll, which you can attempt
multiple times or from multiple sources, replace at the end of each of your Turns.
current (x) only if a new value of (x) is higher.
CONFUSED
DURATION: Until you Rest or after applying
a Bandage. Someone can also make a Wisdom You took one hit to the head too many, or some
Roll once to attempt to cure Bleed. magic is distorting your thoughts. Anyone who
suffers Confused cannot take an Action or Bonus
Action and is only able to move and react to
BLINDED danger (e.g. defending or evading harm, resisting
poison or magical effects).
Your eyesight is impaired momentarily. As
a consequence, you suffer Challenge to do anything DURATION: Until the end of the affected’s next
that relies on sight (e.g. attacking, spotting danger, Turn unless specified otherwise.
balancing). Affected Monsters or NPCs can be
targeted with Edge the same way. FRIGHTENED
Something seriously frightens you. You suffer
DURATION: Until the end of the affected’s next
Turn unless specified otherwise. Challenge to do anything while the source of your
fear is in the same room or area and cannot move
closer to it. Affected Monsters or NPCs suffer the
BURNING (X)
same and can be targeted with Edge the same way.
Some lingering, burning effect from fire, ice,
lightning, acid or radiant damage persists. When DURATION: Until the end of the Encounter
anyone suffers Burning, they take (x) damage at unless specified otherwise, or after consuming
the end of each of their Turns, ignoring armor. The Liquid Courage. You can end it early by
type of damage is determined by the attack or succeeding a Courage Roll, which you can
effect that caused it. attempt at the end of each of your Turns.
If Burning is inflicted multiple times for the same
damage type, replace current (x) only if a new value PARALYZED
of (x) is higher. You can however suffer Burning Your body stiffens completely and you are unable
multiple times for different damage types, taking to move or act. You fail all Action Rolls involving
(x) damage of each independently. physical activity. Succeed on Action Rolls against
an affected Monster or NPC the same way.
DURATION: You can make a Dexterity Roll
(Difficulty 1) as an Action on your Turn to resolve DURATION: Until the end of the Encounter
all Burning, or someone else can do this when unless specified otherwise.
helping you. A Monster or NPC can do the same,
but the Doomsayer rolls a d10 instead. Any result
of 4 or higher resolves all Burning.
POISONED
You are under the effect of a poison and suffer
CHARMED Challenge to physical activity (e.g. attacking,
climbing). Affected Monsters or NPCs can be
Your mind and soul are affected by whomever
targeted with Edge the same way.
charmed you. You cannot act against the source of
the charm and suffer Challenge to defend against
DURATION: Until the end of the Encounter
it or its harmful effects. Affected Monsters or NPCs unless specified otherwise, or after consuming
Anti-Toxin.

217
PRONE WITHERED (X)
You are knocked off your feet and land on the ground Your body slowly withers away from some necrotic
face down. You suffer Challenge to do anything attack or magic, even more so if you exert yourself.
hindered by being in this position (e.g. attacking, Every hour, or when taking an Action or Bonus
defending, evading harm). Affected Monsters or NPCs Action, take (x) necrotic damage. If Withered is
can be targeted with Edge the same way. Someone inflicted multiple times or from multiple sources,
who is Prone can still crawl at half their Speed. replace current (x) only if a new value of (x) is higher.

DURATION: Spend half Movement on your Turn DURATION: Until you Rest or after consuming
to stand back up and suffer Challenge to any Elderberry Seeds, unless specified otherwise.
Action Rolls made during that same Turn (or gain Someone can also make a Wisdom Roll once to
Edge vs a Monster or NPC). attempt to cure Withered.

RESTRAINED
EXHAUSTED
You cannot move freely and suffer Challenge to
do anything related, except attempting to get free You become extremely fatigued to the point of
(e.g. attacking, defending, evading harm). Affected collapse. You suffer Challenge to Action Rolls
Monsters or NPCs can be targeted with Edge the using any Body Ability. Monsters or NPCs do not
same way. get Exhausted.

DURATION: Until the restriction is ended or DURATION: Clear no Bruises during Rest. Instead
destroyed. remove either Exhausted, Troubled or Blemished.
Recovery removes all three and clears all Bruises
SLOWED and Wounds as usual.

Your Movement Speed is halved.


TROUBLED
DURATION: Until the end of the Encounter Serious strain and worry take hold of your every
unless specified otherwise, or after consuming thought. You suffer Challenge to Action Rolls
Coca Leaves. using any Mind Ability. Monsters or NPCs do not
get Troubled.
STUNNED
DURATION: Clear no Bruises during Rest. Instead
You are shocked for a moment, unable to move
remove either Exhausted, Troubled or Blemished.
or act, and suffer Challenge to all Action Rolls
Recovery removes all three and clears all Bruises
involving physical activity. Affected Monsters or and Wounds as usual.
NPCs can be targeted with Edge the same way.

BLEMISHED
DURATION: Until the end of the affected’s next
Turn or after taking any damage, unless specified Your very personality and soul become tainted and
otherwise. corrupted. You suffer Challenge to Action Rolls using
any Soul Ability. Monsters or NPCs do not get Blemished.
UNCONSCIOUS DURATION: Clear no Bruises during Rest. Instead
You are unable to act in any way. You fail all Action remove either Exhausted, Troubled or Blemished.
Recovery removes all three and clears all Bruises
Rolls an unconscious creature would be affected
and Wounds as usual.
by but remain unaffected otherwise. Succeed on
Action Rolls against an affected Monster or NPC
the same way. If not already Prone, fall Prone to
the ground.

DURATION: After taking a decent nap or when


something happens that would wake someone,
unless specified otherwise.

218
Conditions & Afflictions

A FFLICTIONS INJURY
Suffering Injury is often the direct result of failing a roll
Adventuring can be an ugly and dangerous business to protect yourself against certain harm. For example,
and Afflictions are an unfortunate part of it. There are the bite of an incredibly powerful Monster such as
two common types of Afflictions: Injury and Trauma. a dragon, getting caught in an explosion, or when
Even though a Character will be exposed to many falling from great height. It doesn’t matter how much
dangers and will take damage frequently while Bruises or Wounds you have marked; you suffer an
adventuring, Injury and Trauma are meant to indicate Injury regardless. Anther common way to suffer Injury
something more severe. As described in the REST & is when marking Wounds. Whenever you have marked
RECOVERY SECTION ON P. 190 , they do not simply all (x3) Wounds boxes, you suffer an Injury. Whenever
go away when you Rest, but require more downtime you have marked both (x6) Wounds boxes, you also
to cure using Recovery. suffer an Injury.

If you ever suffer more than a total of three Afflictions, Injuries can be anything from a broken arm, dislocated
your Character becomes Dying. This not only includes shoulder, deep-cut wound or shattered knee cap.
Injury and Trauma, but Disease, Infection, Curses and Each time your Character sustains an Injury, you and
Possession as well. the Doomsayer can choose one fitting with how it
was sustained. Some Injuries can be chosen multiple
times, which is indicated on the Injury Table. Each
SEVERITY OF A FFLICTIONS Injury has one or more negative consequences for your
Character that remain in effect until they get a chance
If the idea of suffering and roleplaying such severe
to Recover and possibly heal them.
afflictions as presented here is something you’d prefer
not to do you can choose to omit them from the The consequences mentioned in the Injury Table
game. You and the Doomsayer can have a conversation last until the relevant Injury is healed. Even though
together about what you would be okay with and normally some Conditions could be ended in other
what not. ways, that doesn’t apply when they are the result of
an Injury. It should be noted that Injury effects are not
Blood And Doom is intended to be a tense, gritty
all-encompassing, and the Doomsayer may rule that
game, not a gory or disturbing one. Afflictions are
some actions not mentioned here suffer Challenge, or
included to make danger feel more real as opposed to
that it is impossible to do a certain thing while you are
just marking Bruises and Wounds but should not cause
affected by the Injury. Common sense should be used
anyone to feel uncomfortable.
to determine how this would play out.
For example, you can choose to not use Injury and
Injuries are of course best roleplayed instead of only
Trauma while still keeping Curses as part of the game,
applying their effect as related to the rules of the game.
or any other combination. If you prefer to play without
Not being able to wield your favorite weapon because
Injury and Trauma, you can use a general penalty as
of a broken arm might cause your Character to worry
shown here instead and can refer to them as Injury
as they are no longer able to protect those they love,
or Trauma without being more specific about their
or a fractures collarbone may cause incredible pain
nature.
whenever they put on or take of your armor, and so on.
▪ Per Injury, lower the Ability Score of three Body
Abilities of your choice by 1.
▪ Per Trauma, lower the Ability Score of two Mind
and two Soul Abilities of your choice by 2.

219
INJURY TABLE
INJURY EFFECT
The snap of bone sickeningly echoes through the air as your arm crumples under the
Broken force of the blow. You feel a sharp pain shoot up your arm, and your hand hangs limply
Arm (2) at your side.
(1) You lose the ability to use of one of your arms. (2) You lose the ability to use both arms.
You hear the sickening crunch of bone as your knee is struck, and you crumple to the
Shattered ground in agony. Your leg feels numb and moving is going to be painful.
Kneecap (1)
You fall Prone, suffer Slowed and cannot get up from being Prone without help.
The wound stings as you feel the warmth of blood trickling down your skin. But it’s not
Festering the cut that worries you - it’s the sickly smell emanating from the festering wound.
Cut (1)
Your (x1) Bruises become fully marked. You cannot clear (x1) Bruises except by Recovering.
You feel a sharp pain in your gut as the blow lands, and you realize something inside
you has ruptured. Blood fills your mouth as you struggle to breathe. Hopefully
Internal minstrels will leave out the part about you choking in your own blood when they sing
Bleeding (1) about your exploits.
You only clear half of your (x1) Bruises and half your (x2) Bruises when Resting or
Recovering, rounded down.
Your vision blurs as the impact hits, and you feel a sharp pain shoot through your skull.
Skull This is going to be really bad…
Fracture (1) Lower all Mind Ability Scores by 1 and suffer 1 Psychic Damage whenever you make an
Action Roll using a Mind Ability.
You scream in agony as your flesh burns, searing it to the bone. Your skin blisters and
Third-Degree
chars, and you can smell the crispy odor of your own burning flesh.
Burns (1)
Take 1d4 Fire Damage every hour, ignoring armor.
You feel the air rush out of your lungs as the blow strikes your chest, and you hear
a crunch as your ribs break. Every breath is agony, and you struggle to keep the
Broken Ribs (1) convulsions at bay.
You cannot do anything every other Round except defend yourself and you suffer
Challenge to all Action Rolls relating to physical activity.
Your leg buckles under the force of the blow, and you feel a sharp pain shoot up your
thigh. You have difficulty to stand and support your own weight and whatever you
Fractured
carry.
Leg (2)
(1) Your maximum Inventory Slots is halved. (2) You suffer Prone and cannot stand up
or crawl.
The blow opens a deep gash in your flesh, exposing muscle and bone. Blood spurts
Gruesome from the wound in pulses, and you feel yourself growing weak and lightheaded. At least
Wounds (1) it feels a little like getting drunk, but less fun.
Take 1d4 Internal Damage every hour.

220
Conditions & Afflictions

INJURY EFFECT
You feel the sting of skin tearing as the blade strikes, leaving a deep gouge in your
Deep flesh. The wound bleeds freely, but it’s the throbbing pain that really gets to you.
Abrasion (1) Mark 2 (x2) Bruises. These cannot be cleared until you Recover. For every (x2) Bruise you
have marked or mark later you suffer Challenge to Body Ability Rolls.
You hear the snap of bone as your collarbone shatters under the force of the blow.
Your arm hangs limply at your side, and every movement sends waves of pain through
Fractured
your body.
Collarbone (2)
(1) Take 1 Internal Damage each time you use the affected shoulder or arm. (2) Take 1d4
Internal Damage instead.
You feel a cutting sting as the blade slices through bone, severing your finger from
your hand. Blood spurts from the stump, and you feel a sense of loss and despair wash
Lost Fingers (3) over you.
Roll 1d3 to determine how many fingers are lost. Each finger lost causes Challenge to any
action made with that hand.
You feel a sharp pain shoot up your back as you twist awkwardly, and your muscles
spasm in protest. Every movement sends waves of agony through your body, and you
Back Sprain (1) can barely stand.
You only clear (x1) Bruises and (x3) Wounds when you Rest or Recover and suffer Challenge
to all Action Rolls involving physical activity.
Your foot turns awkwardly as you misjudge your movement, and you feel a sharp pain
shoot up your leg. Every step is agony, and you can barely put weight on your injured
Twisted
foot. Maybe your opponents won’t notice?
Ankle  (1)
Suffer 1 Internal Damage whenever you move and/or physically exert yourself (e.g. attack,
block, evade, lift heavy objects) without help or support.
You feel a sharp pain shoot through your body as the blow lands, and you know that
Nerve
something’s off, as the sting won’t subside.
Damage (1)
Suffer 1 Internal Damage whenever you spend a Blood Point or Doom Point.
The force of the impact shatters your jawbone, making it impossible to speak or eat
without immense pain. Your words will be coming out as a guttural growl for a while,
Broken Jaw (1)
and your mouth hangs open in a grotesque rictus.
Any Action Rolls involving talking suffer Challenge and you need assistance to eat or drink.
The blow to your head leaves you dizzy and disoriented, with a splitting headache and
a ringing in your ears. You struggle to maintain your balance and focus, and your vision
blurs and swims with every movement.
Concussion (2)
(1) You suffer Blinded and automatically fail all Focus Rolls. (2) You also suffer Confused,
though you can ignore the effects of this Condition by spending 1 Blood Point per Action
you take.
You don’t know what it is, but you don’t feel well. You and the Doomsayer can come up
Just A Thing (1)
with something together.

221
M ADNESS & TRAUMA Conditions imposed on your Character, a big part of
Unlike Injury, Trauma is never the direct result of failing each is a narrative consequence that can be roleplayed
a roll to protect yourself. Instead, you slowly become to great dramatic effect. Each Trauma provides some
insane and unstable by suffering Madness. There are hints as to how they might make your Character feel
several boxes that can be marked when you suffer or how they might behave while its effect has a hold
Madness, just like Bruises and Wounds. Each Madness on them, as well as information on what parts of your
box represents just 1 Madness, never more. Character Path are affected, if any.
Whenever you Rest of Recover all Madness is cleared,
just like Bruises. When Madness is fully marked, you D6 TRAUMA
suffer a Trauma. Each Trauma has one or more negative
1 Amnesia
consequences for your Character that remain in effect
until they get a chance to Recover and receive proper
2 Phobia
treatment to heal their Trauma. All Conditions and
other effects mentioned in the Trauma Table last until 3 Disorder
the Trauma is healed.
Trauma can be anything from amnesia, a phobia, 4 Compulsion
mania, compulsion and more. It is usually the result
5 Mania
of powerful abilities of alien-like monsters or magic
that pierces your mind and thoughts, though it can
6 Delusion
happen when you traverse into unimaginable darkness
and depths or when witnessing horrific events as well.
Just like Injury, when you suffer a Trauma you and the On the following pages, you will find example
Doomsayer can choose one fitting with how is was manifestations of various types of Trauma.
sustained. Trauma can also be rolled randomly on the
Trauma table using a d6 and then a d4, leaving the
mental health of your Character up to chance. DISEASE, CURSES
After suffering a Trauma, you immediately clear all & POSSESSION
Madness sustained, and any Madness suffered at If Injuries and Trauma aren’t bad enough, the world
that instance above your Character’s maximum is of Blood and Doom is also rife with diseases that an
disregarded. The level of Madness you reached has adventurer might attract. Also, when dealing with cults
materialized itself in the form of the Trauma, giving and occult-related activity, artifacts or forbidden texts,
you some relief before accumulating Madness again it isn’t unheard of for adventurers to become curses
and perhaps (though hopefully not!) suffer another or even get possessed by some sort of demon. For
Trauma. the final release of this book, extensive rules for such
The Trauma Table below presents a variety of Traumas ominous and dark Afflictions will be added, though
and how they might manifest in your Character. Even a version update to this free Primer book may see
though every Trauma has one or more penalties or them included even sooner.

222
Conditions & Afflictions

EXAMPLE A MNESIA (D4)


The strain of your experiences shuts down your memories. You forget who you
are and how or why you ended up where you are today, and with what purpose,
causing you to despair and maybe requiring the help of friends to pull you
1. Retrograde through.
Amnesia
All your Soul Ability Scores are temporarily lowered by 1 and you suffer 1 Madness
when you wake up after every Rest.
AFFECTS CHARACTER PATH: Personality, Party Vow.

You forget not only the incident that causes your amnesia, but also critical aspects
of your training and experience, not remembering much of what you were so
2. Dissociative
good at.
Amnesia
Choose 8 Skills you have Rank 2 or higher in and temporarily lower their Rank by 2.
These Skills’ Ranks can end up being 0. You also cannot make use of any of your Feats.

You forget who your allies are, and indeed, who everyone is except yourself.
Names, identities, relationships, etc. are all a mystery to you. This may even cause
you to mistrust or at the least be suspicious of people claiming they’re your best
3. Localized friends and allies.
Amnesia I
You become Troubled and cannot benefit from any your allies Traits, Powers, or Magic,
and cannot gain Boosts.
AFFECTS CHARACTER PATH: Party Vow, Significant People.

You lose all memory of your culture and only remember your native language (or
one of multiple). You feel empty as though your existence has no roots, and it may
4. Localized even lead you astray from the morals you were taught from a young age on.
Amnesia II Action Rolls that rely on your culture or heritage suffer Challenge and related Traits,
Powers or Magic cannot be used.
AFFECTS CHARACTER PATH: Languages, Deities & Spirits, Ideals.

223
EXAMPLE PHOBIAS (D4)
When the darkness comes, it feels like you are surrounded by a black void that
devours all light. The shadows stealthily sneak around you, the icy-cold whispers hiss,
1. Nyctophobia the unknown lurks in every corner. As soon as you are in the dark, you freak out.
You suffer Challenge to all Action Rolls made in darkness or a dimly lit environment
and cannot benefit from any Traits or Feats that grant advantages to being in darkness.

You have an overpowering fear of being consumed by a visceral horror that strikes
at the very core of your being. You struggle with images of being swallowed whole
by a monstrous creature or being devoured by the maw of a gaping abyss.
2. Teratophobia Make a Courage Roll (Difficulty 3) when you encounter any Monster. On a failure,
you suffer Frightened, with all Monsters being the source of your fear, not just
a specific one.
AFFECTS CHARACTER PATH: Party Vow.

The sharpness of blades, the point of a needle, the jagged edge of beast’s tooth:
Each one a deadly threat, waiting to pierce your flesh and spill your blood. You
can no longer bear to touch a sharp object, to look at it, or even to think of it.
3. Aichmophobia You won’t be able to hold anything sharp or even carry it with you, and when
encountering an opponent with a sharp object (or natural weapon), you suffer
Challenge to all Action Rolls as long as they are within Near range of you.
AFFECTS CHARACTER PATH: Habits.

The sight of blood makes you sick. The metallic scent, the sticky texture, the
sickening knowledge of what it represents. Even a drop completely overpowers
your senses. You cannot bear to see it.
4. Hemophobia
Make a Willpower Roll (Difficulty 3) when you see blood. On a failure, you cannot
refrain from turning or moving away until it is out of sight.
AFFECTS CHARACTER PATH: Party Vow, Habits.

224
Conditions & Afflictions

EXAMPLE DISORDERS (D4)


You feel the darkness within you spreading like a disease. You know that you are
still alive, but it feels like you are already dead, a walking corpse, a ghost in the
flesh. The fear grips you and the hopelessness consumes you.
1. Cotard Syndrome
Suffer 1 Madness whenever you socially interact with anyone aside from expressing
your dark thoughts to them.
AFFECTS CHARACTER PATH: Personality, Significant People.

Nightmares plague your sleep, and the horrific visions that visit you even cause you
waking hallucinations. Some nightmares involve people you love and who are close
to you.
2. Insomnia
Whenever you have taken a Rest, roll 1 Action Die. On a failure, you become Exhausted
from not having slept properly.
AFFECTS CHARACTER PATH: Personality, Significant People.

You are burdened with a weight that presses down on your every movement,
making even the simplest tasks seem impossible. Your body feels heavy and
sluggish, and every breath is a struggle. But beware, for in your weakness, you may
3. Weight of Atlas become vulnerable to attack, and risk losing your life to the slightest misstep.
You suffer Slowed. You may make a Toughness Roll (Difficulty 3) when in a dangerous
or life-threatening situation. On a success, the Condition subsides for 1 minute.
AFFECTS CHARACTER PATH: Personality.

You endlessly yearn for a past that can never be recaptured. You long for a time
when things were simpler and more innocent, and you are haunted by memories
of what once was. In your nostalgia, you risk becoming stuck in the past and
4. Anemoia unable to move forward.
Both your Blood Point and Doom Point maximum are lowered by 3.
AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals.

225
EXAMPLE COMPULSIONS (D4)
Your mind is stripped of all fear, leaving you cold and calculating, without regard
for your own safety or that of others. You are always driven to take great risks, no
matter who you put in the face of danger by doing so.
1. Phobosclerosis You gain Edge to Courage Rolls but at the same time have no regard for danger,
suffering Challenge to all Action Rolls relating to making smart decisions or even
estimating a lethal situation, etc.
AFFECTS CHARACTER PATH: Party Vow, Habits.

Are you sure it’s dead? You can’t be positive until you are absolutely certain. When
confronted with a dead creature, even one you have killed, you are compelled
to hack at it or use whatever means necessary to ensure that it is no longer
2. Mortumosia a threat. This also applies to any creature long dead, as well as traps that caused
you damage.
If you cannot act out your urge to do as described, you suffer 1 Madness every time.
AFFECTS CHARACTER PATH: Habits.

You are not entirely sure about the difference between your inner voice and the
one that speaks aloud, so you blurt out whatever is on your mind, regardless of the
risk it puts you in or the potential conflicts it creates for your allies.
3. Agorhea
No penalties apply, but this Compulsion should bring you and your Party enough
trouble even without.
AFFECTS CHARACTER PATH: Habits.

You are absolutely fascinated by bones! The yellower, the older, or the more
unusual they are, the better! You feel the urge to collect and gather them into
nice, neat little piles. Each one is unique, a testament to the life it once belonged
to. You long to possess them, hold them close, and feel the weight of their history
4. Osseous in your hands.
Hoarding As soon as you see bones, make a Focus Roll (Difficulty 3) to refrain from trying to
collect them as your first action. If you have bones in your possession, you will stay up
late to study them, and become Exhausted until they are taken from you or you are
forced to rest.
AFFECTS CHARACTER PATH: Habits.

226
Conditions & Afflictions

EXAMPLE M ANIAS (D4)


You are filled with a religious fervor, a devotion to the divine that burns within you
like a flame. You see yourself as an instrument of your gods’ or spirits’ will and are
driven to spread their hallowed or spiritual message to the point of risking harm
and alienating allies.
1. Hyperreligiosity
Suffer Challenge 3 to socially interact with people holding different religious beliefs
than you. Unless you bring up your deity with a fanaticism burning in your eyes during
every conversation, succeed a Heart Roll (Difficulty 3) or become Troubled.
AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals, Significant People.

You are consumed by a wild energy, a desire to revel and indulge in all of life’s
pleasures. You dance and sing with abandon, losing yourself in the intoxicating
rhythms of the world around you. But beware, for in your madness, you may
become a danger to yourself and others.
2. Bacchic Mania
You lose interest in whatever quest or assignment you and your Party are involved in
and will take any opportunity you get to carouse until the suns come up, causing you
to become Exhausted.
AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals.

You have become completely swept up in some quixotic quest or obsession


determined by the Doomsayer as appropriate to what caused this Mania. It
dominates your every waking moment. You talk about it incessantly and regard all
3. Obsession lesser goals as unimportant next to this fixation.
Make a Willpower Roll (Difficulty 3) every time you wish to divert your path from
your goal. On a failure, and if you don’t follow your goal, you lose all Blood Points and
become Troubled.

You are destined for greatness, and your every action is proof of your superiority.
You might see yourself as a god, a conqueror, or simply the most important person
in the world.
Lower your Heart Score by 3 temporarily (minimum score of 1) Should you be in
4. Megalomania
a situation that would require you to hold back, disengage or retreat in any matter,
make an Insight Roll (Difficulty 3). On a failure, you continue on despite the odds
and dangers.
AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals.

227
EXAMPLE DELUSIONS (D4)
You believe that ordinary events or objects have special significance just for you.
You may see hidden messages in books, or even road signs, and are convinced that
these messages are meant specifically for you for a purpose you desperately want
to uncover.
1. Delusion of
Make an Insight Roll (Difficulty 3) if someone is trying to convince you that you’re
Reference
wrong or interfere with the pursuit of your discovery of what the messages mean.
On a failure, you suffer Challenge to all Action Rolls that do not involve pursuing
your research.
AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals, Habits.

You become convinced that you are possessed by a demon, an utterly malevolent
presence that consumes you with a dark madness. It has taken root in your very
soul, driving you to commit unspeakable acts of evil unless stopped by your allies.
At the start of every new Scene and Encounter, make a Willpower Roll (Difficulty 2)
2. Daemonomania
On a failure, you do something twisted. Feel free to be creative about the evil you’re
trying to do! The delusion does not make you dumb, though, and you will refrain from
doing things that may get you in immediate trouble.
AFFECTS CHARACTER PATH: Personality, Habits.

The world around you is a foul lie, a twisted mockery of reality. Only you realize
that all other people, including your loved ones, are imposters, disguises worn
by dark spirts to deceive you. You are alone, surrounded by enemies, trapped in
3. Capgras a perpetual nightmare.
Syndrome You are constantly vigilant and suffer Challenge 3 to all Action Rolls related to social
interaction. Make an Insight Roll (Difficulty 3) to believe anything someone says unless
it conforms to your delusion.
AFFECTS CHARACTER PATH: Personality, Party Vow, Habits.

You believe you are someone else. An important historical figure, long-dead hero,
or someone with great significance to your ancestry. This makes you behave as
though extremely important, majestic even, to the annoyance of those around
you, who you view as being less important and only in your life to serve you and
4. Delusion of
your grand destiny.
Grandeur
Your Heart Ability Score is lowered by 2, but your Mystique Ability Score is increased
by 2. If people around you don’t go along with your delusional thoughts during
any time between Rests, make an Insight Roll (Difficulty 3). On a failure, you suffer
1d4 Madness.

228
Conditions&Afflictions

229
CHAPTER 13:
DOOMSAYER’S
SECTION

FOR DOOMSAYER’S EYES ONLY


This part of the book is meant for the Doomsayer and includes advice
on how to create an immersive and captivating tabletop roleplaying
experience, as well as on how to run a Blood and Doom adventure
or campaign specifically. However, most of the information here isn’t
secret and Players should feel free to read through this section as well.

230
Doomsayer's Section

CORE PRINCIPLES
1. PREPARE YOUR GAME adventures require a certain sense of dread and
Before running Blood and Doom , make sure to horror not everyone is okay with or may include
familiarize with the rules and the core principles of difficult subjects that also form social or psychological
the game. You also should also read through whatever problems in real life. Remind Players that this is a game
adventure you will be running. This could be any of the of make-belief, set in a world that isn’t meant to reflect
published pre-written adventures or a scenario of your an ideal society. There are many things horribly wrong
own making, although we strongly encourage new on Athyr, and slavery, discrimination, torture, and
Doomsayers who have never run a tabletop roleplaying other distasteful things do exist in certain places within
game before to start off with a published adventure. this fictional world. Tackling them in a tasteful manner
These have the advantage of having everything you can be a very rewarding experience and doesn’t mean
need included (such as quests, maps, illustrations, etc.) you are promoting them as a person.
and will save you a great deal of time. Be willing to remove or adjust themes that might be
Two free Starting Adventures are available for you to offensive to one or more Players, but also keep the
download (or came bundled with this book): ‘Faces of option open to tell Players that this might not be the
Evil’ and ‘The Seven Jewels of Azul-Ra’, as are several game for them if too much doesn’t align with what they
Quickstart Characters to use with these adventures expect from the game. There are hundreds of TTRPGs
or any other. Quickstart Characters can be especially out there, and a limitless number of ways to play Blood
useful if Players ask to get a sense of the game and and Doom , and they might enjoy themselves better in
setting before investing the time and effort to create another group or campaign if themes central to the
their own Characters (although creating one in Blood plot do not sit well with them.
and Doom is a fast and easy process), if they don’t Most importantly, even though you may include
(yet) have the inspiration to come up with a concept difficult themes and immoral ideologies or actions in
of their own, or if they couldn’t be present while the your games, never present them as something positive.
other Players created their Characters. They are there to accentuate the ever-present strife
and danger on Athyr and to challenge the Characters,
not as something to aspire to. There is evil and
2. RUN SESSION 0 immorality in the world, and it should always be clear
Read the section on Session 0 and present a framework that this is something bad that no-one should wish for
for the Players to work in by telling them about the and is present in the game (most often) as something
setting and maybe the region where the Adventure for Player Characters to stand up against.
will take place in, then listen to their ideas and the
concepts they come up with for their Characters. The
best acting instructors and directors rarely tell their 4. PRESENT CHALLENGES,
students or actors exactly what to do, but rather let
them follow their intuition and then help them improve
NOT SOLUTIONS
Remember that a tabletop roleplaying game is
on their own instincts and plans. It’s a lot more fun for
a collaborative storytelling experience. Even though
them and, ultimately, for you as well, if they’re allowed
you will most likely have an adventure in front of
to develop what they have in mind, but do remain
you, or improvise something you come up with, the
available to help them tweak or finetune their ideas.
Characters’ actions are what sets apart a tabletop
If you’re running a quick one or two Session game or roleplaying game from all other games and what makes
short adventure, Session 0 might not be necessary, and it so immersive. Oftentimes, it helps to focus on the
Players may opt to use Quickstart Characters instead. Scene or Encounter at hand and stay in the moment
instead of worrying about what should happen next.

3. BE R EADY TO A DJUST Try to create challenges and throw obstacles in the


Characters’ way and run with what they’re doing
If you feel a Player might not feel comfortable with
instead of railroading them back on the ‘right path’.
sensitive topics you know will be intrinsic to your
It can even be worthwhile to present Characters with
campaign, talk this over with them. Maybe your
situations you don’t necessarily know how they would

231
solve them. Usually, you can trust that Players will find 5. A FORCE FOR GOOD
a way, and will pleasantly surprise you. No matter if Players create Characters that are a saintly
Always keep the adventure or campaign’s story arc force for good, or shady, self-centered types who
in mind, but don’t force it on the Characters should aren’t averse to stealing, double-crossing, and bribing,
they decide to go in a different direction. Experienced the most important principle of Blood and Doom is
gamers are likely to tell you that some of their that in the end, Characters work together to make the
most memorable sessions included non-scripted, world a better place, no matter what their method.
totally improvised sessions, and maybe even had the They could be looking out just for themselves or have
Characters follow a tangent not even mentioned in the a shared higher purpose of rooting out injustice, but any
adventure. Even more so, many Doomsayers (perhaps acts of pure evil executed by Player Characters have no
including yourself) prefer to play open-ended games, place in Blood and Doom . Exceptions of crossing this
in which the Characters’ actions dictate the plot over line temporarily may be made if a Character is under
the course of many Sessions, instead of using any kind the influence of a curse or some malevolent power
of a long-term plan. that has taken hold of them, or when they are tempted
by the notion of joining a cult. After a while though,
That being said, you sometimes may want to help should a Character become irredeemable, they can
Characters get back on track if they’re lost or if it perhaps live on in the fiction as a villainous NPC, there
becomes clear that their failure to act is going to for other Characters (or those in future Adventures) to
have dire consequences. You may want to present confront. In short, acts of evil and depravity are to be
them with the (possible) outcome of their (in)action, reserved for malevolent overlord NPCs (or the poor
have an NPC talk to them, throw an obstacle on their misguided souls who follow them) and put in the game
way that makes it impossible to continue what they for Characters to oppose, not to indulge in themselves.
were doing, and so on. Just refrain from doing so
when it isn’t absolutely necessary and never make such
interventions too obvious.

BLOOD VS D OOM
As an optional rule, you can impose a penalty on the number of Action Dice a Player may
roll to regain Blood Points when they Rest, should you find their Character has willingly
indulged themselves too much in the dark arts and cult-like behavior. At the same time,
such a Character may gain a bonus to the number of Action Dice they roll at the end of
a Session to gain Doom Points.

This balancing act of Blood Points representing a force for good, and Doom Points
representing malevolence and the impending doom of Athyr can be a fun way of
gradually showing a Player what the consequences and benefits are of such actions, up
until the point it may be too late for them to repent, and they turn into a villainous NPC.

This should not be presented as a form of punishment, but simply serve to show that
such actions do matter in Blood and Doom and can shift the balance between their
available Blood Points and Doom Points. For the final release of the game, this mechanic
may be expanded upon depending on playtest results and input from the community.

232
Doomsayer's Section

PLAYER-FACING ▪ Instead of gaining one or more Feats at Level 1,


ROLLS
these are gained at Level 2 instead. Any specific
Feats gained by a Class (as opposed to choosing
freely) should be kept, as they are an essential
In most tabletop roleplaying games, both the Players and
Doomsayer make rolls to see how well the Characters, part of that Class’s makeup.
Monsters and NPCs fare. Blood and Doom, however, is ▪ For armor, use a Protection Rating of 2 (light
a player-facing game, which means Players will be making armor), 3 (medium armor) or 4 (heavy armor)
most, if not all, of the rolls. This allows you to focus on and apply this to all damage types as opposed to
orchestrating and directing evocative and challenging different values per damage type. This simplifies
Encounters, while shifting the action ever more into
armor, but also makes it a little better than it
the hands of Players. Player-facing rolls have the added
advantage of keeping Players alert and engaged at all otherwise would be, giving Characters a slightly
times during the game, as even when it isn’t their Turn, better chance of surviving.
they could be asked to roll to defend against attacks or ▪ Refrain from using detailed rules on Unarmed
react to other things happening around them. Attacks (no Edge / Challenge depending on
Instead of having to manage the Turns of a host of armed or unarmed opponents) and Grappling (no
Monsters during an Encounter, you as the Doomsayer Momentum spending; instead, a Grapple is simply
can focus on the narrative and describing what these to Restrain an opponent, nothing more).
▪ Use the simplified rules for Injuries and Afflictions
Monsters (or NPCs) do. There are still some dice for
you to roll of course, as rolling no dice at all wouldn’t
be much fun either! Whenever a Monster or NPC acts, as found in the SEVERITY OF AFFLICTIONS
you can roll a d10 to determine what action they will SUBSECTION ON P. 219 .
take (though you can always simply choose an action
yourself), and should a Monster or NPC deal damage,
you’ll roll Damage Dice to determine how much.

CREATING
INEXPERIENCED A DVENTURES
PLAYERS
Although not yet included in this Primer book, the final,
official release of Blood and Doom’s Core Rulebook
will include a section with concrete tips on how to
Some elements of the game can be left out or create immersive adventures both fast and easy and
adjusted when playing Blood and Doom for a group how to prepare your Sessions step by step.
of Players who don’t have any prior experience with
tabletop roleplaying games. This allows such Players
to get familiar with the basics first, and to expand on
these later, usually after having completed a starting
adventure or two. COMBAT AT
Additionally, each Class is labeled with a Complexity,
varying from Low, Medium to High. Inexperienced YOUR TABLE
Players are recommended to choose a Class of Low or Combat and Encounters can be played out in several
Medium Complexity. Should you think it would help ways, each depicting the action differently. The
your group learn the ropes, you can do some or all the method you choose depends on your and your group’s
following as you see fit: preference, and perhaps the circumstances in the
game and other factors. As a suggestion, consider
▪ Ignore all Weapon Attributes. Instead, trying each of the approaches described below in one
Momentum can be spent to deal 1 extra damage
or two Sessions, then choose one that appeals the most
per Momentum, up to a maximum of 3. Any to the group. You could even switch methods from
Traits or Powers that specifically refer to Weapon one Encounter to the next to keep things fresh and the
Attributes should not to be chosen until Weapon Players engaged.
Attributes are introduced.

233
THEATER OF THE M IND
Theater of the mind means that all the action takes CREATURE SIZE
place by describing it to one another at the table,
Large About the size of a cow or a horse.
preferring to keep the focus on immersion and the
fiction rather than calculating or measuring distances. The size of an elephant, a shed or
Let’s take an Encounter with Beastmen as an example. Huge
castle gates.
It often doesn’t matter exactly how far away from
About the size of a sailboat or
a Character any Beastman is located. What matters Enormous
a modest house.
instead is whether the Character could hit it with their
bow, or whether the Beastman would be able to hit Somewhere around the size of
Massive
them with any ranged weapon they carry from where a castle tower or a whale.
they are positioned.
The size of a mansion, castle, or
Gargantuan
Players may wonder if the Beastman even carries anything bigger.
a ranged weapon at all, and whether their Character
could make that out from where they are standing.
Could they move up to the Beastman and still swing M ELEE DISTANCES
their sword in one Turn, or would they need to move
twice on their Turn and wait until their next Turn to Up to an arm-lengths away or
take a swing at the Beastman? closer. Suited for fighting by
Close
biting, using claws, a dagger, axe,
These kinds of abstractions are at the core of running an
Encounter using theater of the mind. It can be helpful to or sword.
think of each element in a Scene or Encounter, whether A few steps away. Suited for
the environment, structures, objects in it or Characters fighting with a whip, spear, halberd
Near
and Monsters, as being related to each other with or throwing a net. This is about 2
purpose, instead of exactly defined distances.
times Close.
It is up to you as the Doomsayer to provide challenges
while Characters and their opponents (under your
control) are moving around during an Encounter R ANGED DISTANCES
like this. Treacherous terrain and obstacles can make
all the difference and moving freely may require an Only a short sprint away. Suited
extra Action Roll in some cases for instance. This way, for throwing a handaxe, firing
Far
movement and distance become real even if not a shortbow or throwing shuriken.
directly visible on a map. This is about 3 times Near.
Size, Speed, Distance and Range are meant as basic A decent sprint away, requiring
building blocks of the above premise when using some time to cross. Suited
Distant
theater of mind; they are merely a way for you for firing a longbow or heavy
and your Players to speak the same language and crossbow. This is about 3 times Far.
understand one another when describing what anyone
sees or wants to do, but no more than that.

CREATURE SIZE
GRIDLESS M AP
& M INIATURES
Somewhere around the size of For many gaming groups, using a gridless map and
Tiny a squirrel, a mouse or anything miniatures is the perfect “middle ground” between
smaller. theater of the mind and using a more ‘exact’ gridded
map. It provides all the benefits of being able to
About the size of a goat, a chair or
Small visualize an Encounter, the environment it takes place
the smallest person you know.
in, and the relative positions of Characters and their
The size of an average human, opponents. All the while doing so without getting
Medium
a tiger or a modest bookcase. bogged down by measuring exact distances or
counting a number of squares on the map.

234
Doomsayer's Section

Both when using this method and theater of the mind, A LTERNATIVE SETTINGS
a Reposition Roll can be a great tool to use when in Basic information about Blood and Doom’s setting,
doubt whether a Character might be able to reach Athyr, is included in this book, and greatly expanded on
a spot on the map or not. Though most of the time in the other core rulebooks, adventures, and upcoming
a fair estimation can be made by you as the Doomsayer supplements. If you’re not already doing so, consider
(and whenever possible ruling in favor of the Players, as using the Doomsayer’s Codex: Guide to Athyr and
Blood and Doom is a hard enough game already!) of the Doomsayer’s Codex: The Twelve Pillars of Doom
what distance might be considered fair for a Character to add hundreds of pages of additional regions, quest
to move, any doubts can be quickly resolved by having hooks, adventure ideas, NPCs, Monsters, cults, spells,
the Player make a Reposition Roll. and more to your game.
If you want to run a campaign that’s more oriented

GRIDDED M AP
towards a certain type of play, be it intrigue or espionage,
exploration, warfare, romance, myth, or specific fantasy
& M INIATURES or horror subgenres, chances are you’ll find a settlement
Using a gridded map offers you the benefit of measuring or (sub)region that is extremely conducive to that kind
things precisely, using the guide provided below and of play without needing to adapt the game. If there are
counting any distance using the number of squares on Stat Blocks or rules that are distinct for that region, they
the map, which usually represent 5 feet each. Likewise will be included there, and you’ll find that Athyr is a rich
it can be used to determine whether a distant target is and wondrous but dangerous world and the rewards of
within range of Character, Monster or NPC’s weapon, adventuring in it will be huge, both for the Players and
and so forth. It eliminates most disagreements about their Characters.
where a Character is and what they can accomplish Still, you may want to tweak the setting and make it
on their Turn, though (and again, this depends entirely your own. An obvious change would be to add Elves,
on preference) it can lead to the fiction of the game Dwarves, or other non-humans as playable Character
being reduced to something more akin to a board or options. An easy way to this would be to replace the
strategy game as opposed to a story taking place in listed Origins with the ones just mentioned, which
everyone’s collective imaginations. will each have their own cultural heritage, known
languages, and maybe even pantheons. However, we
CREATURE SIZE do advice not to start handing out bonuses to Ability
Medium Scores, Skills, or anything else you may find in other
1 square games, as Blood and Doom was created to have these
(or smaller)
tied to a Character’s Class, not their Origin.
Large 2 or 3 squares There are many other options, of course. Maybe you
want to go back in time and present Athyr in an earlier
Huge 4 or 6 squares
age, or up the tech level and make gunpowder personal
Enormous weapons available. Maybe you want to include Ayaari
8 or 9 squares
as a playable race, should some of these aliens have
Massive 16 or 18 squares survived and procreated. Maybe you’d like the gods
to be more active, or introduce a new faction. In the
Gargantuan end, Blood and Doom is your game. We just provide
30 squares or more
(or larger) a framework to build upon and if you’d like to change
anything, please go ahead and do so – just make a note
of it and stick to the new continuity you have created.
DISTANCES Of course, you can also use Blood and Doom ’s ruleset
Close 1 square 5 feet and Classes to play in an entirely different setting of
your own creation – or even adapt the game engine to
Near 2 squares 10 feet suit that of a third-party publisher. Even though certain
settings might require some rules to be tweaked, the
Far 6 squares 30 feet Blood and Doom game engine is robust enough to let
you do that.
Distant 18 squares 90 feet

235
RUNNING
THE GAME

Now that you are familiar with the basics and know how to prepare for a typical game session, it’s time to delve
a little bit deeper into actually running Blood and Doom at your table. The nuts and bolts of the matter so to speak.

BASIC DOOMSAYER A DVICE


There’s a lot of things we could say about being the You may want to also foreshadow things to come or
Game Master (or Doomsayer, in Blood and Doom) set the scene, so you should be intimately familiar with
for a tabletop roleplaying game – in fact, entire books the opening sequence of the adventure. As always, do
have been written on the subject, and the Doomsayer’s let Players interrupt you if they’d like their Characters
Codices delve deeper into the matter as well. Here’s to do something. It takes away from the suspension of
some advice to help you get you started! disbelief if you ask them to first listen to you unless you
still have to add in a description that might influence
their decisions.
1. BUILD A STRONG START
As in real life, first impressions in a tabletop roleplaying
game are extremely important. Draw your Players in 2. A PPEAL TO A LL SENSES
from the start by appealing to their Characters’ senses Humans are very visually oriented beings, and while
and motivations. Describe an evocative world and describing Scenes and Encounters telling Players what
get them to join in quickly. You should already have their surroundings look like is of course important.
presented an overview of the setting during Session However, try to always include one or more other
0 and even though you may want or need to repeat senses as well. For example, the sounds that may
some of that info, stick to what is important to the stand out in a Scene. Perhaps water can be heard
adventure once it starts. slowly dripping in the distance, echoing through the

236
Doomsayer's Section

dark cavern the Characters just entered. Or, what 4. CATER TO YOUR PLAYERS
Characters might feel (not emotionally, but physically). Different players like different things. Some may love
You could describe how a cold draft softly blows acting out their Characters, rarely breaking the fourth
through the underground tunnel complex, and that wall when they’re speaking in their voices, while others
the air is most, or perhaps thick and suffocating. Smells prefer narrating what their Characters are saying in
are also important of course, and describing the stench third person. Some might be particularly excited by
of decay or dank, moldy air prevalent in a Scene can interacting with NPCs, persuading, manipulating,
add a lot to build suspense. Similarly, the smell of seducing, interrogating, coercing, or even challenging
spices and roasted meat can liven up any town or city’s them. Others might love the tactical aspects of the
marketplace in quite the opposite way! game and enjoy combat or other physical trials. And
The most important thing to remember is to refrain a lot of players really like mysteries and puzzles, or
from telling Players what their Characters might feel political intrigue.
or think as a result of what you describe. It can be Allow Players to do what they love most, whenever
tempting to say things like ‘the icy cold makes your possible, and let them know there is no right or wrong
legs stiffen’, or ‘the screaming sound of dozens of way to do things when it comes to what was just
prisoners makes you feel uneasy and afraid’, but that described. After playing with the same group for a while,
after all, is up to the Player to decide. You can merely you’ll learn what excites each of your Players the most,
present the situation to them, and it is their part of the and you can try and include something that appeals to
game to take the opportunity and describe what their everyone in your Sessions. It may happen that a Player
Character may feel or do as a result. interested mostly in action and combat wants to hurry
along a Scene involving lengthy conversations with NPCs,
but that might also be the moment when one of the
3. M AKE IT FEEL R EAL other Players gets a chance to shine. One Session might
One of your most important jobs as a Doomsayer will be more fun for some Players than for others, but over the
be to keep your Players’ suspension of disbelief. Make course of an adventure try and make it so that everyone
the world feel real by describing the results of their gets to experience something they specifically enjoy.
actions. This includes humans reacting like humans,
but also extradimensional entities maybe reacting in
entirely different, unfathomable ways. It also includes 5. M EMORABLE NPC S
not railroading your Players. By forcing them into One of the things that excites Players is encountering
a particular direction, you’re removing their sense of one or more interesting, memorable NPCs. When
agency as well as making the world feel less real. introducing NPCs, try to describe a few quirks, facial
Also try and be mindful of the fact that Players may expressions, mannerisms, and physical features first,
sometimes know more than their Characters or are but never more than 3 or maybe 4. Anything more
more knowledgeable in certain topics than their will be too much for Players to take in, and usually it’s
Character might be in the fiction. If a Player would just a few things that stand out the most and that are
make a decision that their Character most likely important or noteworthy. It’s never about describing
wouldn’t, or which is based upon things happening in an NPC as accurately as possible, but instead letting
a Scene their Character is not a part of (but the Players Players know what’s ‘special’ about this person. If there
obviously knows about), you may want to ask them to are secrets the NPC is hiding, or things that might give
think about whether their Character would actually away clues to an investigation, make sure to mention
make this decision, not knowing what they do – just those (or hinting at them) as part of some ordinary
make sure to explain why. descriptors as well, as to not make them stand out too
much and give away such clues too easily.
That being said, Blood and Doom is also a game
about investigation and discovering secrets, and there To roleplay any NPC, the most important thing to
is no need to dumb down Characters and keep Players know about them is what their goal is or what their
wondering at every turn whether their Character core beliefs are. Whatever the NPC wants to achieve
would know or understand something that they (either in life in general, or more to the point of the
themselves do. adventure) determines their actions and also their

237
deposition towards the Player Characters, who of 7. SWITCH UP
course have their own goals that may or may not align.
THE SPOTLIGHT
Add to this a personality trait, mood or mannerism and
If one Player gets too much time to act at the table,
you have enough to go on and roleplay the NPC.
the other gamers might lose interest, or, worse, start
Another tip any Game Master will confirm is to have resenting you or them. Always try to jump from Player
a short list of NPC names ready with your notes. Players to Player and ask what each is doing, always dividing
will always (miraculously) seek out NPCs in the game the spotlight between Players (and their Characters)
you haven’t prepared for and ignore those you may during Scenes and Encounters. Sometimes it makes
have written a whole paragraph about. A list of names sense to spend a little longer on one Character,
allows you to come up with NPCs on the fly, and if you especially if the group has split and not everyone is
have a list with names ready you can introduce an NPC at the same location, but if you need to do that, try
properly, and improvise the rest. to balance things afterwards by giving someone else
Finally, and perhaps most importantly, know that NPCs a little bit more time.
are in fact what makes an adventure or campaign During Encounters, which are meant to play out swiftly
tick and holds everything together. They are more like action scenes in a movie, try to keep an eye out for
important than anything else in the game, and Players who take a long time to decide what to do on
memorable NPCs and the conversations that take place their Turn and nudge them along if necessary. The lack
between them and the Player Characters, sometimes of a set Turn order in Blood and Doom does help a lot
fun, other times emotional or confronting, are far to prevent Players from thinking about this too long,
more ‘real’ than anything else you can present during as none will effectively be ‘given’ a Turn unless they
the game. actively choose to act. And at that point, they will also
likely have thought of ‘what’ they want their Character
to do and not spend too long executing it.
6. LISTEN TO PLAYERS
Try and listen to your players as much as possible, let
them ask questions, and let Characters interrupt the 8. M AKE IT PERSONAL
narrative or the action if they should be able to do If Characters have a personal link to something or
so. As the Doomsayer you have a lot of control over someone, the Players will probably end up being more
the game and handing out this control to the Players involved as well. Even if you’re running a published
and simply letting them do their ‘thing’ for a while as adventure, look for NPCs, locations, or events that
you listen can be very rewarding. More often than not, you could tie to one or more Characters. Maybe
listening to Players discuss and plan ahead will provide Amalia’s grandfather used to tell her about this one
you with a host of ideas of how the adventure or a Scene tavern in Orthoss where he used to dance with her
might progress next and that you hadn’t thought of late grandmother. Maybe the artifact the heroes are
yourself. For the sake of not breaking immersion, when looking for is Hafaista’s long-lost family heirloom. Thalia
you decide to pursue one of the ideas a Player came could need the money she’ll make with her share of
up with, always tell them that was your plan all along, the treasure to get much-needed magical healing for
and they simply guessed it right! her dying father. Upon examining the names engraved
in the golden amulet Fala recovers from a tomb, they
turn out to be those of her uncle and nieces. There are
many ways to make sure the Players don’t start feeling
like their Characters are running a simple errand and
to expand on the lore.

238
Doomsayer's Section

THE ‘BLOOD’ AND THE ‘DOOM’


Blood and Doom is set in a world that is on the verge 2. BUILD SUSPENSE
of being doomed forever, though the Player Characters Don’t hit the Players with everything all at once: drop
might of course still be able to avert that fate. Most little hints that something’s off before divulging more
cults still operate in the proverbial shadows, away information. As the Characters start discovering more
from the prying eyes of rulers, adventurers, and law about what is going on, you can create more ominous
enforcers, but there is a prevailing sense among some scenes and become more graphic.
that this is about to change, and a time of extreme
Think of most horror stories: most start off in the real
hardship is at hand. The twelve major cults of Athyr
world, with the personages living out their normal lives,
worship the Heralds of Doom, and each of them has
totally oblivious to the portentous stratagems at play.
their own twisted plan for Athyr and its people.
Then, something odd happens, and soon, more bizarre
The people of Athyr do know there are dangers things start to occur. Maybe a family member starts
lurking almost everywhere, but not every single place acting weird, or the same doll keeps showing up at
on Athyr is necessarily dark and foreboding, not every random locations in the house, or footsteps are heard
location is haunted, not every sorcerer is in league with on the attic floor.
demons, not every sovereign is immensely cruel, and
Whatever the case, these occurrences should mostly be
not every kid is possessed. Adventures and campaigns
things that make the Players wonder, without already
work best when you foreshadow the doom and build
being able to pinpoint what’s really going on with any
op the atmosphere, heightening the tension while
degree of certainty. Ideally, you’ll succeed in making
gradually unveiling the truth – a reality that, all too
them so curious that they can’t help but open that
often, seems dark and hopeless. Following are some
secret door or stick their arms into the gaping maw of
tips to get that foreboding vibe to your gaming table:
the gruesome stone statue. Finally, the true danger is
revealed, and it’s even worse than the Characters could

1. ATMOSPHERE
ever have imagined.

Atmosphere is everything when playing a game about


high adventure and cults, rituals and unparalleled
danger. Use words and descriptions that reflect this
3. GREY A REAS
Including malefic extradimensional entities, baleful spells,
atmosphere and create a sense of foreboding from an
evil overlords, and amoral princes in the setting helps
early moment on. Be mysterious. Act like you know
create clear protagonists. There is no question that they
secrets that may be the death of the Characters if they
bear ill will and that they probably should be stopped.
are not careful (and you actually do know these, of
Still, having everything be black and white by definition
course). Be a ‘Doomsayer’. Play in the evenings when it
doesn’t allow for a lot of nuance and may become
is dark outside, dim the lights and light some candles.
a predictable. Presenting choices, items, locations, and
Maybe even get some props like a skull and leather-
NPCs that have faults but also have redeeming qualities,
bound books to display on your table.
or who’ve lived through traumatic events that have
Also consider playing some background music during caused them to become who or what they are often
your Sessions. Video game soundtracks for games set ends up being more believable and engaging. It also
in the same genre as Blood and Doom should work allows you to put forth paradoxes and dilemmas.
well, and as part of our Kickstarter campaign we have
Should Characters kill a demon-possessed NPC, even
included a soundtrack composed specifically for Blood
though their mind might still be saved if they find
and Doom as one of its stretch goals. In particular,
a way to exercise the demon? After the party finds
this soundtrack and video game soundtracks will work
out that the royal family members an NPC has been
well because they are composed as background music
abducting approved his father’s hanging a decade ago,
that can be listened to over and over again on repeat
even though they knew he was innocent, will they still
without fluctuations in intensity and volume indicative
try to save the haughty king and princess?
of movie scores that cater to the exact, specific scenes
the music is written for. Making situations and NPCs more three-dimensional
this way is a good allows you to provoke emotion and
have your Players make tough choices, which may not
always have clearcut answers.

239
4. EMPHASIZE CORRUPTION,
NOT EVIL R EWARDING
In the Blood and Doom books, we rarely identify an
NPC, creature, or Monster as ‘evil’. Even though evil BLOOD POINTS
definitely exists in the setting and even though certain After a particularly challenging Encounter or
NPCs most certainly are immoral and wicked, it is overcoming any other difficult obstacle or challenge in
more engaging to emphasize other words that sound which Players had to spent quite a few Blood Points, you
less absolute, but that also appeal to our ‘unhealthy’ can roll Blood Dice to see if the gods may grant their
inquisitiveness. Cults spread their corrupting influences Characters a boon and gain back some Blood Points.
and the Heralds of Doom are too alien, their motives Rolling Blood Dice should be reserved for moments in
too impossible to truly discern, to truly comprehend. which Characters have shown to be brave, work like
Almost all humans share some fear of the unknown and a team, and inspired to those around them, and when
making something more difficult to get a grip on is Players have come up with inventive and original ideas
often far more chilling than identifying an entity as to defeat their opponents or overcome obstacles.
‘purely evil’ or ‘evil personified’, as we know that concept
On average you should find a way to roll Blood Dice
all too well and thus may be a little desensitized to it.
at least once or twice per Session, though this can
be more if Characters are caught in the depths of
the earth to fight through a labyrinth of traps, soul-
5. EMBRACE THE DOOM corrupting aberrations and flesh-eating slimes for days
A game can’t be called Blood and Doom without
on end in order to save a town from being sucked into
a gloomy atmosphere hanging over the world. There
a vortex of anti-matter. The more Characters struggle
are twelve cults active on Athyr, all of which will herald
to do good deeds, the more frequently you can reward
the end of mankind in its current form if they should
them Blood Points.
prevail. This means the chances of the world surviving
for much longer are slim, although the general Blood Dice are similar to Action Dice (d10). When
populace is bound to remain ignorant of that fact until you think it appropriate, roll Blood Dice equal to the
the doom rises and it becomes more obvious how grim Difficulty of the most powerful opponent just defeated
things are looking. Munagi come to reap the souls of or challenge that was overcome, and the Party, as
Characters who have died. An entire alien race has a group, earns Blood Points equal to the number of
perished soon after landing on Athyr. Many of the stars successes you roll. Alternatively, you can let one of the
in the sky are, in reality, long dead, and only their light Players make this roll for you. Players can then divide
remains for now. Most other worlds in the universe Blood Points earned among their Characters as they
have been subjugated, destroyed, absorbed, eaten, or see fit.
wiped out of existence by the Heralds of Doom.
There is still a sprinkle of hope left, but it is just that: REWARD BLOOD POINTS =
a sprinkle. This creates a sense of urgency as well as ROLL ACTION DICE EQUAL TO
a sense of scale, as many events already unfolded that
HIGHEST DIFFICULTY.
have changed the face of not only the world, but all of
reality forever. Removing all possible good prospects EACH SUCCESS EARNS PARTY
out of the equation might cause Player Characters 1 BLOOD POINT
to stop trying. That kind of inaction would also be
the death of your game, but as long as your Players
keep believing that there’s a chance for improvement,
however small it is, chances are that they won’t
immediately run away from the challenges put in
front of them. After all, true heroes aren’t made by
defeating weak opponents, solving easy conundrums,
or overcoming small obstacles, but by facing powerful
enemies, unveiling ancient mysteries, and rising up
when times are bleakest.

240
Doomsayer's Section

R EWARDING to replenish their Doom Points at the end of the Session


as well. You don’t want to have the Characters run

DOOM POINTS around with a maximum allotment of Doom Points all


the time, as this would make the Doom Roll mechanic
The world of Athyr is full of perils. There are obscene a lot less exciting. Let them spend their points if they’re
cults at work, gruesome monsters stalk the lands, and down on their luck – it’ll heighten the tension once
dark deals are made when no-one is watching. As a Doom Roll is called for!
Athyr etches closer to its doom, it is infused with dark It is also advised not to reward Doom Points for things
energy, and those heroes who sometimes have to face one Player may naturally be better at than another,
impossible odds can tap into this negative essence at such as good roleplaying for example. Even though this
their own peril. is a commendable skill and of course forms a large part
Sometimes, Players may forget that they can use Doom of what makes a roleplaying game what it is, it wouldn’t
Points to twist their fates. If it seems like they could be fair if extrovert Players who act out their Character
use the support of Athyr’s essence when things look easily receive more Doom Points than Players who are
particularly grim, remind them that they can still spend more introvert and may enjoy other aspects of the
a Doom Point. From time to time, also remind Players game just as much.
that their Characters are using negative energy when
they are spending this resource, and that such may
eventually come with a cost. It’ll add to the atmosphere

DOOM ROLLS
that is so indicative of the game if the Characters are
conscient of the fact that they are playing with unseen
power that they cannot truly comprehend.
As Characters continue to defy the odds and draw on
Players will be able to regain spent Doom Points at the
Athyr’s negative energy by spending Doom Points, that
end of every Session by rolling 6 Action Dice. Every
twisted form of power keeps coursing through their
success rolled gains them a Doom Point. In addition,
bodies. This can come at a terrible cost, which becomes
there are several situations in which you, as the
clear when you, as the Doomsayer, ask one or more
Doomsayer, can give out Doom Points during a Session
Players to make a Doom Roll. There many situations in
as well, for example:
which you can ask a Doom Roll to be made (examples
▪ When a Player has had a stroke of bad luck, provided below), but in general there are two types of
Doom Rolls:
for example after failing several Action Rolls in
a row, including one or more that caused their 1. When a Player or Players ask you something
Character to get into trouble. (or you want to know without them asking)
▪ When a Player fails an Action Roll during a pivotal about the fiction of the game and you want to
moment of the game, when their Character let chance decide how it will turn out. In this
went out of their way to save innocent people, case, one Player makes a Doom Roll at Normal
help their allies, or simply tried to do something Difficulty. On a success, the situation turns out
heroic. in their favor. If more than one Character is
▪ When a Player / Character did something very involved, still only one Player makes a Doom Roll.
cool that amazed you or the other gamers at the 2. When you want to know which of the Characters
table, or that made everyone laugh. are the target of a something bad about to
▪ When a Character became Dying and barely happen. In this case, all Players whose Characters
survived. are involved in the situation make a Doom Roll
▪ When a Character suffered a horrible Setback. and the Player (or Players) who rolls the lowest
number of successes is targeted. On a tie, and if
Try and refrain from awarding too many Doom Points
during a single Session. A good guideline will be to you really need only one target, the Player with
hand out between 1 to 3 Doom Points per Character the lowest number of Doom Points is targeted.
per Session. Don’t forget that Characters can have
a maximum of 6 Doom Points and that they get to roll

241
It’s important to remember not to ask for Doom Rolls
too often and save them for situations where it can really
COMING UP
make a difference. When a Player makes a Doom Roll,
they roll a number of Action Dice equal to their current WITH SETBACKS
Doom Points. In no way can Action Dice be added to this As touched upon in the SETBACK SECTION ON P. 26,
roll. Suffice to say that the more Doom Points a Player has Setbacks can happen in a wide variety of situations
spent, the slimmer their chances become of succeeding during the game. It is up to you as the Doomsayer to
a Doom Roll! Use Doom Rolls to add suspense, raise the come up with fitting and challenging consequences for
stakes, or determine whether something turns out in the the Characters while at the same time keeping the game
Characters’ favor or not. There are countless examples fun and fair. Guidelines are provided here, including
that can be thought of. Here’s a few: a wealth of examples and several roll tables for you to

▪ To determine if an NPC or Monster is friendly to


randomly determine a Setback’s consequence, choose
one you think works best, or to use as inspiration to
them or not.
create your own ideas.
▪ Whether the room in a dungeon you haven’t
It is recommended you always emphasize any Setbacks
mapped out is a dead-end or has another
as unfortunate happenings rather than comedic
passage to be explored.
mishaps. Players do not generally like feeling foolish,
▪ When a Character locked up in a prison cell and Setbacks that make them feel like their Characters
wants to know if there is a loose brick so they can are clownish or incompetent are to be avoided. Try and
try to escape. weave these Setbacks into the narrative of the game as
▪ Whether a certain item the Characters are the action goes around the table Turn after Turn, and
emphasize the Characters’ heroics and struggles as you
looking for is in stock at a shop or not.
▪ Whether a Character’s arrows are depleted if the describe what happens, including how fearless Monsters
and Villains sometimes get the better of them.
Player forgot to keep track of them.
▪ Which of the Characters in the Party an When a Character uses Magic, the Player should check
the Magic’s description to learn what will happen
incredibly powerful Monster might attack, given
when suffering a Setback, and no specific action from
equal odds (adversaries are usually most likely to
you is required. Additionally, some Monsters and NPCs’
attack whoever is closest or seems to pose the
Actions or Spells have specific Setbacks described, in
biggest threat, of course). which case those can be used instead of the ones listed
▪ Which Character(s) fall into a trap if they’re close here. There are four broad categories of Setbacks
together, and the trap seems too small to hurt all relating to what a Character is attempting to do at the
of them. time they suffer the Setback, covered next. (A summary
▪ Whether guards are present at the back entrance to keep by your side while running the game can be
found in the back of this book: APPENDIX B – P. 292 .
of a fortress if you are unsure if it would be
guarded.
▪ Whether a Monster or beast returns to its nest
There is one standard rule that applies to all
while the Characters are there looting it for
treasure. Setbacks, which is that any secondary Action

▪ Whether a family member, friend, or Roll required to be made after failing the first,
automatically fails. For example, when a Character
acquaintance survived a natural disaster or an
fails an Action Roll to defend against a poisoned
attack.
weapon attack, a Toughness Roll may be required
▪ When an NPC accuses the Party of a crime and
(after damage has been dealt) to determine
decides that one of them should be hanged.
whether a Character becomes Poisoned. In this
▪ When you want to determine what the weather
case, should they suffer a Setback when defending,
will be like during the Party’s travels.
they automatically fail this Toughness Roll, get
▪ When you want to determine which of the dealt damage, and suffer Poisoned. This in and
Characters might be the target of a cult ritual
of itself is an appropriate Setback, and no more
performed to hurt them (if no one Character consequences need to be added.
would be an obvious choice).

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Doomsayer's Section

WHEN ATTACKING
Characters can attack an opponent in many different ways, but usually it will be a weapon attack or unarmed
attack of some kind. When coming up with a Setback, try and take into account how risky the attack is, or what
additional effects a Character might be trying to achieve. For example, swinging a sword straight at an opponent
is less risky than climbing up on a table to jump down on an opponent and attempt to drive a sword through their
neck. The best Setbacks are directly tied to the situation in which it occurs, or what exactly a Character attempted
to do.
When in doubt, you can simply choose one of the Setbacks from the list below you think is fitting, roll a d20 to
determine a random outcome, or go for something simple like the Character ‘denting’ their weapon. Like with any
type of Setback, you are encouraged to come up with your own ideas and improvise. After playing a few Sessions
ideas for Setbacks will start coming more easily as you weave together a story of action, reaction, attempts and
consequences all as part of a cinematic sequence just like in a movie.

D20 SETBACK
The Character misses their attack so clumsily that they scrape against their opponent’s weapon, or
1
the opponent quickly jabs them. They take 1d6 damage (ignoring armor).
The Character accidentally hits an ally within their weapon’s range. The ally suffers the Character’s
2 Basic Damage, which they should roll for. If no ally is within range the weapon becomes Dented or
they suffer 1d4 bludgeoning damage.
The Character’s weapon becomes Dented, or, if wielding a ranged weapon, it becomes Dented and
3
they spill 1d6 pieces of ammo.
The Character strikes an object nearby, causing unwanted collateral damage and complicating the
4 situation around them. For example, by knocking over a lamp and plunging the room into darkness
or shattering glass that goes flying around.
The Character slips and falls as they miss their attack, causing Prone. When wielding a ranged
5 weapon, instead they lose their balance for a moment and suffer Challenge to defend themselves
until their next Turn.
The Character drops their torch or slams against the torch a nearby ally is holding, dropping it onto
6
the ground and perhaps even extinguishing it.
The Character puts themselves in a disadvantageous position, suffering Challenge to defend
7
themselves or avoid any danger until their next Turn.
The Character starts to feel the effects of fatigue if the Encounter is in the 3rd Round or later. They
8 suffer Exhausted. If not, their weapon becomes Dented, or they suffer 1d4 bludgeoning damage
(ignoring armor) hurting themselves.
The Character’s awkward body movement sprains the muscles, causing them to be Paralyzed until
9
the end of their next Turn.
The Character’s weapon is Dented, or, if fighting unarmed or grappling, they hurt themselves and
10
suffer 1d4 bludgeoning damage (ignoring armor).
The Character steps right into the arc of an opponent’s attacks. The opponent deals their Basic
11
Damage to the Character without a chance to defend.

243
D20 SETBACK
The Character drops their weapon on the ground within Close range, or spills 1d8 pieces of ammo as
12
they try to reload their ranged weapon.
The Character misses their attack so clumsily that they scrape against their opponent’s weapon, or
13
the opponent quickly jabs them. They take 1d4 damage (ignoring armor).
The Character makes the situation around them more dangerous to deal with for an ally within Near
14
range. They suffer Challenge to defend themselves or avoid any danger until their next Turn.
The Character accidentally hurts themselves by striking their weapon awkwardly or against an object.
15
They take 1d4 bludgeoning damage (ignoring armor) and their weapon becomes Dented.
The Character strikes an object nearby, causing unwanted collateral damage and potentially
16 complicating the situation around them. For example, by destroying vials of acid that spill over them
or an ally, or hitting a lever that sets of a trap.
The Character gets sand or dirt in their eyes or turns awkwardly to look directly into bright sunlight.
17
They are Blinded until the end of their next Turn.
The Character misjudges the flurry of combat and makes a bad move, causing them to
18
become Confused.
The Character drops or spills something valuable to them, whether it be the leather bag of gems
19 they just pried out of a wall, 1d4 rations or torches, or that strange, mysterious amulet they just
looted from a tomb.
The Character suffers an Injury as they make a seriously bad move either hurting themselves or
20 caused by a relentless counterattack from their opponent. Appropriate Injuries could be: Broken
Arm, Fractured Leg, Broken Ribs, Lost Fingers, Back Sprain, or Twisted Ankle.

244
Doomsayer's Section

WHEN DEFENDING
Characters being on the receiving end of a Monster or NPC’s attacks lends itself even more to devastating
Setbacks and a lot can go wrong in the frenzy of pitched combat. Defending can mean the difference between
life and death and these Setback examples certainly reflect that. Of course, depending on the size and power of
an opponent they can be adjusted accordingly, and you can always come up with your own ideas for Setbacks.

D20 SETBACK
The Character parries badly, causing their weapon to become Dented. When fighting unarmed, they
1
hurt themselves and take 1d6 extra bludgeoning damage.
The Character accidentally exposes themselves. Their opponent finds a weak spot and can ignore
2
any and all armor.
The Character’s opponent moves so skillfully and unexpectedly, it causes the Character to
3
become Confused.

4 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.

5 The Character slips (or gets knocked over) and falls Prone.

The Character collides with an ally. Both suffer Challenge on their next action or defense. If there
6 are no allies nearby, they just collided with their opponent, who gets a prime opportunity to spit on
them or curse.

7 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.

The Character defends so badly that they open themselves up for even more harm than usual. They
8
take 1d6 extra damage.
The Character needs to lean backwards to far to deflect the attack, they injure themselves. They
9
suffer an Injury: Back Sprain.

10 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.

The opponent’s weapon causes a spark or splinters something while the Character is parrying or
11
blocking, causing the Blinded Condition.
The Character starts to feel the effects of fatigue if the Encounter is in the 3rd Round or later. They
12
suffer Exhausted. If not, their armor becomes Dented.

13 Both the Character’s weapon and armor become Dented.

The Character damages their footwear while moving around, causing the Slowed condition until it is
14
removed or fixed.
The Character accidentally exposes themselves. Their opponent finds a weak spot and can ignore
15
any and all armor and deals 1d4 extra damage.

16 The Character bumps their own head while defending, causing them to become Stunned.

17 The opponent feinted their attack setup so well that the Character becomes Confused.

The Character twists in such a way that they won’t be able to use their own weapon to defend or
18
attack until the end of their next Turn.
The Character’s armor takes such a beating that it is Dented twice, or if wearing none, they take 1d6
19
extra damage and suffer an Injury.
Instead of deflecting a blow, the Character’s block actually allows their opponent to strike harder.
20
They take 1d6 extra damage and suffer an Injury.

245
WHEN R ESISTING M AGIC
Many different things can go wrong when resisting Magic directly targeting a Character or when they attempt to
dodge an explosion caused by some arcane Spell, like a blast of fire. Magic often has a specific Setback included
for this very reason, but if not, you can use one of the Setbacks listed here. They apply not only to Magic, but also
magical or near-magical abilities that a Monster might use.

D20 SETBACK
The Character suffers more damage. Whichever Damage Dice are rolled, you roll one more for
1
them. For example, 2d4 becomes 3d4, 1d6 becomes 2d6, etc.
The Character loses 2 Blood Points as they are overcome with the arcane energy that infuses the
2
spell targeting them.
The duration of any effect, such as a Condition suffered, or being banished to another plane of
3
existence, is doubled.
The Character’s fate has become sealed through the arcane essence of the magic that affects them.
4
They lose 2 Doom Points.

5 The Character suffers any appropriate Condition as an additional effect.

The Character suffers a temporary loss of memory and motor function. They cannot use any Skills
6
until the end of their next Turn.
The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect.
7 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is
shredded (hide, leather) beyond repair.
A total of 5 Equipment Slots worth of equipment is lost or destroyed. The Player may choose which
8
5, though they cannot be empty slots.

9 The Character’s weapon is flung from their hand up to Far range away, sizzling with arcane energy.

The Character suffers more damage. Whichever Damage Dice are rolled, you roll one more for
10
them. For example, 2d4 becomes 3d4, 1d6 becomes 2d6, etc.
The Character’s fate has become sealed through the arcane essence of the magic that affects them.
11
They lose 2 Doom Points.

12 The Character suffers any appropriate Condition as an additional effect.

Surroundings collapse or some other obstacle presents itself, blocking a Character’s path to reach
13
their allies.
The spell creates a temporary rift in reality, attracting the attention of a Monster. It’ll jump or fly
14
through next Round.

15 An appropriate Ability Score is lowered by 2 for the remainder of the Encounter.

The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect.
16 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is
shredded (hide, leather) beyond repair.
The Character’s weapon is destroyed as a result of a powerful blast or damage like fire damage, ice
17
damage, acid damage, or null damage.
The Character loses 3 Blood Points as they are overcome with the arcane energy that infuses the
18
spell targeting them.

19 The Character suffers any appropriate Condition as an additional effect.

20 The Character suffers an appropriate Injury, 1d4 Madness, or Troubled / Blemished.

246
Doomsayer's Section

WHEN A DVENTURING walking over a rope bridge, or knock over a brazier,


Characters lockpicking doors, jumping over crevices sending sparks and hot coals all over the floor. Other
that run deep into the earth, balancing on top of a fallen times more severe and ‘mechanical’ effects are
tree trunk to cross a dangerous river, or trying to win appropriate. For example, when a Character attempts
an argument with a local noble; all fit into this ‘loose’ to climb across a cliff, slips and falls. Any damage
category of adventuring. Anything you can think of they would normally take from such a fall can be
that doesn’t include any of the three former categories complemented by suffering an appropriate Injury
is also included here, whether it be winning a drinking if they roll a Setback, and Conditions such as Bleed,
competition at a tavern, making repairs and crafting Burning, Frightened, Poisoned, Prone, etc. can also be
items, or communicating with spirits. considered in many other, similar situations.
Most of the time it will be enough to come up with Most importantly Setbacks should always make sense
a narrative consequence for a Setback, complicating within the fiction. In the first example of lockpicking
a Character’s situation and requiring to deal with a door, this would mean if Characters made an effort
the escalation. More often than not, Characters are to determine no guards are on patrol, they cannot
together attempting such activities, and any Setback just appear from thin air. Setbacks are an escalation of
suffered may well influence the course of action for the things already present, events set in motion before, or
entire Party. something else that could plausibly happen when things
turn sour.
For example, when they attempt to lockpick the
backdoor of a guarded castle, a Setback could mean Due to the wide range of possibilities and large variety
they made too much noise, alerting several guards of different situations to deal with, such Setbacks
and resulting in them passing around the corner and cannot be summarized in a table lest it be 40 pages
putting the Party in a tough spot. Or when attempting long (and quite unusable at that). Instead, an extensive
to cross a rushing river, suffering a Setback could mean list of examples will be provided in the final release
the Character plunges into the water and is dragged of this book. Do keep in mind that Players who love
away by a powerful stream, only to end up hanging to embrace their Character’s doom and dealing with
from a slippery cliff where the water crashes down tough situations could be willing to help by offering
a great depth. suggestions. Any tabletop roleplaying game isn’t about
‘winning’ after all, but about telling the most exciting
Many of the Setbacks for combat can also apply when
and heroic stories possible, especially those in which the
out of combat but while in precarious situations.
Characters face great adversity.
A  Character could accidentally drop their torch while

247
DUNGEON ENCOUNTER
EXPLORATION CHECKLIST
CHECKLIST To help keep track of what happens during an
Encounter you can use this checklist. It provides the
When Characters explore locations they aren’t most important steps to tackle, Round after Round.
familiar with, you can use this checklist to easily keep After having played a few Sessions this will come
track of several steps that need to be repeated by naturally for most Doomsayers, but it can be handy to
Players whenever their Characters move from one have with your notes regardless.
area or room to another. This is especially useful
1. EVERYONE TAKE TURNS. Characters, Monsters
when they are in a Dungeon (as they somehow often
and NPCs take one Turn per Round.
find themselves…) but can be applied when moving
between areas in a dark forest or along a mountain 2. DEVELOP THE NARRATIVE. While taking Turns,
pass just as well. These steps only apply to contained you and all Players develop the narrative.
areas and buildings however, not long-distance travel 3. USE THE ENVIRONMENT. Have Monsters and
covering miles or more. NPCs use the environment to their advantage.
1. DEPLETE A TORCH. When entering a dark room 4. INTRODUCE / ESCALATE EVENTS. Dynamically
or area, one Player should deplete a torch for change surroundings to pose danger.
their Character to create light and visibility, unless
they prefer the dark. Torches last (on average) as 1. EVERYONE TAKE TURNS
When anyone takes a Turn, they can:
long as any time spent in a room or area.
2. MAKE AN AWARENESS ROLL. If actively looking ▪ Take an Action and move up to their Speed (in
for traps or any immediate danger, one Player any order), or
makes an Awareness Roll to determine what ▪ Move up to twice their Speed.
their Character notices. If opponents are present,
Monsters and NPCs with a Nemesis Level can sometimes
whether hidden or not, an Encounter might start do more (see P. 262 ).
immediately. See AWARENESS & PERCEPTION
and STEALTH & HIDING SECTIONS ON P. 197 . 2. DEVELOP THE NARRATIVE
Always try to develop the narrative by appealing to the
3. DECIDE A COURSE OF ACTION. Characters can
Characters’ senses and describing what is happening.
look for clues, try to find more traps, look for secret
When a Monster attacks, don’t just have Players roll
doors, investigate objects, sneak past opponents the dice and call out numbers, but tell them how it is
they spotted, engage in combat or social doing so and what it looks like. Also try to remember
interaction, read books, consume a potion, etc. there are many ways Monsters and NPCs can engage
4. BACKGROUND ACTIVITY. Just before Characters with the Characters that don’t involve combat, which
are an important way to develop a story as opposed
move on to the next room or area, decide on
to just hacking away at one another. Below are a few
and make a note of what happens in places they
examples to give you some inspiration, but keep in
aren’t present. This could influence what happens mind that the details always depend on the story or
as the Characters enter the next room. adventure you’re playing:

248
Doomsayer's Section

▪ Provoke Characters to take a risk. 3. USE THE ENVIRONMENT

▪ Reveal information to Characters that might Encounters never take place in a void. Whether they
happen on land, on a body of water, inside a volcano,
surprise them.
in the air or somewhere else, the terrain will never be
▪ Get an NPC to demonstrate loyalty to their featureless. As the Doomsayer, try and have Monsters
wicked leader. and NPCs use their surroundings to their advantage,
▪ Try and convince Characters to see something in and/or interact with objects in them. Doing so will
make any Encounter much more engaging and realistic.
a different light.
▪ Force Characters to observe or listen Players are of course encouraged to do the same, and
it is important you describe the scene well and try and
to something.
always make Players aware of between one and three
▪ Offer Characters a bribe, lie or manipulate. things that stand out in their surroundings that you
▪ Intimidate Characters or threaten with think could be interesting during a confrontation.
severe consequence.
▪ Seduce Characters, perhaps even beg falsely
4. INTRODUCE / ESCALATE EVENTS
Encounters are rarely static: things happen that change
for mercy. the environment, dangers may be introduced during
▪ Present them with a difficult choice or later Rounds, and opponents may have something
conundrum. set up to thwart the Characters plans when fighting
in their lair. Having dynamic, changing surroundings
The possibilities are almost endless, of course, and keeps Encounters fresh and exciting. Fires may spread,
shouldn’t be entirely set, as they also depend on the ice might break, stones may fall down, windows may
Characters’ actions. Even an NPCs who start out helpful shatter, reinforcements may arrive, and so on. Events
might not remain that way if the adventurers threaten are covered in more detail next.
them or treat them badly, even if they do so with good
reason. Of course, most NPCs and Monsters involved
in an Encounter are likely to be adversarial, but
other NPCs might be implicated who aren’t in direct
opposition with the Characters.

249
EVENTS ▪ A herd of wild animals is crossing the desert
plains at incredible speed. They are barely within
During any Encounter, one or more Events may take sight but will arrive and trample the Characters
place. Events come in two types: Delayed Events, which
within 1d4 Rounds unless they find a way to
are first set in motion and then occur after a specific
number of Rounds have passed, and Timed Events, shelter or take other measures not to get hurt.
which start immediately when triggered and last ▪ A deranged warlock is reciting ancient
a specific number of Rounds. Both have their merits, incantations to open a portal to another world,
and you’ll find that Delayed Events are great tension which would swallow up everyone inside the
builders, as Players know that something bad is about room. He is protected by his loyal followers, and
to happen, while Timed Events are useful for letting
unless the Characters stop the warlock, it takes
Players know how long they have to get out of a tough
spot and also as a mechanic to use in traps (as you’ll see 1d4 Rounds for the portal to open and everyone
in the upcoming examples). being transported into the alien world.

DELAYED EVENTS TIMED EVENTS


Once you introduce a Delayed Event, roll 1d4 to A Timed Event has some effect that builds up every
determine how many Rounds will pass before it occurs. Round until it stops functioning in the final Round,
You could keep the resulting number a secret, but it’s or has reached a (often devastating or deadly) end
much more fun and tense if Players can see the result point. It starts immediately when triggered, and you
and can anticipate when something bad is going to can roll 1d4 to determine how many Rounds it will last.
happen. Of course, unless it is absolutely clear given Resolving this works the same as for a Delayed Event:
the circumstances what the Event might be, Players will as soon as a Round starts in which the d4 cannot be
usually not know ‘what’ exactly will happen, though you lowered anymore, the Event ends. It should be noted
can narrate a slow build-up to the Event, Round after that for particularly lethal Timed Events, a set number
Round, to create even more of a sense of foreboding. of Rounds will work better than rolling a d4, as rolling
Then, at the start of every Round after the Event was a result of 1 or 2 would be too likely to get Characters
set in motion, turn down the d4 by one number, similar killed without them being able to prevent it. Some
to a countdown clock. As soon as the d4 shows the examples of Timed Events are:
number 1 (which could of course be the same Round
you rolled it!) and it cannot be lowered at the start ▪ Some of the Characters have walked across
quicksand and are now stuck. It will take 3 Rounds
of a Round, the Event takes place. Some examples of
Delayed Events are: before they are fully buried and out of reach,
likely suffocating within tens of seconds.
▪ Enemy reinforcements are trying to bash ▪ A Character (or one of their opponents) has
in a sturdy, locked door to enter the room
broken several vials of acid that exude a toxic
Characters are in. After 1d4 Rounds, the door
gas filling the room or area. For 1d4 Rounds,
bursts apart and more opponents come pouring
Characters, NPCs and Monsters who aren’t
in, seriously complicating the situation for
immune to the gas take 1 acid damage at the end
the Characters.
of their Turn.
▪ Characters are fighting opponents in castle ruins ▪ A trap is triggered, instantly closing off all
with weak, wooden flooring, or on a rickety
entrances to the room the Characters are in.
rope bridge across a ravine. Due to the impact
Sand starts pouring in through several holes near
of battle, the floor (or rope bridge) is about to
the ceiling, which will fill up the entire room and
break in 1d4 Rounds.
suffocating everyone inside unless they escape or
close off all holes within 4 Rounds.

250
Doomsayer's Section

CHARACTER DEATH
& MUNAGI ENCOUNTERS
As touched upon in the DEATH & MUNAGI SECTION You can be creative while describing this, as no
ON P. 192 , the souls of particularly heroic Characters Munagi manifestations are exactly alike, but
may refuse to leave their bodies when they die, at whether the mist is greyish or a translucent green,
which time Munagi will come to fetch it. If a Player
and whether its wispy tendrils are reaching out or
so chooses, their allies can try and prevent this from
happening and the dead Character could be granted spinning slowly like an impossible local hurricane,
another chance at life. the cloud is always there, and the air will always
be frigid as the Munagi arrive.
It isn’t known exactly why certain individuals with
exceptionally strong souls are able to cling to life this way 2. Another Round later (so two Rounds after the
and keep their souls from leaving their bodies. Different Character died), they will form: ghastly ethereal
religions have vastly divergent views on this, but almost creatures, all intent on relentlessly ripping the
everyone on Athyr knows that, if a strong soul refuses to pertinacious soul from its mortal coil. They will all
abandon the physical world, Munagi will come to fetch
go after the dead Character’s soul immediately
it and take it with them to the ethereal world.
and single-mindedly, unless someone else has the
By the time a Character dies, they will have
audacity to stand in their way. If barred from
undoubtedly have accomplished exceptional things.
touching the deceased Character, the Munagi will
Maybe this happened during gameplay, but the roots
for this might be in the Character’s past experiences. rage against whoever is so foolish to keep them
Assume all adventurers have proven their meddle. from fulfilling their only true purpose, turning their
Their experiences and feats have made their souls full wrath onto that person and attacking them.
tougher than most. This doesn’t necessarily reflect in Although ethereal, Munagi need to manifest in
a Character’s personality or mental strength, as it’s
a semi-physical form to reap a soul that is still
purely metaphysical in nature.
anchored to the material world, and they can
Anytime a Character loses their life, check with the
be stopped. Characters who are still alive can
Player if they are ready to move on and create a new
battle them, though they will also have to heed
Character for the next Session, or whether they want
their dead Character’s soul to resist death, hang on to whatever else is happening around them and may
the moral world and continue their quest to accomplish still be locked in battle with another adversary –
great and heroic deeds (or whatever their plains may maybe even the one who killed their friend. This
be). If they choose the latter, you are to present them all makes things extra difficult.
with a Munagi Encounter, and considering they are
3. If the Characters manage to defeat all Munagi
lifeless on the ground, it is up to the rest of the Party
that manifested, fate is altered, and the soul of
to deal with the situation, and (possibly) try to defeat
the Munagi and save the Character’s soul. Here’s how the lifeless Character will firmly re-attach to their
this plays out: body again. They can now be healed and brought
back to consciousness, taken to a safe place to
1. At the start of the next Round of the Encounter
Rest, or any of the usual things Characters might
(or if no Encounter was taking place, one will start
do in this situation. Penalties a Character suffers
now), a whirling, icy fog will form next to the
as a result from having died are described in the
corpse, making people’s hairs stand up and chilling
DEATH’S TOLL SUBSECTION ON P. 192 .
them to the bone. The supernatural aura will be
unmistakable and almost any native of Athyr will Unfortunately, the strongest souls also face the strongest
recognize it for what it is, even if, up until now, Munagi, as they are tethered to their mortal shells even
they only heard about it as a children’s tale: the more tightly. This rare bond doesn’t attract the Lesser
Munagi that are usually encountered, but rather the
coming of the Munagi.
Heroic Munagi, powerful creatures that seek out the

251
greatest of souls to bring them to where they belong if any) to match their attempted action, after which
and restore the laws of nature. Munagi Stat Blocks the opposing Player does the same, but must choose
are included in the back of this book. Depending on an Ability and Skill appropriate to defend or resist the
the dead Character’s Level, the Munagi Encounter action. You as the Doomsayer should of course make
consists of: sure the proper Abilities and Skills are used.

▪ LEVEL 1-6: 1d4+(x) Lesser Munagi, where (x) is This could for example mean the initiating Player
rolls for their Character to attack another, using their
the number of Characters alive.

Character’s Dexterity Ability and Dagger Skill, while the
LEVEL 7-12: 1d4+(x) Heroic Munagi, where (x) is
opposing Player rolls Toughness and uses the Shield Skill.
the number of Characters alive. The number of successes rolled is then compared and
whoever rolls more wins the contest. The difference
Make this Scene suitably heroic, as the outcome will
between the number of successes rolled can be spent
be definitive. Unsurprisingly, Munagi fight to the
by the winning Player as Momentum as usual, and if
death and only if all are defeated will the Character’s
applicable, Damage Dice are rolled, armor is applied,
soul be saved. No Munagi will return for it until the
etc. In the event of a tie, the Character with the most
Character dies again. Munagi will not engage any
Doom Points is successful.
other Character unless attacked themselves. They have
not come for anyone but the dead, and their anger In the above example, if the attacking Character gets
will subside if they manage to wound someone badly 4 successes and the defending Character 3, the attack
enough to stop that person from interceding. As soon hits and 1 Momentum can be spent to trigger (for
as the path is clear, they will attempt to harvest the example) the Vicious attribute and cause Bleed 1, or the
dead Character’s soul again. This changes when they Penetrate attribute to ignore 1 armor of the defending
kill another Character, who will now also have to Character. Damage Dice are then rolled to determine
choose whether to relinquish the world of the living or how much damage the defending Character takes. If
try to stay. In the latter case, if there are currently less successes were reversed, the attack is deflected, and
Munagi than when they first appeared, more Munagi Momentum can be spent to push back the attacker.
will manifest to replenish their depleted numbers. Traits, Powers, Magic and Weapon Attributes can all
be used as they normally would, though for some
improvisation may be required to make these work
against another Character instead of a Monster or

CHARACTER
NPC. Many more situations than the one just described
can be thought of, for example using Stealth and

VS CHARACTER
Thievery & Crime to try and steal something from
another Character, with Awareness and Perception &
Investigation to oppose, or Mystique and Deception
Sometimes two or more Characters contest each other & Trickery to tell a lie, with Insight and (similarly)
instead of an NPC or Monster, for instance if they end Deception & Trickery to try and see through the lie.
up fighting each other or attempting to do a thing
without one of their party members seeing it. Such Magic is cast as usual, and in most cases no opposing
situations should be handled with care and are to be roll is required. A Druid Kindred could for example cast
acted out only if all Players are on board with having Wild Growth, and if successful, spend Momentum to
some friendly rivalry at the table but are otherwise increase the Magic’s Intensity. Any Character(s) in the
discouraged. middle of an area with thorn bushes can make a Reflex
Roll using Balance & Acrobatics to determine if they
When two Characters are at odds with each other, avoid the effects as described. If any Magic’s Difficulty
each Player rolls for what they attempt to do, but is that of its target, then opposing rolls can again be
instead of comparing the result to a target Difficulty, made to determine the outcome.
both Players’ rolls are compared. To do so, the Player
who initiates the action chooses an Ability (and Skill,

252
Doomsayer's Section

MONSTER MONSTER
VS MONSTER VS OBJECT
Whenever a situation occurs when a Monster or Whenever a Monster or NPC targets an object, for
NPC contests another without any of the Characters example roots created by a Druid’s ‘Wild Growth’
being involved, you can simply narrate what happens Magic, they automatically succeed in doing so if
and determine the outcome based on what is most reasonably possible. This still requires a suitable Action
likely within the fiction of the game. If Characters are to be used, resulting in the Monster or NPC having
participating, any Monster or NPC that is helpful to to spend their Turn or part of it on actively working
whatever the Characters are trying to accomplish can toward destroying the object. The Monster or NPC
grant a suitable advantage to one or more Characters, deals their damage as usual, and an object is destroyed
likely based off one of their Actions as represented on once damage has been dealt equal to its Resilience.
their Stat Block.
Alternatively, several Player-Facing NPC Stat Blocks

ROUNDING
are provided in the back of this book, which could
(generally) represent a wide range of NPCs. One of
these can be handed out to a Player to represent the
NPC, which will take Turns and operate in the same As cults raise more members and conduct their
way a Player Character does as long as they are willing unhallowed rituals, their Heralds’ influence grows.
and able to help, using Blood Points to activate their Major celestial events that might indicate a cataclysmic
Powers and making Action Rolls based on their Abilities upset are portended to be looming over the future
and Skills, and so on. of the universe. Rifts in reality risk scarring existence
forever. Evermore Monsters are spotted roaming the
lands and swimming through the oceans. Corrupted
magic is weakening the world and the gods seem to
be absent. Life on Athyr is tough. Needless to say, when
Players need to divide a number or the result of a dice
roll, always round down.

253
USING MONSTERS
& NPC S

A large part of a Doomsayer’s job during the game DIFFICULTY


is portraying both Monsters and NPCs. Whatever A Monster or NPC’s Difficulty (shown at the top right
Adventure or Campaign you are running, ultimately of its Stat Block) represents the base Difficulty of
Blood and Doom (like many other tabletop RPGs) Action Rolls made by Characters to interact with the
wouldn’t be a game about adventure if at some Monster or NPC, whether to attack it, defend against
point the Characters aren’t going to get attacked it, intimidate it, try to determine if they are lying, or
by some corrupted undead creature or bloodthirsty resist its Magic. It is also a good overall indication of
monstrosity. And then there are the most horrible how ‘challenging’ it is to face.
monsters of all: human adversaries, or ‘villains’. These
Some Monsters and NPCs have Strengths and
unfriendly NPCs aren’t simply going about their daily
Weaknesses, changing the Difficulty for specific
lives, but plot and scheme in the shadowy corners of
interactions with it, while others have a unique
Athyr to execute some (often) grand, delusional plan,
Difficulty listed as part of an Action described in their
endangering the lives of innocents.
Stat Block. Whenever either is the case, this Difficulty
When you present your Players with an Encounter should be used instead of the Monster or NPC’s base
involving one or multiple Monsters and/or villainous Difficulty.
NPCs, you use Stat Blocks to determine what they are
capable of. These Stat Blocks can be compared to
a Character Sheet, except that it is designed specifically A RMOR
to be easy to use for a Doomsayer and shows only the This section lists the Monster or NPC’s armor, including
most relevant information. It lets you know what kind Armor Type, Durability Rating (the number on the
of Actions a Monster or NPC can perform on their Turn, right, if any), and Protection Rating per damage type.
for example, or how difficult it is to spot them when
they are hiding or have prepared an ambush. It also NPCs often wear the same kind of armor Characters
lets you know how many Bruises and Wounds they can do, such as ‘Leather Armor’, ‘Chain Mail’, Splint
suffer before they collapse, or what kind of Conditions Armor’, and so on. These are usually shortened to
they might be immune to. This section of the book just ‘Leather’, ‘Chain’ or ‘Splint’ in a Stat Block. Such
explains step-by-step what each element of a Stat armor also functions the same: whenever damage is
Block means and how use them in your Encounters. taken of a given type, you subtract an amount equal to

254
Doomsayer's Section

the relevant Protection Rating, but only if the armor chopped-off limbs often don’t grow back unless
would be effective against the attack or harmful effect. magic is involved). Players should be made aware of
Whenever armor is Dented, you lower its Durability this, realizing how retreating from an Encounter and
Rating, until it is destroyed when it reaches 0. returning within one or two days could prove to be
beneficial, with their opponent still weakened.
Most Monsters and some NPCs have a special type
of armor, which can be either ‘Natural’, ‘Unnatural’
or ‘Magical’. Unlike an actual suit of armor that is
worn, this protective thick skin, shell or unnatural / R EASONING & INSTINCT
magical armor is part of the Monster or NPCs body, NPCs can often be reasoned with, especially if they
whether physical or metaphysical. Natural armor can realize they might not survive an Encounter with
be Dented and destroyed like other armor, though a group of Characters. They have lives of their own
Unnatural or Magical armor cannot (at least not by with family, friends, goals, and desires to consider. If
any ordinary means), and therefore does not have evil hasn’t darkened their hearts too much, they might
a Durability Rating. All three these types of armor do be able to see the wrongs of their ways and prove
offer a Protection Rating per damage type just like helpful or cease to be a threat to Characters when put
a regular suit of armor. on the spot.
The same cannot be said of most Monsters, like
a famished Velociraptor in search of its next meal for
BRUISES & WOUNDS example. Characters can talk to it all they want, but
Every Monster and NPC has a number of Bruises and reasoning isn’t likely to happen! A Velociraptor is also
Wounds it can suffer before it is defeated or killed, less likely to back down when on the losing end of
similar to any Character. This is summarized in the a fight, though it might be scared-off when it sees the
indicated section at the top of the Stat Block, but in ground littered with its pack’s carcasses.
truth Blood and Doom ’s Stat Blocks are designed to Every Stat Block has a Reasoning entry, noting a simple
be used with the Encounter Tracker in mind. Every Stat ‘yes’ or ‘no’ to give you a quick idea of whether the
Block you find in the book is also included in a separate, Monster or NPC could be reasoned with or not, and
printer-friendly PDF for you to keep handy during how easily or in what way their morale might best be
your Sessions and mark Monsters or NPCs’ Bruises and broken if Players want to attempt to try this. Instinct,
Wounds, just like Players do for their Characters. covered next, also plays a part in how breaking morale
Below each Stat Block in this PDF is an area to easily may play out at the table.
keep track of the damage suffered, usually enough for Instinct then, lets you know what base goals a Monster
anywhere from 1 up to 8 such Monsters or NPCs. It or NPC has. These are suggestions like ‘capture’,
also includes room to fill in a Name and/or Feature ‘enslave’, ‘protect’, ‘steal’ or ‘devour’ for example. It can
for each, pips to track Turns and Rounds, and space help you determine what actions a Monster or NPC is
to write down Conditions and such. This is all covered likely to take, and what drives them. This is of course
later in this section. a simplification to give you a basic idea only, and any
If a Monster or NPC isn’t killed at the end of an Monster or NPC you throw at the Characters will more
Encounter, their Bruises are cleared as soon as they often than not react in more complex ways based in
take a Rest (or when it can be assumed they have done the adventure or story.
so, as they are often not the focus of Scenes played As an example, the aforementioned Velociraptor
out at the table, and some thought should be given usually wants nothing more than to kill and devour its
instead to what might happen ‘behind the scenes’ as prey. It has no other use for the Characters besides
Player Characters go about their business). this. Beastmen on the other hand would require good
Monsters and NPCs cannot ‘Catch Their Breath’ like reason to actually kill a Character; they are of much
Characters, but they could Recover and clear both more use to them alive and in captivity to help work
Bruises and Wounds if left to their own devices for toward whatever nefarious plan they are executing.
several days or more, during which time they may The list below, while being far from definitive, includes
have had the opportunity to recuperate and heal fully, several Instinct Tags you can use as further guidelines.
even getting rid of Injuries they sustained (though

255
INSTINCT TAGS
A show of force or intimidation
Bargain with the purpose of gaining a favor
from it.
Capture an opponent for various,
Capture
often complex, political reasons. SIZE & SPEED
Defending oneself steadily This lists the Monster or NPCs Size and Speed. Human
Defend against an opponent they feel and other Humanoid NPCs and Monsters are usually
threatened by. Medium Size, which is the size of an average human.
Other Monster size categories are: TINY , SMALL ,
Everyone has to eat. It just happens MEDIUM , LARGE , HUGE , MASSIVE , ENORMOUS ,
Devour to be their opponent who is on and GARGANTUAN .
the menu.
Usually a cultist, seeking to impose Somewhere around the size of
Tiny a squirrel, a mouse or anything
their cult’s doctrine upon others.
Doctrine This can vary per cultist depending smaller.
on their function or rank within About the size of a goat, a chair or
Small
the cult. the smallest person you know.
Force a captured opponent to The size of an average human,
Medium
Enslave do hard labor for some nefarious a tiger or a modest bookcase.
purpose.
Large About the size of a cow or a horse.
End an opponent’s life for sadistic
Kill and often dogmatic, ritualistic The size of an elephant, a shed or
Huge
purpose. castle gates.

Fighting simply to be left alone About the size of a sailboat or


Enormous
Leave and often distanced from a place a modest house.
or event.
Somewhere around the size of
Massive
Protecting territory, newborn a castle tower or a whale.
Protect young, a secret, or something
The size of a mansion, castle, or
similar. Gargantuan
anything bigger.
Be relieved of some harmful curse
or affliction they often confusedly Most Monsters and NPCs have Average Movement
Relieve
view their opponent might be Speed, usually referred to simply as their Speed. Any
a solution to, whether true or not. Monster or NPC with Average Speed can move up
to Far range on their Turn during an Encounter. Slow
Take whatever items or riches an Speed equals half Average Speed, while Fast Speed
Steal
opponent has from them. equals twice Average Speed.

256
Doomsayer's Section

T YPE a combination thereof. These creatures often possess


supernatural powers and abilities related to their
Monsters and NPCs are categorized according to their element, such as the ability to control flames or create
type as described here. Not only does this give you earthquakes. They can range in size from small and
a good idea of what kind of creature you are dealing subtle to massive and imposing, and their disposition
with, but some rules also refer specifically to one or usually reflects the element they are made of.
more of these types.
PLANT
HUMAN Plant creatures are either fully or partially composed
Humans are one of the most common and versatile types of plant matter, such as vines, leaves, or bark. They
of creatures that can be encountered. As a type, Humans often possess unique abilities related to photosynthesis,
are defined by their physical characteristics, their culture, such as the ability to regenerate quickly or manipulate
and their potential for both good and evil. Physically, plant growth, but they may just as easily ensnare you
Humans are bipedal creatures with two arms and two with thorned vines and devour you whole!
legs, a versatile body plan that allows them to adapt to
a wide range of environments and challenges. Culturally, UNDEAD
Humans are known for their adaptability and innovation, The Undead are creatures that have been brought
and for their ability to form complex societies and back to life through dark magic or supernatural means,
civilizations. They can be encountered in a wide range of often at the cost of their humanity or free will. These
situations, from friendly merchants or helpful villagers to unhallowed creatures can include Zombies, Skeletons,
ruthless bandits or power-hungry warlords. Ghosts, and other spectral or corporeal entities. They
are typically immune to mundane weapons and require
HUMANOID special methods or magic to defeat or banish.
The Humanoid type includes a wide range of creatures
that share certain physical characteristics with Humans, MONSTROSITY
such as two arms, two legs, and a generally upright The Monstrosity type indicates creatures that are not
posture. However, the Humanoid tag does not include easily classified as belonging to any other category,
actual Humans. Humanoid creatures can have a wide and are often the result of magical experimentation,
range of physical attributes, such as horns, fur, tails, corruption, or other unnatural means. They can vary
or wings, and can possess unique abilities or powers wildly in appearance and abilities, but often possess
humans are not capable of having. They can also have strange or disturbing traits, such as multiple heads,
their own cultures, societies, and beliefs, and can, of tentacles, or toxic breath. They can be small and agile
course, be either friendly or hostile. or massive and terrifying, and can be either intelligent
or driven purely by instinct. Aside from their unnatural
BEAST appearance and capabilities, some Monstrosities can
The Beast type includes the diverse array of creatures be similar to Beasts, though they aren’t of the kind that
that inhabit the wild places of the world, from the exist in our real world and unlike Beasts have a tenancy
ferocious predators that stalk their prey through the to be malevolent. Creatures that are a combination of
jungle, to the graceful herbivores that roam the plains. two or more Beasts (like a half-horse, half-snake) are
These beings are the purest expression of the natural also classified as Monstrosities.
world, their lives dictated by the rhythms of the seasons
and the struggle for survival. Animal creatures are often ABERRATION
less intelligent than their humanoid counterparts, but The Aberration type refers to creatures that are
their instincts are honed to a razor’s edge, allowing fundamentally alien or bizarre in nature, possessing
them to navigate their environment with unparalleled abilities or traits that are often beyond human
grace and efficiency. They possess a wide range of comprehension. They can be the results of dark
physical abilities, from acute senses to powerful claws. magic, beings from another dimension, or normal
humans, beasts, or animals that have been corrupted
ELEMENTAL by the encroaching influence of the Heralds of Doom.
The Elemental type stands for the creatures that Aberrations often possess strange or supernatural
are made up of or connected to one of the classical abilities, such as the power to manipulate reality or to
elements, such as fire, water, earth, or air, or control the minds of others.

257
CONSTRUCT and rugged features mark them as a breed apart
Constructs are artificial in nature, created by magic, from mortal men. They possess incredible endurance,
technology, or a combination of both. These creatures resilience, and physical power, as well as a fierce pride
can include golems, clockwork automatons, and and independence that makes them formidable foes.
other constructs that are imbued with a measure of
intelligence and sentience by their creators. They
often possess special abilities or resistances that
make them formidable opponents, such as the ability TERRAIN
to regenerate, resist certain types of damage, or Below are the different Terrain tags used in Blood
manipulate machinery. and Doom . Note that these are very broad categories
and indicate only the most prevalent type of Terrain
MYTHICAL
in a certain area. For example, Desert Terrain often
The Mythical type embodies the fabled beasts and includes some Mountains and Wasteland as well, but
legendary creatures that haunt the dreams of mortals, as long as most of it is flat and sandy, it is referred to in
roam the Islands of Roshan, and make their lairs in the game as Desert.
secluded places on Athyr. These beings are the stuff of
The Terrain tag included in a Monster or NPC’s Stat
ancient myths and epic tales, born of the primal fears
Block is by no means where they can solely be found,
and aspirations of humanity. They are the great Dragons
but merely an indication of where they are most likely
that hoard treasure, the beautiful Unicorns that heal
encountered, and in what kind of regions of Athyr they
the sick, and the gargantuan Baikuda that defy reason
may be more abundant than in others.
and logic. Mythical creatures possess otherworldly
powers and abilities, beyond the comprehension of
mortal minds. They are often revered or feared by the Arctic Arc Mountains Mou
societies that encounter them, and their existence is
Coastal Coa Swamp Swa
shrouded in mystery and wonder. Mythical creatures
represent the primal forces of nature and the mysteries
Desert Des Underground Und
of the unknown, serving as powerful allies or fearsome
adversaries to those who seek to unravel their secrets. Forest Urban
For Urb

DEMONIC Grassland Gra Wasteland Was


The Demonic type represents the infernal denizens of
the underworld, twisted creatures born of darkness and Jungle Jun Water Wat
malice. These beings are the archetypes of evil, driven
by an insatiable hunger for power and destruction.
Demonic creatures are often humanoid in form, but
their twisted features and malevolent aura reveal their WEAPONS
true nature. They possess supernatural strength, agility, Any weapons a Monster carries that are also included
and resilience, as well as dark powers such as infernal in the Equipment List do not automatically include
magic and the ability to corrupt and possess mortal the Weapon Attributes from that list. This is done
souls. The mere presence of a demonic creature is to keep Encounters and using Monsters during the
enough to instill terror and despair in the bravest of game more straightforward for you, the Doomsayer.
heroes, for their essence is a corruption of all that is Relevant effects from Weapon Attributes that might
good and true. apply are included as part of the Monster or NPC’s
Actions instead.
GIANT
Should a Character manage to obtain a Monster
The Giant type stands for the towering titans of the
or NPC’s weapon, it functions as described in the
natural world, creatures of immense size and strength
Equipment List, or, if it is a special weapon not included
that dwarf all who stand before them. These behemoths
in the list, it functions as a weapon closest to its type
are the guardians of the mountains and the lords of
and build. If it is a Magic Weapon or Item instead, its
the wilderness, their footsteps shaking the earth and
specifications are usually listed separately from the
their roars echoing across the land. Giants are often
Stat Block and can be handed to a player for their
humanoid in appearance, but their massive frames
Character to use.

258
Doomsayer's Section

A Monster or NPC’s ‘Standard Attack’ Action could REGENERATE (X)


involve any of their listed weapons, which all have their Heals (x) Damage at the start of each Round.
range, Damage Die and damage type included in the
Stat Block. Some Actions refer to specific weapons, in RESISTANT (X)
which case the damage dealt is usually described as Has resistance to (x) type of damage, halving the
part of the Action as well, as it potentially deals more damage taken after applying armor, if any.
damage than the default for that weapon.
SPIDER CLIMB
Can easily climb up smooth walls or along ceilings at

TRAITS its listed Speed.

A Monster or NPC’s Traits function the same as


STEALTH ATTACK
a Character’s, though they are mostly simpler and
Deals 1d6 extra damage when hidden and making
easier to implement. A full overview below:
a successful attack.

AGGRESSIVE
TRAMPLE
Can move up to its speed toward a Character as
When moving its Speed toward a target to make
a Bonus Action.
a melee attack, a Character suffers Challenge to defend
and falls Prone on a failure in addition to damage and
ANTI-MAGIC
any other effects.
Immune to Magical effects or Magic attacks that
directly target it.
TRUESIGHT
Can sense its surroundings supernaturally, even without
BACKSTAB
eyesight or direct line of sight. In closed spaces this
Character suffers Challenge to defend against this
reaches only as far as the room or area it is present in,
Monster or NPC if the Character is distracted or
but out in the open up to Distant range. A creature
engaged with another opponent.
with Truesight does not suffer any negative effects
from the Blinded Condition.
DARKSIGHT
Can see in darkness fairly well and at least better than
TUNNELER
most humans.
Can dig through solid earth at its listed Speed.

CANNOT SUFFER (X)


VULNERABLE (X)
Cannot suffer (x) type of Condition.
Is vulnerable to (x) type of damage, doubling the
damage taken after applying armor, if any.
CLIMB / FLY / SWIM
This Monster or NPC can climb, fly or swim.
UNBREAKABLE
This NPC or Monster’s Morale cannot be broken by
IMMUNE (X)
any normal means. If the leader of a group of Monsters
Is immune to (x) type of damage. Ignore damage of or NPCs has this Trait, all those fighting alongside it and
this type. under its command share this effect.

LIGHT SENSITIVITY
UNDYING (X)
When exposed to sunlight, Characters gain Edge to all Once per Round if Bruises and Wounds are fully
rolls against this Monster or NPC. marked, heal (x) damage.

PACK TACTICS
Character suffers Challenge to defend against this
Monster or NPC if one or more of its allies are within
Close range of it.

259
STRENGTH & WEAKNESS ACTIONS
Some Monsters and NPCs have one or multiple Every Monster and NPC has various Actions they
Strengths and Weaknesses. This section of the Stat can perform. When you decide for a Monster or
Block describes both what the Strength or Weakness NPC to act, you can either choose an Action listed
applies to, and, either lists a modified Difficulty that on their Stat Block or roll a d10 and let fate decide
applies when a Character interacts with that particular what Action the Monster or NPC will perform. Each
aspect of the Monster or NPC. Some examples: Action has a number letting you know what outcome
it is linked to. Some Actions are triggered on more
▪ Powerful melee attacks. Difficulty +1 to defend than one outcome, which results in triggering those
against such attacks. more frequently.

▪ Great ambusher. Difficulty 4 to spot if this Of course, you can always improvise, just as long as
Monster is hidden. the Difficulty and consequence of the Action are fair
▪ Swift attacks.
attacks Difficulty +1 to defend against this and in line with the idea behind the Monster or NPC.
Monster if using REFLEX to dodge. Each Monster and NPC has a ‘Standard Attack’ Action
specifically designed for this, usually triggered when
Unlike Traits, there is no defined list of such Strengths rolling a 1-2. It states you can either choose to make
and Weaknesses. Instead, you’ll find many Monsters a weapon attack, brawl, grapple or improvise.
and NPCs have something unique and mostly narrative
described. When customizing and homebrewing It is completely up to you whether you want to have
Monsters or NPCs, thinking up of unique Strengths and more control over what a Monster or NPCs does
Weaknesses and applying them to existing Stat Blocks is during an Encounter or whether you prefer to sit back,
fairly easy and a good way to start customizing. More roll a d10 to see what happens, and let your Players
on this can be found in the CUSTOMIZING MONSTERS know if things go badly for them that it was out of
SECTION ON P. 264 . your control. When you decide to roll to determine
a Monster or NPC’s Action, it is recommended to
do so at the start of their Turn before they move, as

SPECIAL the outcome of the roll may influence whether the


Monster or NPC would move toward (or stay near)
These are special features with a short instruction
a Character or do exactly the opposite.
specific to that Monster only. They are different per
Monster and explained in its Stat Block. This is not As touched upon in the Difficulty section, a Monster or
a complete list, just like Strengths & Weaknesses, and NPC’s Action can have a listed Difficulty that deviates
special abilities can be custom designed to fit any from their base Difficulty. When this is the case, it is
particular Monster or NPC uniquely. Some examples: always shown to the right of the Ability included in
the Action’s description. Actions are usually formatted
▪ When encountered, WILLPOWER or suffer as shown in below examples, with annotations
1 Madness. purposefully kept brief so that during an Encounter
▪ All minions under this leader’s command you aren’t required to read through a lot of text to
figure out what to do.
have their Difficulty increased by 1 while in
its presence. The first line in italic provides a short narrative
▪ Mounted: Large Size, Armor scpbe: 3, Max description of what happens and sometimes also
Wounds 24, Damage 1d10+3. When a mount includes information as to the relevant range or
bucks due to fear or targeted attacks, roll 3 number of targets (information about range is omitted
Action Dice: 1 success or more, remain mounted if the Action is made with a weapon listed in the Stat
Block that includes its range). The second line reads
and stable. 0 success, become unmounted and
what a Player has to do to prevent harm as described.
fall Prone.

260
Doomsayer's Section

EXAMPLE A ACTION TAGS


A violent and powerful scimitar attack. These are tags that apply only to a specific Action and is
included in the Action’s description in brackets behind
DEFEND or 1d8+2 Piercing Damage. the Ability (as explained in the previous section).

ARMOR IGNORE
EXAMPLE B
Armor cannot be used to reduce damage from this
Magically project a horrifying image of action or effect. Even without this tag, some actions
a thousand malformed faces onto two targets inherently ignore armor, such as the use of some
within Near range. Magic, or suffering Poison Damage. This tag is used
only if otherwise armor could be applied to indicate
WILLPOWER 2 or suffer 1d4 Madness. an exception.

BRUTAL
EXAMPLE C
A failed roll against this attack or effect causes an
Unleash a devastating shot using an arrow Injury.
dipped in poison.
CHALLENGE (X)
REFLEX 3 or 1d8+3 Slashing + 1d4 Poison Damage
Suffer Challenge to make an Action Roll to defend
+ TOUGHNESS 2 or Poisoned. against or resist these effects, (x) being the amount of
Challenge suffered if it is 2 or higher.
In Example A, the Action dictates that a Character
who is attacked by this Monster or NPC must ‘defend’ DISTURBING
themselves (in whatever way they see fit, and as Anyone, excluding the target(s), who witnesses the
described extensively in the Core Rulebook). What consequence of failing this roll must make a Willpower
happens when they roll a success is rarely mentioned, Roll or suffer 1 Madness.
as the Action is thwarted. What is described however
is what happens if the Player’s Action Roll fails. In this
DRAIN
case, they would take 1d8+2 Piercing Damage.
Heal damage equal to half of the damage an opponent
In Example B, the Action dictates that a Character who takes from this attack or effect after applying armor,
is exposed to this magical effect requires to succeed with a minimum of 1. This does not include damage
a Willpower Roll at Difficulty 2, and suffer 1d4 Madness from Bleed or similar effects that are not the direct
on a failure. A Difficulty is only listed like this if it result of the attack’s damage.
deviates from the Monster or NPCs base Difficulty.
DREADFUL (X)
In Example C, much the same applies as in Example A, A Failed roll against this attack or effect inflicts (x)
except the consequence of failing means the Character Madness.
takes 1d8+3 Slashing Damage and 1d4 Poison Damage.
They are then required to make a second Action Roll, HORRIFIC (X)
using their Toughness Ability. On a success, nothing Suffering a Setback against this attack or effect inflicts
more happens, but on a failure, the Character suffers (x) Madness.
the Poisoned Condition. The Difficulty of the Reflex
Roll is 3, and the Difficulty of the Toughness Roll is 2, PENETRATE (X)
as indicated. Damage from this attack or effect ignores an amount
of armor equal to (x).
Of course, a lot more variations are present in the
game, which cannot all be described here. Looking at
these examples should help interpret all such Actions, PERSISTENT
but if you are ever unclear, don’t worry and simply Successful roll against this attack or effect still inflicts
improvise what you think is right. The most important half damage and / or Madness, though other effects
thing is always to keep the game going and provide (e.g., Conditions) are ignored.
fast-paced, cinematic combat to your table.

261
SEVERE for example, this affects gameplay and Players gain
Suffering a Setback against this attack or effect causes Edge to certain Action Rolls (to attack the Monster,
an Injury. for example). You can write down what Condition(s)
a specific Monster or NPC suffers from so you won’t
SHATTER forget during the frenzy of combat being acted out
A failed roll against this attack always causes armor to and roleplayed at the table.
be Dented.

M AGIC POINTS
NAME / FEATURE Some NPCs have the ability to cast spells or use
Included in the Encounter Tracker section of each other forms of magic. Whenever this is the case, the
Stat Block is a Name / Feature section. Here you can Encounter Tracker also includes a dedicated space
write down the Names of NPCs you are keeping track to keep track of Magic Points. Magic Points function
of or alternatively a Feature, which can be handy much the same as Blood Points, and NPC spells usually
to distinguish the individual NPCs and (more likely) have a Magic Point cost that must be paid by you in
Monsters from one another in a group. order to cast the spell. Once out of Magic Points, the
NPC can no longer cast spells until they Rest or can
A Feature could for be, for example: ‘missing eye’, be assumed to have taken a Rest. The section is noted
‘horribly scarred’, ‘largest of the pack’, ‘white fur’, as MP, which is short for Magic Points. The number
‘broken fang’, or simply anything else that gives indicated is the maximum number of Magic Points the
a unique descriptor to similar-looking Monsters that NPC can have and is usually also the number they start
would otherwise become hard to tell apart. This is an Encounter with.
especially useful when using theater of the mind,
without any tokens or miniatures for Players to see
who is positioned where during an Encounter. Letting
Players know about a unique Feature of each Monster NEMESIS LEVEL
will allow them to easily communicate to you and each Monsters of legendary status or NPCs who are
other who they want to attack, and of course for you powerful leaders or mighty adversaries featured in an
as the Doomsayer to do the same in return. adventure’s story have a Nemesis Level, indicated in the
top left of their Stat Block, next to their base Difficulty.
Their Nemesis Level represents how such opponents

TURNS & ROUNDS are so formidable that they can on occasion twist
fate and against all odds resist the Player Characters’
Also included in the Encounter Tracker section of each attempts at defeating them brutally and abruptly, and
Stat Block are pips that you can mark whenever an additionally, exert themselves to the extreme in the
NPC or Monster has taken a Turn during a Round. That face of adversity.
way, and if Players can keep track of their own Turns
during any given Round, running Encounters becomes Whenever a climactic Encounter with such an
easy and intuitive. Every Player Character, Monster opponent takes place, a Monster or NPC’s Nemesis
and NPC participating in an Encounter gets one Turn Level represents two things:
per Round, after which a new Round begins. When you
have marked all pips for the Monsters and NPCs in the 1. How many times during the Encounter they can
column of a Round, there’s no more Turns for them to ignore the effects of any of the Characters’ Traits,
take until the next Round begins. Powers, Magic, Feats or Weapon Attributes, should
these result in the opponent’s immediate and
premature death or severe debilitation. Unlike lesser

CONDITIONS foes, these hardened and experienced Monsters and


NPCs can make an unexpected move that prevents
This area of the Encounter Tracker can be used to them from, for example, getting an arm chopped off,
write down Conditions, Afflictions, armor denting, or their entire armor destroyed in an instance, being
other notes that can be useful to remember during decapitated, or banished to another dimension.
an Encounter. If a Monster or NPC becomes Poisoned

262
Doomsayer's Section

When appropriate, and only up to a number of times attacking or defending, or the Actions listed on their
equal to the Monster or NPC’s Nemesis Level, you can Stat Block. They could set off a trap, get weapons from
call upon such forces and turn a successful Action Roll a weapon rack, search for hidden objects, barricade
made by a Player into a failure, ignoring any and all a door, and so on. Just think of them in exactly the
harmful effects resulting from it, including those that same way as a Character.
might apply when a failure is rolled. Any Blood Points,
Doom Points, Charges and Momentum are still spent,
but have no effect.
USING LEADERS
You can only do this when the Monster or NPC is at In the seven realms of Athyr, where danger lurks in
risk of harm as described, and not to aid in attacking every shadow, the prowess and cunning of the enemy
or harming Characters. It should also not be used to can spell the difference between triumph and despair.
simply prevent taking damage if no additional, serious Should the Characters encounter a leader among
consequence is tied to it. It is recommended to have a pack of minions or a wicked NPC wielding eldritch
the narrative support such a feat, with you as the powers amidst a horde of Monsters, the thrill of battle
Doomsayer describing how the Monster or NPC at becomes all the more exhilarating. The Players must
the last second managed to overcome the challenge be nimble of mind and swift of action, for only the
presented before them such as the best villains clever and the bold can hope to emerge from such
sometimes do in a book or movie, even though the a struggle victorious.
dice that were rolled say otherwise.
A leader NPC brings a host of advantages to its minions,
2. An opponent’s Nemesis Level also indicates how bolstering their morale, sharpening their tactics, and
many times during an Encounter they can take an furnishing them with specialized arms and abilities. Yet
extra Turn. On this Turn, the Monster or NPC can the leader can also be the fulcrum of the Characters’
move half the distance they normally can on a Turn assault, forcing them to discern and prioritize their
and take one Action. Regardless of Nemesis Level, they targets and risking retaliation from the minions’
still get only one Bonus Action per Round (if any), as onslaught. Likewise, the introduction of a spellcaster
usual. The Monster or NPC cannot however take two imparts a fresh layer of intricacy to the conflict, the
subsequent Turns this way, and only one ‘extra’ Turn NPC’s sorcery empowering its allies (perhaps even
can be taken per Round. healing them) and unleashing attacks that can turn the
tide of combat.
Such legendary and formidable opponents that have
a Nemesis Level are often outnumbered by the Player The Characters must work in concert to devise
Characters (or at least, once their minions have been a winning strategy, scrutinizing the adversary’s
dealt with) and providing a few extra Turns during vulnerabilities and strengths and devising methods to
the climactic and decisive moment of an adventure exploit them. They may resort to subterfuge to isolate
or campaign can make all the difference, challenging the leader or concentrate their assaults upon them,
Characters (as well as Players!) to their limits. entice the minions away, or dismantle the sorcerer’s
magic ere it can be invoked. They must think creatively,
utilizing the terrain or other resources at hand to
their advantage. They must also manage their own
MONSTER & NPC TURN resources prudently, preserving their skills and magic
Monsters and NPCs take Turns in much the same for the most propitious moment.
way Player Characters do. They can either move and
perform an Action, or move up to twice the distance Above all, Encounters featuring any kind of leader
they normally can and forego taking an Action. Moving to a group will test the Players’ mettle to the
and taking an Action can be split up in whatever way utmost, compelling them to hone their abilities and
works best. If a Monster or NPC’s Stat Block describes collaborate to surmount challenges that transcend the
they can do something as a Bonus Action, they can do sum of their parts. Whether they rise to the occasion
so once per Round, just like Characters. and attain glory or succumb to the enemy’s might,
the experience will remain indelible, a tribute to the
Normal Actions can of course be anything that the supremacy of strategy and teamwork in the face of
Monster would be capable of, and isn’t limited to just the unknown.

263
CUSTOMIZING MONSTERS MONSTER & NPC
As with anything that applies to running the game,
feel free to change up what a Monster or NPC can or
INJURY TABLE
Monsters and NPCs can suffer Injuries, just like
cannot do on their Turn or any other way. The only Characters can. They do not, however, suffer Madness
requirement being to think about it in advance of or Trauma. Whenever a Character performs a brutal
a Session or the Encounter, make a (mental) note of it, and devastating attack (for example, by using a weapon
and stick with what you came up with, at least for the with the Brutal attribute), you can use the Injury table
upcoming Encounter. presented here for ideas of possible consequences. If
indeed the result of a Weapon Attribute, the effects
This keeps the game fair and meaningful to players,
described in the Injury Table are to be added to those
who can use the knowledge they obtain when fighting
in the Weapon Attribute’s description. The specific
or observing a Monster or NPC to possibly gain
(improvised) action the Character just performed can
an advantage. You could increase or decrease the
give a good indication of what Injury would be most
base Difficulty of a Monster, change up its Speed or
appropriate.
maximum Bruises and Wounds, invent entirely new
Actions, or give it more or different Weapons, Traits, Characters can of course attempt to inflict horrible
or Strengths and Weaknesses. injuries in other ways than by attacking with such
weapons, but to do so they should describe what kind
There is a chance players will get to know what to
of Injury or harm they want to try and inflict before
expect when fighting a Monster from the book and
they make an Action Roll. Considering these Injuries
customizing them or even inventing entirely new
are far more impactful than simply taking damage, the
Monsters of your own can keep your game fresh and
Difficulty for such an action should be raised by 1, or
exciting. In addition, who is to say that any two Ghul
even 2, for it to succeed. As usual, a Monster of any
are exactly alike? Just as Characters, Monsters and NPC
size larger than Medium could be affected differently,
villains can come in many different varieties.
often less impactful the larger they are, than described.
It can also be a lot of fun to create your own Monsters
The Injury Table found here is slightly different than the
and NPCs. Instead of listing a step-by-step process
one for Player Characters, as some effects listed there
to help you do so, it requires only to have played
do not apply to Monsters and NPCs. Also, these Injuries
a couple of Sessions and having familiarized yourself
are more severe in both their description and effect, as
with the Monsters and NPCs in this book or one of
Monsters and NPCs are usually more expendable than
the Doomsayer Codices. Take whatever Monster or
Characters, not to mention a lot more corrupted and/
NPC comes closest to what you have in mind, and start
or evil, often deserving of a quite horrible fate. Feel
tweaking it.
free to tone down the brutality as you see fit, do away
with these descriptions altogether, or (us usual), come
up with your own ideas on the spot.

The Injury Table includes the notation (x)


d6 damage for some Injuries. Here, (x) is
the number of d6 as determined by you
depending on the seriousness of that Injury.
This is usually anywhere between 1d6 to 3d6.
Similarly, a negative effect might persist for
an (x) number of Rounds, or trigger ‘after’
(x) Rounds, which can also be determined
by you depending on the severity of the
situation.

264
Doomsayer's Section

INJURY EFFECT
An arm or monstrous appendage has been completely crushed or severed! Bone might
Crushed or be protruding, blood might spurt across the walls, and a monstrous appendage may yet
Severed Arm flop around for some time on the ground.
/ Appendage
The Monster / NPC loses the ability to use their arm or appendage. This may affect what
weapon(s) they can wield, or attacks they are able to perform.
A major artery is slit. Blood comes spewing out like a pulsating fountain. Covering the
wound won’t stop the bleeding, but it might slow it down just a little.
Slit Artery The Monster / NPC takes (x)d6 Internal Damage at the end of every Round. An NPC with
the will to live may drop everything they are holding and press on the artery to reduce this
damage to a minimum of 1d6.
The target’s skull has been split or partly crushed. Brain fluid comes spilling out
and their eyes roll back into their sockets as they start to twitch and convulse
Split or uncontrollably.
Crushed The Monster / NPC suffers the effects of being Paralyzed (whether immune or not) for (x)
Skull
Rounds. They take (x)d6 Internal Damage at the end of every Round, and (most likely) will
die after just a few Rounds have passed, perhaps taking one last swing at a Character as
they perish in slow, convulsing pain.
The target is on fire, encapsulated in ice, engulfed by lightning, or drenched in acid.

Extreme The Monster / NPC suffers Burning (x), where (x) is the amount of damage they take at
Burning the end of every Round of the appropriate type as is usual for the Burning Condition.
Considering this is a severe Injury, (x) should be between 3 and 9 as opposed to 1-3 usually
inflicted by Burning.
Ribs are broken and splintered, maybe even piercing lungs that now fill with blood
and other fluids. The target likely spews out blood, grabbing their chest in agony and
gasping for air.
Broken Ribs The Monster / NPC cannot take actions except defend themselves. Characters gain Edge to
attack. The Monster / NPC takes (x)d6 Internal Damage at the end of every Round. They
could still brace the pain and force themselves to act, but suffer 1d6 Internal Damage when
they do.
A kneecap or leg has been shattered, broken, or severely wounded in another way. The
sound of snapping bone and awkward, unnatural bending of the leg is a grueling sight
Shattered
to behold, as the target crumples to the ground.
Kneecap
or Leg The Monster / NPC suffers Prone and cannot get up, but only crawl at half their Speed
across the ground. Characters gain Edge to attack them or defend against them (should
they even be able to attack or harm anyone in this state).
One too many blows to the head have caused irreparable brain damage resulting in
dizziness, confusion, and nausea, perhaps even vomiting as a result.

Brain Damage The Monster / NPC suffers Confused until they are healed, or maybe will never get
a chance to recover. They’ll also have trouble talking, casting spells or anything else
requiring speaking, and might suffer 1d4 Internal Damage at the end of every Round at
least until the Encounter is over.

265
INJURY EFFECT
Fingers go flying through the air, or a hand drops to the ground. It’s not looking good.
If unclear what exactly happens, the Player may roll 1d4. The result is the number of
Severed
fingers lost, and on a result of 4 the entire hand is severed!
Fingers or
Hand The Monster / NPC loses the ability to use their hand or the tip of similar (monstrous)
appendage. This may affect what weapon(s) they can wield, or attacks they are able
to perform.
A target is impaled by a long, spiked weapon such as a glaive or by being smashed into
the sharp, metal protrusions of an enormous trap wall, for example. The realization is
quite horrific, as they look down (usually) at the thing sticking out their body on both
ends, preventing them from moving freely.
Fully Impaled
The Monster / NPC is Restrained until they manage to remove themselves from the object
sticking out their body. It takes them a full Turn to do so, and they suffer (x)d6 Internal
Damage from the gaping hole that now bleeds freely, and (x)d6 Internal Damage at the
end of every Round as a result of slowly bleeding to death.
A shoulder has been properly wrecked or crushed, leaving the attached arm to hang
down motionless or even bent backward at an anatomy-def ying angle.
Wrecked The Monster / NPC loses the ability to use their arm or appendage properly. This may
Shoulder affect what weapon(s) they can wield, or attacks they are able to perform. They can still
try and use this arm, but it causes unimaginable pain, and they take (x)d6 Internal Damage
whenever they do.
A deep gash across the gut causes skin and flesh to burst open and innards to start
falling out. The penetrating smell is horribly disgusting, as is the sight of the Monster /
NPC trying to keep their own body together as it falls apart, inside out.
Opened Gut The Monster / NPC takes (x)d6 Internal Damage at the end of every Round. An NPC who
wants to keep on fighting could hold their wound closed with one hand while wielding
a weapon with the other, but all Action Rolls made to attack them or defend against them
gain Edge.
A large, gaping cut, wound, abrasion or any other similar affliction. Many things can be
Gruesome come up with depending on the Character’s action.
Wound The Monster / NPC suffers (x)d6 Internal Damage at the end of every Round, and perhaps
also an appropriate Condition.

266
Doomsayer's Section

MONSTER
& NPC VAULT
In this section you’ll find in-depth information on the Monsters and NPCs included in
this book, as well as their Stat Blocks for use during play. This is but a small selection
of the more than one hundred Monsters and NPCs that will be included for the final
release of the Blood and Doom. Our other Primer book, the Doomsayer’s Codex:
The Twelve Pillars of Doom, already includes several more that you can check out
right now, with over a dozen cultists and cult-specific Monsters included there. As
the fate of Athyr hangs in the balance, it is now up to you to thrill, excite, and
surprise your Players with the Monsters and NPCs at your disposal. Enjoy!

267
HUMANOID
BEASTMAN
NAMES to each other, their commander (usually a Beastmen
Aalzhik, Durlug, Gormag, Greldak, Krondar, Pongar, Warmonger) and their enemies.
Shulzon, Tarkash, Thongruk, Zarthuk. Beastmen loathe humans and subject them to the worst
sorts of indignity and torment if they get the chance.
Many a Beastmen’s slave has wound up dead on the
DESCRIPTION floor because something angered the Beastmen and
Beastmen, abhorrent beings that look like a man and it decided to take its rage out on the hapless servant.
gorilla hybrid. Their bodies are a grotesque mixture of
muscle and fur, as if some mad creator had stitched
together the most savage elements of both species. FLAWS
Their coarse, ebony skin is adorned with bristling hair Beastmen function best when led by a commander
that gives them a primal air, like some long-forgotten whom they respect (or who rules them through might
predator risen from the depths of time. and fear). Without strong leadership they often falter,
When they lumber through the shadows on their becoming a mob of individual soldiers motivated by
massive legs, they seem to loom over their prey like bloodlust rather than an effective fighting force.
titans of the jungle. Sanding fully erect they’re typically Beastmen have terrible tempers. They anger easily
7-8 feet tall, but many of them have a tendency to and can quickly start to fight among themselves unless
stoop slightly, so they don’t look quite so large. Their a leader puts a stop to it — and such fights inevitably
simian heads bristle with yellowed fangs, and their lead to the death of at least one of the Beastmen
beady, bestial eyes gleam with a feral intelligence that involved. A Beastmen whose temper gets the best of
is all too easy to underestimate. Though their bodies itself may make rash decisions or take risks that a more
are built for the wilds, many wear clothing and armor level-headed soldier never would.
made for humans, as if to mock the species that they
have so closely embraced.
While these monsters call the primal forests of Ishta TACTICS
their home, tales abound of their forays beyond their Beastmen fight in an aggressive, brutal fashion, using
native land. In far-off kingdoms and forgotten corners their size, strength, and ferocity to overwhelm their
of the world, they can be found plying their ferocious foe. They usually fight to kill and plunder (and some
trade, serving dark lords and cruel warlords, or simply stories claim they eat dead enemies), but they often
sating their brutal desires through raid and pillage. capture enemy soldiers and civilians to enslave them.
These unfortunate folk do all the menial labor in
Beastmen society and usually suffer horrific abuse in
INSTINCT the process. A lucky few are sold to human slavers and
Bred for war and destruction, Beastmen instinctively taken away from Beastmen’s lands.
do anything they can to display their formidable might

268
Doomsayer's Section

269
LORE with ferocity, tearing him limb from limb and leaving
Legend has it that a warmongering warlock known as nothing but scattered bones and scraps of flesh.
Andalva the Exile created Beastmen long, long ago. With their leader dead, the Beastmen scattered to the
It is said that the warlock, consumed by a thirst for winds, retreating to the deepest, darkest jungles and
power and conquest, delved into forbidden realms of remote, isolated regions where they could establish
magic to achieve his ultimate goal. He experimented their own societies. They became nomads, wandering
with spells and rituals until he discovered the key to from place to place in search of food, territory, and
crossbreeding humans with great apes, and thus the a sense of belonging. They were feared and reviled by
Beastmen were born. humans, who saw them as monsters to be avoided at all
The first Beastmen to emerge from Andalva’s foul costs. Over time, these bestial creatures became more
laboratory were twisted, deformed, and filled with an organized, developing their own societies and cultures.
unholy rage that no mortal could quell. They were They adapted human clothing, armor, and weapons to
larger and stronger than any human, with black skin as suit their needs, and learned to live off the land in ways
tough as leather and long, sharp teeth that gleamed that humans could not. They became masters of the
in the moonlight. Andalva reveled in his creation, jungle, using their brute strength and animal cunning to
gathering them to him like a twisted father to his survive in a harsh, unforgiving world.
malformed children. Even now, centuries after Andalva’s death, the Beastmen
With his army of Beastmen, Andalva set his sights on remain a force to be reckoned with. They continue to
neighboring kingdoms, hoping to conquer them and raid and pillage in distant lands, serving as mercenaries,
extend his reign of terror. But the warlock’s hubris would and sometimes even forging alliances with humans
be his undoing. He soon discovered that the Beastmen who are bold enough to hire them. But their true
were not the obedient soldiers he had envisioned. They nature remains unchanged: they are fierce, untamed,
were wild, unpredictable creatures, driven by primal and utterly savage, a constant reminder that the line
urges and an unquenchable thirst for blood. As Andalva’s between man and beast is thinner than we might like
grip on his army loosened, the Beastmen turned on him to think.

270
Doomsayer's Section

MONSTROSITY
THOGUA
DESCRIPTION Those who survived a Thogua attack often speak of first
Bereft of any grace usually associated with felines, being visited by their assailants in their dreams of the
Thogua are rarely seen before they are heard, as night before, with the Thogua appearing as monstrous
their presence is almost always announced by their entities chasing after them and – if they don’t wake
bellowing roar – a baritone, hollow clamor that easily up fast – maiming and mutilating them, before finally
reverberates for many miles in open air, penetrating feasting on their torn bodies.
through even the best armor and the densest tissue to

FLAWS
shake the very bones of anyone who is unlucky enough
to be inside of a Thogua’s hunting territory. It is said
that once heard, there is very little time to flee the Once understood, Thogua can be tricked into
premises before a Thogua will appear, hungry for flesh attacking by simply entering their territory and staying
and single-minded in its pursuit of it. there for a few days. However, this tactic will only work
if the intruders manage to keep their own dreams
Once they reveal themselves, these night-time prowlers completely clear of their intentions, as those might
are frightening to behold, their furred chests towering give away what they are up to. Trespassers might
over any adult human, their paws more muscular than decrease their chances of getting noticed by refraining
even the hardiest warriors and their claws longer than from falling asleep, but obviously this will become very
those of the lions their appearance so often evokes. fatiguing rapidly.
However, it is not the size of their hands – each of
them easily capable of cupping two human ones, as
well as snapping them from their arms with less effort TACTICS
than it takes a toddler to shake a rattler – nor is it their Experienced adventurers and academics alike know
impressive maw with its razor-sharp teeth that impress that, even though a single Thogua will usually act as
the most: rather, it is their set of horns. Protruding out an advance scout, it will rarely be travelling alone, as
of the top of their heads, at the point where their huge these powerful creatures tend to roam the wilderness
ears meet the greyish-brown manes, are the cornua in prides: small family units, usually consisting of one to
that tend to remind onlookers of abyssal goats. three adults and anywhere from zero to six children.
Once a group of humans has entered a Thogua family’s

INSTINCT territory, there seems to be only one outcome: death.


The Thogua will first visit the trespassers’ nightmares
Having been hunted by humans for centuries now, and show them what their horrifying fate will be before
Thogua have become fiercely protective of their finally attacking them, unrelenting until their living and
territory and consider any intruders to be valid targets. hunting grounds are exclusively their own once more.
Because of the similarities to both lions and goats, many This intrusion is extremely taxing on the psyche of its
tend to assume that Thogua behavior reflects that of victims, while also keeping them from getting a good
those mundane animals – but that’s a misconception. night’s rest.

271
Perhaps even more frightening is that Thogua can Unfortunately to the Thogua, human Sorcerers
project their nightmares in the waking world, confusing discovered the magical properties of their horns
and disorienting their opponents in combat (more centuries ago. Up until then, the Thogua were a peaceful
about how that works below) before rending them with herder species living in tight-knit family units, but their
their horns and claws. Also, they often pick up weaker numbers soon got thinned out by fanatic hunters
opponents, impaling them on their horns, leaving cruor motivated by greed and avarice. The surviving Thogua
and grume both on themselves and their environment. soon learned how to use their assailants’ dreams against
them and started to defend their remaining territories
with a fervor unheard of by even the most power-
ITEMS hungry of Evandyrian nobles, but this hasn’t kept their
Thogua horns are natural magical reservoirs that store horns from being a particularly valuable commodity to
a limited amount of life energy from people who are the mages of Athyr.
dreaming. This energy can be drawn from by Sorcerers
who have learned how to harness the power of the
horns to cast or enhance spells.

272
Doomsayer's Section

LORE they use this ability to raise their children, cure mental
Thogua seem to be indigenous to Athyr. They spent problems and form bonds far stronger than those of
many millennia in magic-rich environments and most humans. Before a raid, however, Thogua often
eventually evolved into a species that is in tune with the using this ability to wear down their soon-to-be
dream world. Even though they seem to be awake for victims mentally, heralding their physical visit through
only three to five hours every night, Thogua don’t sleep gruesome night terrors.
like other beings do. Instead, while their eyes are closed,
THE LOGUA
they spend their lives in what is known as the ‘Mexiang
Yumah’ – the Living Dream. The Maxiang Yumah is There is rumored to be a subspecies of Thogua usually
a plane that is closely connected to the material one, referred to as the ‘Logua’ active on the plains of Ethennia.
but it is shaped by the dreams and nightmares of other These natural predators are said to be able to traverse
sentient beings. the sands as if they were part of the Living Dream itself,
which has led some academics to believe that the land
While most people have difficulty shaping their dreams, might once have been home to a lost civilization that
the Thogua are masters at it. In fact, they can even spent most of its time in Mexiang Yumah.
shape the dreams of others. Within their own pride,

273
SANDCRAWLER
DESCRIPTION three to defend their young and the precious resources
The Sandcrawler is a monstrous creature of the desert, of their desert home. Unfortunately, Sandcrawlers are
wrought from the molten heat of the sunbaked paranoid creatures which feel threatened as soon as
desert sands. Near man-sized, its carapace as black someone approaches, and on Athyr, their ability to
as a clear night sky, as it glistens with an oily sheen hide in the sands and attack from surprise has made
that reflects the light of a thousand stars. Its arachnid more victims than any other desert animal.
frame, stretching up to five feet in length, is adorned These creatures’ scissor-like claws and venomous
with pincers as sharp as shards of obsidian, each tip stingers are weapons of defense as much as offense,
bearing rows of teeth that glint like a rogue’s knives honed through generations of conflict with other
in the sunlight. Its mandibles, jutting from beneath its predators of the wastelands. When they do attack,
ominous skull, thrust forward like cruel pikes, ready to they do so with a calculated ferocity that is nothing
impale and rend its prey to pieces. short of terrifying and an exactitude no archer or
This burrower’s rounded maw is a grotesque row of blademaster can hope to match.
razor-sharp teeth, clicking open and closed with the

FLAWS
force of a thousand cicadas as the creature inhales the
scent of its next victim. It is a hunter, a predator of the
wastelands, and its movements are jerky but lightning- Despite their fearsome power and instinctual ferocity,
fast and unbelievably precise. Sandcrawlers are not without their flaws. For all their
lethality, they are creatures of the desert, and their
reliance on the harsh environment can be a weakness
INSTINCT as much as a strength. Their armored carapace, while
The Sandcrawler’s instinct is not simply driven by formidable, is not completely impervious to the
hunger, but also by a deep sense of territoriality and scorching heat of the suns, and prolonged exposure to
a desire to guard its own. These creatures are fiercely the harsh elements can weaken their defenses if they
protective of their nests, often working in groups of do not manage to find shelter or burrow underneath

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Doomsayer's Section

the sands for prolonged periods of time. Additionally, stingers can also be used to weaken their prey, injecting
their reliance on their young and the resources of their paralyzing toxins that make it easier to subdue. If all
territory can make them predictable, leaving them else fails, or if their mandibles do not manage to pierce
vulnerable to ambush and attack. the target’s armor, these black arachnids will count on
suffocation to finish off their mark.

TACTICS
Sandcrawlers are expert hunters, and their tactics are LORE
as deadly as they are varied. When hunting alone, First documented by Malnur Haran, a Druid and prolific
they will often ambush their prey from below, using writer from the Sundered Wastes who, between 2871
their scissor-like claws to dig quickly through the sands and 2899, wrote no less than 391 treatises on nature,
before snapping their target’s limbs with their claws Sandcrawlers do not seem to be supernatural in origin,
or impaling them and effortlessly hoisting them into yet seem to be born out of the sands themselves. Maybe
the air. If their stinger hits, their victim will also be their eggs are too small to be visible to the naked eye,
poisoned, which makes Sandcrawler attacks deadly or maybe they impregnate their environment with
even if their target survives the initial assault. invisible spores, but the result is an organic being the
However, when working in groups of three, Sandcrawlers size of a forearm that grows to full adult size within the
become even more dangerous, as they have been known span of two years.
to employ a more coordinated attack. One Sandcrawler Ask any who live in the Sundered Wastes or Ethennia,
will prepare its attack underneath the surface while the and you will come to hear that the Sandcrawlers and
other two will approach from either side, flanking their the far larger Sandworms hold dominion over the
target and pulling it down into the sands, where the first sands, and that their numbers are more plentiful than
Sandcrawler will assist in holding down the hapless victim. those of any other living creature. It is a wonder, then,
that the nomads of the deserts have been able to map
Once their prey is immobilized, the Sandcrawlers will
out routes that mostly avoid these violently reactive
use their razor-sharp mandibles to crush and tear their
arachnids – either by luck or skill – but should they
victim apart, with each member of the group taking
ever encroach on settled lands, it would leave most
a different part of the kill. The Sandcrawlers’ venomous
communities extremely vulnerable indeed.

275
UNDEAD
MUMMY
NAMES FLAWS
Amentep, Hetphor, Isenkore, Kerama, Khuti, Because Mummies sleep the slumber of death until
Mentusankh, Nefru, Sobekhar, Talumon. something awakens them, sometimes clever adventurers
can find a way to get the drop on them and weaken (or
even destroy) them before they come fully to unlife.
DESCRIPTION The more powerful the Mummy, the less likely this is
The smell of the stale air of the tomb assaults your nose to occur.
as you strain your eyes to see in the torchlight. You can A Mummy’s greatest weakness is fire. The preservatives
tell this burial place belonged to someone important in which the priests soak their bodies (and their
— valuable treasures are no doubt hidden somewhere. bandages) become highly flammable over time, so that
But you recoil in fear as the sarcophagus opens and the just touching a Mummy with a spark sometimes causes
mummified remains of its occupant return to life! With it to flare up like a torch and rapidly burn away to
the linen bandages that wrap its entire body scraping nothing — but as it dies a fiery death, it attacks with full
along the floor as it walks, it lurches toward you, arms vigor, and may burn its enemies to death along with it.
stretched out to grab you, and a horrific light shines
forth from its sunken eyes....
TACTICS
A Mummy’s attacks all require it to touch or grasp its
INSTINCT opponents, so its first move in combat is to close to
The drive to protect their tombs and themselves melee range (or find some way to make the Characters
governs most Mummies’ thoughts. While some lesser come to it). Most Mummies, including all lesser ones,
Mummies seem to have little more self-will than rely primarily on their physical strength and durability
a zombie, the most powerful of their kind have just as to bash and smash their opponents, wield weapons
much awareness and judgment as they did in life, and against them, or grab them by the throat and strangle
react intelligently to any threats. If someone escapes them to death. (In some cases Mummies wear full
their tomb they may leave it to go in pursuit, tracking armor, and carry shields and weapons, making them
that person unerringly across land and sea until they even harder to harm.)
get their revenge. This is even more likely to happen
if that person took something valuable or important
from the tomb.

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LORE that protect the tombs of the mummified. Many tales


In the world of Athyr, the dead are not always granted the describe the wrath of the Mummies against those who
mercy to rest in peace. Many ancient cultures, and some would disturb their eternal slumber.
that still exist today, practice the art of mummification.
ABANDON ALL HOPE, YE WHO ENTER...
The preserved bodies of rulers, nobles, and great warriors
are laid to rest in elaborate tombs, their spirits believed Beware, ye who would dare to violate the sanctity of
to protect and guide their descendants. Yet, there are a Mummy’s tomb, for the curses of the ancients still
some who receive the gift of mummification in exchange hold sway in these hallowed chambers. Legends speak
for a great service to their king, or even as an ‘honor of curses so potent that they can wreak vengeance
guard’ to protect the tombs of their sovereigns. upon any who dare to disturb the slumber of the
undead. These curses can manifest in a multitude of
Unfortunately, the honor of mummification can come ways, each one more terrifying than the last.
at a great price, for legends abound of the dark curses

277
The Mummy’s curse can strike swiftly and silently, for But perhaps the most insidious curse of all is reserved
even if an adventurer manages to evade the grasp of for those who have committed the greatest sacrilege of
the undead, they may not be so lucky as to escape its all: the unholy desecration of the Mummy’s body itself.
touch. Those who are marked by the Mummy’s ice- These foolhardy wrongdoers are subjected to a curse
cold bony fingers will soon find their limbs withering that will haunt them even in their dreams, filling their
away to nothing, their flesh turning to dust and bone minds with perverted visions of their own horrifying
until they are nothing but a husk of their former selves. death and inevitable decay. Their world will be forever
The curse takes hold slowly, stealthily, only revealing shrouded in a twilight pall, haunted by the specter of
itself hours or even days after the unfortunate victim the undead and even the Munagi may refrain from
has left the tomb, and many try to take their own lives taking the victim’s unsanctified soul, as they are cursed
before they allow atrophy to fully take hold. to a life of perpetual misfortune.
Woe betides adventurers who convince themselves Only the most learned priests and sages possess
that fleeing the Mummy’s lair means they have the knowledge and lore necessary to remove the
escaped its wrath, for the curse of the undead is not Mummy’s curse. However, time is of the essence, for
limited by the confines of its tomb. It can relentlessly the curse must be lifted within two weeks, lest the
track its quarry through twisting passages and open victim be claimed by undeath forever. Ordinary curing
plains alike, unerringly seeking out those who have and healing spells are of no use, for this is a curse born
dared to disturb its slumber. And woe to those who of the ancient magic of a long-forgotten age. May the
have taken any treasure from the Mummy’s hoard, for gods have mercy on any who are unfortunate enough
the undead will consider this a major transgression and to incur the wrath of the Mummy’s curse.
pursue them to the ends of the seven realms to reclaim
what is rightfully theirs.

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GHUL
DESCRIPTION INSTINCT
A Ghul, or ghoul, is a type of undead creature that Most Ghuls are solitary creatures; they have no desire
typically dwells in cemeteries, deserts, and other such to share territory or food with others of their kind.
isolated places (but ones where humans, their preferred But some adventurers tell stories of Ghul ‘colonies’ that
prey, sometimes visit or pass by). They resemble include a dozen or more of the horrid creatures.
desiccated corpses, sometimes with long, stringy hair A Ghul’s appetite dominates its thoughts. While it may
still attached to their heads. In some cases, parts of become sated temporarily after a large meal, it usually
their soft tissues (such as the lips) shrivel to nothing spends most of its time hunting down something to
or fall off over time (thus exposing their sharp teeth); eat. It can consume and enjoy nearly any flesh — even
in others the ears lengthen and become pointed, the the decaying flesh of decomposing corpses, which
nose comes to look somewhat bestial, and so forth. some Ghuls consider a delicacy. While it prefers human
They may wear the tattered remnants of garments meat, it will settle for animal or monster flesh if it must.
they wore in life, or the graveclothes in which they
were buried. Their fingernails lengthen and harden Ghuls can reason on a simple or instinctual level but
into claws. aren’t truly ‘intelligent.’ Adventurers cannot negotiate
or trade with them, for example — at best they
can convince Ghuls to leave them alone through
demonstrations of force.

279
FLAWS But it is not only those who feast on the flesh of their
Because of the horrible stench of rot and decay that own kind who are at risk. The second fate is more
surrounds them, Ghuls have difficulty remaining hidden insidious, for it can befall anyone who does not receive
from their prey — the odor gives them away when they the proper rites and blessings upon their passing.
get too close. To counteract this, they try to approach Perhaps they were forgotten, or perhaps their final
prey from downwind; they know the wind and weather rites were mishandled by a careless or incompetent
patterns in the area where they live very well. hand. Either way, these unfortunate souls may find
themselves rising as Ghuls, driven by a hunger that only
the living can satisfy.
TACTICS As horrible as these destinies are, at least they are
Ghuls dislike open combat. Instead, they prefer to
preventable, yet the third way that leads to the
ambush, trick, or deceive their prey so they can get
hapless dead becoming Ghuls is not, as it is the result
close enough to strike a killing blow before the hapless
of a foul spell or ritual such as the Fetor of Flesh. A
victim realizes what they really are. They rely on
perverse rite performed by the depraved cult known
their natural weaponry instead of wielding manmade
as the Yiukashin.
weapons. Their claws and fangs may carry diseases, so
Characters who survive a Ghul attack may want to seek Often, the battlegrounds of war provide the most
a healer’s care or cast curative spells on themselves. fertile ground for the rise of Ghuls. When armies clash
and the dead are left unburied, their souls may be
doomed to return in this unholy form. The Ghuls that
LORE arise from such places are numerous and relentless,
Alas, for those who would look for peaceful slumber roaming the earth in search of their next meal.
during the darkest hours of the night, the dead do not
Beware, for these creatures are not to be trifled with.
always find eternal rest in the earth. Instead, they may
They are fast and strong, their limbs twisted and
rise again in a form that few would welcome. Behold, the
gnarled with decay. Their eyes are dead and lifeless,
Ghul, a wretched creature born of three fates most foul.
and their hunger is insatiable. May whatever gods or
The first fate is reserved for those who, in their lifetime, spirits they answer to have mercy on those who find
indulged in the dark practice of cannibalism. When themselves in the path of a Ghul, for they will find no
such a one passes beyond the veil, they may find mercy from these creatures of the grave.
themselves returning as a shambling Ghul, hungering
for the flesh of the living with a ravenous appetite.

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DEMONIC
FLESH DEMON
DESCRIPTION in the carnage they cause, and the methods they use
Flesh Demons are sinewy, thin and extremely agile, are precise and perfectly executed. This, of course,
impossibly fit beings from another reality with large makes them more dangerous than any drive for food
pointy ears and claws that are designed to rip through could do.
flesh and shatter bones with the ease of a Vahlian sword

LORE
cutting through lemon cake. These vile creatures are
usually summoned through the Rituale Daemonum di
Carne, but sometimes, there ethereal forms find other Outside of the Athyran reality, there exist many others,
ways to manifest physically after they have succeeded most adhering to different laws of physics. The collision
in piercing the veil that separates Athyr from their between multiple of these planes of existence would
twisted home realm. spill these other rules of nature into dimensions where
they would cause cataclysmic changes, but fortunately
they are kept from coexisting by veils that can only be
INSTINCT pierced by the strongest of magics – or the foulest of
Although many humans believe that Flesh Demons extradimensional abominations.
crave flesh and are driven by an insatiable hunger like There exist exceptions, too: realities that are
animals, they are sadly mistaken, as these supremely intertwined with each other, the shrouds between
cunning critters are driven by far more complex them thin enough to influence entire dimensions,
motivations. Infinitely curious, they are also obsessed invisible and intangible to anyone but certain arcane
with flesh and muscle tissue, and only looking at raw creatures, divine mediums, spirit-talkers, and trained
meat can satisfy them. Voyeurs of the skinless form, spellcasters. Out of all of those existences, there is
they are driven to watch and touch their subjects, and one that exerts an immense malefic effect on Athyr:
only those depraved enough to comprehend a Flesh a realm known by the Evandyrian church as Daramon
Demon’s desires can truly understand that they are, La, by Ishtan shamans as Xyrixus Quarom, and by the
in a sense, consumed by an intense love for whatever One True Religion of Roshan as Yua Qua Lem, a realm
husk of sinews and organs they can hold and cradle in of Demons and other hellish creatures.
their arms.
For all the intensity of their perverse compulsions, Flesh Contrary to the plane where the Outer Gods hail
Demons are easily bored, and after they have been from, Daramon La is knowable, and some, like the
able to gaze upon their handiwork for a few seconds, sage Taronuk Manir, whose soul is still there to be
they are ready to leave again, on to their next victim tormented for the rest of eternity for its transgressions,
and experiment. Thus is why a cult like the Yiukashin have even tried to chart its topography. Unsurprisingly,
is able to use them as silent assassins so successfully, as all such attempts have been incomplete at best, since
Flesh Demons rarely stay long enough to be caught it is as vast as the Athyrian solar system and as varied as

281
anything near Aureya and Issira. It is a plane of horror, body. The most common way for them to visit Athyr,
of endless suffering and pain, of jagged mountains that though, is through a perverse ritual known as the
tear open any who try to scale them, of endless streams Rituale Daemonum di Carne, created by Evandyrian
of lava and searing heat as well as a cold so intense demonologists to summon these beings most foul,
that it burns the skin within seconds. Its features are and most often found in the dark tome known as the
a gross exaggeration of those found on Athyr, as if Daemonum di Carne Codex.
every single aspect that can make nature so beautiful In order to do so, a live victim is needed, and an arcane
has been perverted and twisted to the extreme. Signum di Continentia has to be carved into their
Here, the Flesh Demons dwell, intelligent critters with chest, allowing the Flesh Demon – up to that point
a foul demeanor who are obsessed with bare flesh and still an ethereal entity, at least when manifesting in
raw meat, with muscle tissue and tendons, with skinless Athyr’s reality – to take hold. Within 10 minutes, it rips
hulks and skinned creatures, drawn as they are to the through all remaining skin, and the muscles and tissue
pulsating sinew and slimy, viscous texture. of the hapless host slowly start to transmogrify into
the mishappen true shape of the Flesh Demon. When
Despite their power, Flesh Demons are rarely able to
the process is done, the host’s body cracks open and
manifest on Athyr, although extradimensional portals
the Flesh Demon has come into the world, ready to
and tears in reality sometimes allow them to come
gleefully follow anyone who has called it forth to prey
through, and failed experiments or flawed spells can
on the living and satisfy its ghoulish compulsions.
pull them into the world, where they appear in their
ethereal form until they are able to occupy a host

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283
MUNAGI — THE SOUL FETCHERS
DESCRIPTION It is unclear whether the Munagi serve a higher power
Munagi, also known as ‘Soul Fetchers,’ are ethereal other than Death itself, a concept or maybe an Ancient
beings that resemble rotting corpses with long, black God who encompasses entropy and decay, and who
hair that flows as if perpetually underwater. Their conceivably cares nothing about morality or reasoning.
elongated arms and gaunt, twisted fingers are infused
with ethereal energies, granting them the power
to pluck a human’s soul from its mortal vessel. Their FLAWS
faces are a sight to behold, with black holes for eyes To a trained user of magic, a Munagi leaves a distinctive
and a gaping mouth that speaks with the sound of trail when it moves through the mortal world or
a thousand whispers. These whispers merge to become shifts to another plane. A character who knows the
a brooding choir of regret, suffering, fear, and delusion, appropriate spell could magically follow this path.
born of the thousands of souls a Munagi has collected
over its immortal life.
Most cultures on Athyr know of Munagi in one form or TACTICS
another. When someone dies, the hope is that their soul Different Munagi react to combat situations in
will pass into the afterlife, whatever that afterlife might different ways. Most never attack any living being,
be. To the Rohsani, it is a place in the heavens, next to and if attacked shift themselves into one of the many
the One True God and its three aspects. To Ethennians, ethereal planes, seemingly fading out of existence
the afterlife consists of peaceful and abundant plains. as they do so. But other Munagi seem to relish the
To the Ishtans, it is to become a spirit and be one with chance to teach any interloper a lesson he won’t soon
nature. And so different cultures have different notions forget — if they survive.
of where souls are taken to, but all of them know about A Munagi’s best known and deadliest attack is to
the Munagi, not in the least because these ethereal fetch a mortal’s soul prematurely, killing that person
guides sometimes manifest when a soul refuses to be instantly. If the Munagi doesn’t want to go that far, it
taken away and stubbornly clings to its body. can simply ‘touch’ a person’s soul, causing them intense
(but not necessarily fatal) pain. For an even stranger
type of attack, a Munagi shifts a corporeal being into
INSTINCT and out of an ethereal plane multiple times in the
As a metaphysical being, a Munagi exists for one space of a heartbeat, causing disorientation that leaves
purpose: to fetch the souls of the dead. It is not entirely the victim vulnerable to a Munagi’s other attacks.
known whether they also guide the souls of those who Heroic soul Munagi have even more ways to affect
are ready to leave their mortal coils and willingly travel a human’s soul or mind to cause various types of harm,
to their final destination, and some sacred doctrines disorientation, and weakness.
claim the Munagi only carry off the souls of the
Even if a Munagi cannot reach an adversary, it still
wicked and unjust, while others have no opinion on
has ways to attack them. For example, it can project
the matter or believe the opposite — that Munagi
a blue-white energy that paralyzes that person. If this
escort deserving souls to a paradisical afterworld. Some
succeeds, it can then close in to attack with its claws or
religions hold that burning a person’s body, or treating
another power. If a Munagi believes it’s losing a fight, it
it in some other specific manner, prevents a Munagi
usually retreats into an ethereal plane, most likely never
from fetching their soul away.
again encountering the beings who drove it away,
On those rare occasions where living beings meet
Munagi, the encounter almost always takes place at
a location where the ‘aura’ of death is most intense: LORE
graveyards; battlefields; cities affected by plague; and In an ethereal realm beyond mortal comprehension,
the like. They manifest when a soul refuses to leave and where the veil between life and death is thinner than
have only one driving, all-consuming motivation: to the finest silk, the Munagi dwell. Humanity’s knowledge
reap it from its body and haul it to an entirely different of these beings is limited, with only two known types,
plane – the one where the dead dwell – or maybe have both described by sages, academics and priests
it be absorbed by the cosmos.

284
Doomsayer's Section

285
everywhere and gifted with mortal denominators that Encountering a Munagi is an unsettling experience,
undoubtedly fail to properly grasp the true meaning for nothing about them quite adds up. They are
behind their existence. undead but not quite, vicious fighters yet their facial
expressions remain uninvolved. They are clearly
The ‘Lesser Soul’ Munagi appears when the soul of one
supremely intelligent but do not speak, and while
whose exploits have not yet attracted the attention of
some are cruel and evil, others avoid battle altogether.
Death itself needs to be collected. Thus far, the souls
It is for these reasons that the people of Athyr fear
of these ordinary mortals, inexperienced adventurers,
the Munagi more than any other creature, and their
and minor heroes have not become intertwined with
most common natural reaction when one manifests
the essence of Athyr and the destiny of reality. They
alongside a fallen hero or a lifeless sovereign is to flee
do not seem to have attracted the attention of Death
for their lives.
itself, and their soul’s destination will most likely not
have a great impact on the future of reality. When a Character dies, a Munagi arrives to claim
their soul, typically right away, but sometimes these
When a great hero or powerful sovereign dies, however,
creatures wait for a few minutes or even days for
their soul will warrant the appearance of a ‘Heroic
reasons unknown. Once they take the soul, there is no
Soul’ Munagi and the might of these nigh-unstoppable
hope of reversing the events that led to the Character’s
ethereal forces should not be underestimated.
death. In the end, the Munagi’s task, whether imposed
Though they can see into and inhabit the ethereal upon themselves or by a greater power, is simple yet
planes, when they appear in the physical realm, they daunting: to collect the souls of the living and deliver
take on a tangible form with all the characteristics of them to a realm beyond mortal comprehension. They
a corporeal being. They can be hurt with weapons and are Soul Fetchers, Munagi, and their story will most
other forms of attack, but they do not need to sleep or probably continue long after the mortals of Athyr have
breathe. They are immortal, never aging or getting sick, passed from existence.
and never needing to eat or drink to sustain themselves.

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Doomsayer's Section

PLAYER-FACING
NPC S
Any one of these Player-Facing NPC Stat Blocks can be the Players. This is both fun and engaging for them
handed out to a Player should an NPC temporarily join and allows you to focus on the Monsters and Villains
the Party and fight alongside the Characters during in the adventure.
one or multiple Encounters. You as the Doomsayer still These Player-Facing Stat Blocks are general
determine how an NPC behaves, what they say, and representations of NPCs of various backgrounds and
what their general course of action is during any given skill sets that can be used for any NPC that best fits
Scene or Encounter. However, taking Turns, rolling their description. As with all other Stat Blocks, many
dice, spending Blood Points and keeping track of the more will be included for the final release of the Blood
NPC’s Bruises and Wounds can all be done by one of
and Doom Core Rulebook.

WARRIOR
In all corners of the world, warriors stand ready to face whatever their motivation, all warriors share a fierce
any threat that may come their way. With their weapons determination to triumph over their enemies. Through
at the ready, they charge forward into battle or help blood and sweat, they push themselves to the limit,
hold the lines, their eyes fixed on victory. Some fight for never backing down from a challenge.
honor, others for glory, and still, others for survival. But

287
ROGUE
Across Athyr, people quip that for every watcher or tongues, for these Rogues can be just as dangerous as
guard, there seems to be a Rogue. Amidst the shadows any sword-wielding knight. With their keen senses and
and dimly lit alleys, their nimble fingers deftly pick locks quick reflexes, they navigate the dangers of the night
and slide coins from unsuspecting pockets. The best with ease, always on the lookout for their next score.
of these masters of deception and subterfuge move Whether they’re running a con or pulling off a heist,
like cats stalking their prey, always ready to strike. But the Rogues of the seven realms operate beyond the
don’t be fooled by their charming smiles and silver confines of the law, and far away from public scrutiny.

288
Doomsayer's Section

289
A PPENDIX A :
BEAST STAT BLOCKS

TIGER
The tigers of Athyr are fierce and formidable beasts, determination. A  tiger’s claws can rend flesh and
their powerful muscles rippling beneath their striped its jaws can crush bone. Once a tiger has set its eye
coats. They move with fluid grace, their every on their prey, there is bit little chance the unlucky
movement calculated and precise. The gleam of creature will escape.
their eyes reveals a keen intelligence and ferocious

290
Appendixes

COBRA
In the shadowed depths of the dense jungle, the cobra its path. This fearsome predator is known for its deadly
slithers silently through the undergrowth, its venomous accuracy, attack speed and hypnotic gaze.
fangs poised to strike any intruder who dares to cross

WOLF
Found everywhere in forested regions, wolves are often beyond human comprehension, willing as they are to
met in tight-knit packs. Their fur is sleek, their howls use their keen senses and rending teeth in service of
a haunting melody that echoes through the trees, and their masters.
those that bond with a mortal often prove to be loyal

291
A PPENDIX B:
SETBACKS

WHEN A DVENTURING
Characters lockpicking doors, jumping over crevices sending sparks and hot coals all over the floor. Other
that run deep into the earth, balancing on top of a fallen times more severe and ‘mechanical’ effects are
tree trunk to cross a dangerous river, or trying to win appropriate. For example, when a Character attempts
an argument with a local noble; all fit into this ‘loose’ to climb across a cliff, slips and falls. Any damage
category of adventuring. Anything you can think of they would normally take from such a fall can be
that doesn’t include any of the three former categories complemented by suffering an appropriate Injury
is also included here, whether it be winning a drinking if they roll a Setback, and Conditions such as Bleed,
competition at a tavern, making repairs and crafting Burning, Frightened, Poisoned, Prone, etc. can also be
items, or communicating with spirits. considered in many other, similar situations.
Most of the time it will be enough to come up with Most importantly Setbacks should always make sense
a narrative consequence for a Setback, complicating within the fiction. In the first example of lockpicking
a Character’s situation and requiring to deal with a door, this would mean if Characters made an effort
the escalation. More often than not, Characters are to determine no guards are on patrol, they cannot
together attempting such activities, and any Setback just appear from thin air. Setbacks are an escalation of
suffered may well influence the course of action for the things already present, events set in motion before, or
entire Party. something else that could plausibly happen when things
turn sour.
For example, when they attempt to lockpick the
backdoor of a guarded castle, a Setback could mean Due to the wide range of possibilities and large variety
they made too much noise, alerting several guards of different situations to deal with, such Setbacks
and resulting in them passing around the corner and cannot be summarized in a table lest it be 40 pages
putting the Party in a tough spot. Or when attempting long (and quite unusable at that). Instead, an extensive
to cross a rushing river, suffering a Setback could mean list of examples will be provided in the final release
the Character plunges into the water and is dragged of this book. Do keep in mind that Players who love
away by a powerful stream, only to end up hanging to embrace their Character’s doom and dealing with
from a slippery cliff where the water crashes down tough situations could be willing to help by offering
a great depth. suggestions. Any tabletop roleplaying game isn’t about
‘winning’ after all, but about telling the most exciting
Many of the Setbacks for combat can also apply when
and heroic stories possible, especially those in which the
out of combat but while in precarious situations.
Characters face great adversity.
A  Character could accidentally drop their torch while
walking over a rope bridge, or knock over a brazier,

292
Appendixes

WHEN ATTACKING
D20 SETBACK
The Character misses their attack so clumsily that they scrape against their opponent’s weapon, or the
1
opponent quickly jabs them. They take 1d6 damage (ignoring armor).
The Character accidentally hits an ally within their weapon’s range. The ally suffers the Character’s Basic
2 Damage, which they should roll for. If no ally is within range the weapon becomes Dented or they suffer
1d4 bludgeoning damage.
The Character’s weapon becomes Dented, or, if wielding a ranged weapon, it becomes Dented and they
3
spill 1d6 pieces of ammo.
The Character strikes an object nearby, causing unwanted collateral damage and complicating the situation
4 around them. For example, by knocking over a lamp and plunging the room into darkness or shattering
glass that goes flying around.
The Character slips and falls as they miss their attack, causing Prone. When wielding a ranged weapon, instead
5
they lose their balance for a moment and suffer Challenge to defend themselves until their next Turn.
The Character drops their torch or slams against the torch a nearby ally is holding, dropping it onto the
6
ground and perhaps even extinguishing it.
The Character puts themselves in a disadvantageous position, suffering Challenge to defend themselves or
7
avoid any danger until their next Turn.
The Character starts to feel the effects of fatigue if the Encounter is in the 3rd Round or later. They suffer
8 Exhausted. If not, their weapon becomes Dented, or they suffer 1d4 bludgeoning damage (ignoring armor)
hurting themselves.
The Character’s awkward body movement sprains the muscles, causing them to be Paralyzed until the end
9
of their next Turn.
The Character’s weapon is Dented, or, if fighting unarmed or grappling, they hurt themselves and suffer 1d4
10
bludgeoning damage (ignoring armor).
The Character steps right into the arc of an opponent’s attacks. The opponent deals their Basic Damage to
11
the Character without a chance to defend.
The Character drops their weapon on the ground within Close range, or spills 1d8 pieces of ammo as they
12
try to reload their ranged weapon.
The Character misses their attack so clumsily that they scrape against their opponent’s weapon, or the
13
opponent quickly jabs them. They take 1d4 damage (ignoring armor).
The Character makes the situation around them more dangerous to deal with for an ally within Near range.
14
They suffer Challenge to defend themselves or avoid any danger until their next Turn.
The Character accidentally hurts themselves by striking their weapon awkwardly or against an object. They
15
take 1d4 bludgeoning damage (ignoring armor) and their weapon becomes Dented.
The Character strikes an object nearby, causing unwanted collateral damage and potentially complicating
16 the situation around them. For example, by destroying vials of acid that spill over them or an ally, or hitting
a lever that sets of a trap.
The Character gets sand or dirt in their eyes or turns awkwardly to look directly into bright sunlight. They
17
are Blinded until the end of their next Turn.

18 The Character misjudges the flurry of combat and makes a bad move, causing them to become Confused.

The Character drops or spills something valuable to them, whether it be the leather bag of gems they just
19
pried out of a wall, 1d4 rations or torches, or that strange, mysterious amulet they just looted from a tomb.
The Character suffers an Injury as they make a seriously bad move either hurting themselves or caused by
20 a relentless counterattack from their opponent. Appropriate Injuries could be: Broken Arm, Fractured Leg,
Broken Ribs, Lost Fingers, Back Sprain, or Twisted Ankle.

293
WHEN DEFENDING
D20 SETBACK
The Character parries badly, causing their weapon to become Dented. When fighting unarmed, they
1
hurt themselves and take 1d6 extra bludgeoning damage.
The Character accidentally exposes themselves. Their opponent finds a weak spot and can ignore
2
any and all armor.
The Character’s opponent moves so skillfully and unexpectedly, it causes the Character to
3
become Confused.

4 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.

5 The Character slips (or gets knocked over) and falls Prone.

The Character collides with an ally. Both suffer Challenge on their next action or defense. If there
6 are no allies nearby, they just collided with their opponent, who gets a prime opportunity to spit on
them or curse.

7 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.

The Character defends so badly that they open themselves up for even more harm than usual. They
8
take 1d6 extra damage.
The Character needs to lean backwards to far to deflect the attack, they injure themselves. They
9
suffer an Injury: Back Sprain.

10 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.

The opponent’s weapon causes a spark or splinters something while the Character is parrying or
11
blocking, causing the Blinded Condition.
The Character starts to feel the effects of fatigue if the Encounter is in the 3rd Round or later. They
12
suffer Exhausted. If not, their armor becomes Dented.

13 Both the Character’s weapon and armor become Dented.

The Character damages their footwear while moving around, causing the Slowed condition until it is
14
removed or fixed.
The Character accidentally exposes themselves. Their opponent finds a weak spot and can ignore
15
any and all armor and deals 1d4 extra damage.

16 The Character bumps their own head while defending, causing them to become Stunned.

17 The opponent feinted their attack setup so well that the Character becomes Confused.

The Character twists in such a way that they won’t be able to use their own weapon to defend or
18
attack until the end of their next Turn.
The Character’s armor takes such a beating that it is Dented twice, or if wearing none, they take 1d6
19
extra damage and suffer an Injury.
Instead of deflecting a blow, the Character’s block actually allows their opponent to strike harder.
20
They take 1d6 extra damage and suffer an Injury.

294
Appendixes

WHEN R ESISTING M AGIC


D20 SETBACK
The Character suffers more damage. Whichever Damage Dice are rolled, you roll one more for
1
them. For example, 2d4 becomes 3d4, 1d6 becomes 2d6, etc.
The Character loses 2 Blood Points as they are overcome with the arcane energy that infuses the
2
spell targeting them.
The duration of any effect, such as a Condition suffered, or being banished to another plane of
3
existence, is doubled.
The Character’s fate has become sealed through the arcane essence of the magic that affects them.
4
They lose 2 Doom Points.

5 The Character suffers any appropriate Condition as an additional effect.

The Character suffers a temporary loss of memory and motor function. They cannot use any Skills
6
until the end of their next Turn.
The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect.
7 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is
shredded (hide, leather) beyond repair.
A total of 5 Equipment Slots worth of equipment is lost or destroyed. The Player may choose which
8
5, though they cannot be empty slots.

9 The Character’s weapon is flung from their hand up to Far range away, sizzling with arcane energy.

The Character suffers more damage. Whichever Damage Dice are rolled, you roll one more for
10
them. For example, 2d4 becomes 3d4, 1d6 becomes 2d6, etc.
The Character’s fate has become sealed through the arcane essence of the magic that affects them.
11
They lose 2 Doom Points.

12 The Character suffers any appropriate Condition as an additional effect.

Surroundings collapse or some other obstacle presents itself, blocking a Character’s path to reach
13
their allies.
The spell creates a temporary rift in reality, attracting the attention of a Monster. It’ll jump or fly
14
through next Round.

15 An appropriate Ability Score is lowered by 2 for the remainder of the Encounter.

The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect.
16 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is
shredded (hide, leather) beyond repair.
The Character’s weapon is destroyed as a result of a powerful blast or damage like fire damage, ice
17
damage, acid damage, or null damage.
The Character loses 3 Blood Points as they are overcome with the arcane energy that infuses the
18
spell targeting them.

19 The Character suffers any appropriate Condition as an additional effect.

20 The Character suffers an appropriate Injury, 1d4 Madness, or Troubled / Blemished.

295
A PPENDIX C:
CONDITIONS
BLEED (X) CHARMED
Your mind and soul are affected by whomever
You feel the bruises and wounds you’ve sustained are
charmed you. You cannot act against the source of
starting to take their toll. When you take damage
the charm and suffer Challenge to defend against
from an attack while suffering Bleed, you take (x) extra
it or its harmful effects. Affected Monsters or NPCs
internal damage. If Bleed is inflicted multiple times or
suffer the same and can be targeted with Edge by the
from multiple sources, replace current (x) only if a new
source of their charm.
value of (x) is higher.
DURATION: Until the end of the Encounter
DURATION: Until you Rest or after applying
unless specified otherwise. You can end it early by
a Bandage. Someone can also make a Wisdom
succeeding a Focus Roll, which you can attempt
Roll once to attempt to cure Bleed.
at the end of each of your Turns.

BLINDED CONFUSED
You took one hit to the head too many, or some
Your eyesight is impaired momentarily. As
magic is distorting your thoughts. Anyone who suffers
a consequence, you suffer Challenge to do anything
Confused cannot take an Action or Bonus Action and is
that relies on sight (e.g. attacking, spotting danger,
only able to move and react to danger (e.g. defending
balancing). Affected Monsters or NPCs can be targeted
or evading harm, resisting poison or magical effects).
with Edge the same way.
DURATION: Until the end of the affected’s next
DURATION: Until the end of the affected’s next Turn unless specified otherwise.
Turn unless specified otherwise.

FRIGHTENED
BURNING (X)
Something seriously frightens you. You suffer Challenge
Some lingering, burning effect from fire, ice, lightning,
to do anything while the source of your fear is in the
acid or radiant damage persists. When anyone suffers
same room or area and cannot move closer to it.
Burning, they take (x) damage at the end of each of
Affected Monsters or NPCs suffer the same and can be
their Turns, ignoring armor. The type of damage is
targeted with Edge the same way.
determined by the attack or effect that caused it.
DURATION: Until the end of the Encounter
If Burning is inflicted multiple times for the same unless specified otherwise, or after consuming
damage type, replace current (x) only if a new value of Liquid Courage. You can end it early by
(x) is higher. You can however suffer Burning multiple succeeding a Courage Roll, which you can
times for different damage types, taking (x) damage of attempt at the end of each of your Turns.
each independently.
DURATION: You can make a Dexterity Roll PARALYZED
(Difficulty 1) as an Action on your Turn to resolve Your body stiffens completely and you are unable to
all Burning, or someone else can do this when
move or act. You fail all Action Rolls involving physical
helping you. A Monster or NPC can do the same,
activity. Succeed on Action Rolls against an affected
but the Doomsayer rolls a d10 instead. Any result
of 4 or higher resolves all Burning. Monster or NPC the same way.
DURATION: Until the end of the Encounter
unless specified otherwise.

296
Appendixes

POISONED UNCONSCIOUS
You are under the effect of a poison and suffer You are unable to act in any way. You fail all Action
Challenge to physical activity (e.g. attacking, climbing). Rolls an unconscious creature would be affected by
Affected Monsters or NPCs can be targeted with Edge but remain unaffected otherwise. Succeed on Action
the same way. Rolls against an affected Monster or NPC the same
DURATION: Until the end of the Encounter way. If not already Prone, fall Prone to the ground.
unless specified otherwise, or after consuming DURATION: After taking a decent nap or when
Anti-Toxin. something happens that would wake someone,
unless specified otherwise.
PRONE
You are knocked off your feet and land on the ground WITHERED (X)
face down. You suffer Challenge to do anything Your body slowly withers away from some necrotic
hindered by being in this position (e.g. attacking, attack or magic, even more so if you exert yourself.
defending, evading harm). Affected Monsters or NPCs Every hour, or when taking an Action or Bonus Action,
can be targeted with Edge the same way. Someone take (x) necrotic damage. If Withered is inflicted
who is Prone can still crawl at half their Speed. multiple times or from multiple sources, replace
DURATION: Spend half Movement on your Turn current (x) only if a new value of (x) is higher.
to stand back up and suffer Challenge to any DURATION: Until you Rest or after consuming
Action Rolls made during that same Turn (or gain Elderberry Seeds, unless specified otherwise.
Edge vs a Monster or NPC). Someone can also make a Wisdom Roll once to
attempt to cure Withered.
RESTRAINED
You cannot move freely and suffer Challenge to do
EXHAUSTED
anything related, except attempting to get free (e.g.
attacking, defending, evading harm). Affected Monsters You become extremely fatigued to the point of
or NPCs can be targeted with Edge the same way. collapse. You suffer Challenge to Action Rolls using any
DURATION: Until the restriction is ended or Body Ability. Monsters or NPCs do not get Exhausted.
destroyed. DURATION: Clear no Bruises during Rest. Instead
remove either Exhausted, Troubled or Blemished.
SLOWED Recovery removes all three and clears all Bruises
and Wounds as usual.
Your Movement Speed is halved.
DURATION: Until the end of the Encounter
TROUBLED
unless specified otherwise, or after consuming
Coca Leaves. Serious strain and worry take hold of your every
thought. You suffer Challenge to Action Rolls using any
Mind Ability. Monsters or NPCs do not get Troubled.
STUNNED
DURATION: Clear no Bruises during Rest. Instead
You are shocked for a moment, unable to move or
remove either Exhausted, Troubled or Blemished.
act, and suffer Challenge to all Action Rolls involving
Recovery removes all three and clears all Bruises
physical activity. Affected Monsters or NPCs can be and Wounds as usual.
targeted with Edge the same way.
DURATION: Until the end of the affected’s next BLEMISHED
Turn or after taking any damage, unless specified
otherwise. Your very personality and soul become tainted and
corrupted. You suffer Challenge to Action Rolls using
any Soul Ability. Monsters or NPCs do not get Blemished.
DURATION: Clear no Bruises during Rest. Instead
remove either Exhausted, Troubled or Blemished.
Recovery removes all three and clears all Bruises
and Wounds as usual.

297
A PPENDIX D:
INJURY
INJURY EFFECT
The snap of bone sickeningly echoes through the air as your arm crumples under the
Broken force of the blow. You feel a sharp pain shoot up your arm, and your hand hangs limply
Arm (2) at your side.
(1) You lose the ability to use of one of your arms. (2) You lose the ability to use both arms.
You hear the sickening crunch of bone as your knee is struck, and you crumple to the
Shattered ground in agony. Your leg feels numb and moving is going to be painful.
Kneecap (1)
You fall Prone, suffer Slowed and cannot get up from being Prone without help.
The wound stings as you feel the warmth of blood trickling down your skin. But it’s not
Festering the cut that worries you - it’s the sickly smell emanating from the festering wound.
Cut (1)
Your (x1) Bruises become fully marked. You cannot clear (x1) Bruises except by Recovering.
You feel a sharp pain in your gut as the blow lands, and you realize something inside
you has ruptured. Blood fills your mouth as you struggle to breathe. Hopefully
Internal minstrels will leave out the part about you choking in your own blood when they sing
Bleeding (1) about your exploits.
You only clear half of your (x1) Bruises and half your (x2) Bruises when Resting or
Recovering, rounded down.
Your vision blurs as the impact hits, and you feel a sharp pain shoot through your skull.
Skull This is going to be really bad…
Fracture (1) Lower all Mind Ability Scores by 1 and suffer 1 Psychic Damage whenever you make an
Action Roll using a Mind Ability.
You scream in agony as your flesh burns, searing it to the bone. Your skin blisters and
Third-Degree
chars, and you can smell the crispy odor of your own burning flesh.
Burns (1)
Take 1d4 Fire Damage every hour, ignoring armor.
You feel the air rush out of your lungs as the blow strikes your chest, and you hear
a crunch as your ribs break. Every breath is agony, and you struggle to keep the
Broken Ribs (1) convulsions at bay.
You cannot do anything every other Round except defend yourself and you suffer
Challenge to all Action Rolls relating to physical activity.
Your leg buckles under the force of the blow, and you feel a sharp pain shoot up your
thigh. You have difficulty to stand and support your own weight and whatever you
Fractured
carry.
Leg (2)
(1) Your maximum Inventory Slots is halved. (2) You suffer Prone and cannot stand up
or crawl.

298
Appendixes

INJURY EFFECT
The blow opens a deep gash in your flesh, exposing muscle and bone. Blood spurts
Gruesome from the wound in pulses, and you feel yourself growing weak and lightheaded. At least
Wounds (1) it feels a little like getting drunk, but less fun.
Take 1d4 Internal Damage every hour.
You feel the sting of skin tearing as the blade strikes, leaving a deep gouge in your
Deep flesh. The wound bleeds freely, but it’s the throbbing pain that really gets to you.
Abrasion (1) Mark 2 (x2) Bruises. These cannot be cleared until you Recover. For every (x2) Bruise you
have marked or mark later you suffer Challenge to Body Ability Rolls.
You hear the snap of bone as your collarbone shatters under the force of the blow.
Your arm hangs limply at your side, and every movement sends waves of pain through
Fractured
your body.
Collarbone (2)
(1) Take 1 Internal Damage each time you use the affected shoulder or arm. (2) Take 1d4
Internal Damage instead.
You feel a cutting sting as the blade slices through bone, severing your finger from
your hand. Blood spurts from the stump, and you feel a sense of loss and despair wash
Lost Fingers (3) over you.
Roll 1d3 to determine how many fingers are lost. Each finger lost causes Challenge to any
action made with that hand.
You feel a sharp pain shoot up your back as you twist awkwardly, and your muscles
spasm in protest. Every movement sends waves of agony through your body, and you
Back Sprain (1) can barely stand.
You only clear (x1) Bruises and (x3) Wounds when you Rest or Recover and suffer Challenge
to all Action Rolls involving physical activity.
Your foot turns awkwardly as you misjudge your movement, and you feel a sharp pain
shoot up your leg. Every step is agony, and you can barely put weight on your injured
Twisted
foot. Maybe your opponents won’t notice?
Ankle  (1)
Suffer 1 Internal Damage whenever you move and/or physically exert yourself (e.g. attack,
block, evade, lift heavy objects) without help or support.
You feel a sharp pain shoot through your body as the blow lands, and you know that
Nerve
something’s off, as the sting won’t subside.
Damage (1)
Suffer 1 Internal Damage whenever you spend a Blood Point or Doom Point.
The force of the impact shatters your jawbone, making it impossible to speak or eat
without immense pain. Your words will be coming out as a guttural growl for a while,
Broken Jaw (1)
and your mouth hangs open in a grotesque rictus.
Any Action Rolls involving talking suffer Challenge and you need assistance to eat or drink.
The blow to your head leaves you dizzy and disoriented, with a splitting headache and
a ringing in your ears. You struggle to maintain your balance and focus, and your vision
blurs and swims with every movement.
Concussion (2)
(1) You suffer Blinded and automatically fail all Focus Rolls. (2) You also suffer Confused,
though you can ignore the effects of this Condition by spending 1 Blood Point per Action
you take.
You don’t know what it is, but you don’t feel well. You and the Doomsayer can come up
Just A Thing (1)
with something together.

299
A PPENDIX E:
WEAPON ATTRIBUTES
ACCURATE PENETRATE
T Y PE: Attack COST: — T Y PE: Attack COST: 1-3 Momentum
This weapon is so precise that when you take some This weapon can penetrate your opponent’s armor
time to focus, your attack achieves exceptional or can easily find a weak spot or small opening.
accuracy. You can spend your Bonus Action to gain You ignore an amount of their armor equal to
Edge whenever you attack with this weapon. Momentum spent and deal damage as usual.

BRUTAL POWERFUL
T Y PE: Attack COST: 1-3 Momentum T Y PE: Attack COST: 1-3 Momentum
You cleave into, crush or bash down on your You knock an opponent back a step, possibly causing
opponent’s body, shoulder, arm, leg or head. The them to fall (out of a window for example) or be
more Momentum you spend, the greater the slammed against a wall. The more Momentum you
brutality. If you can spend 3, you sever an arm, leg spend, the farther away you can knock back your
or monstrous appendage. Each Momentum spent opponent. 3 Momentum causes them to fall Prone,
also deals 1d6 extra damage. or even be Stunned. Each Momentum spent also
deals 1d6 extra damage.

IMPALE
T Y PE: Attack COST: 1-3 Momentum PULL
You impale your opponent with this weapon, possibly T Y PE: Special COST: —
moving them in a direction of your choice as they are When you have an opponent Restrained with this
Restrained, or even pinning them to a wall or another weapon, you can use a Bonus Action immediately
opponent if you can spend 3 Momentum. You can let to make a Strength Roll and pull them closer to
go of your weapon to keep your opponent Restrained you on a success or do so as an Action during any
to a wall, requiring them to spend an Action on their subsequent Turn as long as they are Restrained. If
Turn to free themselves. Each Momentum spent also your weapon has ‘Reach’, you can instead pull and
deals 1d6 extra damage. step back, keeping Near range distance.

MASSIVE READY
T Y PE: Attack COST: 1-3 Momentum T Y PE: Special COST: —
This massive weapon can be swung in a wide arc This weapon can be sheathed or unsheathed while
around you, possibly hitting multiple opponents. For you hold a two-handed ranged weapon such as a bow
each Momentum spent, hit another opponent within (temporarily adjusting your grip), while engaged
Close range of your initial target. Deal damage to all in a grapple, or in other similar situations where
opponents you manage to hit this way. Any extra grabbing or stowing a larger weapon is impossible.
damage that applies to ‘one opponent’ is dealt to Doing so requires a Bonus Action. You can then use
your initial target only. this weapon to attack or defend against an opponent

300
Appendixes

normally. Additionally, you are never required to make an attack with this weapon as an Action and
make an Item Use Roll to draw a weapon with the succeed, spend 1 Momentum to make a Basic Attack
Ready attribute in any situation. against the same target as a Bonus Action. For each
Momentum above 1 that you spend you gain Edge to
this attack.
RESTRAIN
T Y PE: Attack COST: — TACTICAL
Before you attack with this weapon, decide if you T Y PE: Special COST: —
want to deal damage or Restrain your opponent. On
a success, you do as intended. When an opponent This weapon makes it hard for opponents to disengage
tries to free themselves on their Turn, you can from. When an opponent Close to you moves away
make a Toughness Roll to resist them getting free. from you on their Turn, you can make a Basic Attack
against them as a Bonus Action.

RIPOSTE THROWN
T Y PE: Defend COST: 1-3 Momentum T Y PE: Attack COST: —
When you defend against an attack using this weapon This melee weapon can also be thrown up to Far
and succeed, you can deal your attacker 1d4 damage range using the weapon’s required Ability. This can
per Momentum spent. If you spend 3 Momentum, be Strength, despite being a ranged attack.
you also gain Edge to attack them on your Turn if you
act immediately.
THRUST
T Y PE: Attack COST: 1-3 Momentum
SHATTER
When paired with a shield you gain Edge to attack an
T Y PE: Attack COST: 1-3 Momentum opponent you just successfully defended against using
This weapon has the capacity to damage your your shield. This weapon also deals 1 extra damage per
opponent’s armor. Inflict Dented equal to Momentum spent, regardless of how it is used.
Momentum spent. Then deal damage as usual.
When attempting to destroy a static object using VERSATILE
this weapon, you deal 1d4 extra damage per
T Y PE: Special COST: —
Momentum spent to lower its Resilience.
This weapon can either be wielded with one or
with two hands easily. When wielded with two
SHIELD hands, increase its Damage Die by one size.
T Y PE: Defend COST: 1-3 Momentum
When you defend against an attack using your shield VICIOUS
and succeed, you can spend 1 Momentum to push T Y PE: Attack COST: 1-3 Momentum
your attacker back several steps, or 2 Momentum This weapon has a way of targeting arteries or organs to
to trip them, causing Prone. Alternatively, spend 2 cause a vicious wound. Inflict Bleed (x) where (x) equals
Momentum to make a counterattack using your Momentum spent, after having dealt your damage.
shield, or 3 Momentum to do so with a weapon
you hold. Both require a Bonus Action.
WIELDY
T Y PE: Special COST: —
SWIFT
This weapon can be wielded in combination with any
T Y PE: Attack COST: 1-3 Momentum other one-handed weapon at the same time. When you
This weapon allows you to make two swift attacks attack or defend, choose which of the two weapons
on your Turn by spending Momentum. When you to use.

301

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