Professional Documents
Culture Documents
Patch Notes.................................................................................................................................................................... 2
Character Creation........................................................................................................................................................ 3
Background & Abilities.....................................................................................................................................................3
Stats................................................................................................................................................................................ 4
Starting Gear................................................................................................................................................................... 4
Item Value........................................................................................................................................................................5
Gear List.......................................................................................................................................................................... 7
Weapon List.....................................................................................................................................................................8
Armor............................................................................................................................................................................... 9
Unclean Scrolls..............................................................................................................................................................10
Sacred Scrolls................................................................................................................................................................11
Adventure..................................................................................................................................................................... 12
Ability Rolls.................................................................................................................................................................... 12
Omens........................................................................................................................................................................... 12
Boons and Banes.......................................................................................................................................................... 12
Pushing Your Luck.........................................................................................................................................................12
Light...............................................................................................................................................................................12
Time...............................................................................................................................................................................13
Distance.........................................................................................................................................................................13
Reactions.......................................................................................................................................................................13
Stress............................................................................................................................................................................ 13
Rest............................................................................................................................................................................... 14
Magic Powers................................................................................................................................................................ 14
Death............................................................................................................................................................................. 14
Resurrection.................................................................................................................................................................. 14
Combat......................................................................................................................................................................... 15
Combat Procedure........................................................................................................................................................ 15
Maneuvers.....................................................................................................................................................................16
Combat Tactics.............................................................................................................................................................. 17
Weapon Effects............................................................................................................................................................. 17
Morale............................................................................................................................................................................17
Conditions......................................................................................................................................................................18
Downtime..................................................................................................................................................................... 19
Downtime Procedure..................................................................................................................................................... 19
Advancement.................................................................................................................................................................19
Endeavors..................................................................................................................................................................... 20
Blacksmithing................................................................................................................................................................ 21
Talents.......................................................................................................................................................................... 22
Combat Talents..............................................................................................................................................................22
Mutations....................................................................................................................................................................... 23
Sorcery Talents..............................................................................................................................................................24
Utility Talents................................................................................................................................................................. 25
Patch Notes
Patch 3
1. Expanded character creation options and simplified the process.
2. Added Push Your Luck mechanics
3. Updated downtime Endeavors for balance & utility
4. Armor is now tracked as a Stat powered by items and magic, to streamline
reference mid-combat.
5. Updated weapons and gear lists.
a. Removed the Reach mechanic - good flavor, bad balance.
6. Added clarity to Conditions rules.
7. Added any missing rules from the base game, eliminating the need to flip back
and forth between documents.
Character Creation
To determine your starting Ability scores, choose your Background from the table below,
or roll 1d6 to choose randomly.
1d6 Background ST TO DE AG PR IN
1 Raider 2 2 0 0 0 0
2 Hunter 0 0 2 2 0 0
3 Magician 0 0 0 0 2 2
4 Soldier 1 1 1 1 0 0
5 Scoundrel 0 0 1 1 1 1
6 Priest 1 1 0 0 1 1
Stats
Derive your stats from the formulas below.
● Health = 8 + TO
● Mana = 2 + PR
● Stamina = (8 + ST) x 2
● Armor = 0
● Omens = 2
● Level = 0
Starting Gear
Your character has item slots equal to their Stamina rating. Most items occupy 1 item
slot. Heavy items occupy 2, and light items like torches, rations, silver, and vials can be
stacked in the same slot in numbers equal to your Stamina rating.
2 Zweihander
4 Warhammer
5 Spear
6 Club
7 Dagger
8 Javelin
10 Sword
11 Battle Axe
Item Value
● Gear, weapons, and armor are resold at half price.
● Magic items and power scrolls are purchased and sold at 100s, with prices
strictly controlled by wizard guilds.
● Treasure prices are variable, set by rolling a pool of d6s based on the rarity of the
item. The minimum range is 1d6, and the maximum is 10d6.
Roll three times to get more stuff:
1d20 Item Description
8 Poison Vial Weapon deals 1 stack of Poison per hit for 1 combat.
15 Leathers +1 Armor
19 Unclean Scroll
20 Sacred Scroll
Gear List
Item Description Cost
Poison Vial Weapon deals 1 stack of Poison per hit for 1 combat. 6s
6 Unknot the storm 1d2 lightning bolts deal 1d6 damage each to
Near targets.
9 Eyelid blinds the mind 1d4 Near creatures fall asleep for 60
minutes.
8 Hermetic step You find all traps within 2 moves for 2d10
minutes.
Ability Rolls
Any time a task would challenge you, roll a d20 and add the relevant Ability score. The
GM sets a difficulty number from 6 to 18, which you’ll need to meet or beat to succeed.
A 1 on the d20 is always a failure, and a 20 is always a success. Gain 1 Stress when
you roll a 1, and 1 Omen when you roll a 20.
Omens
Spend an Omen to:
● Reroll any die, even someone else’s;
● Add a Boon or Bane to any roll, including damage.
Or save them up; spending 5 during Downtime allows you to level up.
If you’re able, you can help an ally with a roll, granting them a Boon.
If your roll fails, you may gain 1d6 Stress to succeed instead.
Light
There are two degrees of light: Normal and Dark. If it’s dark, you need to be within
range of a light source to see what you’re doing. If you can’t see properly, take a Bane
to all rolls.
Time
When necessary, as with light sources, conditions, and some spell effects, track time in
real time using a timer or stopwatch. These timers persist in and out of combat. If
anything refers to combat turns or rounds, it is to be tracked by those and not in real
time.
Distance
Weapon ranges and movement distance is measured in abstract, according to the
number of Moves that separate two points.
Close 0
Near 1
Far 2
Distant 3+
Reactions
When you meet someone or something unexpectedly, they may not be sure what to
think of you. In that case, the GM rolls 2d6 to determine its feelings toward you. The
lower the number, the more hostile they are; the higher, the more friendly.
Stress
Stress is usually gained as a consequence of failure.
● 1 point of Stress occupies 1 item slot.
● If you gain Stress and don’t have empty item slots to fill, you die of The Horror.
● Spend a Bonus Action to drop one item, or an Action to drop two.
● A short rest removes 1 Stress if you eat a Ration.
● Lose 2 Stress during Downtime, plus any extra from Endeavors.
Rest
Take a short rest during an adventure and eat a Ration to heal 1d4 + TO HP.
A long rest comes when you return to town after an adventure, and leads to Downtime.
Magic Powers
Powers are spells written in the lingua arcana on Scrolls. Roll PR 12 to cast a Power
from a scroll. If you fail, nothing happens except for some minor brain damage, which
loses you 1 HP.
Death
When you reach 0 or less HP, you’re Broken by a mortal wound. You fall unconscious
and take 1 Stress every turn you’re still Broken. Damage taken while Broken is taken as
Stress, and may cause death by The Horror. Cure the Broken condition by bringing HP
above 0 again or using a Medicine Box.
Resurrection
Resurrection is common, but expensive. If your character is resurrected, they return
from beyond the veil with 2 Omens, 2 Stress, and half HP.
● Necromancer Guilds sell death insurance. Buy a policy for 100s and they’ll give
you a locator charm. Anyone who dies wearing one will be resurrected in 2 to 5
business days.
● The Lady of Spring lifts her oathsworn from the soil 5 minutes after death. They
become more tree-like each time, losing 1 IN and gaining 1 TO.
● The Lord of Thunder raptures his Broken oathsworn to his realm if they survive
their mortal wound. They return in a lightning strike 2 rounds later with full health
and 1 less PR. The lightning deals 1d6 damage to all targets in Close range.
● Aqua Cordis infects the drinker with vampirism. It can be poured down a corpse’s
throat to resurrect them as a vampire and heal them 1d6 + TO HP. One vial costs
50s, but you only have a 1 in 6 chance of finding a buyer if you want to sell.
○ Vampires have to drink blood or Cordis once a week or die.
○ A second drink adds a Boon to Strength and Agility for 20 min.
○ A dead vampire can be resurrected by pouring Cordis or blood down their
throat.
○ Vampires can be killed permanently by silver weapons or beheading.
Combat
Combat Procedure
Initiative:
● GM rolls a d6. On a 4 or higher, the players begin. Otherwise, the enemies do.
● Players take their turns in the order they decide each round.
On your turn:
● Move
● Action
● Bonus Action
Actions
● Attack
● Cast Power
○ Spend 1 Mana to cast.
● Maneuver*
● Move again
● Hold Action, set trigger
Bonus Actions
● Use 1 Item
● Swap or drop items
● Maneuver*
Attacks
● Standard attacks hit on a 12.
● On a natural 20, roll damage and double it.
● On a natural 1, your weapon is destroyed.
Dodge
● When attacked, roll AG 12 to dodge. Take damage if you fail.
● On a natural 20, you get to counterattack immediately.
● On a natural 1, you’ll take double damage.
Call Shot Spend a Bonus Action to Mark a Near target you can see.
Help Spend a Bonus Action to support a Near ally, granting them a Boon
on their next roll.
Shield Wall Spend a Bonus Action to raise your shield, gaining a Boon to dodge.
Weapon Effects
On hit, spend 1 Mana to activate a weapon effect, depending on its damage type.
Type Effect
Morale
Enemy units have their Morale tested whenever one of their own falls in battle, and
whenever a special action triggers a Morale test. The GM rolls 2d6 and compares it to
their Morale rating. If the result is higher, they try to flee; otherwise, they keep fighting.
Conditions
Spend 1 ration with a Medicine Box to cure any condition. Conditions proc at the
beginning of a turn, and may be recovered from after a successful roll at the end of a
turn.
Bleeding Gained in stacks. Take 1 damage per stack at the start of every turn
until healed. Recover with a TO 12 roll.
Broken Unconscious and dying. Take 1 Stress per turn until healed or dead.
Burning Gained in stacks. Take 1 damage per stack at the start of every turn
until healed. Recover with a TO 12 roll.
Exhaustion Gained in stacks. Take -1 to all rolls per stack. Lose a stack on a
short rest, and all stacks during Downtime.
Haste Gained in stacks. Each stack grants an extra Action and is consumed
when the Action is taken.
Poisoned Gained in stacks. Take 1 damage per stack at the start of every turn
until healed. Recover with a TO 12 roll.
Prone Take a Bane to dodge melee attacks and a Boon to dodge ranged
attacks. Spend a Bonus Action to drop or rise.
Downtime Procedure
1. Lose 2 Stress, gain 1 Omen
2. Heal to maximum HP and MP
3. Market
4. Advancement
5. Endeavors
Advancement
Characters gain 1 Omen every time they:
● Drink a vial of Gold Potion
● Win a battle
● Survive a session
Leveling Up
● Spend 5 Omens to gain 1 Level. Maximum level is 20.
● For each level gained, increase an Ability by 1.
● No Ability may be higher than 6.
● Recalculate Stats after leveling up.
Endeavors
You may complete 1 Endeavor during Downtime.
Endeavor Description
Buy an Artifact or Scroll Visit an Artifact dealer or a Scroll dealer. The GM gives you
a list of 3 options for purchase at 100s each.
Craft something Tell the GM what you’re trying to make and they’ll either
say no or set the cost of materials. Pay the cost, reducing it
by 5s per point in DE and IN, then add the item to your
inventory.
Develop a Talent Spend 100s to develop a talent. See the Talent list for
options.
Gamble at the Tavern Make a bet in any currency, then roll a d6. Roll another d6.
If the second was equal or higher, win double the bet. If it
was lower, you lose.
Get a Blessing Seek a blessing from a nun at the Abbey or a spirit at the
Shrine. Gain 1 Omen.
Heal at the Abbey Lose 2d6 Stress. You can also give the nuns a Relic to
cure a curse.
Hunt for Blood Vampires only. Satisfy your vampirism for a week. Roll a
d6. If the result is higher than your Toughness, increase it
by 1.
Visit the Shrine Begin or maintain an oath to the Lady of Spring or the Lord
of Thunder by sacrificing an item worth 25s or more.
Work an Honest Job Why would you do this? Gain 2d4x10 silver. I guess.
Blacksmithing
● Alchemical blacksmithing is more common than you’d think. Every piece of armor
and weapon has 1d6 Quality. A blacksmith can identify Quality on sight, but
anyone else needs to roll IN 12 to make an accurate appraisal.
● An item’s Quality determines the number of enhancement slots it has.
○ A Quality 3 sword could have +2 Accurate and +1 Caustic.
○ A Quality 4 mace could have +1 Accurate, +1 Brutal, +1 Cold, and +1
Scorching.
● One point of enhancement costs 8s to add, adding 4s to sale value.
1 Accurate +1 to hit
2 Brutal +1 damage
2 Crystal +1 Mana
Combat Talents
Name Description
5 Dual Wielder When dual-wielding weapons, roll 1d20 for both attacks.
9 Shield You can use your shield to add a Boon to Shove, Slam, and
Combat Stun maneuvers.
10 Shock Any time you use the Charge maneuver, Close enemies make
Trooper a Morale check.
1 Anabolic Blood When you level up, gain +2 HP in addition to other possible
changes.
2 Auxiliary Gills You have gills under your arms that allow you to breathe
underwater.
3 Bark Scales Thick bark grows on your skin. Gain Armor equal to TO. It
never impedes your AG.
4 Dorsal Quills The quills that grow on your shoulder blades deal 2 damage
to enemies that hit you with unarmed attacks. They can be
pulled and thrown as weapons.
6 Glider You have a membrane from each wrist to each hip that allows
Membrane you to glide to a Nearby point in 1 Move. You can’t wear tier 3
or higher armor.
7 Marsupial You grow a pouch on your tummy that has 2 + TO item slots.
Pouch
8 Psionic Gland You can read Nearby emotions without a roll, and try to read
thoughts with IN rolls.
9 Root Toes If you bury your feet for a short rest, you don’t need to eat a
Ration to heal.
10 Scent Lenses If a scent is strong enough, you can visibly track and follow it.
11 Thermal Vision Your vision is based on warmth instead of light. You no longer
take a Bane in the Dark, but you can’t make out many visual
details.
12 Venomous When you bite an enemy or they bite you, they gain 1d4
Saliva stacks of Poisoned. You can roll TO to spit your venom at a
Nearby target.
Sorcery Talents
Name Description
1 Arcane Shield Spend 1 Mana and a Bonus Action to give a Nearby target a
Boon to dodge 1 attack.
3 Glyph Carver You can roll IN to carve a Power’s code into a solid object,
setting it to activate on a specific trigger.
4 Grimoire Binder You may take an Endeavor to merge 3 Power Scrolls into a
single spellbook that occupies 1 item slot.
7 Ritual Casting You can cast a Power without rolling, but it takes 5 minutes.
10 Turn Undead Spend 1 Mana and roll 3d6 against Nearby undead enemies'
Morale. Those who fail must flee.
1 Alchemist You can brew various potions using the Crafting Endeavour
and following its guidelines.
3 Butcher When you harvest Rations from a dead beast, you always gain
at least 1d4 Rations.
4 Chef If you have a pot and a fire, you can turn everyone’s Rations
into a decent meal that removes 1 Stress when eaten.
7 Lamplighter Your Candles, Torches, and Lamp Oil vials last 10 minutes
longer.
9 Mechanics Gain a Boon to pick locks, defuse traps, and tinker with
gadgets.
10 Piper You can speak with rats and summon 1d4 of them by
whistling.