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EXILES

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

Background & Abilities

Your six Abilities are:


● Strength, for melee attacks and stamina
● Toughness, for hit points and healing
● Dexterity, for ranged attacks and mechanics
● Agility, for dodging and stealth
● Presence, for spellcasting and persuasion
● Intelligence, for knowledge and deduction

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.

Everyone begins with 50 silver, 1 torch, 2 rations, and a Medicine Box.

Roll for your first weapon:


2d6 Weapon

2 Zweihander

3 Crossbow & Quiver

4 Warhammer

5 Spear

6 Club

7 Dagger

8 Javelin

9 Bow & Quiver

10 Sword

11 Battle Axe

12 Pistol & Powder Horn


Weapon Tags
● Melee weapons roll Strength.
● Ballistic and Finesse weapons roll Dexterity.
● Thrown weapons roll Strength or Dexterity.
● Complex weapons roll Intelligence.
● Ballistic and Complex weapons require a Quiver or Powder Horn.
● Arcane weapons roll Presence.
● Light weapons are 1 handed and occupy 1 item slot
● Versatile weapons are 1 handed, but increase damage when used with both
hands. They occupy 1 item slot.
● Heavy weapons are 2 handed and occupy 2 slots.
● Bludgeoning weapons reduce armor by 1 tier if you spend 1 Mana on hit.
● Piercing weapons ignore armor if you spend 1 Mana on hit.
● Slashing weapons deal 1d4 stacks of Bleeding if you spend 1 Mana on hit.
● Dual Wielding is possible with Light and Versatile weapons. The offhand
weapon rolls 1d12 to hit instead of 1d20.

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

1 Backpack Has 5 item slots

2 Bear Trap 1d8 damage when triggered

3 Chalk Write on things

4 Crowbar Pry things apart

5 Lockpicks Pick locks and traps

6 Mirror Reflects light, sees around corners

7 Mule Has 8 item slots and 5 HP.

8 Poison Vial Weapon deals 1 stack of Poison per hit for 1 combat.

9 Red Potion Heals 1d6 + TO HP.

10 Relic Roll Presence against Nearby monsters. If you succeed,


they check Morale.

11 Rope & Hook 30 feet

12 Satchel Has 3 item slots

13 Shovel Dig, poke, or smash

14 Toolbox Has a bunch of little tools in it

15 Leathers +1 Armor

16 Buckler +1 dodge, break to cancel a hit

17 Chain Mail +2 Armor

18 Round Shield +2 dodge, break to cancel a hit

19 Unclean Scroll

20 Sacred Scroll
Gear List
Item Description Cost

Backpack Has 5 item slots 6s

Bear Trap 1d8 damage when triggered 20s

Candle Provide Close light for 20 min 1s

Chalk Write on things 1s

Crowbar Pry things apart 8s

Gold Potion Grants 1 Omen per vial. 50s

Lantern Provide Nearby light 10s

Lantern Oil Fuel a lantern for 60 min 6s

Lockpicks Pick locks and traps 6s

Medicine Box Consume 1 Ration to heal 1 Condition. 14s

Mirror Reflects light, sees around corners 14s

Mule Has 8 item slots and 5 HP. 50s

Poison Vial Weapon deals 1 stack of Poison per hit for 1 combat. 6s

Powder Horn Provides ammunition for Complex weapons. 6s

Quiver Provides ammunition for Ballistic weapons. 6s

Ration Eat 1 while resting to heal 1d4 + TO HP. 1s

Red Potion Heals 1d6 + TO HP. 10s

Relic Roll Presence against Nearby monsters. If you succeed, 20s


they check Morale.

Rope & Hook 30 feet 10s

Satchel Has 3 item slots 4s

Shovel Dig, poke, or smash 6s

Toolbox Has a bunch of little tools in it 20s

Torch Provides Near light for 40 min 2s


Weapon List
Name Type Range Weight Damage/Type Cost
Arbalest Ballistic Far Heavy 1d10 p 34s
Arquebus Complex Far Heavy 2d6 p 40s
Atlatl Complex Near Light 1d8 p 16s
Battle Axe Melee Close Versatile 1d8/1d10 s 20s
Blowgun Ballistic/Silent Near Light 1d4 p 8s
Blunderbuss Complex Close Heavy 2d6 b 40s
Bow Ballistic Near Heavy 1d6 p 12s
Club Melee Close Light 1d6 b 8s
Crossbow Ballistic Near Heavy 1d8 p 16s
Dagger Thrown Near Light 1d4 p 6s
Estoc Melee Close Heavy 1d10 p 30s
Flail Melee Close Heavy 1d10 b 30s
Halberd Melee Close Heavy 1d10 s 30s
Half-pike Melee Close Versatile 1d8/1d10 p 24s
Hand Crossbow Ballistic Near Light 1d4 p 10s
Javelin Thrown Near Light 1d6 p 8s
Longbow Ballistic Far Heavy 1d8 p 20s
Mace Melee Close Versatile 1d8/1d10 b 20s
Mortar Complex Far Heavy 2d8 b 44s
Pike Melee Close Heavy 1d10 p 30s
Pistol Complex Near Light 2d4 p 30s
Rapier Finesse Close Light 1d6 p 12s
Sabre Finesse Close Light 1d6 s 12s
Sceptre Arcane Near Light 1d8 b 24s
Sling Finesse Near Light 1d4 b 6s
Spear Melee Close Versatile 1d6/1d8 p 16s
Staff Melee Close Light 1d4 b 6s
Sword Melee Close Versatile 1d6/1d8 s 12s
Wand Arcane Near Light 1d6 b 20s
Warhammer Melee Close Versatile 1d6/1d8 b 12s
Warpick Melee Close Versatile 1d6/1d8 p 12s
Zweihander Melee Close Heavy 1d10 s 30s
Armor
Any time you take damage, reduce it by your Armor rating. If your worn Armor is higher
than your Strength, take a Bane to Agility rolls.

Armor Effect Item Slots Cost

Leathers (tier 1) +1 Armor 1 50s

Chain Mail (tier 2) +2 Armor 1 100s

Half Plate (tier 3) +3 Armor 2 150s

Plate Mail (tier 4) +4 Armor 2 200s

Magic Robe +PR Armor 1 300s

Buckler +1 dodge, break to cancel 1 10s


a hit

Round Shield +2 dodge, break to cancel 1 20s


a hit

Kite Shield +3 dodge, break to cancel 2 30s


a hit

Pavise Shield Plant to provide cover from 2 40s


targeting for 1 character.

Helmet Prevents 1 Critical hit, then 1 10s


breaks.

Hussar Wings Add a Boon to Presence 1 30s


rolls during combat.
Unclean Scrolls

1d12 Name Effect

1 Palms open the southern A ball of fire explodes at a Near point,


gate dealing 1d8 damage in Close range.

2 Tongue of Eris A Near creature becomes Confused.

3 Telekinesis You can move (IN) objects with your mind


for 1d6 x 10 minutes.

4 Lucy-fires Levitation Hover for PR x 2d6 minutes.

5 Daemon of capillaries 1 Near creature suffocates, losing 1d4 HP


per round for 3 rounds.

6 Unknot the storm 1d2 lightning bolts deal 1d6 damage each to
Near targets.

7 Metzhuotl blind your eye A creature becomes Invisible for 1d3 x 10


minutes.

8 Foul Psychopomp Summon 1d4 skeletons who obey you for 10


minutes, then die.

9 Eyelid blinds the mind 1d4 Near creatures fall asleep for 60
minutes.

10 Death All Near creatures lose 4d10 HP.

11 Ghost Passage Create a permeable passage through a solid


surface. Every creature has a 1 in 6 chance
of instant death as they pass through.

12 Barbed Soul Hook A ghostly scythe impales a Nearby creature


for 1d6 damage and pulls them Close to
you.
Sacred Scrolls
1d12 Name Effect

1 Grace of a dead saint 1d2 Near creatures heal 1d10 HP each.

2 Grace for a sinner 1 Near creature gains a Boon on their next


roll.

3 Whispers pass the gate Ask three questions to a dead creature.

4 Aegis of sorrow A Near creature gains 2d6 extra HP, which


disappears after 5 minutes.

5 Unmet fate Resurrect a dead creature to full HP, 1


Stress, and 2 Omens.

6 Bestial speech Speak with animals for 20 minutes.

7 Night’s chariot Create Light or Darkness up to 1 move away


for 3d10 minutes.

8 Hermetic step You find all traps within 2 moves for 2d10
minutes.

9 Roskoe’s consuming glare 1d4 Near creatures lose 1d8 HP each.

10 Enochian syntar 1 Near creature blindly obeys a single


command.

11 Purge the vessels A creature you can see instantly recovers


from all Conditions.

12 Spiritual Hammer Manifest a floating, spectral Club Close to


you. You can Move it 1 or attack with it as a
Bonus Action. Roll PR for the attack.
Adventure

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.

Boons and Banes


At times, you might roll with a Boon or a Bane. A Boon is a d6 added to your roll, while
a Bane is a d6 subtracted from your roll. Boons and Banes cancel each other out before
the roll - for example, rather than roll with 3 Boons and 2 Banes, just roll with 1 Boon. If
you have an equal number of Boons and Banes, roll normally.

Considering enemies never roll in combat, a Bane applied to an enemy is a Boon to


you, and a Boon to an enemy is a Bane to you.

If you’re able, you can help an ally with a roll, granting them a Boon.

Pushing Your Luck


You can gain 1 Stress to add a Boon to your roll. There’s no limit to how much Stress
you can gain for Boons. You’re an adult.

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.

Distance Moves Apart

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.

Cover & Flanking


● Any unit who is in Cover can’t be targeted by a Near or Far attack.
● Those who have more Close enemies than allies take a Bane to dodge.
Maneuvers
Maneuvers cost both your Action and Bonus Action.

Maneuver Difficulty Effect

Charge 14 Move and attack with a Melee weapon in


a single action.

Cleave 14 Attack two close targets at once with a


slashing weapon.

Disarm 14 Target drops a weapon.

Feint 12 Roll Presence to make the target flinch. If


you succeed, the next Attack hits them
automatically.

Goading Attack 14 Target is forced to attack you on their next


turn.

Grapple 12 Target is Grappled. Can roll with ST or


AG.

Headshot 18 Add a Boon to damage.

Power Attack 12 Break your weapon and deal a Critical Hit.

Reckless Attack 12 Make a Melee attack with a Boon. Take a


Bane to Dodge until your next turn.

Riposte 12 Hold a Melee Attack. Auto-hit on a


successful Dodge.

Shove 14 Shove target 1 Move away.

Slam 14 Knock target prone and deal weapon


damage.

Stun 18 Target takes 1 stack of Stunned.


Combat Tactics
Alley-oop Give your Bonus Action to a Close ally instead of spending it yourself.
Two Bonus Actions add up to one full Action.

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

Bludgeoning Reduce Armor’s tier by 1.

Piercing Ignore Armor.

Slashing Deal 1d4 stacks of Bleeding.

Arcane +1d6 damage.

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.

Blinded Take a Bane to rolls that require sight.

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.

Charmed Take a Bane to resist mental influence. Recover with a PR 12 roll.

Confused Take a Bane to all rolls. Recover with an IN 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.

Fear Must spend Moves to flee. Recover with an IN 12 roll.

Freezing Gained in stacks. At 3 stacks of freezing, the target becomes


Grappled.

Grappled Can’t Move. Take a Bane to dodge. Break with a ST or AG contest.

Haste Gained in stacks. Each stack grants an extra Action and is consumed
when the Action is taken.

Invisible Can’t be targeted. Gain a Boon to relevant rolls.

Marked The target takes a Bane to dodge until damaged.

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.

Stunned Gained in stacks. Lose 1 Action, then lose 1 stack.


Downtime

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.

Enhance a weapon Pay a blacksmith a 10s service fee plus materials to


customize a weapon. See the Blacksmithing section.

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.

Enhancement for Weapons Effect

1 Accurate +1 to hit

2 Brutal +1 damage

3 Caustic +1 Poisoned stack on hit

4 Cold +1 Freezing stack on hit

5 Scorching +1 Burning stack on hit

6 Vicious +1 Bleeding stack on hit

Enhancement for Armor Effect

1 Clockwork +1 ST while wearing

2 Crystal +1 Mana

3 Frag 1 damage to melee attackers

4 Mount +1 weapon attachment

5 Reinforced +1 Pierce Prevention

6 Sustain +1 HP recovered when healing


Talents

Combat Talents
Name Description

1 Assassin If you hit an unaware enemy, add a Boon to damage.

2 Boxer Your unarmed attacks can be made on a Bonus Action and


deal 1d6 damage.

3 Brutality Your Reckless Attacks gain a Boon to damage.

4 Cavalier Add a Boon to Charge, Cleave, and Reckless Attack


maneuvers while mounted.

5 Dual Wielder When dual-wielding weapons, roll 1d20 for both attacks.

6 Duelist Add a Boon to Disarm, Feint, and Riposte maneuvers.

7 Evasive You never take a Bane from being flanked.

8 Hurler Gain a Boon to Throw weapons.

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.

11 Sniper Add a Boon to Headshot maneuvers with Ranged, Long, and


Complex weapons.

12 Wrestler Add a Boon to start or end a Grapple with ST or AG.


Mutations
Name Description

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.

5 Fungal You can spend 1 HP to create a tiny mushroom clone of


Homunculi yourself with 1 HP.

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.

2 Eldritch Focus When casting Powers, add IN to the PR roll.

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.

5 Hematurgist You can spend 2 HP instead of 1 Mana to cast Powers.

6 Muscular Roll ST instead of PR to cast Powers by flexing your


Channeling muscles.

7 Ritual Casting You can cast a Power without rolling, but it takes 5 minutes.

8 Smite Spend 1 Mana to add 1d6 damage to a melee weapon hit.

9 Stigmata When you spend an Omen on a die, roll 1d6. On a 6, take 1


damage and regain 1 Omen.

10 Turn Undead Spend 1 Mana and roll 3d6 against Nearby undead enemies'
Morale. Those who fail must flee.

11 Wandmaker You can craft a Wand by spending 1 Mana on a sufficient


branch.

12 Wisp Spend 1 Mana to create a spectral hovering Lantern. It stays


lit for 60min, and you can move it up to Near range.
Utility Talents
Name Description

1 Alchemist You can brew various potions using the Crafting Endeavour
and following its guidelines.

2 Blacksmithing As an Endeavour, you can conduct alchemical blacksmithing


yourself, forgoing the service fee but not the supply cost.

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.

5 Hauler From now on, your Stamina is calculated as (8 + ST + TO) x 2.

6 Herbalist You can gather Herbs to supply medicine boxes instead of


Rations. Roll IN 12 to gather 1d4 Herbs, which stack in a
single slot.

7 Lamplighter Your Candles, Torches, and Lamp Oil vials last 10 minutes
longer.

8 Lore For every point of IN you have, choose an area of expertise


such as history, nature, magic, etc. Gain a Boon to IN rolls to
recall information about those areas.

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.

11 Shadow On any turn you don’t Move, you become Invisible.

12 Survival Gain a Boon to predict weather, navigate difficult terrain, and


find signs of wildlife.

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