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Vagabond

Combat System Playtest v.1.0


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A TTRPG System Core
by Taron “Indestructoboy” Pounds
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This document contains material that is ©2023 Rebel Rouser Games, LLC

All Rights Reserved


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Public Preview Date: 03/17/2023

CONTENT WARNING
VAGABOND is a game that features fantasy violence.

© 2023 REBEL ROUSER GAMES, LLC  1


Introduction
Combat System Playtest v1.0 PUBLISHING KICKSTARTER
VAGABOND Designer: Taron “Indestructoboy” Pounds As soon as the system reaches its final playtest phase, the
This PDF is a Playtest packet for the VAGABOND tabletop Publishing Kickstarter will take place. The intent of this
roleplaying game system core. Within, you will see how the Kickstarter is to raise money for the printing of a set of
Combat System plays out in the Solo and Group formats. physical core rulebooks. Other physical rewards will be
While the final publishing of VAGABOND will give you included.
the tools to change the game to suit their preferences, we ADDITIONAL SUPPORT
ask those of you participating in this playtest to adhere to If you would like to support me in the development of
the rules given here as closely as possible. We would like VAGABOND, I do have a Patreon and will be updating it
the feedback we receive to address the “rules as written” to regularly with materials for the game.
make sure we close the gap with the “rules as intended.”
WHAT IS VAGABOND?
VAGABOND is intended to be a “lean and mean” fantasy TTRPG, Contents
inspired by my years designing for other modern TTRPGs. I set Introduction........................2 Basics of Adventure..........35
out to write this game not to be a clone, but something that Reading This Packet..........3 Resting..............................35

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provided the same experience and character expression of How to Play........................3 The Environment............35
modern fantasy TTRPG systems with a focus on practical play. Guidelines..........................4 Downtime........................36
VAGABOND is also designed to give ARBITERS (our game’s
The Dice.............................5 Running Combat...............37
GM) all the tools required to run the game as seamlessly as Scenes.................................6
possible. As such, VAGABOND is a system that was designed Rounds.............................37
Creating Heroes...................7 Enemies............................37
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to run itself. You can play VAGABOND Solo, Cooperatively,
Hero Creation....................7 Position............................37
or Guided with an ARBITER.
Stats......................................9 Health & Damage........... 38
WHO IS REBEL ROUSER GAMES? Actions..............................39
Rebel Rouser Games was founded as an LLC in 2023 by Attributes & Skills...........10
ENnie-winning game designer and YouTuber, Taron Lineage............................... 13 Conditions........................ 40
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“Indestructoboy” Pounds. The purpose to our founding was Human.............................. 13 Statuses.............................. 41
to create VAGABOND, keep the system legally protected, Dwarf................................ 13 Equipment.........................43
and publish a game with an irrevocable open license where Elf...................................... 13 Armor...............................43
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others can make a living doing the thing I love to do. Dragonkin........................ 14 Weapons..........................43
RRG is a one-man team, but I pride myself on contracting Halfling............................. 14 Alchemical Items.............47
artists and writers for contributions to the mechanics you Harpy................................ 14
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Magic.................................. 51
will find within. Golem............................... 15 Create Your Tome............52
Gremlin............................ 15 Magical Arts.....................52
LAUNCH GAMEPLAN Mimic............................... 15
The release of VAGABOND will take place over the course Essences...........................53
of 2023 and 2024 with two Kickstarters planned; a Classes................................ 16 Curses.................................55
Development Kickstarter, and a Publishing Kickstarter. You Alchemist......................... 16 Statblocks..........................56
can watch livestreams of the system’s development over at Barbarian......................... 18 Reading Statblocks..........56
www.youtube.com/indestructoboy. Bard................................... 19
Fighter.............................. 21
DEVELOPMENT KICKSTARTER Priest.................................22
In Q3 2023, a Development Kickstarter will take place. The Pugilist.............................24
purpose of this Kickstarter is to help subsidize my living Rogue................................25
expenses over the course of the development, and invest Vanguard..........................27
further into the final work. Wizard............................. 28
Anyone who supports the Development Kickstarter at a
certain tier will receive the Development PDFs, which show Past.................................... 30
off completed portions of the system. Those who support Future.................................32
VAGABOND at this tier will receive the complete System Core Talents................................34
PDFs when they are completed (Goal Q3 2023), before the
Publishing Kickstarter.

© 2023 REBEL ROUSER GAMES, LLC Introduction 2


Reading This Packet HERO RECORD
The sheets PLAYERS will use to record their HEROES’ Features
and Traits.
HEADERS
PLAYER
Headers (like the one above) are used to indicate what
The PLAYERS are anyone playing a HERO within VAGABOND.
information the body text pertains to. VAGABOND also uses a
Mechanic Header to distinguish that Mechanical Text likely LINE-OF-SIGHT
to go on a HERO RECORD, or that will occur often in play is to Anything that can be visually perceived by a BEING and is
follow. Mechanic Headers are followed by a Subheader that within a Targetable distance.
describes Prerequisites to gain the Feature described, or that
categorizes the Mechanic. TARGET
Anything chosen to be subjected to some effect by the
MECHANIC HEADER
PLAYER or ARBITER.
Subheader

KEYWORDS THINGS
A Thing as refered to in VAGABOND is either a BEING or
BOLD BLACK SANS SERIF: Out-of-Game subjects, like OBJECT.
the ARBITER, a HERO RECORD, and the game itself,
VAGABOND. BEING
BOLD LIGHT SANS SERIF: In-game Targets and Groups Any thing with sentience is a Being, even if that sentience is

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during mechanical text, as well as highlighting FAVORED, artificially bestowed.
HINDERED, and EXPLODING rolls. HERO/HEROES
Regular Light In-Body: These refer to Statuses, such as being Any BEING controlled by a PLAYER.
Charmed, Bloodied, or Berserked.
ENEMY/ENEMIES
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Shorthand: The terms Accuracy Test, Defense Test, and Skill
Any BEING who is hostile towards the HEROES.
Test all appear abbreviated as AT, DT, and ST respectively.
Additionally, Attribute modifiers are indicated with three BEING TYPE
letters in brackets such as [STR] to indicate using your HERO’S A classification for BEINGS and a quick description of
Strength modifier, rather than your Strength score. their biology, essence, and nature. There are mechanics
of the game that interact with a Being’s Type, detailed in
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How to Play those mechanics. The following BEING Types are used in
VAGABOND:
MATERIALS
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ARTIFICIALS are sentient OBJECTS.


You will need the following physical materials to play a BEASTS are the animals that naturally occupy the world.
game of VAGABOND: CRYPTIDS are unnatural and bizarre creatures that may bear
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Hero Record: PLAYERS will need to track certain aspects of resemblence or origins to beasts, and often birth myths
the HERO they play on a Record. A copy of the VAGABOND and shape folklore.
HERO RECORD is included in this document. FAE are supernatural forest spirits, hags, and sprites.
Pencil: Unless playing digitally, you will need something to HELLSPAWN are the daemons and devils originating from
write down changes to your HERO during the story. foul planes of darkness.
Polyhedral Dice: A standard set of polyhedral roleplaying HUMANLIKE are humanoid peoples that create civilizations,
dice includes a d4, d6, d8, d10, d12, d20, and d%. cultures, languages, and industry.
A Coin: For determining Initiative, or roll a die and use even JOTUN are giants and giant-kin.
numbers for Heads and odd numbers for Tails. LESHY are ambulatory flora and fungi, such as treants.
Grided Paper/Battlemat: For mapping exploration and OUTERS are eldritch and unknowable creatures originating
combat. from realms unknown.
PRIMORDIALS are elementals, most ancient enough to have
TERMS seen the spark of creation.
ARBITER UNDEAD are those cursed to undeath, including zombies,
Also known as a “game master,” the ARBITER is the person vampires, and skeletons.
at the table adjudicating the rules of VAGABOND for the SERAPH Divine creatures such as unicorns and angels.
PLAYERS, running the ENEMIES, and facilitating the shared SLIMES are all mater of amorphous, ooze creatures.
fiction. The ARBITER is trusted to make these rulings fairly. WYRM includes all manner of dragon and scaly-kind.

© 2023 REBEL ROUSER GAMES, LLC Introduction 3


OBJECT RAI VS RAW
Any thing without sentience is an OBJECT. Language is hard. Mechanical text is even harder. A situation
may come up where the rules as they appear in the text
ITEMS aren’t clear in deciding how that situation should be ruled.
An Item is an OBJECT that can reasonably be lifted and We hope the spirit behind the rules takes precedent over
carried by a Medium-sized Humanoid. Items are described ideas of how to potentially make something function as it
by their Size, and are counted against a BEING’S Load. was not intended to.
STRUCTURES TRDSIC
A Structure is an arrangement of various OBJECTS that has An acronym coined by Chris “Treantmonk” Honkala,
been constructed. TRDSIC is short for “The Rules Don’t Say I Can’t.” In short,
MOUNTS & VEHICLES it’s when the rules aren’t being interpreted for what is
Mounts are any BEING that is riden by another BEING. written, but rather for what isn’t written. It’s the bad faith
Vehicles are any OBJECT created to be riden. assumption that because a piece of game text didn’t account
UNSECURED for a potential misinterpretation in the way something is
If an effect states that an OBJECT must be “Unsecured” to clearly intended to function, that it is meant or allowed to
be affected, the OBJECT can’t be fastened to a Structure or function that way.
equipped by a BEING. For example, a player arguing that they could choose a
Relic in their starting equipment because it says “a sword”
Guidelines and not specifically “a sword that isn’t a Relic” would be a

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TRDSIC argument.
Best practice is; assume that if you interpret something to
REASONABLE PLAY grant you higher power than what you are aware is intended,
The following guidelines are used when interpreting the that would likely be a TRDSIC may of play.
rules to get the healthiest sense of how the rules of the game
are intended to function as written.
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NO STACKING MODIFIERS VAGABOND follows the tradition of collaborative storytelling
If an effect instance applies a modifier (such as a Ranged through roleplaying games.
weapon ATTACK adding DEX), that modifier can only be NO TAKSIES-BACKSIES
applied once for that instance of the effect. The ARBITER has the task of keeping the story going in a
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However, you add bonuses to Protection if those bonuses reasonable manner and hopefully not disrupt cohession. As
are not coming from a feature of the same name. such, after the ARBITER describes the result of any actions, it
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HIERARCHY OF SPECIFICITY is considered bad form for any PLAYER to argue the outcome
There are “general rules” for how the game is played, and with the ARBITER, no matter how undesirable. This is flexible
“specific rules” that allow these “general rules” to be bent and for every group, but is offered here as a guideline for play.
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broken when applied. Always remember: when a specific rule CLEAR COMMUNICATION OF RISK
contradicts a general rule, the specific rule is to be obeyed. Much of play will take place in the “theater of the mind”
PLAYER CHOICE and some theaters look vastly different than what others
Mechanics granted to or caused by a HERO state either have envisioned. In these situations, it is the ARBITER’S job
directly or indirectly that a choice must be made (such as to try and clearly convey elements of the scene as they have
“Trained with a weapon”). These choices are always made envisioned in their mind. The ARBITER should make it clear
by the PLAYER controlling that HERO. to the PLAYERS that consequences may occur as a result of a
potentially risky plan of action.
PLAYERS WIN TIES For example: choosing to make a risky jump out of the HERO’S
In the event of a tie, the PLAYER wins. jump distance may result in them falling from a great height. A
ROUND DOWN PLAYER may not be aware of the distance of the gap or height of
Unless indicated otherwise, assume any division rounds down. the fall the ARBITER has in mind, so the ARBITER should make
HEROES BEAR THE BURDEN OF PROOF this risk apparent.
The ENEMIES are assumed to hit, dodge offenses, and resist This doesn’t mean the ARBITER needs to describe every single
magic. It is the HEROES that must prove their worth. As detail of the environment to its finest detail, or that a clearly
such, those BEINGS controlled by the ARBITER do not make dangerous ENEMY will attack if provoked. A brief overview of
AT, DT, or ST. the environment of the Scene is absolutely reasonable, and the
PLAYERS’ engagement with the fine details can serve as them
prompting the ARBITER for the fine details.

© 2023 REBEL ROUSER GAMES, LLC Introduction 4


SOLO passes the test and the Attack hits.
VAGABOND also facilitates solo play. You can do so with a The ARBITER will not make ATs for the ENEMIES. They are
written module, or with the procedural generation tools always assumed to hit unless the PLAYER passes the indicated DT.
provided in an upcoming update. DEFENSE TEST [DT]
ENEMY COMBAT GAMBIT Defense Tests [DT] are d20 rolls made against a number set
During the ENEMY Turn in solo play: by the effect. The BEING making the DT must roll a d20 and
add the DEFENSE modifier called for to the roll. If the result
• Check Morale conditions, if applicable.
of the roll after this modifier is equal to or higher than the DT
• ENEMIES do anything they can with FAVOR, and avoid doing
number, the BEING succeeds.
HINDERED actions. Assume aggression unless otherwise
indicated by Morale. SKILL TEST [ST]
• The ENEMY’S Statblock will detail a Zone, which describes Skill Tests [ST] are d20 rolls made against the HERO’S
how it Moves and acts. A trait will also detail when it might Capability with the Skill. Skill Capability is equal to 20 minus
switch tactics and what it does with its Quick Action. (the HERO’S Aptitude Rank with the Skill plus the associated
Attribute modifier):
SOLO INTEGRITY
SKILL CAPABILITY = 20 − (Skill Aptitude Rank + the Attribute Modifier)
Group play allows the ARBITER to hide characteristics like
Protections and Status Immunities from the PLAYERS. HEROES are assumed to pass the ST if the number rolled on
Unfortunately, this isn’t feasible or practical in solo play. the d20 is equal to or higher than their Capability. Other
You are assumed to take on the adventure as a competent effects may cause the ST to be made with a Bonus or Penalty,

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HERO, but this comes with its risks, including being potentially as determined by the ARBITER.
unprepared for the dangers that you may face. There may be For example, a Wizard with Logic 16 (+3) that is Trained
times where retreat is your best option, but it’s entirely fair with the Arcana Skill (+2) would have an Arcana Capability
to believe your character knows certain things about various score of 15, and passes any Arcana ST on a roll of 15 or higher
ENEMIES you may face. For example, knowing UNDEAD tend to on the d20.
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be weak to Holy damage, OUTERS tend to be capable of mind-
bending Wyrd attacks on your mind, and PRIMORDIAL BEINGS
OTHER DICE
of Fire likely are immune or absorb Fire damage. During the game, the other dice are used for determining
Damage and Healing rolls.
The Dice DAMAGE
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Dice rolls made to determine damage dealt. Attribute
The dice needed to play VAGABOND can be found at most game modifiers are not added to damage rolls.
stores. The set should come with 4-, 6-, 8-, 10-, 12-, and 20-sided
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dice, as well as a percentile (d%) die that has ‘tens’ values. These HEALING
dice are abbreviated as d4, d6, d8, d10, d12, and d20, respectively. Dice rolls made to determine restored health.
Sometimes the game calls for a d2, which you may flip a coin or d100
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roll a d4 and treat a roll of 1-2 as a 1 and 3-4 as a 2. When a d100 roll is called for, roll d10 and d%. Unlike for its
If you see a number before the indicated die (such as 3d6), it standard roll, a 0 on the d10 for this roll indicates a result of 0.
means you roll multiple dice of that size equal to the indicated
number (in this case, you would roll three six-sided dice). DICE MECHANICS
COMBAT VS ROLEPLAY BONUS & PENALTY
Dice rolls are used differently in combat and roleplay. Combat If a Bonus is applied, add the indicated number to any
rolls are typically AT and DT made to exceed thresholds that applicable dice rolls or other variable described in the effect,
vary. Some ST may occur in specific situations, but these are even if the Bonus is a negative number.
mostly Roleplay rolls. If a Penalty is applied, subtract the indicated number from
Roleplay rolls are typically ST rolls made against a any applicable dice rolls or other variable described in the
Threshold set by the HERO’S capability with the roll. effect, even if the Penalty is a positive number.
THE d20 CRITICALS & FUMBLES
In VAGABOND, there are three types of d20 roll: A Critical is scored on an AT, DT, or ST when a 20 is rolled on
ACCURACY TEST [AT] the d20.
Accuracy Tests [AT] are made against a number indicated in AT: Double the damage dealt, which can’t be reduced by any
the Target’s statblock. The PLAYER rolls a d20 and adds the Protections other than Immunity.
appropriate modifiers to the roll. If the result of the roll after DT: The HERO can make one Attack or Quicken Cast without
modifiers is equal to or higher than the Target’s AT, the HERO requiring an Action.

© 2023 REBEL ROUSER GAMES, LLC Introduction 5


ST: The HERO gains one Luck. SKILL TESTS
A Fumble occurs on an AT, DT, or ST when a 1 is rolled on the Each time the HEROES fail a ST outside of Combat, the
d20, and always results in a Failure. Progress Clock advances, as Fate takes its toll. Generally, this
results in the ENEMY plans being furthered.
EXPLODING
If a roll EXPLODES or is EXPLODING, any dice used for the roll
that score their highest value can be rolled one additional
time. The new result is added to the initial result of that die.
FAVORED & HINDERED
Certain abilities or effects may Favor or Hinder
BEINGS’endeavors, affecting dice rolls. Whenever the terms
Favor, Favored, Hinder, or Hindered refer to a roll, the
following rules apply:
FAVOR/FAVORED: Roll one additional die of the same size
and use the better of the two rolls.
HINDER/HINDERED: Roll one additional die of the same size
and use the worse of the two rolls.

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Scenes
If the narration is focused on events of the Story unfolding,
a “Scene” is occuring. You will subconsciously feel these
“shifts of narration” in play any time the Story progresses.
For the purposes of play; any Scene that occurs
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encompasses at least 10 minutes of in-game time.
PROGRESS CLOCKS
VAGABOND makes use of Progress Clocks for dynamic
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elements in exploration and combat. As a general philosophy
to a Progress Clock: bad things happen as a clock advances,
typically completing when a clock is completed.
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0/2 0/3 0/4 0/6 0/8


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SOLO PLAY
The Progress Clock tracks the passage of time and will be
your guide to when you need to rest. Tracking the Progress
Clock and managing your resources is key to the intended
solo play experience.
Interacting with elements of a dungeon, advancing to an
unexplored area, resting, combat, and general travel are all
examples of things that may advance the Progress Clock.
In Solo Play, the clocks represent the moving aspects of the
story. When a character enters a particular room at a certain
progress point, events may change. BBEGs may have made new
minions, opened a certain portal, etc.
Before entering a dungeon, it will indicate what Progress
Clock(s) must be tracked. Some rooms will indicate certain
events taking place while adventuring.
COMBAT
While a round of Combat occurs around 10 seconds of
time, the events immediately leading up to and following a
Combat scenario takes place during the same Scene.

© 2023 REBEL ROUSER GAMES, LLC Introduction 6


Creating Heroes
The protagonists of the story that are in the Players’ control, Score, it uses the abbreviation in brackets such as Strength
HEROES are the main focus of any game of VAGABOND. The [STR], Dexterity [DEX], Vitality [VIT], Awareness [AWR],
focus may shift over to other events for a short time in a Logic [LOG], and Presence [PRS].
scene, but the characters that have the most “screen time”
are these individuals. ATTRIBUTE MODIFIER
HEROES gain features that define how they fight in combat Attribute Attribute Attribute Attribute
and interact with the realm around them. Score Modifier Score Modifier
0-1 -5 16-17 +3
Hero Creation 2-3 -4 18-19 +4
When creating a HERO, you choose your Lineage, Class, Past, 4-5 -3 20-21 +5
and Future, then Assign your Attributes. 6-7 -2 22-23 +6
8-9 -1 24-25 +7
LINEAGE
10-11 0 26-27 +8
A HERO’S Lineage grants several biological traits shared
12-13 +1 28-29 +9
between all members of that Lineage. Some Lineages come
with Heritage options that gain distinct features from other 14-15 +2 30 +10

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Heritages. POINT-BUY
The default method for generating Attribute Scores in
CLASS
VAGABOND is a Point-Buy method:
A HERO’S Class grants them Hit Point Max, the size of their
Hit Dice, and grants them Aptitude with certain Armors, • Each Attribute Score begins at 8 and can’t be decreased by
Weapons, Skills, Tools, and DEFENSE rolls. Each level also
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grants new Features and additional Hit Dice. • You have 32 points to spend to increase your Attribute
MULTICLASSING
Scores. All points must be spent during Character Creation.
Classes of VAGABOND are not designed to allow for multiclassing • Each Score has an associated Point-Buy Cost, as shown on
by default. The philosophy here was that additional class and subclass the Point-Buy table. An Attribute Score can’t be increased
options should be able to fulfill these concepts. above 18.
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However, if your table allows for it and you take a level in another
class when you level up, your HERO will use the lowest size of the
two Luck Dice from the classes, and you do not get the increase to
POINT-BUY
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one of your Attribute Scores or an increase to an Aptitude Rank from Attribute Point-Buy Attribute Point-Buy
leveling up. Score Cost Score Cost
9 1 14 7
PAST
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10 2 15 9
This is a summary of what your HERO was doing before
11 3 16 12
adventuring, typically summarizing a profession or way
of life. Your Past grants you some additional Equipment, 12 4 17 15
Wealth, and a Beginning feature. 13 5 18 19

FUTURE STANDARD ARRAY


You can instead choose to begin with a Score Array, with your
This is a summary of what your HERO aspires to do during
table deciding on a difficulty during Session Zero. VAGABOND
the Story. It will grant you Aspirations and a Destiny to
assumes the Standard Difficulty for character creation.
fulfill, which allows you to Level Up.
ASSIGN ATTRIBUTES ARRAYS
Your HERO will need six scores assigned to your Attributes: Point-Buy
Difficulty Score Array
Allotment
Strength, Dexterity, Vitality, Awareness, Logic, and Presence.
This score is a number called a Attribute Score, and is recorded Deprived 21 8, 10, 11, 12, 13, 14
on your HERO RECORD. Low-Power 27 8, 10, 12, 13, 14, 15
The Score will indicate a Modifier to be used for other Standard 32 8, 10, 12, 14, 14, 16
rules in the game. Consult the Attribute Modifier table to High-Power 37 8, 10, 12, 14, 15, 17
determine this number, or subtract 10 from the score and
Heroic 46 10, 10, 12, 14, 16, 18
divide that total by 2 (round down).
When the game refers to your Attribute Modifier, not the

© 2023 REBEL ROUSER GAMES, LLC Creating Heroes 7


ROLL ARRAY
Alternatively, you can roll a d6 and take one of the following
Score Arrays, each created with the Standard Point-Buy (32
Point) method.
ROLL ARRAYS
d6 Array
1 8, 8, 11, 14, 14, 17
2 8, 10, 12, 14, 14, 16
3 9, 10, 12, 12, 15, 16
4 10, 10, 12, 13, 14, 16
5 12, 12, 12, 12, 14, 15
6 13, 13, 13, 13, 13, 14

EQUIPMENT
Each HERO begins with starting equipment and wealth.
This wealth can also be used to purchase additional starting
equipment, should you wish. This is determined by your
Class and Past.

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© 2023 REBEL ROUSER GAMES, LLC Creating Heroes 8


Stats
The scores that fuel the calculations required to play WEAPONS
VAGABOND are known as Stats (short for statistics). Stats are
Your Aptitude Rank determines your bonus to AT and
classified as Aptitude, Attributes, Skills, and Senses. Damage rolls you make with the Weapon.
APTITUDE WEAPON APTITUDE
Aptitude represents your ability and training with Armor, Rank Weapon
Weapons, DEFENSE Tests, Skills, and Tools. Aptitude is
Trained +1 to AT
measured across 6 Ranks, which are also classified with a
Proficient +1 to Damage
Rank Name and desribed through this chapter:
Adept +2 to AT
APTITUDE RANKS Expert +2 to Damage
Ranks Rank Name
Savant +3 to AT
1 Trained
Master +3 to Damage
2 Proficient
3 Adept WEAPON TYPES
You gain Aptitude Ranks with a Weapon Type, which is a
4 Expert
category of Weapons that are similar in their use (such as

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5 Savant Blades, Bludgeons, or Firearms).
6 Master
• Axes • Crossbows
ARMOR • Blades • Finesse*
In VAGABOND, armor does not make you harder to hit, it • Bludgeons • Firearms
• Bows • Makeshift*
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makes you harder to hurt. Wearing armor is not enough to
• Brawling • Polearms
effectively benefit from it, proper training is required. The
more Aptitude Ranks, the more complex Armor Types one There are two special Weapon Types: Finesse Weapons and
can benefit from: Makeshift Weapons:
ARMOR APTITUDE Finesse Weapons: Any Weapon that bears the “Finesse”
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Rank Armor Type property and allows Melee Attacks to be made with it
Trained Light Armor using Dexterity or Strength
Makeshift Weapons: Items being used to make an Attack
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Proficient Medium Shields


that aren’t conventionally used to do so, such as a broken
Adept Medium Armor
bottle, a chair, or net.
Expert Light Shields
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WEAPONS WITH MULTIPLE TYPES


Savant Heavy Armor
If a Weapon qualifies as more than one Type of Weapon,
Master Great Shields such as a Dagger being a Blade that is also a Finesse and
Thrown Weapon, you use your highest Aptitude Rank with
that Weapon.
For example; if you use a Dagger and are Adept with Blade
Weapons and an Expert with Finesse Weapons, you make
the AT as an Expert (+2 to AT, +2 to Damage).
DEFENSE
You add your Aptitude Rank with the Defense to DTs you
make of the indicated DT, from either Dodge, Endure, or
Resolve:
DODGE
Evade harmful effects, determined by Dexterity.
ENDURE
Withstand harmful effects, determined by Vitality.
RESOLVE
General willpower, determined by Awareness.

© 2023 REBEL ROUSER GAMES, LLC Stats 9


SKILLS
Each Aptitude Rank with the Skill increases your Capability
Attributes & Skills
with it, which reduces the number required to pass the ST Attributes describe a BEING’S general characteristics.
by 1. Skill Tests are covered in the Attributes & Skills section Alchemy [LOG] Medicine [LOG]
later in this chapter. Appraisal [LOG] Mysticism [AWR]
Arcana [LOG] Nature [LOG]
TOOLS Artistry [PRS] Parley [PRS]
Each Rank represents handiness with the tool. Some ST Athletics [STR] Sleight [DEX]
may require the use of a Tool, but the majority of tools are Bargain [PRS] Stealth [DEX]
used during Downtime for work. Each Aptitude rank with Deceit [PRS] Taming [AWR]
Detection [AWR] Thievery [AWR]
a Crafting Tool increases the total value of Items that can be
Empathy [AWR] Threat [PRS]
crafted with that tool during downtime, provided the HERO Finesse [DEX] Tinkering [LOG]
crafting the Item provides raw materials worth half the Investigation [LOG] Tracking [AWR]
value of the crafted Item. Lore [LOG] Vibe [AWR]
DOWNTIME CRAFTING SKILL TESTS
Rank Value Your success on a Skill Test (ST) is determined by rolling a
Trained 1g d20. If the result of the roll is equal to or higher than your
Proficient 5g indicated Capability, you pass.

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For example, with a Tinkering Skill Score of 13, a Hero
Adept 20g
making a Tinkering ST would roll a d20 and succeed on a
Expert 50g roll of 13 to 20.
Savant 75g
ROLL RHYTHM
Master 100g Unless a game mechanic specifically calls for a Skill Test ST
LUCK
TE to be made, ST are only made if around 10 minutes of time is
spent dedicated to an activity associated with the skill.
The HEROES of the story all have a measure of Luck. Every
For example; negotiations with a merchant for a lower
Class gains an amount of Luck, indicated by a die size. At
price on an item isn’t a Bargain ST just because the PLAYER
the end of a Long Rest, every HERO rolls their Luck Die and asked to make one. The ARBITER may be easily persuaded
regains that much Luck. The ARBITER may also award a
Y
through roleplay or the HERO’S reputation and relationships
PLAYER’S HERO one Luck for great roleplay moments.
to grant this discount without a Bargain ST.
Once per Turn, a HERO can spend one Luck to cause one of However, in Solo Play or if the HERO is Shopping as a
A

the following effects: Downtime Activity and a quick summary of their successes
Advantage: FAVOR a d20 roll. is needed; an ST can be made to do so.
Close Call: Reroll a d20 roll you made.
PHYSICAL
PL

Max Damage: Deal maximum damage with one effect.


Physical Attributes describe a BEING or OBJECT’S form.
STRENGTH [STR]
Prowess of force, energy, and might. Strength [STR]
determines a Being’s Load, is used when making Melee AT
with weapons, and is assumed to be used for the following
Skill by default:
Athletics: Exerting physical force.
DEXTERITY [DEX]
Coordination of agility, finesse, and reflex. Dexterity [DEX]
determines a Being’s Speed and is assumed to be used for
the following Skill by default:
Finesse: Coordination and panache.
Sleight: Cunning deception through touch, such as
pickpocketing or planting an item on someone. You can
attempt to take an unsecured item from or plant an item
on a Target within 5 feet of you. Failing this ST alerts the
BEING and allows them to React: Counter.
Stealth: Concealing one’s location.

© 2023 REBEL ROUSER GAMES, LLC Stats 10


VITALITY [VIT] SENSES
Adaptability of constitution, stamina, and toughness. Unless otherwise indicated by a Status, a BEING is assumed
Vitality [VIT] influences a BEING’S Health. No Skills are to have the basic five senses of Hearing, Sight, Smell, Taste,
associated with Vitality. and Touch. They may have additional or enhanced Senses,
indicated in their Lineage or Statblock. BEINGS will also
MENTAL have a Detect score, explained below.
Mental Attributes describe a BEING’S essence. Non-sentient things
(OBJECTS) do not have Mental Attributes. ADDITIONAL & ENHANCED SENSES
Blindsense: Can sense surroundings while Blinded.
AWARENESS [AWR] Darkvision: Can’t be Blinded by Darkness.
Adaptability through experience, insight, and sensory Echolocation: Can’t be Blinded while it is not Deafened.
perceptions. It is used when making Ranged AT with Ferrous Sense: Can sense ferrous metals within the
weapons and also determines a BEING’S grasp of mystical indicated area.
ideals. The following Skills are assumed to use Awareness Keen: Makes FAVORED ST using the indicated sense.
[AWR] by default: Seismicsense: Detect movement and activity based off
Detection: Sensing physical characteristics of the tremors in the ground within the indicated area.
environment and of others. Telepathy: Detect movement, thought, and activity within
Empathy: Sensing feelings of others without direct cues. the indicated area while not Incapacitated.
Mysticism: Understanding of the supernatural. Truesight: Can’t be Blinded or fooled by illusions.

ST
Thievery: Lockpicking, general burglary. LOAD
Tracking: Locating creatures that leave evidence of their Load determines carrying capacity. A BEING’S Load score
presence in an area. A Tracking ST can be made as an is equal to its Strength score and is used to determine
Action if a fleeing ENEMY is Bloodied and leaves evidence encumbrance. After exceeding Load, a BEING is Encumbered.
of their retreat.
Vibe: Sensing true motives and intents of others.
TE
LOAD MODIFIER BY SIZE
Size Load Score Modifier
LOGIC [LOG]
Diminutive 1/4; Round Up
Prowess through intelligence, knowledge, and ability to
reason. The following Skills are assumed to use Logic [LOG] Tiny 1/2; Round Up
Y
by default: Small −
Alchemy: Knowledge of chemicals, not their crafting. Medium −
Appraisal: Assessments of material value. Large ×2
A

Arcana: Knowledge of arcane magical properties. Huge ×4


Investigation: Ability of deductive examination. Gargantuan ×8
Lore: Knowledge of history and traditions.
PL

Colossal ×16
Medicine: Education in secular healing.
Nature: Understanding of the natural environment. Negligible (1/10 Load): An Item that needs to be tracked
Tinkering: Handiness with gadgetry. against Load (ex: an arrow would need to be tracked,
but not a grain of sand) but is otherwise of insignificant
PRESENCE [PRS] weight.
Coordination through charisma, wit, and force of personality. CURRENCY LOAD
The following Skills are assumed to use Presence [PRS] by 10 units of currency (such as coins) occupies 1/10 Load.
default:
Light (1 Load): An Item that typically requires one hand to
Artistry: Talent and cultural skill. carry and weighs less than 5 pounds.
Bargain: Financial negotiation. Heavy (3 Load): An Item that typically requires two hands
Deceit: Lying and social subterfuge. to carry and weighs 5 to 20 pounds.
Parley: Diplomatic negotiation. Burdensome (10 Load): An item requiring a typical
Taming: Calming other creatures. Medium-sized Being’s entire efforts to lift. Typically
Threat: Fierce intimidation. weighs greater than 50 lbs. but no more than 100 lbs.

© 2023 REBEL ROUSER GAMES, LLC Stats 11


SPEED SWIM
Movement Type
Speed indicates how many feet something can move during
their turn in combat, as determined by its Dexterity score. Other A BEING Swimming in water without a Swim Speed treats
traits may factor in when determining something’s Speed. A the water as Difficult Terrain and make HINDERED AT and
BEING’S Speed can’t ever be lower than 0. Dodge DT while swimming.
Further, a BEING can move through the space of a member FALLING
of their Group, but not through the space of a member of an A BEING that is falling takes 1d6 Blunt damage for every 10
opposing force. feet it falls, and lands Prone if it takes this damage.
A BEING does not take damage from falling if the height it
SPEED BY DEXTERITY SCORE
Dexterity Score Speed
falls from is lower than its Jump height.
1-2 10 ft.
3-4 15 ft.
5-6 20 ft.
7-9 25 ft.
10-14 30 ft.
15-18 35 ft.
19-20 40 ft.

ST
CLIMB
Movement Type
BEINGS without a Climb Speed scale climbable vertical
as Difficult Terrain. A BEING with a Climb Speed can scale
TE
climbable vertical surfaces at the indicated Climb Speed, but
not upside down.
Additionally, ATTACKS made while climbing by BEINGS
without a Climb Speed are HINDERED.
GRIP
Y
A BEING with Grip can Climb upside down at their Climb
Speed.
A

DIG
Movement Type
A BEING with a Dig Speed can traverse through loose earth
PL

at a fast pace.
TUNNEL
A BEING with Tunnel can Dig through materials harder than
dirt, indicated in parentheses, and leaves a tunnel in its path of
the same size as the BEING.
FLY
Movement Type
A BEING with a Fly Speed can soar through the air using the
indicated Speed and remain aloft in the air.
HOVER
Creatures that have a Hover Speed and no Fly Speed can only
stay aloft roughly a foot off solid ground if their Fly Speed is
not impeded.
PHASE
Movement Type
A BEING with a Phase Speed can move through other BEINGS
and OBJECTS, and choose to occupy the same space as them
at the end of their turn.

© 2023 REBEL ROUSER GAMES, LLC Stats 12


Lineage
Traditionally known as “Race” in ancestral tabletop roleplaying Over time, the industrious nature of the dwarven
games, HEROES will take on a Lineage that describes the people developed an innate hardiness and reputation for
Lineage’s Traits that are shared with every member of that product quality. Dwarven miners are famed for toiling in
Lineage, detailing their Type and Size, and other Traits. environmental extremes, their smiths for obsessively forging
Not every world is home to all of these Lineages. The matchless weapons and suits of armor.
ARBITER has the final say in what Lineages will work for the
DWARF TRAITS
world they have envisioned. A typical fantasy world tends Lineage: Dwarf
to at least include Humans, Dwarves, and Elves, with the
Type: HUMANLIKE
possibility that Goblin or Orc cultures put them at-odds
Size: Medium
with the lineages available to HEROES.
SEISMICSENSE
Human While you are Walking, you can sense BEINGS that are within
30 feet of you that are also making contact with the ground.
Humans are social beings that tend to be central in the
TOUGH
development of major, diverse melting pot civilizations. Their
Your Maximum Health increases by 1 per Level.
tendency to develop wide, sprawling empires and huge pool
of cultures makes them extremely adaptable adventurers. STURDY

ST
Endure DT you make against Poisoned and Prone are
DON’T DIE WONDERING
FAVORED.
Their varied tastes in enrichment frequently drives humans
to travel the world and taste the thrill of adventure. While MATCHLESS
the comfortable life of a home, steady work, and a tight-knit You complete any Crafting Downtime activities in half the time.
community may appeal to many, the deathbed thought of
TE
never having lived up to one’s full potential is enough to
drive some humans to cast these comforts away.
Elf
Elves are known for their tall height, ethereal beauty, and
HUMAN TRAITS inquisitive passion to witness awe. This passion embodies
Lineage: Human itself in their clothing, language, arts, and cuisine, as elves
Y
Type: HUMANLIKE seek to make every moment one worth savoring. Of all the
Size: MEDIUM or SMALL Humanlike that inhabit the world, it is likely none other lives
as peacefully and permissively with the fae, fauna, and flora.
A

TALENT
You gain a Talent of your choice. TRANSCENDENT HARMONY
KNACK Traditionally, elves have aimed to live harmoniously with
PL

After deciding on your Class, you increase your Aptitude with the natural forces. They build their structures around the
two Skills or a Skill and a Tool by 1, but no higher than Proficient. environment, rather than through it. Elven societies are
often founded near natural wonders, but they are always
Dwarf conscious of any obstructions or practices their societies
may cause to its natural viewing on the horizon.
Dwarves are built from sterner stuff, with some myths saying For example; if a society of elves settles near a plateau of
dwarves aren’t born, they’re forged. These myths speak of gods emerald where an endless rain dizzled its peak, they would
sculpting the dwarves shortly after the formation of mountains, seek to build cloaked by nearby forests, valleys, or hills. If
granting them wills of iron, tongues of silver, and hearts of gold. a unique aurora appeared over a location during a certain
Despite lacking height, it’s a misnomer to describe a time of year or they venerated a particular constellation,
dwarf as “short.” They’re “stout” folks, and have never been their entire population would instinctually practice earlier
known to envy the height of others. They prefer to utilize lights-out hours without complaint.
their stature as a solid, unsaking foundation.
ELF TRAITS
BUILT DIFFERENT Lineage: Elf
The most famous accounts of dwarven civilizations tell of an Type: HUMANLIKE
industrious people who hail from some of the most extreme Size: Medium
environments manageable by humanlike. If dwarves
DARKVISION
discover some rare ore, they don’t look for a nearby river and
You are not Blinded by natural Dark.
suitable land for farming; they’ll found the town right on the
biggest vein they can find and figure the rest out later.

© 2023 REBEL ROUSER GAMES, LLC Lineage 13


ELVEN AWARENESS DARKVISION
Your keen Elven eyes grant you a +2 bonus to Detect ST you You are not Blinded by natural Dark.
make using sight. DRACONIC HERITAGE
ELVEN HERITAGE Choose a damage type from either Acid, Fire, Frost, Lightning,
Elven heritages embody the aspects and forces of nature, or Poison. You have Protection: x (r) where x is the chosen
and the awe of beauty. Their very being is known to adapt damage type.
to what they find perfection in and venerate. You choose a SCALES
Heritage from either Stellar or Wild. You have Protection: Physical (2).
STELLAR DRAGON’S BREATH
Stellar elves come from a line of elven societies that venerated You can use your Main Action to breathe draconic energy in a
constellations, astronomical phenomena, and the orbit of 15-foot-cone. You make an AT using Vitality against all BEINGS
planets. Their friars are dedicated to the study of astronomy in the area, dealing (xd8) damage of the same type as your
and practice of astrology, and the deities they worship are Draconic Heritage choice, where x = half your Level. These
nearly always those responsible for holding up the stars. damage dice EXPLODE. 
You can use this trait once per minute. At 5th Level, you
STELLAR ELF HERITAGE TRAITS can use it twice per minute.
Lineage: Stellar Elf

ASTRONAVIGATION Halfling

ST
You can’t be lost while Traveling outside if you can see stars The short, plucky, hill-swelling folk of the shire, halflings seem
or other celestial bodies. to have been created specifically to seek out adventure. Halflings
ASTRAL ATTUNEMENT are known to live life to the fullest, rising to any challenge,
You are Trained with the Light Essence. You use either [LOG], taking the big risks, and basking even in their failures.
TE
[AWR], or [PRS] to Cast it. When you Cast it, you can cause
HALFLING TRAITS
the Light it sheds to be either Sunlight or Moonlight.
Lineage: Halfling
WILD Type: HUMANLIKE
Wild elves hail from societies founded near unusual or Size: Small
massive natural landforms. These may be giant trees within NIMBLE
Y
the center of a forest, a lake that seems to float above a You gain 5 feet of Speed for the Turn when you take the
ravine, a waterfall that pours upwards, or some other Withdraw Action.
A

bizarre act of nature. They adapted alongside the flora and


PLUCKY
fauna near these regions, giving them an incredible agility
You make Resolve DT against being Frightened with FAVOR.
and proclivity with primal essences.
TRICKSY
PL

WILD ELF HERITAGE TRAITS You gain 1 additional Luck when you finish a Long Rest.
Lineage: Wild Elf

DEFT AGILITY
Your Speed increases by 5 feet.
Harpy
Hatched on the highest peaks of the land, harpies are a
NATURAL ATTUNEMENT people with the wings and talons of predatory raptor birds.
You are Trained with a Rite of your choice. You use either On some worlds, harpies are an exclusively female people
[LOG], [AWR], or [PRS] to Cast it. and are the subject of tales of horror. However, various lores
speaks of harpies as either masculine or feminine, and often
Dragonkin claim their ancestry is that of a relative to rocs, or credit their
Resembling humanoid dragons, dragonkin are a decendant creation to hags.
of legendary wyrms. Their scales come in a variety of HARPY TRAITS
brilliant colors, their maws house fanged teeth, and their Lineage: Harpy
fingers resemble the talonlike claws of dragon-kind. Type: CRYPTID
Size: Medium
DRAGONKIN TRAITS
Lineage: Dragonkin HARPY FLIGHT
Type: WYRM You have a Fly Speed equal to your Walk Speed. You can’t use
Size: Medium this Fly Speed while you are holding anything with both of
your hands.

© 2023 REBEL ROUSER GAMES, LLC Lineage 14


FLYBY NIMBLE
If you take the Rush Action while flying, other BEINGS can’t You gain 5 feet of Speed for the Turn when you take the
Counter you during the Move. Withdraw Action.
TALONS
You can make a Brawling Weapon AT with your Talons (1d4 Mimic
Slash). They benefit from any feature that augments your An infamous dungeon-dwelling lineage of shapechanging
Unarmed Strikes. cryptids, mimics have been a terror to adventurers for
centuries. In some realms, mimics can be more than just
Golem predatory ambushers. They may be a newly-acclimating
Artifically created beings granted sentience through some people trying their best in a society with vastly different
anomalous or magical means, golems are hulking creatures norms, or heralds of new inventions and ideas having been a
of wood, metal, and stone. They are often created for the secret of mimic-kind for ages!
purpose of protection, servitude, and companionship by MIMIC TRAITS
arcanists. However, as artificial life goes, golems could—and Lineage: Mimic
often do—outlive their creators. Upon having their purpose Type: CRYPTID
released from being defined by another, golems began Size: Medium or Small
wandering the world and set out to define it for themselves.
DARKVISION
You are not Blinded by natural Dark.

ST
GOLEM TRAITS
Lineage: Golem
BITE
Type: ARTIFICIAL Once per round, you can make a Melee Weapon AT with your
Size: Medium or Small Bite (1d4 Pierce). You can choose to grapple the Target if you
ARTIFICIAL LIFE hit with this bite if they are the same size as you or smaller.
TE
You don’t need to eat or drink to benefit from Resting. You MIMIC SHAPECHANGE
also don’t need to breathe. You can use a Quick Action to shapechange, taking on the
CONSTRUCTED BODY appearance of a solid OBJECT that is Medium or smaller
You have Protection: Physical ([VIT]), Toxic (i). that you have previously seen. You must Focus on this
SELF-REPAIR shapechange. Your on-hand inventory and equipment does
Y
You can use your Quick Action to spend one of your Hit Dice not meld into your OBJECT form. You maintain all your Stats,
and regain Health equal to a roll of that die + [VIT]. Traits, and Features while in this form, but otherwise appear
to be the chosen OBJECT until you lose Focus or blow your
A

Gremlin cover.
While in this OBJECT form, your Stealth ST are FAVORED
Isn’t it peculiar how things seem to just decide to fall apart? against BEINGS that are unaware of your true form.
PL

You come home and find all of your plates smashed on the
floor with no reasonable explanation. You wake up from a nap
to find your boots have been tied together by the laces, despite
no one else having been around. Superstitions have credited
events like these to the acts of gremlins; tiny, goblinoid fae
that are associated with sudden misfortunes and calamity.
GREMLIN TRAITS
Lineage: Gremlin
Type: FAE
Size: Tiny
DARKVISION
You are not Blinded by natural Dark.
DOOM MAGNET
You can use a Quick Action and spend 1 Luck to emanate a 30-
foot aura of disaster for 1 minute. Whenever an ALLY fails an
AT, DT, or ST while within the aura, the next AT, DT, or ST you
make before the start of your Group’s next Turn is FAVORED.

© 2023 REBEL ROUSER GAMES, LLC Lineage 15


ALCHEMIST
Level Features
1st Alchemy, Experimentalist
2nd Alchemical Practice
3rd Methodical Efficiency
HEALTH AND LUCK
Health per Class Level: 6 + [VIT]
Hit Dice: 1d6 per Alchemist Level
Luck Die: 1d2
APTITUDE
Armor: Trained
Weapons: Proficient with Alchemical Items and Crossbows
Defenses: Proficient with Dodge; Trained with Endure

Alchemist Skills: Expert with Alchemy and 1 of your choice; Proficient


with additional Skills equal to [LOG] (minimum 1).
“While my companion contemplated with a serious and satisfied Tools: Expert with Alchemist’s Kit
spirit the magnificent appearances of things, I delighted in EQUIPMENT

ST
investigating their causes. The world was to me a secret which I Alchemists begin the story with light armor, a hand
desired to divine. Curiosity, earnest research to learn the hidden crossbow, a dagger, and an Alchemist’s Kit.
laws of nature, gladness akin to rapture, as they were unfolded
to me, are among the earliest sensations I can remember.” ALCHEMIST FEATURES
-Mary Shelley, Frankenstein ALCHEMY
TE Alchemist | 1st Level
Often found cooped-up with their experiments or scavenging
Your practice of alchemical research has trained you in
the wilds for ingredients, the alchemist is a student of the
the implementation and creation of devastating chemical
metaphysical essence of things, and is as curious as they
concoctions of incredible power. See the Alchemical Items
are resourceful. They may be dedicated to the research of
section of the Gear chapter for the effects and items you can
medicinal applications, demolitionists fascinated with the
Y
create with this feature.
kinetic potential of violent reactions, or researchers of the
hidden weakness of monsters that plague the land. FORMULAE
You know the formula for a number of Alchemical Items
A

IN THE WORLD
of your choice equal to [LOG] + your Alchemist Level. The
This section will contain inspiration for how this class fits
cost of any Alchemical Item you chose to learn can be no
into the world and genre.
expensive than that you could craft during Downtime.1
PL

ICONIC ALCHEMISTS You might find and discover other formulae during your
• Allyn, Octopath Traveler adventures. You could find the formula for a tanglefoot
• The Colorman, Sacré Bleu bag sold by a potion seller in a market, for example, or
• Diablo, Marvel Comics shuffled among the notes of an elder alchemist’s laboratory.
• Dr. Jeckyll, Strange Case of Dr. Jeckyll and Mr. Hyde Alternatively, if you find a Potion or Alchemical Item, you
• Pyromancer Hallyne, A Song of Ice and Fire series can research its components to learn its formula. The process
• Nicolas Flamel, French Alchemist of learning a formula takes 1 hour experimenting with your
• Tessa Cade, Defy the Night series Alchemy Kit and the Alchemical Item, which also destroys the
Alchemical Item in the process. If the Alchemical Item is a Relic,
PLAYING ALCHEMIST
the time required doubles for each Quality Rank of the Relic.
The alchemist is a low defense, high damage and utility
martial blaster. It’s highly recommended that, in combat, CATALYZE
you stay a safe distance away from the enemies to use your You can use a Main Action or Quick Action on your Group’s
alchemical items on them, but as far back as is safe. Turn to make an Alchemy ST to quickly craft an Alchemical
Item, successfully creating it if you pass. You must have your
Quick Action (Set-Up): Catalyze hands free and the required raw materials and container
Main Action: Use (Alchemical Item) in your inventory. The raw materials are consumed by the
Move: Backline process, whether you pass or fail, and any item you create
with this Quick Action loses its potency, going inert, if it isn’t
1
The rules for Crafting during Downtime can be found on p. XX

© 2023 REBEL ROUSER GAMES, LLC Classes 16


used within 1 minute of its crafting. SPAGYRIC THEORY
It is recommended that you create a Progress Clock to help Alchemical Practice: Apothecary | 2nd Level
track units of certain items. When you create an alchemical item or potion that restores
POTENCY Health, you can infuse the item with specific materials to
You can more effectively use Alchemical Items. The following enhance it. The material must have a value of at least 5 gp
rules apply to you: and for each additional material you use, the item gains the
corresponding effect:
• The range you can throw any Alchemical Item is doubled,
and you being within 5 feet of the Target of a Ranged AT Honeycomb: The item causes subtle changes in the
you make with Alchemical Items doesn’t HINDER the AT. consumer’s scent. Animals are put at ease by the scent,
• You can use [LOG], instead of [STR] or [AWR], when you granting the consumer FAVOR on Taming ST made against
BEASTS for 1 hour.
make AT with Alchemical Items.
Powdered Gems: If the consumer is Poisoned or Diseased by
EXPERIMENTALIST an effect that a passed DT would end, it can immediately
Alchemist | 1st Level
attempt the DT as a part of item restoring its Health.
You have Expert Aptitude the Alchemy Skill and Alchemist’s Powdered Silver: The next time the consumer makes a DT
Kit. As you increase your Alchemy Skill Aptitude, your within the next minute, the DT has a d4 bonus.
Alchemist Kit Aptitude increases as well. Troll’s Blood: The consumer of the item regains 1 Health at
Additionally, you only need to provide 5 gp worth of raw the start of each of its Group’s Turns for 1 minute, or until
materials to craft any Alchemical Item you know the formula

ST
it takes Fire damage.
for worth 50g or less.
FULMINARE
ALCHEMICAL PRACTICE “I fear no man. But that... thing?
Alchemist | 2nd Level
You adopt an alchemical practice, a methodology for your ... It scares me.”
TE
application of alchemical substances. It grants you features − Heavy, Team Fortress 2
now and at 5th and 8th Levels.
Sometimes dismissed by other alchemists as “mad
METHODICAL EFFICIENCY bombers”, fulminares are specialists of combustion. The
Alchemist | 3rd Level process of creation must have its opposite, and fulminares
You can take the Use Action as a Quick Action. may be seen as those philosophers of destruction.
Y
Further, you can pull or stash two items from your on-
hand inventory with the Use Action, rather than just one. FULMINARE
Alchemist
A

Features
ALCHEMICAL PRACTICES Level
Alchemists dedicate themselves to a Practice that describes 2nd Instruments of Destruction, Phlogiston Theory
their application of alchemy.
PL

METHODICAL EFFICIENCY
APOTHECARY Alchemical Practice: Fulminare | 2nd Level

“I keep notes in my father’s notebooks of what cures the Increase your Aptitude Rank with Potter’s Tools to Proficient.
fevers—the Moonflower—and what doesn’t: everything else.” Further, you learn the formula for thunderstone or a
different Alchemical Item if you already know it.
− Brigid Kemmerer, Defy the Night
Apothecaries are medical practitioners, creating potent PHLOGISTON THEORY
Alchemical Practice: Fulminare | 2nd Level
potions to cure what ails.
The damage rolls you make with Alchemical Items that deal
APOTHECARY Blunt, Fire, or Shock EXPLODE on a roll of 1.
Alchemist
Features
Level
2nd Holistic Medicine, Spagyric Theory

HOLISTIC MEDICINE
Alchemical Practice: Apothecary | 2nd Level
Increase your Aptitude Rank with the Medicine or Nature
Skill by 2.
Further, you learn the formula for health potion or a
different Alchemical Item if you already know it.

© 2023 REBEL ROUSER GAMES, LLC Classes 17


APTITUDE
Armor: Proficient
Weapons: Proficient with all Melee Weapons; Adept with
one Melee Weapon Type of your choice from either Axes,
Blades, or Polearms
Defenses: Trained with Dodge and Endure
Skills: Adept with Athletics; Proficient with additional Skills
equal to [LOG] (minimum 1).
Tools: −
EQUIPMENT
Barbarians begin the story with light armor, a medium
Barbarian shield, 4 javelins, and a weapon with the 2-Hand property.

“Conan - what is good in life?” BARBARIAN FEATURES


RAGE
“To crush your enemies, to see them driven before you and to Barbarian | 1st Level
hear the lamentation of their women!” You can use a Quick Action to go Berserk for 1 minute, until
- Oliver Stone, Conan the Barbarian you go unconscious, or you regain your composure to stop

ST
Primal warriors that fight with the power of unbridled anger. going Berserk as a Quick Action (whichever comes first). You
Whereas other warriors are trained to maintain composure, can’t use this Quick Action if you have Fatigue or if you have
barbarians embrace losing their cool. used it in the last minute.
Further, you can willingly fail any DT you make against
ICONIC BARBARIANS being Berserked.
• Brock Samson, the Venture Brothers
• Chewbacca, Star Wars
TE While you are Berserked by any means, the following rules
apply:
• Conan, Conan the Barbarian series
• Cú Chulainn, Irish folklore • Your Actions are not limited by the Berserked Status.
• Guts, Berserk • You have Protection: Physical (r).
• Hopper, Stranger Things • Your damage dice with Attacks using Strength EXPLODE
Y
• Kratos, God of War series on a roll of 1.
• Logan Nine Fingers, The First Law Trilogy PREDATOR’S POUNCE
• The Hulk, Marvel Comics
A

Barbarian | 1st Level


While you don’t have Heavy Armor equipped, your Walk
PLAYING BARBARIAN
Speed increases by 5 feet and you can Rush even while you
The barbarian is a medium-high defense bruiser. It’s highly
have Fatigue.
PL

recommended that, in combat, you stick as close as you


can to an enemy to make Melee attacks and attract their BRING IT ON
aggression. Barbarian | 2nd Level
On your Group’s turn, you can grant yourself FAVORED AT
Main Action: Attack
and HINDERED Dodge DT against Melee until the start of
Quick Action (Set-Up): Rage
your Group’s next turn.
Quick Action (Follow-Up): Counter or Harrying
Move: Frontline BARBARIAN INSTINCT
Barbarian | 3rd Level
BARBARIAN
You follow a barbaric instinct, a path walked by countless
Level Features
primal warriors in ages past. It grants you features now and
1st Rage, Martial Techniques at 5th and 8th Levels.
2nd Bring it On, Ferocious
ADRENALINE RUSH
3rd Barbarian Instinct Barbarian | 3rd Level
HEALTH AND LUCK When you go Berserk, you can choose to gain Temporary
Health per Class Level: 10 + your [VIT] Health equal to your [VIT] + your Barbarian Level for 1 minute.
Hit Dice: 1d10 per Barbarian Level Afterwords, you can’t do so again until you gain the benefits
Luck Die: d2 of a Long Rest.
Further, while you have Temporary Health from any
means while Berserk, you can Rush as a Quick Action.

© 2023 REBEL ROUSER GAMES, LLC Classes 18


Acid, Fire, Frost, Shock, or Toxic. You gain Protection: x (r)
where x is the chosen damage type, and your Melee Weapon
BARBARIAN INSTINCTS Attacks deal an extra 1d4 damage of the chosen type.
BERSERKER’S FURY
“Brutal.”
− Nathan Explosion, Metalocalypse
Brute warriors, frothing at the mouth in the heat of battle,
the berserker who thrive in the
BERSERKER’S FURY
Barbarian
Features
Level
3rd Fearsome, Rip and Tear

FEARSOME
Barbarian Instinct: Berserker’s Fury | 3rd Level
Increase your Aptitude Rank with the Threat Skill by 2. Bard
You make FAVORED Threat ST against BEINGS that are not “Bards were terrible at keeping secrets. They insisted on putting
immune to being Frightened and whose Strength score is

ST
them to music.”
lower than yours.
– Tanya Huff, Sing the Four Quarters
RIP AND TEAR Historians, preserving the story of legends, romances, and
Barbarian Instinct: Berserker’s Fury | 3rd Level
cultural movements in many forms, bards are heralds of
AT you make against Bloodied BEINGS are FAVORED and, if the awe-inspiring beauty of creation. While the painter and
damage you deal reduces an ENEMY to 0 Health, you can make
TE sculptor decorate space, a bard decorates time.
one additional Attack during the turn. Some view the songs of the bards as incantations, due
Further, if you have FAVOR on an AT, you can forgo the to their hold over the emotions of others. While the bard’s
FAVOR to make one additional weapon Attack during that
song itself is not magical, the melodies may harmonize with
Action. notes of the overtones of creation to inspire their audience.
Y
DRACONIC MIGHT ICONIC BARDS
“Truest of dragons. Lend me thy strength… Forefathers, one • Eddie Muntz, Stranger Things
A

and all… Bear witness!” • Edward Chris von Muir, Final Fantasy IV
− Godrick the Grafted, Elden Ring • Jaskier, The Witcher series
• Kvothe, The Kingkiller Chronicles
The pursuit of power that is a common driving force behind
PL

• Miguel, The Road to El Dorado


barbarian tribes leads many to venerate the mythical wyrms • Sylvando, Dragon Quest 11
of legend.
PLAYING BARD
DRACONIC MIGHT The bard is a low-defense, high support class. The core
Barbarian
Features class features do not arm you with heavy offensive options,
Level
as it’s a bard’s job to keep up the party’s morale. You have
3rd Mythkeeper, Call of the Wyrm average Health and decent armor to help prevent harm, but
MYTHKEEPER it’s recommended that you refrain from direct melee combat
Barbarian Instinct: Draconic Might | 3rd Level without certain College choices.
Increase your Aptitude Rank with the Lore Skill by 2. Main Action: Bardic Anthem
Further, you make FAVORED Lore ST to recall or discover Quick Action (Set-Up): Withdraw
knowledge of BEINGS of legend, and can do so as a Quick Quick Action (Follow-Up): Counter or Harrying
Action during Combat with such BEINGS to determine traits Move: Midline/Backline
like Protections and Immunities to various damage types
and Statuses. BARD
Level Features
CALL OF THE WYRM 1st Bardic Anthem (d2), Prelude
Barbarian Instinct: Draconic Might | 3rd Level
2nd Bard College
When you go Berserk, brilliant scales appear across your
body. When this happens, choose a damage type from either 3rd Resolution

© 2023 REBEL ROUSER GAMES, LLC Classes 19


HEALTH AND LUCK BARD COLLEGES
Health per Class Level: 6 + [VIT]
Hit Dice: 1d6 per Bard Level LORE
Luck Die: d2 “He knew ballads were not written to be believed, but to move
APTITUDE their audience.”
Armor: Proficient – Andrezej Sapkowski, Sword of Destiny
Weapons: Proficient with Finesse Weapons and Crossbows Bards of the college of lore are historians, and torchbearers
Defenses: Proficient with Dodge of secrets long past. The songs they sing are not just the
Skills: Expert with Artistry and 1 of your choice; Proficient accounts of things that occured, but of brilliant incantations
with additional Skills equal to [LOG] (minimum 1). of arcana.
Tools: Expert with a Musical Instrument
EQUIPMENT LORE
Bard
Bards begin the story with light armor, a hand crossbow, a Features
Level
dagger, a rapier, two Musical Instruments.
2nd Anthemic Arcane, Lorekeeper
BARD FEATURES
ANTHEMIC ARCANE
BARDIC ANTHEM Bard College: Lore | 2nd Level
Bard | 1st Level Increase your Aptitude with two Spells to Trained. You

ST
You can make an Artistry ST with a Musical Instrument increase your Aptitude with these Spells by 1 Rank at 5th,
on your Group’s Turn as a Main Action. If you pass, you 8th, and 10th Level.
perform awe-inspiring music to your ALLIES that hear the When you use your Bardic Anthem feature, you can choose
performance and grant them your Inspiration. to Cast a Spell when you grant the Inspiration.
This Inspiration can be used to gain a d2 bonus on an AT or MANA
TE
ST before your Group’s next Turn. They can add this bonus after Your studies have revealed to you the power of Mana, which
the d20 is rolled, but must do so before the ARBITER determines you use to Cast Spells. You have an amount of Mana equal to
the effects of the roll. (your Bard Level).
At 4th Level, this d2 becomes a d4, increasing to a d6 at 7th, You regain spent Mana when you benefit from at least a
and a d8 at 10th. Short Rest where you spend Hit Dice.
Y
PRELUDE CAST ST
Bard | 1st Level
In order to successfully Cast Spells requiring Mana, you must
A

If you aren’t Surprised or Incapacitated, you can use a Quick perform it using your Bardic Anthem feature, allowing you to
Action before the ENEMY’S first Turn to take the Help Action. Cast while granting your ALLIES the benefits of your Bardic
BARD COLLEGE Anthem.
PL

Bard | 2nd Level MUSICAL DELIVERY


You dedicate yourself to a Bard College, which defines your Each time you Cast a Spell and change its Delivery from either
style of inspiring awe. It grants you features now and at 5th Bolt, Self, or Touch, you can only choose either Aura, Cone, or
and 8th Levels. Remote.
RESOLUTION LOREKEEPER
Bard | 3rd Level Bard College: Lore | 2nd Level
If you fail a Resolve DT, you can use a Quick Action to pass Increase your Aptitude with two Skills of your choice with
it instead. which you already have Aptitude with to Expert.
Further, if any ALLY has your Inspiration when it fails a Further, you make FAVORED Lore ST to recall or discover
Resolve DT can use the Inspiration as a Quick Action to pass knowledge of BEINGS and OBJECTS of legend, and can do
it instead. so as a Quick Action during Combat with such BEINGS to
determine traits like Protections and Immunities to various
damage types and conditions.

© 2023 REBEL ROUSER GAMES, LLC Classes 20


Skills: Proficient with Athletics or Finesse and 1 of your choice;
Proficient with additional Skills equal to [LOG] (minimum 1).
Tools: −
EQUIPMENT
Fighters begin the story with a suit of armor they have
Aptitude with, a shield they have Aptitude with, and two
weapons they have Aptitude with.

FIGHTER FEATURES
FIGHTING SPIRIT

Fighter
Fighter | 1st Level
Once per Action where you have FAVOR on a weapon AT,
“Alright chums, I’m Back! Let’s do this!” you can forgo making any Attacks this Action with FAVOR to
make two Attacks with that same Action.
– Leeroy Jenkins
SECOND WIND
ICONIC FIGHTERS Fighter | 1st Level
• Beowulf, English mythology If you don’t have any Fatigue, you can use a Quick Action
• Cloud Strife, Final Fantasy VII to spend one of your Hit Dice to gain Temporary Hit Points

ST
• Deadpool, Marvel Comics equal to a roll of the spent Hit Die + [VIT] that last no longer
• Finn the Human, Adventure Time than 1 minute.
• Gilgamesh, Mesopotamian legend
• Gimli, Lord of the Rings series MARTIAL TECHNIQUES
Fighter | 2nd Level
• Jean Tannen, The Gentleman Bastard Sequence
• Rama, Hindu mythology
TE You learn technical combat maneuvers through a study of
the art of war. You gain two Martial Techniques, detailed at
• Sir Lancelot, Arthurian legend
the end of this class.
PLAYING FIGHTER
ADRENALINE SURGE
The fighter is a flexible medium defense striker. In combat, Fighter | 2nd Level
Y
get within effective distance for your offensive output. If you At the start of your Group’s Turn, you can Hasten yourself
are planning to specialize in Melee Weapons, stay as close until the end of the Turn if you aren’t Incapacitated or have
to the ENEMY as possible and save your Quick Action for any levels of Fatigue.
A

potential Counters. If you are focused on Ranged Weapons, You can do so once per Combat. When you are an 8th Level
reserve your Quick Action to Reload when needed. At 5th Fighter, you can do so twice per Combat, but not on the same
level, your Quick Action will likely be used for Harrying. Round.
PL

Main Action: Attack


Quick Action (Melee): Counter/Harrying FIGHTER DISCIPLINES
Quick Action (Ranged): Reload/Harrying GLADIATOR
Move: Flexible “Are you not entertained?!”
FIGHTER - Maximus, Gladiator
Level Features
Braggadocious lords of the arena, gladiators are fighters
1st Fighting Spirit, Second Wind
with wit as quick as their strikes. They play mental games
2nd Martial Techniques with their opponents to throw them off their game and give
3rd Fighter Discipline their allies an opening in the fight.
HEALTH AND LUCK GLADIATOR
Health per Class Level: 8 + [VIT] Fighter
Hit Dice: 1d8 per Fighter Level Features
Level
Luck Die: d2 3rd Crowd-Pleaser, Taunt
APTITUDE
CROWD-PLEASER
Armor: Master Fighter Discipline: Gladiator | 3rd Level
Weapons: Proficient with Axes, Blades, Bludgeons, Bows, Increase your Aptitude with Threat by 1. If you are making a
Crossbows, and Polearms Threat ST as a display of your physical prowess, you gain a
Defenses: Proficient with Dodge, Trained with Endure

© 2023 REBEL ROUSER GAMES, LLC Classes 21


bonus to the roll equal to your [STR] or [VIT].
TAUNT
Fighter Discipline: Gladiator | 3rd Level
You can Speak to goad an ENEMY, drawing its ire with a
taunt. If it can hear or see you, make a Threat ST. If you pass,
the ENEMY makes HINDERED AT against Targets other than
you until the start of your Group’s next Turn.

MARTIAL TECHNIQUES
DUELIST
Martial Technique
You gain a +1 bonus to damage with a Melee Weapon you
have equipped in only one hand if it is the only Weapon you
have equipped.
HEAVY ARMS
Martial Technique
Priest
“Faith is about what you do. It’s about aspiring to be better and
Damage rolls you make with Weapons that have the Heavy
nobler and kinder than you are. It’s about making sacrifices for
property EXPLODE on a roll of 1.

ST
the good of others–even when there’s not going to be anyone
PARRY telling you what a hero you are.”
Martial Technique
– Jim Butcher, Changes

C
If you make a FAVORED Dodge DT while you have a weapon
hannelers of divine magic, priests are not simply the
that lacks the 2-Hand property equipped, it counts as a
healers of the people. A priest may be a deadly
critical if both of the d20 rolls would pass the check.
TE theurge that blends the arcane and divine, a
PROTECTOR guardian of the rightful passage of souls to the
Martial Technique
afterlife, or even a necromancer in their own right that
If you have a Shield equipped, you can use a Quick Action corrupts sacred resurrections for nefarious purposes.
to grant an ALLY within 5 feet of you FAVOR on a Dodge DT.
Y
ICONIC PRIESTS
SENTINEL • Aerith Gainsborough, Final Fantasy VII
Martial Technique • Dende, Dragon Ball Z
A

When you hit an ENEMY with a Melee Attack on its Group’s • Goldmoon, Dragonlance
Turn, its Speed is reduced to 0 for the rest of the Turn. • John Coffee, The Green Mile
• Katara, Avatar - Legend of the Last Airbender
SHARPSHOOTER
PL

Martial Technique • Nynaeve Sedai, The Wheel of Time series


Increase your Aptitude with Ranged Weapons by 2. • Ophilia Clement, Octopath Traveler
• Recovery Girl, My Hero Academia
THROWN SPECIALIST • Yuna, Final Fantasy X
Martial Technique
You deal 1 extra damage with Thrown Weapons. PRIEST
Level Features
1st Sacred Domain, Miracle Work
2nd Ward Against Evil
3rd Divine Blessings
HEALTH AND LUCK
Health per Class Level: 6 + [VIT]
Hit Dice: 1d6 per Priest Level
Luck Die: d2
APTITUDE
Armor: Trained
Weapons: Trained in one of your choice
Saves: Adept with Resolve
Skills: Expert with Mysticism; Proficient with additional

© 2023 REBEL ROUSER GAMES, LLC Classes 22


Skills equal to [LOG] (minimum 1). SACRED DOMAINS
Tools: —
EQUIPMENT
LIFE
Priests begin the story with either light or medium armor, a “”Life’s refreshing breeze, blow in energy! Cure!”
shield, a holy symbol, and a weapon they have Aptitude with. – White Mage, Final Fantasy Tactics

PRIEST FEATURES LIFE


Priest
MIRACLE WORK Features
Priest | 1st Level Level
You are Proficient with two Miracles of your choice, and can 1st Zealotry of Life, Overheal
increase your Aptitude Rank with any Miracle by 1 each time
you level up as a Priest. ZEALOTRY OF LIFE
Priest Sacred Domain: Life | 1st Level
SPELL MANA Your Aptitude Rank with the Life Miracle increases by 2.
You have been blessed with the power of Mana, which you
use to Cast Miracles. You have an amount of Mana equal to OVERHEAL
Priest Sacred Domain: Life | 1st Level
([AWR] + twice your Priest Level).
You regain spent Mana from this feature when you benefit The Healing rolls from Miracles you Cast EXPLODE once on
from a Long Rest. a roll of 1.

ST
Further, if a BEING you heal with a Miracle regains Health
AWARENESS CASTING that would exceed its Maximum Health, you can instead grant
In order to successfully Cast Miracles requiring Mana, you the excess Health as Temporary Hit Points.
must pass a Cast ST using [AWR]. This ST is equal to 20 minus
([AWR] + your Aptitude with the Essence). You use ([AWR] + LIGHT
your Aptitude with the Essence) for any Melee or Ranged AT
you make with Miracles.
TE “Praise the sun.”
– Solaire of Astora, Dark Souls
SACRED DOMAIN
Priest | 1st Level LIGHT
Choose a subclass that defines your priestly domain. It Priest
Features
Y
grants you features now and at 5th and 9th Levels. Level
1st Zealotry of Flame, Protective Flare
WARD AGAINST EVIL
A

Priest | 2nd Level


ZEALOTRY OF FLAME
As a Main Action, you can offer a prayer that censures evil. If Sacred Domain: Light | 1st Level
an ENEMY within 60 feet of you is a HELLSPAWN or UNDEAD You are Proficient with the Fire Essence, and any Essence
with ‘HD: x’ you can make a Cast ST. If you pass, these BEINGS
PL

that deals Fire or Light damage is a Miracle for you.


are turned. In this case, x is equal to your Priest Level.
While turned, they are Frightened of you, and can’t benefit PROTECTIVE FLARE
Sacred Domain: Light | 1st Level
from being Invisible to you while Frightened this way.
HELLSPAWN and UNDEAD can’t benefit from being immune If you are the Target of an Attack, you can use your Quick
to being Frightened from this feature. Action to Cast Fire or Light without doubling the Mana Cost
to create a warding flare. Doing so allows you to make the
DIVINE BLESSINGS DT with FAVOR if the attacking BEING isn’t immune to the
Priest | 3rd Level
Blinded Status.
Increase your Aptitude Rank with two Miracles you are not
at least Adept with by 1. You do so again when you reach 6th
and 9th Level.

© 2023 REBEL ROUSER GAMES, LLC Classes 23


HEALTH AND LUCK
Health per Class Level: 8 + [VIT]
Hit Dice: 1d8 per Pugilist Level
Luck Die: 1d2
APTITUDE
Armor: Trained
Weapons: Proficient with Brawling Weapons
Saves: Proficient with Dodge, Trained with Endure
Skills: Proficient with two from either Athletics, Deceit,
Detection, Finesse, Investigation, Sleight, Stealth, Threat,
and Vibe
Pugilist Tools: −
EQUIPMENT
“The hero and the coward both feel the same thing. But the hero
Pugilists begin the story with light armor and a Brawling
uses his fear, projects it onto his opponent, while the coward
Weapon that isn’t just their fists.
runs. It’s the same thing, fear, but it’s what you do with it that
matters.”
PUGILIST
– Cus D’amato. FEATURES

ST
Every day that passes is just a mundanity to a pugilist itching
BRAWLER
for the thrill of the next fight. These bareknuckle brawlers are able Pugilist | 1st Level
to tap into something special in times of desperation, a reserve of Makeshift weapons you use with Strength are considered
determination and confidence known as moxie. Brawling Weapons for you.
The thing that separates the more mystical martial Further, while you have Light Armor or no armor equipped
TE
ascetics from the pugilists comes down to tenacity. Ascetics and you don’t have a Shield equipped, you gain a +2 bonus
are focused on the delivery of a focused blow to incapacitate to Dodge and Endure DT.
aggressors; pugilists will break their fingers and just keep
punching with the bloody stump. FISTICUFFS
Pugilist | 1st Level
ICONIC PUGILISTS
Y
While you are using Brawling Weapons using Strength, the
• Joe/Junk Dog, Megalobox
following rules apply:
• Hellboy, Hellboy
• Little Mac, Punch Out! • You can use a d4 for the damage die of these weapons,
A

• One Punch Man, One Punch Man increasing to a d6 at 5th Level.


• Stiffener Medick, Redwall • When you use your Main Action to Attack, you can use
• Tifa Lockhart, Final Fantasy VII your Quick Action to Attack or grapple before the start of
PL

• Tyler Durden, Fight Club your Group’s next Turn.


• Wolverine, X-Men MOXIE
Pugilist | 2nd Level
PLAYING PUGILIST
You can tap into an inner reserve of might and swagger,
Pugilists are mid defense, midline bruisers that stick focus
called Moxie. This reserve is measured by Moxie. You have
on one single, deadly shot. They are given features that help
an amount of Moxie equal to your Pugilist Level.
them remain in the frontline to draw enemy aggressions,
You can spend Moxie to fuel techniques, which you know
and feel confident even while at low Health.
three of now: Beat Rush, Old One-Two, and Rope-a-Dope. You
Main: Melee Attack regain all expended Moxie when you benefit from at least a
Quick: Withdraw (Follow-Up) Short Rest and spend Hit Dice.
Move: Frontline
BEAT RUSH
PUGILIST You can spend 1 Moxie to Rush as a Quick Action and make
Level Features one Attack with a Brawling Weapon after you move.
1st Brawler, Fisticuffs OLD ONE-TWO
2nd Moxie, Fleet Footed When you Attack with a Brawling Weapon as a Quick Action,
3rd Bloodied but Unbowed, Fight Club you can spend 1 Moxie to make an additional attack with the
same Action.

© 2023 REBEL ROUSER GAMES, LLC Classes 24


ROPE-A-DOPE
If a BEING within 5 feet forces you to make a Dodge DT and
you pass, you can spend 1 Moxie to make one Attack against
it with a Brawling weapon (no Action required).
FLEET FOOTED
Pugilist | 2nd Level
Your Speed increases by 5 feet now, and by an additional 5
feet when you reach 5th and 8th Levels.
BLOODIED BUT UNBOWED
Pugilist | 3rd Level
The moment you are Bloodied, you gain Temporary Hit
Points equal to your Pugilist Level + [VIT]. Once you gain
these Temporary Hit Points, you must benefit from at least a
Short Rest to do so again.
At 9th level, the extra damage you deal from your Aptitude Rogue
with Brawling and makeshift Weapons is doubled for 1 “I may be a burglar...but I’m an honest one, I hope, more or
minute when you use this feature. less.”

ST
FIGHT CLUB – J.R.R. Tolkien, The Hobbit
Pugilist | 3rd Level
Back-alley urchins, gutterborn scum, cunning spies,
Choose a subclass that defines your pugilist archetype. It
shadow-born assassins, the archetypes of the rogue are
grants you features now and at 6th and 9th Levels.
vast and varied. They are often the heroes of stories where
FIGHT CLUBS morality is charcoal grey, in cities run by corrupt brigand
TE cryptocracies, knowing a vast network of contacts, and
BLOODHOUND dealing in illegal goods.
“The world is full of obvious things which nobody by any chance
ICONIC ROGUES
ever observes.”
• Bilbo Baggins, The Lord of the Rings series
– Arthur Conan Doyle, • Dr. Henry Walton “Indiana” Jones, Indiana Jones
Y
The Hound of the Baskervilles • Faye Valentine, Cowboy Bebop
• Lara Croft, Tomb Raider series
BLOODHOUND • Locke Lamora, The Gentlemen Bastard Sequence
A

Pugilist • Nona Grey, The Book of the Ancestor series


Features
Level • Robin Hood, English folklore
3rd Ambusher, Ever Vigilant • Loid and Yor Forger, SpyXFamily
PL

• Vin, Mistborn
AMBUSHER
Pugilist Fight Club: Bloodhound | 3rd Level PLAYING ROGUE
During the first Round of Combat, your AT against ENEMIES Rogues are low defense, midline harassers that focus on one
who haven’t acted yet are FAVORED. single, deadly shot. They are given features that reinforce
they need to seek out gaining FAVOR on their AT to deal
EVER VIGILANT massive damage with Sneak Attack.
Pugilist Fight Club: Bloodhound | 3rd Level
Main: Attack
Increase your Aptitude Rank with a Skill of your choice from
Quick: Hide (Set-Up); Withdraw (Follow-Up)
either Detection, Investigation, or Vibe by 2.
Move: Midline
Further, you can’t be Surprised while you aren’t
Incapacitated. ROGUE
Level Features
1st Deft Maneuver, Precision Strike
2nd Rogue Gig
3rd Ellusive

© 2023 REBEL ROUSER GAMES, LLC Classes 25


HEALTH AND LUCK ASSASSIN
Health per Class Level: 6 + [VIT] “Don’t do what you can’t undo, until you’ve considered what
Hit Dice: 1d6 per Rogue Level you can’t do once you’ve done it.”
Luck Die: d4
- Robin Hobb, Assassin’s Apprentice
APTITUDE
Armor: Trained ASSASSIN
Weapons: Proficient with Finesse and Ranged weapons Rogue
Features
Defenses: Adept with Dodge Level
Skills: Expert with Thievery and one from either Deceit, 2nd Wetwork, Blade in the Dark
Detection, Finesse, Investigation, Lore, Sleight, Stealth,
Thievery, or Threat Proficient with two from this same list. WETWORK
Rogue Gig: Assassin | 2nd Level
Tools: Proficient with either Disguise Kit, Forgery Kit, or
Lockpicking Kit Increase your Aptitude with Poisoner’s Kit and Stealth by 1,
but no higher than Expert. If you are already an Expert or
EQUIPMENT better with this Tool or Skill, you can choose a different Skill
Rogues begin the story with light armor, four weapons they or Tool from the Rogue Aptitudes instead.
have Aptitude with, the tool they are Proficient with from Further, you can apply poison to a weapon as a Quick
this class. Action.
ROGUE FEATURES

ST
BLADE IN THE DARK
Rogue Gig: Assassin | 2nd Level
DEFT MANEUVER
Rogue | 1st Level You double the number of Sneak Attack dice you roll against
When you Withdraw, your Speed increases by 5 feet for the BEINGS that haven’t acted during the Combat yet, or that
Turn. can’t see you.
TE SPY
PRECISION STRIKE
Rogue | 1st Level “You can’t be a real spy and have everybody in the world know
Once per turn, you can deal (xd4, where x = half your Rogue who you are and what your drink is.”
Level) extra damage to a BEING with a weapon AT using – Roger Moore
Dexterity if the AT was FAVORED.
Y
If one of your ALLIES is within 5 feet of the BEING and isn’t SPY
Incapacitated, you don’t need FAVOR on the AT to do this Rogue
Features
Level
A

extra damage.
2nd Espionage, Impostor Among Us
ROGUE GIG
Rogue | 2nd Level
PL

ESPIONAGE
Choose a subclass that defines your rogue archetype. It Rogue Gig: Spy | 2nd Level
grants you features now and at 5th and 8th Levels. Increase your Aptitude with Disguise Tools and Deceit by 1,
ELLUSIVE but no higher than Expert. If you are already an Expert or
Rogue | 3rd Level better with this Tool or Skill, you can choose a different Skill
If you fail a Dodge DT while wearing light or no armor, you or Tool from the Rogue Aptitudes instead.
can use your Quick Action to pass it instead. Further, you can unerringly imitate voices of any
Further, your Dodge DT Aptitude Rank increases by 1 now HUMANLIKE you have heard if you pass a Detection ST after
and again at 6th and 9th Levels. listening to them speak for 1 minute or more.
IMPOSTOR AMONG US
Rogue Gig: Spy | 2nd Level
You do not need to have FAVOR on an AT to deal Sneak Attack
damage if the BEING believes you are its ALLY.

© 2023 REBEL ROUSER GAMES, LLC Classes 26


HEALTH AND LUCK
Health per Class Level: 10 + [VIT]
Hit Dice: 1d10 per Vanguard Level
Luck Die: d2
APTITUDE
Armor: Master
Weapons: Capable with two Melee weapons.
Defenses: Adept with Endure
Skills: Proficient with Athletics; Trained with two of your
choice from either Detect, Lore, Mysticism, Threat, and
Tracking.
Tools: −
Vanguard EQUIPMENT
Vanguards begin the story with heavy armor, two shields or
“Move, bitch. Get out the way.”
a shield and a greatshield.
– Ludacris, Move Bitch
Screams echo across the cavern walls, as a valiant knight
VANGUARD FEATURES
Your Features are summarized in the Vanguard table.
charges ahead towards the source of the anguish. His armor

ST
clatters loudly, alerting a group of firenewts to his front. BODY CHECK
He welcomes their attention like an old friend and readies Vanguard | 1st Level
his behemoth towershield, placing it between himself and When you Rush, you can attempt to Shove a BEING with the
the scouts. As the moving bastion is pelted with a volley of same Action. If you Rush on on opposing force’s turn, you
arrows, he feels his shield make contact with something can move up to your remaining Speed for the Round, rather
TE
soft. He turns sharply into one of the cavern walls and slams than half.
it with full force. The sickening crunch of broken bones and
SHIELD BEARER
dripping viscera from under the shield confirms his kill, and Vanguard | 1st Level
he turns his ire towards the remaining scouts. You prioritize protection above all else, specializing in
Vanguards are terrifying sentinels donned in heavy metal defensive combat with shields.
Y
armor and towering shields to devastate their enemies. Dual-Shields. You can benefit from equipping two shields
ICONIC VANGUARDS at the same time. When you do, you can attempt to Shove as
• Groot, Guardians of the Galaxy
A

a Quick Action.
• Havel, Dark Souls series Greatshields. While you are wielding a greatshield, you
• The Juggernaut, X-Men provide half cover to BEINGS of your choice if they are within
• Reinhardt, Overwatch 5 feet of you when they are Targeted.
PL

• Winston, Overwatch
ARMORED TITAN
PLAYING VANGUARD Vanguard | 2nd Level

The vanguard is the highest defense class of VAGABOND, While you have heavy armor and any shield equipped, you
trading off raw damage output for massive control and gain the following benefits:
defense. This class forgoes conventional “damage spikes” for • You have Protection: Physical (d10+x) from heavy armor
“defense spikes,” and grants you the ability to more actively if the Protection die was previously lower. In this case, x =
tank by focusing on defending through the Ready action and half your Vanguard Level, round up.
shoving. • You count as being one size larger (minimum Large) when
Main: Attack to Shove attempting Athletics ST and Endure DT. You also make
Quick: Rush on ENEMY Turn these rolls against BEINGS who are smaller than you with
Move: Frontline FAVOR.
• If you pass the Athletics ST to Shove a BEING that is your
VANGUARD size or smaller, you can push it up to 10 feet away from
Level Features you, or push the target up to 5 feet away from you and
1st Guard, Shield Bearer knock it Prone.
2nd Armored Titan, Rampant Charge
3rd Vanguard Mandate

© 2023 REBEL ROUSER GAMES, LLC Classes 27


RAMPANT CHARGE
Vanguard | 2nd Level
If you move 10 feet in a straight line, you can choose to charge
for the rest of the move. If you charge into a BEING, you can
try to Shove it. If you do Shove it, you push it ahead of you for
the rest of the charge.
This charge ends early if you fail any Athletics ST during the
charge, or if you push the BEING into a BEING or STRUCTURE,
which deals 2d4 + [VIT] Blunt to the pushed BEING and the
BEING or STRUCTURE you pushed them into.
After you charge, your Dodge DT are HINDERED until the
start of your Group’s next Turn. Wizard
VANGUARDIAN MANDATE “In a way, we are magicians. We are alchemists, sorcerers and
Vanguard | 3rd Level
wizards. We are a very strange bunch. But there is great fun
Choose a subclass that defines your duty to protect. It grants in being a wizard.”
you features now and at 6th and 9th Levels.
– Billy Joel
Students of the arcane arts, wizards are the researchers and
LOCK DOWN

ST
developers of spells through intellectual pursuit. While
Vanguard | 3rd Level
sorcerers develop their arcane prowess through some sort
If you pass the Athletics ST to Shove a BEING, you can choose
of anomalous gift, a wizard’s is practiced, allowing them a
to reduce its speed to 0 until the end of the current turn,
wider breadth of understanding of magic.
rather than push it or knock it prone.
ICONIC WIZARDS
VANGUARD MANDATES
TE • Harry Dresden, Dresden Files
• Merlyn, Arthurian legend
JUGGERNAUT • Gandalf, Lord of the Rings series
“Sumthin’s drawin’ me somewhere—an’ I’ll march through any • Sparrowhawk (Ged), Earthsea series
thing or any man ta get there!” • Sypha Belnades, Castlevania
Y
– Juggernaut, Thor Vol 2 #17 • Vivi, Final Fantasy IX
While almost more of a compulsion rather than a duty, the • Yoda, Star Wars
juggernaut is a vanguard with a drive for havoc.
A

PLAYING WIZARD
JUGGERNAUT The wizard is a squishy blaster focused on Casting Spells. You
Vanguard should prioritize staying in safety to deal damage with Magic
Features
PL

Level and switch up your castings to discover enemy weaknesses.


3rd Hulking Endurance, Unstoppable Force Main: Cast Spells
Quick: Focusing
HULKING ENDURANCE
Vanguard Mandate: Juggernaut | 3rd Level Move: Backline
When you take damage, you can spend one of your Hit Dice WIZARD
to reduce the damage taken by 1d10 + [VIT], increasing to Level Features
2d10 + [VIT] when you reach 9th Level. 1st Spellcasting, Wizardly Pursuit
UNSTOPPABLE FORCE 2nd Signature Spell
Vanguard Mandate: Juggernaut | 3rd Level
3rd General Studies
When you use Rampant Charge, the Blunt damage you deal
by pushing a BEING into a STRUCTURE increases to 2d6 +
[STR].
Additionally, the first time on a turn that you charge into
an OBJECT or STRUCTURE that is no thicker than 1-foot or
denser than stone, you can break through it instead of
ending the charge.

© 2023 REBEL ROUSER GAMES, LLC Classes 28


HEALTH AND LUCK GENERAL STUDIES
Health per Class Level: 4 + [VIT] Wizard | 3rd Level
Hit Dice: 1d4 per Wizard Level Increase your Aptitude Rank with two Spells you are not at
Luck Die: d2 least Adept with by 1. You do so again when you reach 6th
APTITUDE and 9th Level.
Armor: − EVOKER
Weapons: Trained with Staves
“So anyway, I started blasting.”
Saves: Adept with Resolve
Skills: Proficient with Arcana and two of your choice from – Frank Reynolds, It’s Always Sunny in Philadelphia
either Investigation, Lore, Mysticism, Nature, or Vibe
Tools: − EVOKER
Wizard
EQUIPMENT Features
Level
Wizards begin the Story with a staff, an arcane wand, a
1st Pursuit of Power, Spell Blaster
spellbook, a bottle of ink and a quill.
PURSUIT OF POWER
WIZARD Wizardly Pursuit: Evoker | 1st Level
FEATURES Any Essence from the Evocation school of Magic is a Spell for
SPELLCASTING you. Increase your Aptitude Rank with an Evocation Spell to

ST
Wizard | 1st Level Proficient.
You are Proficient with two Spells of your choice, and can SPELL BLASTER
increase your Aptitude Rank with any Spell by 1 each time Wizardly Pursuit: Evoker | 1st Level
you level up as a Wizard. If you spend Mana to increase a Spell’s damage, the damage dice
SPELL MANA EXPLODE up to a number of times equal to your Aptitude Rank
TE
Your arcane research has uncovered the power of Mana, which with the Essence, instead of just once.
you use to Cast Spells. You have an amount of Mana equal to
([LOG] + twice your Wizard Level).
NECROMANCER
You regain spent Mana from this feature when you benefit “One day or another, everyone you care about eventually dies.
from a Long Rest. It’s something we simply can’t accept. It’s a realization that
Y
could drive you insane.”
LOGIC CASTING
In order to successfully Cast Spells requiring Mana, you must – Hange Zoe, Attack on Titan
A

pass a Cast ST using [LOG]. This ST is equal to 20 minus


([LOG] + your Aptitude with the Essence). You use ([LOG] + NECROMANCER
Wizard
your Aptitude with the Essence) for any Melee or Ranged AT Features
Level
PL

you make with Spells.


1st Dread Mage, Soul Harvest
SCRIVEN SPELL
If you find a Spell Scroll, you can increase your Aptitude Rank DREAD MAGE
Wizardly Pursuit: Necromancer | 1st Level
with the Spell to Trained as a Downtime Activity where you
translate the scroll to a language you understand. Doing so You are Proficient with the Raise Essence, which is a Spell for
does not create another copy of the Spell Scroll. you. Focusing on it costs you no Mana.
Further, you can increase your Aptitude Rank with Dread
WIZARDLY PURSUIT Magics as if they were Spells.
Wizard | 1st Level
You dedicate yourself to the pursuit of arcane knowledge, SOUL HARVEST
Wizardly Pursuit: Necromancer | 1st Level
called your Wizardly Pursuit. It grants you features now and
at 5th and 9th Levels. When you kill a BEING that is not a CONSTRUCT or UNDEAD
with a Spell, you can spend one of your Hit Dice to regain
SIGNATURE SPELL Health equal to 1d6 + [LOG].
Wizard | 2nd Level
Determine your highest Aptitude Rank with a Spell, and
choose one of those Spells as your Signature Spell. You make
your Signature Spell’s Cast ST with FAVOR.
You can change your Signature Spell to another qualifying
Spell of the same or higher Aptitude Rank over the course of
12 hours as a Downtime Activity.

© 2023 REBEL ROUSER GAMES, LLC Classes 29


Past
Your Past is a summary of who you have been before FARMER
Past Option
becoming an adventurer. It grants you bonuses to Attributes,
training in a Skill, some Items, Gold, and a Beginning. Skill Aptitude: Nature, Taming
Tool Aptitude: Mounts (Animals)
APTITUDE Equipment: A sickle, a shovel, a sack of flour (1 lb.), plain
Pasts that grant an increase in Aptitude Rank increase it clothes, and a wheelbarrow. You also begin the story with
by 1. A Past typically grants this increase to two Skills and your choice of either a fiercely loyal hound that follows
possibily a Tool. your commands, a mule and wagon, or 1d4 chickens to
If an Aptitude option states “either”, you choose which of keep you nourished.
the listed options you gain. Wealth: 3g
CUSTOM PAST BEGINNING: LIVING OFF THE LAND
Past Option You benefit from Long Resting during a Frugal Lifestyle as if
Skill Aptitude: Two of your choice you were maintaining a Modest Lifestyle if you are at least
Tool Aptitude: One of your choice fed, hydrated, and getting sleep if you require them.
Equipment: 10g worth of equipment of your choice
GAMBLER
Wealth: 2d4g Past Option

ST
BEGINNING Skill Aptitude: Deceit, Sleight
Choose one of your Skills. When you use Luck on a SKILL Tool Aptitude: a Gaming Set
Test with the chosen Skill, roll d4 and add the number rolled Equipment: Plain clothes and the Gaming Set you gained
to your Test. Aptitude with from this Past.
Wealth: 2d4 × 10g
TE
Past BEGINNING: AGAINST ALL ODDS
Options You can use Luck on a Deceit or Sleight ST you make without
spending a Luck Point. Once you do, you can’t use this
feature again until you finish a long rest.
BLACKSMITH
Y
Past Option
PERFORMER
Skill Aptitude: Artistry, Tinkering Past Option
Tool Aptitude: Smithing Kit Skill Aptitude: Artistry and Lore
A

Equipment: A Smithing Kit, an anvil, 10g worth of raw Tool Aptitude: one Musical Instrument or a Gaming Set
materials. Equipment: A costume, plain clothes, a book of sheet music,
Wealth: 2d4 × 10g and the tool you gained Aptitude with from this Past.
PL

BEGINNING: BORNE TO THE FORGE Wealth: 5g


You know how to get the most out of your materials while BEGINNING: BUSKING
spending Downtime Crafting using Smith’s Tools. For every If you spend downtime performing for Work and pass the
10g of raw materials you use, you can create one additional Artistry ST, double your earnings.
Item with Smith’s Tools worth 1s.
Further, you do not suffer the effects of Extreme Heat. SOLDIER
Past Option
COOK Skill Aptitude: Athletics and Threat
Past Option Tool Aptitude: −
Skill Aptitude: Tracking, Threat Equipment: Light armor, a shield, plainclothes, a backpack,
Tool Aptitude: Cooking Kit a waterskin, and a mess kit.
Equipment: A Cooking Kit, 10g worth of ingredients. Wealth: 3g
Wealth: 1d4 × 10g
BEGINNING: MILITARY TRAINING
BEGINNING: HELL’S KITCHEN You increase your Aptitude Rank with Armor and one
When you spend time Cooking, you can prepare double the Weapon Type by 1.
meals you ordinarily would as per your Aptitude Rank.

© 2023 REBEL ROUSER GAMES, LLC Past 30


SURVIVALIST
Past Option
Skill Aptitude: Nature and Tracking
Tool Aptitude: Tanning Kit
Equipment: Rations (4 days), plainclothes, a backpack, a
waterskin, a dagger, and a mess kit.
Wealth: 3g
BEGINNING: HOME IN THE WILDS
If you take a Long Rest outdoors in nature while maintaining
at least a Frugal lifestyle, you gain the benefits of having
maintained a Comfy lifestyle for that Rest.
WRETCH
Past Option
Skill Aptitude: −
Tool Aptitude: −
Equipment: A stick, a bucket, an onion, a mostly dead rat,
and a loincloth.
Wealth: 1c

ST
BEGINNING: RICHES IN RAGS
You benefit from Long Resting in Squalor as if you were
maintaining a Comfy lifestyle if you are at least fed, hydrated,
and getting sleep if you require them.
TE
Y
A
PL

© 2023 REBEL ROUSER GAMES, LLC Past 31


Future
You are more than just who you have been, you are also
who you aspire to be. Your future has an impact on your Future Options
ambitions, passions, and drive to adventure.
BUSINESS MOGUL
LEVELING UP Future Option

Each time you fulfill an aspect of your Destiny, you gain a FATE: BOUND TO SUCCESS
Character Level. Each time you gain a Character Level, you You can use Luck on a Bargain ST you make without spending
gain the following in addition to your Class Features: a Luck Point. Once you do, you can’t use this feature again
Attribute Score Increase: You increase one of your character’s until you finish a long rest.
Attribute Scores by 1, but no higher than 20. DESTINY: PROSPERITY
Aptitude Rank Increases: You also increase an Aptitude • Establish a business hub.
Rank with either a Weapon Type (either Blades, Bludgeons, • Sell an Item worth more than 1,000g at twice its value or
Bows, Brawling, Crossbows, Firearms, or Polearms), a Skill, higher.
or a Tool by one Rank. • Defeat a business competitor.
Defense Rank Increase: Lastly, you increase your Aptitude
Rank with either Dodge, Endurance, or Resolve by one CHOSEN ONE

ST
Rank. Future Option

GROUPS: PARTY DESTINY FATE: MARKED FOR GREATNESS


When playing as a Group, you may choose instead to discover Choose a piece of Equipment you gained from your Class or
your united Destiny as a party. In this case, the ARBITER Past. The Equipment must be Armor, a Weapon, or Magical
plots the Future of the HEROES as a collective and decides Implement.
TE
when Destinies are fulfilled, or they have been detailed in the While you have all of your Health, the Equipment is a
adventure. Upon the fulfillment of a Destiny, each HERO gains Magical (+x) version of itself, where x is equal to your level,
a Character Level. divided by 3.
VARIANT: PARTY FUTURE DESTINY: BECOME LEGEND
Should your table decide to not engage with the leveling • Complete a quest.
Y
progression of your Future, choose one of the Fates detailed • Wield fabled equipment as your own.
by the Futures here. You gain the Fate, and the ARBITER • Have a being of legend hold you in high regard.
decides when you gain character levels. In this case, follow
A

the rules for leveling up. END BRINGER


Future Option
TALENTS GAINED FATE: DOOMSAYER
PL

Every three Character Levels, a HERO gains a Talent. You can use Luck to cause a BEING to become Cursed: Jinxed
FUTURE OPTION NAME for 1 minute while you Focus on this trait.
Future Option DESTINY: CATASTROPHE
FATE The Destinies are listed in order of difficulty. For each
Fates are signs of your Destiny, which may play with Luck or Destiny you fulfill, you gain the corresponsing Boon shown
grant you something that motivates you to adventure. in the table below.
DESTINY • Cause the death of an innocent.
The path to fulfilling your Destiny is detailed in order of • Overthrow a political faction.
difficulty and estimated Story length to complete. • Open a portal to a hostile realm.
SUPREME RULER
Future Option

FATE: NEGOTIATOR
You can use Luck on a Parley ST you make without spending
a Luck Point. Once you do, you can’t use this feature again
until you finish a long rest.

© 2023 REBEL ROUSER GAMES, LLC Future 32


DESTINY: LEADERSHIP
Your Destiny is to lead people trusting your leadership to
guide them to prosperity.
• Be appointed to a position of leadership.
• Earn the respect of your people.
• Lead a successful revolution.

ST
TE
Y
A
PL

© 2023 REBEL ROUSER GAMES, LLC Future 33


Talents
W
hen Heroes achieve certain goals or reach new OCCULT MALEDICT
Prerequisite: No Dread Aptitude
levels of power, they gain a Talent. Talents are
marks of achievement, signals of arcs in one’s Choose a Dread. Increase your Aptitude with it to Capable.
life journey, and often the development of a PACK MULE
life-changing ability. Prerequisite: Vitality 13 or Higher

TALENT NAME You add twice your [VIT] to your Load score.
Talent Prerequisite
PRIMAL AWAKENING
The benefit of the Talent will be described here. Talents Prerequisite: No Rite Aptitude
tend to be: Choose a Rite. Increase your Aptitude with it to Capable.
• A mechanical enhancement (you can do X Action as a
RESILIENT
Quick Action), or; Prerequisite: 3rd Level
• Overriding a minor restriction Increase your Aptitude Rank with Dodge, Endure, and Resolve
Talents are not: DT by 1. You can take this Talent multiple times.
• Attribute Score Increases, as each HERO gets one of these SHIELD AS WEAPON
at each level. Prerequisite: Trained or Higher with Armor

ST
• Core features of a Class without Prerequisite, as these You can use shields as weapons that deal 1d4 Blunt damage.
would pull class identity away. You add your Armor Aptitude to AT made with shields.

Talents List TE SINGER


Prerequisite: --
You can use your Voice as a Musical Instrument. You increase
ADROIT
Prerequisite: Dexterity 13 or Higher
your Aptitude Rank with your Voice to Trained and can use
your Aptitude Rank increase when you level up on your Voice.
You can use Dexterity when making Ranged AT with
weapons that lack the Heavy property. STERNER STUFF
Prerequisite: Vitality 13; Hit Dice d10 or lower
Y
ALERT
Prerequisite: Awareness 13 or Higher
Your Hit Dice increase by one size (ex: d4 to d6), but no
higher than d12. You also increase your Max Health by 1 per
You have a +5 bonus to d20 rolls you make for Detection ST.
Character Level.
A

Further, you can still take Quick Actions if you are Surprised.
TANK
ARCANE INITIATE Prerequisite: Armor Aptitude Rank - Master
Prerequisite: No Spell Aptitude
PL

While you have Heavy Armor equipped, you gain a +2 bonus


Choose a Spell. Increase your Aptitude with it to Capable.
to the Protections it grants.
DIPLOMAT
Prerequisite: Presense 13 or Higher WEAPON TRAINING
Prerequisite: --
When you make a Parley ST, you have a +2 bonus to the d20
Increase your Aptitude Rank by 1 with all weapons of a
roll if you have not damaged the BEING you are making the
type from either Blades, Bludgeoning, Brawling, Bows,
ST to influence in the last minute.
Crossbows, Firearms, or Polearms. You can take this Talent
DIVINE FAVOR multiple times.
Prerequisite: No Miracle Aptitude
Choose a Miracle. Increase your Aptitude with it to Capable.
DRUNKEN MASTER
Prerequisite: Brawling Weapon Aptitude
Melee Makeshift Weapons are Brawling Weapons for you.

LIGHT ARMOR SKIRMISHER


Prerequisite: Armor Aptitude Rank - Expert
While you have Light Armor equipped, you gain a +2 bonus
to Dodge DT.

© 2023 REBEL ROUSER GAMES, LLC Talents 34


Basics of Adventure
Resting the Environment
Resting is any time a BEING does not Travel or engage in
Combat. A BEING can engage in downtime activities for up FALLING
to 8 hours a day and still benefit from resting. Anything that falls from a height of 10 feet or higher takes
falling damage if it has no means of landing safely.
LONG REST This damage 1d8 Physical per 10 feet of distance fallen,
A Long Rest is a period of time at least 12 hours or longer that which can’t be reduced by Armor without the assistance of
can occur no more than once per day. Normally, at least 8 Magic. A BEING that takes this damage is knocked Prone.
hours of this time is spent sleeping. JUMPING
In order to benefit from a Long Rest, a HERO must be well A BEING that Jumps doesn’t take falling damage if the height
fed and hydrated before the rest, and be resting in suitable they fall is shorter than the height they jumped.
lodging. The quality of the food, drink, and lodging a HERO
is benefiting from during a Long Rest is called their Lifestyle. VISION
Before taking a Long Rest, determine the quality of any
food the HERO has consumed in the last day and the lodging
LIGHTING CONDITIONS

ST
in which they are spending the rest. Lighting conditions affect the vision of any BEINGS in the
While a HERO can subsist on basic needs, choosing to live area that lack special types of vision.
luxuriously does have its benefits. A HERO must rest in an Light: Typically, BEINGS will be able to see normally. Items
area able to provide the Lifestyle to benefit from it, or be able that shed Light will always detail the area the Item
to provide it themselves. illuminates and how long they provide Light.
TE Sunlight: The light shed by a star, which is Light but may
LONG REST EXPENSES
affect other aspects of the game.
Lifestyle Spent Effects
Moonlight: The light shed by a moon, which is Light but
Squalor — No benefits from resting. Increase may affect other aspects of the game.
Fatigue by 1.
Dark: BEINGS in the Dark are Blinded.
Y
Poor 1s No benefits from resting.
Frugal 5s − LINE-OF-SIGHT
“Line-of-sight” is used as an abstract to describe if
Modest 1g Half Hit Dice regained by the Long Rest, 1
A

Fatigue removed by the Long Rest. something is in the ongoing Scene. For the ease of rulings,
anything further than 240 feet from the HEROES or that isn’t
Comfy 2g 2 Fatigue removed by the Long Rest.
in the same space as the ongoing Scene is considered to be
PL

Luxurious 5g All Hit Dice regained and 2 Fatigue out of line-of-sight.


removed by the Long Rest.
Opulent 10g All Fatigue removed by resting.
Rations: Rations provide the food needed to sustain a Frugal
lifestyle.
Camping: Camping provides the lodging needed to sustain
a Frugal lifestyle.
HEALTH RESTORED
Benefiting from a Long Rest restores all of your Health.
LUCK
Benefiting from a Long Rest resets your Luck.
SHORT REST
A period of time that is at least 10 minutes or longer
dedicated to resting. The BEING resting does not benefit
from the rest if they Travel, engage in Combat, or have
already taken a Short Rest in the last hour.
Every 10 minutes during a Short Rest, a BEING with no
levels of Fatigue can spend one of its Hit Dice and roll the die
to regain Health equal to a roll of that die + [VIT].

© 2023 REBEL ROUSER GAMES, LLC Basics of Adventure 35


Downtime COOKING
Activity
While HEROES aren’t out adventuring, the time that passes A HERO with Aptitude in Cooking Kit can prepare meals with
allows them to prepare for the journey ahead, find new ingredients. These can be played as simply as raw materials,
quests, establish a foothold in society, or gather information or as intricately as needing to provide specific ingredients-
about an unfolding situation in the world. whatever suits your table. Either way, these ingredients
should at least have a cost of 5s.
ACTIVITIES If at least 1 hour is spent preparing a meal, the Cook
CRAFTING creates a number of meals equal to the Cook’s Aptitude Rank
Activity with Cooking Kit. Any BEING that consumes one of these
Characters can spend downtime creating items. Doing so meals benefits from their next Long Rest at the next highest
requires Aptitude with an appropriate Tool, an expense of Lifestyle Expense. For example, if the BEING is otherwise
Raw Materials, possibly a special component, and possibly getting the benefits of a Frugal lifestyle, they would gain the
the proper environment to craft (such as a forge for working benefits of a Modest lifestyle.
molten iron). Meals prepared by a cook with a Master Aptitude of Cooking
Kit always grant the benefits of at least a Luxurious lifestyle.
PROPER ENVIRONMENT
Use your best judgment when determining if an item would SELLING
require a proper environment to create it in. Typically, if Activity

ST
the item would take more than one hour to create, it likely Generally, HEROES can sell anything they own at half its full
requires more extensive gear than what is available to the market value without haggling.
dungeon delving adventurer. However, shopkeepers and customers are likely to be
TOOLS impatient if continually pressed to purchase something at
You must be at least Capable with the Tool required to create a higher cost. If a situation requires, use a Progress Clock to
the item in order to craft it.
TE track any failed ST the ARBITER calls for. If the Clock is filled,
it’s unlikely a sale will be made.
RAW MATERIALS
A BEING attempting to make an item must provide raw
materials appropriate for the item they are creating. The
value of the materials must be worth at least half the value
Y
of the item they intend to make.
SPECIAL COMPONENTS
A

Creating a Relic typically always requires a special


component (such as dragon scales, knowledge of a certain
magical essence, runic carvings, or the heart of a troll).
PL

Suggestions for these are listed in the Relic’s description,


but the ARBITER can always change these to suit their world
vision. Special components tend to increase the price of the
Relic substantially.
TIME
Items without special properties can typically be created
with a day or so’s dedicated work. A BEING can create one
item with a cost of 10g or less, or multiple items with an
accumulated total cost as high as 10g with a day of downtime
if it is the only item being crafted and they have the required
Tools and Raw Materials available.

© 2023 REBEL ROUSER GAMES, LLC Basics of Adventure 36


Running Combat
Scenarios that call for combat in VAGABOND are handled in otherwise unable to fight back.
what is known as a “Skirmish.” Rather than individual turns Tapped: The ENEMY’S main offensive resources (like Mana)
made for each BEING or OBJECT, anything within the same are nearly spent and the HEROES are all still alive.
Group acts on a shared Turn. When testing Morale, roll 2d6. If the total is over the

Rounds ENEMY’S Morale, roll another d6. On a 1-3, it retreats. On a


4-6, it surrenders.
One round of combat takes up 10 seconds of time. If ENEMIES that don’t have a Morale value or that are
an encounter calls for it (such as a Leader calling for Berserked will always fight to the death.
reinforcements), use the 6-segment Progress Clock to track
events that occur. Position
THE RHYTHM Combat takes place on an Encounter Map.
OF WAR RANGE
To establish that Combat is taking place, follow these steps: Range refers to the distance in feet a Ranged ATTACK can be
made. A Ranged attack can be made against any Target within
1. DETERMINE SURPRISE line-of-sight, unless it states a specific range in parenthesis.

ST
Anything attempting to establish surprise tests the
applicable Skill against a target’s Awareness score. On a REACH
success, the target is Surprised. Reach refers to the area within the area a Melee ATTACK can
affect a target.
2. DETERMINE ORDER
Initiative is determined by flipping a coin. In Skirmishes
MOVING
TE
with 3 or more Groups, you can determine Initiative by BEINGS can Move at any point during their Group’s Turn, or

rolling dice instead. during an opposing force’s Turn if they take the Rush Action.
They can do so after any of their own or their ALLIES’ Actions,
Heads: HEROES go first. but no further during the round than their Speed.
Tails: ENEMIES go first.
OTHER SPEEDS
Y
3. FIGHT! BEINGS can use any types of Speeds they have, such as Dig,
Combat ends when all opposing forces that are not the Swim, and Fly Speeds. These can be broken up at any point
A

HEROES have been defeated, typically through one of the throughout the Turn.
following means: Once a Speed of any type is used, the distance traveled
is subtracted from the BEINGS other Speeds as well. For
Death: Opposing forces are dead.
example: a BEING with a Walk Speed of 35 feet and a Swim
PL

Surrender: If a Group surrenders, the opposing forces must


Speed of 30 feet could Walk 10 feet, Swim 10 feet, then Walk
accept their surrender to end the combat.
another 15 feet.
Flee: If a Group flees, they successfully end the combat
if opposing forces lose sight of them for more than 30 JUMP
seconds. Relocating BEINGS that have fleed typically Move
requires tracking them down. Once during a turn while your Speed is not impeded, you
can spend 10 Speed to Jump. You can Jump either into
Enemies the air vertically as high as half your Strength score or
horizontally as far as your Strength score.
ENEMIES are any forces that are hostile to the HEROES.
CLINGING
MORALE A BEING without a Climb or Fly speed that clings to a ledge
ENEMIES won’t always fight to the death, and may retreat after a Jump is effectively Prone and can must stand from
or surrender when combat isn’t going their way. ENEMIES Prone in order to pull itself up on the ledge.
that have a Morale value indicated in their Statblock make
Morale Tests (rolled by the ARBITER) at the start of the DIFFICULT TERRAIN
Enemy turn if: The Speed a BEING must use to Move in difficult terrain is
doubled. Unless a BEING has a Speed that overcomes the
Leaderless: The ENEMY Leader is defeated. type of difficult terrain, it can’t take or benefit from the Rush
Decimated: Half of the ENEMIES are deafeated. Action while in difficult terrain.
Preservation: The ENEMY is alone and Bloodied, or

© 2023 REBEL ROUSER GAMES, LLC Running Combat 37


COVER instead of your Health. Any remaining damage is then
Whenever the Target of an effect is behind anything conceals subtracted from your Health.
part of their body and grants them protection, they are Any Temporary Hit Points you gain are lost if another
considered to have Cover. effect would grant you more Temporary Hit Points, or when
you finish a Long Rest.
HALF COVER
The BEING gains a +2 bonus to Dodge DT from effects coming DAMAGE
from the other side of the Cover. AT against ENEMIES behind Any harmful effect deals damage, the amount and Type of
Half Cover suffer a -2 penalty. which is specified in the effect’s description.
FULL COVER NONLETHAL
The BEING can’t be Targeted by any other BEING that can’t A PLAYER can state they are dealing nonlethal damage.
see them and effectively gains a +5 bonus to any DT they When doing so, the damage dealt can’t reduce a creature
make from effects coming from the other side of the cover. below 1 Health.
FLANKING DAMAGE TYPES
A BEING is Flanked in combat if two BEINGS from an opposing When an attack or effect deals damage, that damage is indicated
force that are ALLIES are on opposite sides of it. AT against it with a damage type. These types are affected by other rules in
have a +2 bonus, and it suffers a -2 penalty to all DT it makes. the game, such as Protection. The following damage types are
used in VAGABOND, and examples of what may cause these
ZONES

ST
damage types are given.
A general description of how the BEING’S traits and features
dictate where it is intended to fight during combat. • Acid: Caustic chemical burns.
• Blunt: Crushing weapons and physical pressure.
FRONTLINE • Curse: Malignance that corrupts the soul.
Most effective offensively within Melee reach of an opposing • Decay: Necrosis, rot, and anti-life destruction.
TE
force, and try to end their turn within this same distance. • Fire: Consuming fire, heat.
MIDLINE • Frost: Biting, extreme cold and freezing effects.
Most effective offensively within Melee reach of an opposing • Holy: Divine essence of creation and godly purity.
force, but try to end their turn out of reach of the opposition’s • Light: Radiant, dazzling, and cosmic energy.
Melee offenses; typically by Withdrawing as a Quick Action • Pierce: Thrusting weapons and physical puncturing.
Y
if available to avoid Opportunity Attacks. • Shock: Electricity, lightning.
BACKLINE • Slash: Cutting weapons and physical slicing.
• Sonic: Concussive physical force and sound.
A

These BEINGS are most effective offensively within Ranged


distance of an opposing force • Toxic: Poison, venom, and other hazardous materials.
• Wyrd: Otherworldly, psychic attacks on the mind.
RETREATING
PL

WEAKNESS
If a force engaged in Combat chooses to flee, all members of Anything that has Weakness takes one additional roll of the
that force must be out all members of the opposing forces’ effect’s damage die when subjected to this damage type.
line of sight to end the Combat.
PROTECTIONS

Health & Damage Anything that has Protections reduces damage it takes of
the indicated type as shown in parenthesis. For example, if
a BEING with Protection: Flame (3) is subjected to 8 Flame
HEALTH damage, it instead takes 5 Flame damage. Damage reduced
Health is a general measure of anything’s well-being, by Protections can’t be reduced below 0.
indicating whether or not a BEING is alive or dead, and if an
OBJECT is whole or destroyed. Immunity (i): Immunity reduces the indicated damage to 0.
Resistance (r): Resistance reduces the indicated damage by
DYING half, and before the effects of other Protections.
If a BEING’s Health is reduced to 0, it dies. If that BEING is a
HERO or the Leader of an ENEMY Group, it instead becomes MAGICAL
Staggered. When an effect calls for Magical damage, it refers to any
damage dealt by a magical effect like a Spell.
TEMPORARY HIT POINTS
Temporary Hit Points can be gained through certain features PHYSICAL
and Magic. If you take damage while you have Temporary When an effect calls for Physical damage, it refers to Blunt,
Hit Points, it is subtracted from your Temporary Hit Points Pierce, or Slash damage that isn’t Magical.

© 2023 REBEL ROUSER GAMES, LLC Running Combat 38


Actions RUSH
Main
Actions are what any BEING can do during Combat. All BEINGS You double your Speed for the rest of the turn, or half your
get a Main and Quick action every Round of Combat. A BEING remaining speed after a BEING on an opposing force’s Main
can only take their Main Action on their Group’s Turn, but Action.
they can take a Quick Action if they aren’t Surprised.
USE
MAIN Main

Refered to within the game as an “Action.” If the ARBITER You use an Item that is not Equipment, interact with an
needs to adjudicate interactions with the game, it likely OBJECT in the environment, or pull an Item from your on-
will require a Main Action. The Main Actions listed here are hand inventory.
available to all BEINGS. QUICK
ATTACK The Quick Actions listed here are available to all BEINGS.
Main
COUNTER
The Attack action is used to attack a Target. Quick
MELEE A BEING Triggers this Quick Action during its turn if it moves
A Melee AT is made using Strength. out of an opposing BEING’S Melee reach.
If making a Melee Attack to Grapple or Shove, this is
HEROES

ST
instead an Athletics ST with a penalty to the d20 roll equal
One Melee AT against the Triggering BEING.
to the Target’s [STR] or [DEX], whichever is highest.
ENEMIES
Shove: If you Shove a BEING, you push it 5 feet away from
One of its Melee Actions against the Triggering BEING.
you, or knock it Prone (your choice).
RANGED FOCUS
TE Quick
A Ranged AT is made using Awareness.
Some effects require continuous concentration or involved
CAST action to persist. If an effect requires the BEING or OBJECT
Main causing it to Focus, it must use this Quick Action during the
You use this Action to Cast Magic. turn or the effect ends immediately. A BEING can’t Focus on
Y
two effects simultaneously and if they use another Quick
DEFEND
Main Action while Focused, the Focus breaks.
A

You make Dodge DT with FAVOR until the start of your QUICKCAST
Group’s next turn if you can see the attacker. Main
You use this Quick Action to Cast Magic by doubling the
HELP
PL

Main Cast’s Mana cost.


Through some course of action (such as giving a heads-up on RELOAD
a weak spot or distracting the ENEMY), you grant FAVOR to the Quick
next AT or DT an ALLY of your choice within line of sight makes You replenish any ammunition required for a weapon you
before your Group’s next Turn. are holding with the Reload property.
If you assist an ALLY performing an ST, you grant FAVOR to
a ST if you have at least one Aptitude Rank in the Skill. SPEAK
Quick
HIDE Communicating 5 or more words or giving commands. The
Main Speak Action must be taken if you are trying to get a benefit
If a BEING doesn’t have vision on you, you make a Stealth by speaking.
ST against that BEING modified by their Detect Score. If you
pass, you are hidden from them until you blow your cover or WITHDRAW
Quick
if they find you.
You can only take this Quick Action while within an ENEMY’S
HOLD reach. For the rest of the Round, you don’t Trigger Quick:
Main Counters by moving.
You can use a Main Action on an opposing force’s Turn as a
Quick Action before your Group’s next Turn.

© 2023 REBEL ROUSER GAMES, LLC Running Combat 39


Conditions
Conditions refer to rules that apply when certain interactions GRAPPLING
Condition
take place. They may apply a Status, but are not themselves
Statuses. For example, a BEING that is Grappling (Condition) The Grappling BEING is using physical means to keep control
a Target causes the Target to be Grappled (Status). of a Target that is attempting to move. While Grappling, the
Conditions typically require specific interactions to end. following rules apply:
While a Potion or some Magics may alleviate a Status like • The Grappling BEING is Encumbered if the Target is the
being Poisoned, something like being Bloodied specifically same size as them or larger.
requires increasing your Health above half. There are no • They must Focus on the grapple, and must pass an Athletics
means of ending a Condition except for these specific ST during their Quick Action to maintain it.
interactions, whereas Statuses have more flexibility. • AT they make with weapons that aren’t Brawling weapons
are HINDERED. Opposing forces make Dodge DT with
BLOODIED
Condition FAVOR against them.
When a BEING’S current Health is at or below half its • They must Focus on Grappling, and the Grappled Target
maximum, it becomes Bloodied. This Status has no special must be in their reach or the grapple ends.
effects on its own, but other mechanics of the game will refer STAGGERED
to it. Condition

ST
While a BEING that is a HERO or Leader of the ENEMY group
ENCUMBERED
Condition is at 0 Health, they are Staggered and the following rules
Encumbered BEINGS are carrying items above their Load apply:
score, or otherwise hindered in their actions by a great • They are Incapacitated and fall Prone, and must spend and
TE
weight. While a BEING is Encumbered, the following rules roll one of its Hit Die at the start of its Group’s turn. On a
apply: roll of 1 or if it does not have Hit Dice, it dies.
• Their Speed is halved and they can’t Rush or Sprint. • Each time it takes damage, it loses 2 of its Hit Dice.
• They can’t use Fly or Swim Speeds without the assistance SURPRISED
of magic. Condition
Y
• Their AT and Dodge DT are HINDERED, and AT and Dodge While Surprised, the following rules apply:
DT other BEINGS make against them are FAVORED.
• It can’t take any Actions or Move during the first Turn of
A

FATIGUE Combat.
Condition
UNCONSCIOUS
Extreme exhaustion, starvation, and dehydration are the most Condition
common causes of Fatigue. Fatigue is measured in levels from 1
PL

BEINGS are Unconscious while they sleep, and if they become


to 5. At 5 Fatigue, the BEING dies.
knocked into stupor. While Unconscious, the following rules
FOCUSED apply:
Condition
• It is Incapacitated, Prone, and can’t use any of its sight-
Concentrating all of one’s mental prowess to the effort of based senses.
maintaining some effect. While a BEING is Focused, is Focusing, • AT against it are FAVORED.
or maintains Focus, the following rules apply: • It fails any Dodge or Endure DT it makes, and makes
• It must use its Quick Action at the start of its Group’s Turn HINDERED Resolve DT.
to Focus, or the effect it is Focused on ends.
• If the effect it is Focused on is from Casting Magic, it
must continue performing the gestures and incantations
required for that Cast.
• It can’t Focus on another effect. If it does, the previous
effect immediately ends.

© 2023 REBEL ROUSER GAMES, LLC Conditions 40


Statuses
Statuses may occur as a result of magic, features, attacks, or CONFUSED
Status
other effects. They vary in their detriments and may even
be beneficial in certain circumstances (such as a Barbarian While a BEING is Confused, the following rules apply:
going Berserk). • It must roll a d10 at the start of the Round to determine its
If a BEING is Immune to a Status, it will say it in its behavior for the Round:
Statblock.
CONFUSION
BERSERKED d10 Behavior
Status
1-2 It moves in a random direction, using all of its Speed
When anger takes over to the extreme of turning one feral, and can't act this Round.
they go Berserk. Reason is cast aside, and the BEING gives in
3-6 It is Incapacitated this Round.
to ferocious instinct.
7-8 It immediately uses its Main Action to make a Melee
Any effect that “Berserks” a BEING or that states it “goes
AT or Melee Action against a random BEING within
Berserk” refers to this Status. While Berserked, the BEING is
its reach or does nothing if there is no viable Target,
subjected to the following effects: and can't take a Quick Action this Round.
• They can only Move and Attack, and must use any Attack 9-0 It can act normally this Round.
options they have to do so.

ST
• If they are Focused, the Focus is broken and they can’t CURSED
Focus on another effect. Status
Cursed BEINGS are afflicted with a soul-marking malady.
BLINDED
Status
This Status is used to categorize these maladies (see: Curses).
TE
Any effect that “Blinds” a BEING or that states it “is Blind” DAZED
refers to this Status. While Blinded, the BEING is subjected Status
to the following effects: While a BEING is Dazed, the following rules apply:
• The Blinded BEING can’t see, and automatically fails ST • It can’t take Quick Actions, and it can’t Move unless it uses
requiring sight. its Main Action to do so.
Y
• Its Dodge DT are HINDERED if it has no sense to compensate
DEAFENED
for its lack of sight. Status
• Non-HINDERED AT against the BEING are FAVORED,
A

While a BEING is Deafened, the following rules apply:


and any DT it forces others to make from an Attack are
FAVORED. • It can’t hear.
• It always fails ST requiring hearing.
PL

BURNED
Status DISEASED
Status
Any effect that states a BEING it “is Burned” refers to this
Status. While Burned, the following rules apply: Diseased BEINGS are afflicted with a malady that plagues
their body, the additional effects of which are described by
• The BEING takes damage equal to what is shown in
the Disease. While a BEING is Diseased, the following rules
parenthesis next to the Burned Status at the start of its
apply:
Group’s Turn. The damage type is also indicated next to it.
For example, a BEING that is Burned (1d4 Fire) would take • They make HINDERED Hit Dice rolls.
1d4 Fire damage at the start of its Group’s Turn. FATIGUED
Status
CHARMED
Status If a BEING has at least 1 Fatigue, the following rules apply:
While a BEING is Charmed, the following rules apply: • They suffer a penalty to all d20 rolls equal to their Fatigue
• They believe the charmer is an ALLY. and it can’t take the Rush Action.

© 2023 REBEL ROUSER GAMES, LLC Statuses 41


FRIGHTENED POISONED
Status Status
While a BEING is Frightened, the following rules apply: While a BEING is Poisoned, the following rules apply:
• It makes HINDERED AT, ST, and Morale Tests while it can • If the BEING is a HERO, their AT, Endure DT, and ST are
see what has Frightened it. HINDERED.
• If the BEING is an ENEMY, HEROES make Dodge DT against • If the BEING is an ENEMY, HEROES make Athletics, Finesse,
it with Favor. Sleight, and Sleath ST and Dodge DT against it with FAVOR.
• It must end its Move further from what has Frightened it
PRONE
than when it started the Move. Status

FROZEN Going Prone can be done during your move, but you must
Status spend half your Speed to standing up from being Prone.
Ice solidifies around a BEING, preventing it from moving. While a BEING is Prone, the following rules apply:
While a BEING is Frozen, the following rules apply: • Melee AT against it are FAVORED and it makes HINDERED
• They are Slowed and Restrained. Dodge DT and Ranged AT.
• If the ice covers their head, they are Deafened and Silenced.
RESTRAINED
GRAPPLED Status
Status While a BEING is Restrained, the following rules apply:

ST
While a BEING is Grappled, the following rules apply: • Its Speed is 0, and can’t increase from bonuses.
• Its Speed is 0, and can’t increase from bonuses. • AT against it are FAVORED and its AT are HINDERED.
• It can attempt to break the grapple as a Main Action, • Other BEINGS make FAVORED AT Targeting it, and make
breaking the grapple on a passed Athletics or Finesse ST. FAVORED DT against its Melee Attacks.
If the Grappled BEING is an ENEMY, it instead forces the
TE
HERO to pass an Athletics or Finesse ST when it uses this
SILENCED
Status
Action.
Something has rendered the BEING incapable of speech. While
HASTENED a BEING is Silenced, the following rules apply:
Status
• It can’t take the Speak Action.
Y
While a BEING is Hastened, the following rules apply: • It can’t perform the incantations required to Cast.
• Their Speed is doubled.
SLOWED
• They can take two Main Actions during the Round.
A

Status

INCAPACITATED While a BEING is Slowed, the following rules apply:


Status
• Their Speed is halved.
PL

While a BEING is Incapacitated, the following rules apply: • They do not get a Quick Action. Anything they wish to take
• They can’t take Actions and their Speed is always 0. as a Quick Action must be used with their Main Action.
INVISIBLE
Status
While a BEING is Invisible, the following rules apply:
• It can’t be seen by nonmagical visual perception.
• It makes AT, DT, and ST against BEINGS that can’t see it as
if those BEINGS were Blinded.
• BEINGS that can’t see it make d20 rolls against it as if
Blinded.
PARALYZED
Status
While a BEING is Paralyzed, the following rules apply:
• It is Incapacitated and Mute.
• AT against it are FAVORED.
• It always fails Dodge and Endure DT.
• It always fails Strength and Dexterity AT and ST.

© 2023 REBEL ROUSER GAMES, LLC Statuses 42


Equipment
Equipment is any Item that can be Equipped by either SHIELDS
wearing it or carrying it to confer a mechanical benefit. A BEING can only benefit from one shield at a time. Equipping
Equipment is secured by the BEING that has it equipped. a Shield requires the Use Action, but they can be unequipped
Equipment that is equipped does not count against a without an Action.
Being’s Load while equipped. Light: React to being Attacked to gain +1 to Dodge DT, which
EQUIPMENT APTITUDE is a critical on a 19-20.
The Aptitude Rank required to benefit from certain Armors Shield: +1 to Dodge DT.
have been reproduced here for reference. Greatshield: +2 to Dodge DT, provides Half Cover.
EQUIPMENT APTITUDE
Rank Armor Type Weapon Weapons
Trained Light Armor +1 to AT While Equipped, Attacks can be made with the weapon.
Proficient Medium Shields +1 to Damage Equipping a Weapon requires the Use Action, but they can be
unequipped without an Action.
Adept Medium Armor +2 to AT
BEINGS that Attack with a weapon they lack Aptitude
Expert Light Shields +2 to Damage
Ranks make the AT HINDERED.
Savant Heavy Armor +3 to AT

ST
MAKESHIFT WEAPONS
Master Great Shields +3 to Damage
If you make an Attack with an OBJECT that isn’t a conventional

Armor Weapon, such as a broken bottle, a fellow HERO, or a pen,


the AT is made with it as a Makeshift Weapon.
While equipped, armor protects the BEING from harm. These Weapons deal 1d2 damage of a type appropriate for
TE their form, but this die may be higher if the OBJECT’S form
Heavy: If the BEING’S Load score is below the number in makes sense for it (such as throwing an entire table dealing
parentheses, it does count against their Load while equipped. 1d6 Blunt).
If the Armor is a Shield, it must be held with two hands.
Protection (Prot.): This equipment provides Protection: WEAPON PROPERTIES
Physical (x) where x equals the indicated value. See
Y
Weapons have certain properties that affect how they can
“Protections” in the Damage section of the Combat be used:
Chapter.
2-Hand: The weapon must be equipped in two hands to
A

ARMOR make AT with it.


Armor Prot. Properties Value Load Finesse: The weapon can be used with Strength or Dexterity,
Worn but you must use the same Attribute for both the AT and
PL

Light d4 — 10g 3 damage rolls.


Heavy: The weapon must be wielded in two hands to be
Medium d6 Heavy (13) 50g 10
used properly. If the BEING’S Load score is below the
Heavy d8 Heavy (17) 100g 10 number in parentheses, it does count against their Load
Shields while equipped.
Light — 5g 1 Light: Small and larger BEINGS can dual-wield these weapons.
Medium — 20g 3 Doing so allows the BEING to make one additional attack
with the off-hand weapon when they use their Action to
Great Heavy (15) 75g 10
Attack. They can’t add the damage modifier to the damage
WORN rolls of this additional attack.
Worn armor mitigates damage dealt to the wearer when Reload: A Ranged weapon that uses ammunition has a
equipped. Equipping and unequipping Worn Armor requires Reload score. Once a number of Attacks have been made
10 minutes of time. with this weapon, the user must take the Reload Action
Light: Armor made of light material such as fur, padded to use it again.1 Weapons with a Reload score of 1 can be
cloth, or leather. reloaded as a part of making an Attack with it.
Medium: Chain and scale mail. Thrown: A Melee weapon that is suitable to be thrown to
Heavy: Bulky suits of metal armor made of interlocking make a Ranged attack, rather than an improvised attack.
pieces, such as plate and splint. Doing so uses the same Attribute for the AT as would be
used for Melee attacks with it.
1
To help track used ammunition, use a 4- or 6-segment Progress Clock.

© 2023 REBEL ROUSER GAMES, LLC Equipment 43


MELEE WEAPONS
Weapon Properties Value Load Damage
Axes
Axe, hand Light, Thrown (60') 5s 1/10 1d4 Slash
Axe, battle 10g 1 1d6 Slash
Axe, great Heavy (13), 2-Hand 30g 3 2d4 Slash
Blades
Dagger Finesse, Light 2g 1/10 1d2 Pierce
Shortsword, curved Light 10g 1 1d4 Slash
Shortsword, straight Finesse, Light 10g 1 1d4 Pierce
Longsword, curved Finesse 15g 1 1d6 Slash
Longsword, straight 15g 1 1d6 Pierce; 1d8 if 2-Hand
Sword, bastard 20g 3 1d8 Slash; 1d10 if 2-Hand

ST
Greatsword 2-Hand, Heavy (13) 50g 10 2d4 Slash
Sword, colossal 2-Hand, Heavy (17) 150g 10 2d6 Slash
Bludgeons
Club, blackjack Finesse 2g 1/10 1d2 Blunt
Club, standard 5s 1 1d4 Blunt
TE
Club, great 2-Hand 10g 3 2d4 Blunt
Hammer, light Light, Thrown (60') 2g 1/10 1d4 Blunt
Hammer, war 15g 1 1d6 Blunt
Hammer, lucerne 20g 3 1d8 Blunt; 1d10 if 2-Hand
Y
Maul 2-Hand, Heavy (13) 50g 3 2d4 Blunt
Hammer, colossal 2-Hand, Heavy (17) 150g 10 2d6 Blunt
A

Battering ram 2-Hand, Heavy (13) 4g 3 1d6 Blunt; Shoving


Mace 5g 1 1d4 Blunt
Flail 15g 1 1d6 Pierce
PL

Morningstar 10g 3 1d6 Blunt or Pierce


Brawling
Unarmed Finesse, Light − − 1 Blunt
Caestus Finesse, Light 5s 1 1d2 Blunt
Caestus, spiked Finesse, Light 5g 1 1d2 Pierce
Knuckles, metal Finesse, Light 5g 1 1d2 Pierce
Polearms
Quarterstaff 2s 1 1d4 Blunt; 1d6 if 2-Hand
Javelin Thrown (120') 5s 1 1d4 Pierce
Spear Thrown (60') 1g 1 1d6 Pierce
Pike Reach 5g 3 1d8 Pierce
Glaive 2-Hand, Heavy (13), Reach 20g 3 1d8 Slash
Halberd 2-Hand, Heavy (13), Reach 20g 3 2d4 Slash
Lance 2-Hand, Reach, Riding 10g 3 1d10 Pierce

© 2023 REBEL ROUSER GAMES, LLC Equipment 44


RANGED WEAPONS
Weapon Reload Properties Value Load Damage Die
Bows
Bow, Short 1 2-Hand 25g 1 1d4
Bow, Long 1 2-Hand 50g 3 1d6
Bow, Colossal 1 2-Hand, Heavy (13) 10 1d8
Crossbows
Arbalest 1 2-Hand 3 1d8
Ballistae 1 2-Hand, Heavy (15) 10 1d10
Bowgun, Hand 4 1 1d4
Bowgun, Light 4 2-Hand 1 1d6
Crossbow, Hand 1 75g 1 1d4
Crossbow, Light 1 2-Hand 25g 3 1d6
Firearms

ST
Pistol, flintlock 1 Loud 15g 1 1d4
Pistol, repeating 6 Loud 50g 1 1d4
Rifle, bolt-action 1 Loud, 2-Hand 35g 3 1d6
Rifle, repeating 6 Loud, 2-Hand 90g 3 1d6
Shotgun, break-action 2
TELoud, 2-Hand 50g 3 1d8
Shotgun, repeating 6 Loud, 2-Hand 140g 3 1d8
Shotgun, sawed-off 2 Loud 85g 3 1d8
Y

AMMUNITION
Weapon Value Load Damage Type
A

Arrows
Single 5c 1/10 Pierce
PL

Quiver (10) 5s 1 Pierce


Bolts
Single 5c 1/10 Pierce
Case (10) 5s 1 Pierce
Bullets
Box (10) 1g 1 Pierce
Box, (10) incendiary 3g 1 Fire
Shells
Box (10) 1g 1 Pierce
Box, (10) dragonbreath 3g 1 Fire

© 2023 REBEL ROUSER GAMES, LLC Equipment 45


ALCHEMICAL ITEMS ALCHEMICAL ITEMS
Item Value Load Item Value Load
Acid Bladefire 5g 1
Basic 20g 1 Crone's ire 50g 1
Oxidizing agent 50g 1 Farflame 50g 1
Adhesive 5g 1 Ghostoil 50g 1
Alchemist's fire 20g 1 Wyrmwound 50g 1
Alkahest 50g 1 Vicious 50g 1
Antitoxin 15g 1 Perfume 5g 1/10

ST
Candle Potions
Basic 1c 1/10 Gigantism 100g 1
Focusing 75g 1/10 Health 20g 1
Insectbane 1s 1/10 Mana 75g 1
Restful 75g
TE
1/10 Polymorph 100g
Clearbreath 20g 1 Ice skin 5g 1
Darkvision powder 5g 1/10 Shriek paste 5g 1
Defoliator 20g 1 Smelling salts 5s 1/10
Y
Dwarfblind stone 20g 1 Smoke stick 1g 1
Fleetfoot 20g 1 Soap 2c 1/10
Frigit azote 20g 1 Sparkstone 50g 1
A

Gravebane 20g 1 Splash catalyst 50g 1


Green slime 50g 3 Sunrod 5g 1
PL

Holy water 5g 1 Tanglefoot bag 5g 1


Insect repellent 5g 1 Thunderstone 50g 1
Instant rope 20g 1 Toothpaste 5s 1/10
Instant wall 50g 1 Torch
Levin shell 20g 1 Basic 1s 1
Longbreath 5g 1 Beast-repellent 5g 1
Motelight 20g 1 Frigidflame 20g 1
Oil Sentry 50g 1
Basic 1g 1 Tindertwig 5g 1
Anointing 5g 1

© 2023 REBEL ROUSER GAMES, LLC Equipment 46


Alchemical Items • Weapons have their damage die reduced by one size each
time this occurs. If the weapon’s damage die is a d2 when
These items can be purchased with your starting gear and it deals damage, it is destroyed instead.
Crafted during Downtime with an Alchemist’s Kit and raw
ADHESIVE
materials. They are shown in the Alchemical Items table with Alchemical Item
a Container, Cost, Load, and are described in this chapter.
A sticky substance used to adhere materials together. The
ALCHEMICAL ITEM CATEGORIES adhesive can be used on an unsecured OBJECT weighing 10
Some alchemical items have a secondary classification, pounds or less to bond it to anything weighing 10 pounds or
shown in italics. This is meant for ease of reference, but more, securing it.
certain classifications obey certain rules: ALCHEMIST’S FIRE
Acid. Acids are corrosive substances that may be naturally Alchemical Item

occuring or must be harvested. However, some acids are A flammable, tar-like fluid that ignites when exposed to
mundane chemical mixtures that may be created in a oxygen. A Target who is hit with this Item is Burned (1d4 Fire)
laboratory and are listed here. until a BEING uses its Main Action to extinguish the flames.
Oils. Oils are nearly always a substance that coats the ALKAHEST
Target. These may allow for weapons to ignite with flame, Alchemical Item
cause the ground to become slick, or cause a Target to take When poured on or within an Alchemical Item, the item is
increased damage of a certain type. Any oil can coat one

ST
reduced back to its raw materials after 1 minute. The alkahest
metal Weapon or up to 5 pieces of metal ammo, which is lost in the process.
remain coated for 1 hour, or until they are coated with
another oil. ANTITOXIN
Alchemical Item
Potions. Potions are alchemical concoctions that cause
magical effects when consumed. A BEING that drinks this liquid gains FAVOR on DT against
TE
Torches. Enhanced versions of torches, with the various being Poisoned for 1 hour.
flammables used in their creation causing wondrous effects. CANDLE, BASIC
Torches typically burn for 1 hour, unless otherwise stated. Alchemical Item | Torch
While burning, the candle sheds light out to 10 feet.
ALCHEMICAL ITEM
Y
DESCRIPTIONS CANDLE, FOCUSING
The alchemical items are listed in alphabetical order. Alchemical Item | Torch
If the Item deals damage, it is used with either the Attack or While burning, the candle sheds light out to 10 feet and fills
A

Use Actions as either a Melee or Ranged Makeshift Weapon. the air within the light with a fresh, crisp odor. The candle is
If the Item’s container is thrown, the container breaks. a great boon to those engaged in strenuous mental activity,
and is often kept in lanterns by magic-users. Those within
PL

ACID, BASIC
Alchemical Item | Acid
its light gain a +1 bonus to ST made to Focus.
A corrosive fluid that eats away at matter. A Target who is hit CANDLE, INSECTBANE
with this Item takes 2d6 Acid. Alchemical Item | Torch
While burning, the candle sheds light out to 10 feet. This
ACID, OXIDIZING AGENT
Alchemical Item | Acid
heavily-scented candle smells pleasant to HUMANLIKE, but
is especially potent in repelling insectoid BEINGS, which are
An acid that rapidly oxidizes nonmagical metal substances.
Frightened while within the light it sheds.
A Target who is hit with this Item takes 2d6 Acid, which
EXPLODE if the Target is made of metal. CANDLE, RESTFUL
If the Target is an unsecured OBJECT that takes damage Alchemical Item | Torch
from the EXPLODING dice, the acid destroys a 1-foot-radius While burning, the candle sheds light out to 10 feet, and
circle of it that is 1-inch deep. fills the air with a relaxing scent. If a BEING within its light
If the Target takes damage from the EXPLODING dice and spends one or more Hit Dice as a part of a Short Rest to regain
is an Item made of metal that isn’t a Relic, the following Health, the healing is doubled.
rules apply:
CLEARBREATH
• Ammunition and Shields are destroyed by this corrosion. Alchemical Item
• Armor has its Protection die reduced by one size each time Gray, smokey vapors that temporarily dull one’s sense of
this occurs. If the armor’s Protection die is a d2 when this smell when inhaled. A BEING that inhales the clearbreath
occurs, it is detroyed instead. gains a bonus to DT made against foul smells for 1 hour. This

© 2023 REBEL ROUSER GAMES, LLC Equipment 47


bonus is either +2 or the creator of the clearbreath’s [LOG] UNDEAD are Dazed while in the area, ignoring any
(whichever is higher). immunities to this Status.
DARKVISION POWDER GREEN SLIME
Alchemical Item Alchemical Item
This plain gray powder can’t be seen with normal vision This sticky slime eats away at anything it touches. A Target
from more than 10 feet away, and is often used by creatures hit with this Item is Burned (1d8 Acid) for 1 minute, and is
with darkvision to write messages hidden in plain sight. covered in slime until a BEING uses its Main Action to scrape
When viewed with darkvision, the powder glows brightly. or wash the slime off.
A vial contains enough powder to write a fairly lengthy
HEALTH POTION
sentence (roughly 25 words). Alchemical Item | Potion

DEFOLIATOR A BEING that consumes this potion can spend its Hit Dice to
Alchemical Item regain Health equal to roll of the Hit Dice spent, adding [VIT]
This vile liquid has a muddy brown hue and smells of rotten to each of these rolls. The maximum number of Hit Dice it can
plant life. A Target hit with this Item takes 2d6 Toxic if it is a spend by consuming the contents is equal to the creature’s
LESHY or vegetable matter. If the Target is a point, all natural [VIT] (minimum of 1).
plants within 10 feet of the Target immediately wither and
HOLY WATER
die. The damage is not limited to living plants: wooden Alchemical Item
OBJECTS take double damage from a defoliator.

ST
A Target hit with this Item takes 2d4 Holy if it is a HELLSPAWN
DWARFBLIND STONE or UNDEAD.
Alchemical Item
ICE SKIN
Small stones treated with alchemical substances, giving Alchemical Item
them a faint purple sheen. A Target hit with this Item takes
This dull white cream provides limited protection against
TE
1d6 Light if it has Darkvision and loses its Darkvision for 10
the cold when applied to a creature. Applying the cream
minutes.
takes 1 minute, protecting its wearer against environmental
FLEETFOOT effects of bitter cold for 24 hours.
Alchemical Item | Potion
INSECT REPELLENT-SALVE
This thin blue liquid temporarily loosens the consumer’s
Y
Alchemical Item
muscles and joints. For 1 minute, the consumer’s Walk Speed
A vial of this waterproof salve contains 20 applications of
is increased by 10 feet.
odorless grease. Applying the salve takes 1 minute, and one
A

FRIGID AZOTE application protects its wearer against normal insects for 24
Alchemical Item hours.
A liquid that rapidly freezes when exposed to oxygen. A
INSTANT ROPE
PL

Target who is hit with this Item takes 2d6 Frost and is Alchemical Item
Slowed until the end of its Group’s next Turn.
You can pour the viscous gray liquid from this flask.
GIGANTISM POTION When poured, the liquid forms into a long cord usable as
Alchemical Item | Potion a temporary rope. Upon being exposed to air, the liquid
A BEING that consumes this potion grows by one size (ex: rapidly increases in both volume and viscosity, swelling to
Medium to Large) for 1 hour, and deals an additional die of the diameter of a typical hemp rope, then quickly drying.
damage with AT using Strength. A flask of instant rope forms a 50-foot-long cord and
solidifies at the end of your Group’s next Turn. The rope
GRAVEBANE
Alchemical Item
can be moved during this period without damaging it, but
it cannot support more than 10 pounds of weight without
This thick white liquid evaporates almost instantly upon
breaking. Once completely dry, instant rope can support
contact with air, creating a thin, nearly invisible smoke. The
as much weight as normal hemp rope. After 1 hour, instant
smoke is nearly odorless and has no effect on most creatures.
rope becomes too brittle to support any weight and quickly
Undead, however, are repulsed by the smoke and can only
crumbles into dust.
pass through it with an effort of will.
You open or throw the flask to a point up to 20 feet away, LEVIN SHELL
shattering the flask. In either case, the area in a 10-foot Alchemical Item
radius becomes filled with gravebane. Gravebane ordinarily An unstable mass of electric energy that sparks when
lasts for 1 minute, although strong winds may decrease this exposed to oxygen. A Target hit with this Item and any
duration. BEINGS within 5 feet of the Target take 1d6 Shock. A BEING

© 2023 REBEL ROUSER GAMES, LLC Equipment 48


that takes this damage can’t take Quick Actions until the end OIL, WYRMWOUND
of its Group’s next Turn. Alchemical Item | Oil
A bubbly, crimson oil that serves as a bane to scaly-kind. If
LONGBREATH
Alchemical Item | Potion
you hit a WYRM with an Attack with the coated item, it takes
and extra 1d4 Wyrd on a hit and its Fly Speed is reduced by 10
This thick, brown-tinted smoke is a great boon to anyone
feet until the start of your Group’s next Turn.
who needs to go without air for more than a few rounds. For
1 hour after inhaling the contents of the vial, the creature can OIL, FARFLAME
hold its breath indefinitely while it’s not Incapacitated. Alchemical Item | Oil
This thin, light blue oil burns with a blue flame and
MANA POTION
Alchemical Item | Potion
illuminates a wide area. When used in a lantern, farflame
oil sheds Sunlight out to 120 feet. In a bullseye lantern, it
A BEING that consumes this potion can spend and roll one of
sheds Sunlight in a 120-foot cone. A pint of farflame oil fuels
its Hit Dice to regain Mana equal to the roll.
a lantern for 3 hours. It can also be used as basic oil.
Especially potent mana potions allow the consumer to
spend additional Hit Dice. These are indicated by a (+x). OIL, GHOSTFLAME
In this case, x = the additional Hit Dice the consumer can Alchemical Item | Oil
spend. This clear oil has a slight tint of gray, and strange, wispy
forms seem to swirl through it. While coated, Attacks with
MOTELIGHT
the Item are Magical.

ST
Alchemical Item
A clear liquid filled with faintly glowing sparks of light. A OIL, VICIOUS BLEEDER
Target hit with this Item is surrounded by rapidly moving, Alchemical Item | Oil
harmless sparks that follow it until the start of your Group’s A thick blue oil that acts as a powerful anticoagulant.
next Turn. The sparks carry wild energy that disrupts magic, Attacks with the Item deal an additional 1d6 damage to
TE
and it must roll 1d6 to Cast. On a roll of 1-4, the Cast fails. Bloodied BEINGS, and cause them to bleed profusely for 1
hour after being hit. During this time, Tracking ST to find it
OIL, BASIC
Alchemical Item | Oil
are FAVORED.
The oil can coat either a 5-foot-square area or one BEING, PERFUME (VIAL)
which you can do either as Melee or Ranged. Make an AT if Alchemical Item
Y
you Target a BEING to hit it directly. A fragrant commodity typically used by the wealthy.
The coated area or BEING can be ignited if it takes any Fire
SHRIEK PASTE
damage. Doing so causes any BEING or OBJECT that makes
A

Alchemical Item
contact with the flames to take 1d8 Fire, in addition to any
An oily, smelly substance with a slightly purplish color
Fire dealt to ignite the oil.
that is typically stored in opaque containers to prevent
PL

OIL, ANOINTING illuminating the paste. When smeared on a surface, it retains


Alchemical Item | Oil its same consistency almost indefinitely. When light is shed
Anointing oil is used in religious ceremonies, often as a mix within 30 feet of the paste, the paste rapidly crystallizes.
of oil and holy water. The oil can coat one metal weapon During this process, the paste emits a shriek audible within
or up to 5 pieces of metal ammo, which remain coated for 300 feet of it for 1 minute. If the light moves out of range, the
1 hour. When you hit a HELLSPAWN or UNDEAD with the shriek ends at the end of the Turn. Afterward, the paste dries
coated item, the Attack deals an extra 1d6 Holy. If you apply up and is rendered inert.
another oil to the coated weapon, it loses these effects.
SOAP
OIL, BLADEFIRE Alchemical Item
Alchemical Item | Oil Fragrant bars of fats and oils, typically used while bathing.
Bladefire is typically poured along the length of a bladed
SPARKSTONE
metal weapon. The coated Item(s) shed light as if it was a Alchemical Item
torch, and Attacks with it deal an extra 1d4 Fire on a hit.
These alchemical devices actually resemble fist-sized lumps
OIL, CRONE’S IRE of hard, gray clay. A Target who is hit with this Item takes 2d6
Alchemical Item | Oil Shock and is Dazed until the end of the Turn.
A sickly emerald oil that shrieks when lit. The coated Item(s)
shed light as if it was a torch, and Attacks with it deal an
extra 1d4 Curse on a hit. If the Target is Focusing, it must roll
a d6. On a roll of 1-4, its Focus ends.

© 2023 REBEL ROUSER GAMES, LLC Equipment 49


SMELLING SALTS TORCH, TINDERTWIG
Alchemical Item Alchemical Item | Torch
This pungent fluid can be administered by wafting The alchemical substance on the end of this small,
the contents under a creature’s nose. If the creature is wooden stick ignites when struck against a rough surface.
Unconscious from sleep, it immediately wakes up. Tindertwigs do not burn out over time, meaning it can be
reused as often and for as long as the user desires. Using it
SMOKESTICK
Alchemical Item
ignites or snuffs out the tindertwig, which isn’t damaged by
the flame.
An alchemically-treated wooden stick that can instantly
produce a thick plume of opaque smoke. You can hold it or
throw it at a point. Thick smoke fills the surrounding 10 feet,
obscuring the area for 1 minute.
SUNROD
Alchemical Item
This gold-tipped, iron rod glows brightly when struck. When
used, it sheds Sunlight out to 60 feet for 6 hours. Afterwords,
the sunrod is burned out and goes inert.
TANGLEFOOT BAG

ST
Alchemical Item
This bag is filled with writhing, sticky black tar that bursts
with goo on impact. A Target who is hit with this Item
is Grappled by the goo, causing it to be Restrained while
Grappled this way. This goo has no effect underwater.
TE
The goo becomes brittle and fragile after 1 hour, breaking
and freeing anything Grappled by it.
THUNDERSTONE
Alchemical Item
The stone is known to create an ear-shattering bang, and
Y
can be thrown at a BEING or a point. Anything within 10 feet
of the Target takes is Deafened until the end of its Group’s
next Turn. While Deafened this way, it’s Detect score has a
A

-5 penalty.
TORCH, BEAST-REPELLENT
PL

Alchemical Item | Torch


A beast-repellent torch burns with an unnatural dark flame
that unsettles BEASTS. While burning, the torch sheds light
out to 40 feet and deals 1 Fire on a hit if used as a Weapon.
A beast that enters the light shed by this torch is Frightened
of the torch until it is attacked or takes damage. Afterwords,
it can’t be Frightened by beast-repellent torches until it
finishes a Long Rest.
TORCH, FRIGIDFLAME
Alchemical Item | Torch
While burning, the torch sheds Moonlight out to 40 feet and
deals 1d2 Cold if used as a Weapon.
TORCH, SENTRY
Alchemical Item | Torch
While burning, the torch sheds light out to 40 feet and deals
1 Fire on a hit if used as a Weapon. Nothing within this light
gains any benefit from being Invisible.

© 2023 REBEL ROUSER GAMES, LLC Equipment 50


Casting
Rules
M
agic in VAGABOND aims to give you tools to ESSENCE CHARACTERISTICS
customize spells whenever you cast them to Each Essence has an indicated School of Magic in a
suit your needs. Spellcasters can create their subheader, possibly a Damage Type, and an Effect.
own spells each time they manifest the magical
essence. DAMAGE
Magic Essence Characteristic
REQUIREMENTS If a Damage Type is indicated in an Essence, it can be Cast to
To Cast Magic, a HERO must meet a few requirements to only deal 1d6 damage of the indicated Damage Type without
create these incredible, devastating effects. expending Mana, either delivering the essence as a Bolt, Self,
APTITUDE or Touch.
You can add damage to a Cast, even if it was not Cast to
BEINGS may have a feature that allows them to gain Aptitude
only deal damage, by spending 1 Mana per d6 of damage you
Ranks with magical essences. In order to Cast an Essence,
add.
a character needs to have at least a Capable Aptitude with
that magic essence. EFFECT

ST
Magic Essence Characteristic
Aptitude Rank Maximum Mana
The Effects of the Essence when the Target is subjected to it,
Capable 2
unless the Essence is Cast only to deal damage.
Trained 4
Proficient 8 DURATION
Expert 16
TE Casting Augmentation
Magic is Cast instantly and its effects end immediately after
Savant 32 taking place, unless the Caster immediately uses their Quick
Master Unlimited Action to Focus on it after the initial Cast. Doing so requires
the Caster spend Mana equal to half the original Casting
MANA
Mana Cost (minimum 1 Mana) each time they Focus.
Y
Casting Requirement
If a Caster attempts to do more with an Essence other than AUGMENTED CASTING
its described effect or in dealing 1d6 damage of the indicated
Casters can harness a Magical Essence to create customized
A

type, they must spend a resource (typically Mana). A BEING


effects.
without Mana to spend can't get anything out of an Essence
other than effects that don't cost Mana. DELIVERY
PL

Casting Augmentation
ACTION Aura: Creates an Aura on the Caster. Anything within the
Casting Requirement
Aura of the Caster's choice becomes the Target of the
All Magic requires the Cast Action to use, which uses the
Essence.
Main Action unless it is Quickcast.
Bolt: Caster launches a bolt of Magic at a Target within 120
During this Action, the Caster must pass a Cast ST as
feet and passed ST higher than Target AT.
described in the Class feature that granted them Magic.
Cone: Create a cone of the chosen size. Those in the cone's
GESTURES AND INCANTATIONS area become the Targets.
Casting Requirement Cubes: Caster Targets an open area and creates one 5-foot-
Casting any Magic requires the Caster be able to perform cube of the chosen effect per Mana spent on this Delivery.
gestures, speak certain incantations, or use physical casting BEINGS and OBJECTS within the cube become Targets of
implements. A holy symbol, arcane trinket, wand, or staff are the Cast, and are affected on passed ST by the Caster.
such implements, but a Caster will have to spend additional Glyph: Caster creates a magical glyph that contains the
Mana to overcome these other burdens. Essence. This does not require Focus, but the Caster can
As such, a BEING can't Cast any Magic if an effect or Status only have one Glyph active at a time.
renders it incapable of speech or movement, unless they Line: Create a straight line that is 5-feet-wide of the chosen
Cast the spell with Subtle Cast. distance. Those in the line's area become the Targets.
Expanding the line's width by 5 feet doubles the cost per 5
feet of expansion.
Remote: Caster chooses a Target that is within line of sight.

© 2023 REBEL ROUSER GAMES, LLC Casting Rules 51


Magic affects Target on passed ST.
Self: Caster Targets themself, requires no ST. Magical Arts
Sphere: Choose a point within line of sight and create a Casters follow a Magical Art, which allows them to access
sphere with a diameter of the selected length. Any BEINGS certain Magical Essences. Other worlds may open up
and OBJECTS within the sphere's area become Targets of additional Arts to be discovered. Three of these Arts are
the effect. Magic affects Targets on passed ST by the Caster. presented here: Rites, Miracles, and Spells.
Touch: Cast hits if in Melee and passed ST higher than
DREADS
Target AT. Magical Art List
DELIVERY MANA COSTS Dread magic of corruption, curses, and eldritch mystery.
Delivery 15' 30' 60' 120' Cast by invokers and typically hints at the presence of
Aura +2 +4 +8 +16 creatures from beyond the mortal realm.
Bolt — Morph Raise Hex
Cone +2 +4 +8 +16
RITES
Cubes - Special - Magical Art List
Glyph +6 +12 +24 +48 Primal magics of nature that calls forth the dominion of
Line +1 +2 +4 +8 nature, wild fury, the cycle of natural life and death, fae
Remote +1 +2 +4 +8 essence, and elemental rage. Cast by shamans and fosters

ST
natural development and life.
Self —
Sphere +4 +8 +16 +32 Beast Guidance Shock
Fire Grow Ward
Touch —
Frost Morph
EXAMPLE SITUATION
TE
"I would like to create a 15-foot sphere of flames that deals 3d6 Fire MIRACLES
Magical Art List
damage using my Quick Action and Focus on it to keep it active."
Damage: 2 Mana from additional damage (Total Mana 2)
Divine magic cast through prayers, meditation, or other
Delivery: 4 Mana from the sphere's area (Total Mana 6) revalations that channel the essence of deities of creation.
Action: The total of 6 is multiplied by 2 (Total Mana 12) Cast by zealots, they create life and are in alignment with the
Duration: If the Caster focuses on this spell, it will cost 6 Mana next plans of the creators.
Y
turn to Focus
Grow Light Turn
Guidance Resist
QUICKCAST
A

Life Smite
Casting Augmentation
A Caster can Cast Magic as a Quick Action by doubling the SPELLS
Mana Cost of that Casting. If they did not spend Mana on the Magical Art List
PL

Casting, this requires 2 Mana. Arcane magic that is wild and unpredictable in its
characteristics. Cast by mages and found in bizarre locations
SUBTLE CAST throughout the world.
Casting Augmentation
A Caster can cast a spell without somatic gestures or verbal Confuse Hex Morph
incantations. Doing so doubles the total Mana cost of the Fire Levitate Summon
casting. Frost Lock Ward

Create Your Tome


Magic users in nearly every world are known to create
"signature spells," giving them an evocative name and
making them a go-to in their magical repertoire. Not only
is this an incredible roleplay choice, this helps to speed up
combat!
Once you have experimented with Essences and discovered
a combination of Damage, Effect, Delivery, Duration, and
determined the Cost, write these down and give the effect a
name so you can quickly reference them for later.

© 2023 REBEL ROUSER GAMES, LLC Casting Rules 52


Essences DISPEL
Abjuration
Damage Type: −
APOPLEX
Mesmerism
Effect: The Caster dispels a magical effect that cost x Mana
to Cast, where x = 0 plus additional Mana the Caster can
Damage Type: −
spend during the Cast to increase x.
Effect: The Target is Berserked while the Caster is Focused.
FIRE
BARRIER Evocation
Abjuration
Damage Type: Fire
Damage Type: −
Effect: A flame is created either within the Caster's hand or
Effect: The Caster grants the Target Protection: x (1d6),
within line of sight (their choice). The Caster can cause
where x is the Damage Type of another Magic Essence the
this flame or any effects this spell causes to be burning hot
Caster knows.
or comfortable to the touch. Flammable OBJECTS ignited
The Caster can spend Mana to enhance this barrier,
by this spell remain aflame as if by natural fire until
granting it an additional 1d6 for every 2 Mana spent to
extinguished.
enhance it.
FROST
BEAST Evocation
Summoning
Damage Type: Frost

ST
Damage Type: −
Effect: The Target is Frozen while the Caster is Focused. Any
Effect: This Essence can only be Cast with a Delivery of
freestanding water within 5 feet of the Target also freezes.
Remote to Target a point the Caster can see that isn't
occupied, or with a Delivery that includes an area to create GROW
multiple BEASTS.  Mesmerism
TE
The Caster calls forth a 'HD: 1' BEAST of their choice in the Damage Type: Blunt or Toxic
space. The Caster can choose to let the BEAST act on its own, Effect: The Caster causes plants to grow on the Target that
or to command it when they Focus on this Essence. cause it to be Grappled while the Caster is Focused on this
The Caster can call forth BEASTS of higher Hit Dice Cast. 
by spending additional Mana on the Cast. For every If the Caster passes the Focus Cast ST by 5 or more, the
Y
1 additional Mana spent to do so, the HD of available Target is also Restrained while Grappled for one Round.
BEASTS increases by 1, or summons multiple BEASTS with
GUIDANCE
a cumulative HD count equal to the Mana spent. Mesmerism
A

This Essence is fickle, and quick to anger if BEASTS that


Damage Type: Light
are summoned are often mistreated. Any time a BEAST
Effect: The first AT against the Target is made with FAVOR
dies after being summoned, the Cast ST increases by 2.
before the Caster's Group's next Turn. The Target also
PL

This increase lasts until the Caster has made things right
makes HINDERED Dodge DT against Melee and Ranged.
with the Essence.
HEX
BLESS Mesmerism
Transmutation
Damage Type: Curse
Damage Type: Holy
Manifest: The Target becomes Cursed: Jinxed while the
Effect: The Caster can use a vial of powdered silver to
Caster is Focused.
consecrate up to 1 gallon of water to create holy water,
which remains consecrated, even if the Caster drops Focus. HOLD
Transmutation
CONFUSE Damage Type: −
Mesmerism
Effect: The Caster causes the Target to seize-up, causing
Damage Type: Wyrd
them to be Grappled while the Caster is Focused.
Effect: The Target is Confused while the Caster is Focused.
If the Target is an OBJECT, it becomes secured and
CURE effectively locked if it is a door, chest, or other means of
Restoration preventing entry. The Caster must pass a Cast ST any time
Damage Type: − an attempt is made to manipulate the secured OBJECT,
Effect: If the Target is under the effects of a Status that would otherwise their Focus breaks and the effect ends.
end as the result of a passed Endure DT, the Status ends.

© 2023 REBEL ROUSER GAMES, LLC Casting Rules 53


LEVITATE SMITE
Transmutation Evocation
Damage Type: − Damage Type: Holy
Effect: The Caster causes the Target to flutter 1 foot in the air, Effect: The Caster touches an unsecured weapon or weapon
granting it Hover it can use while it Walks and while the wielded by a willing creature and blesses it for 1 minute,
Caster is Focused. A Target can't willingly make contact or until the Caster casts this Miracle again (no Focus
with the ground below them while subjected to this effect, required). The weapon's damage becomes Holy damage
and if the Target is a secured OBJECT or an OBJECT that while blessed with this Miracle.
weighs more than 100 lbs., it is unaffected.
TURN
LIFE Mesmerism
Restoration
Damage Type: Holy
Damage Type: − Effect: HELLSPAWN and UNDEAD with 'HD: 1' are Frightened
Effect: The Caster mends the wounds of a Target, divinely of the Target. The nature of this essence allows it to ignore
expediting its natural healing. If the BEING is not an any HELLSPAWN or UNDEAD BEINGS' Immunity to being
ARTIFICIAL or UNDEAD, it can spend and roll its Hit Dice as Frightened.
a healing roll for itself. The maximum number of Hit Dice The Caster can enhance this Essence by spending
it can spend to do so is equal to the Caster's Aptitude Rank additional Mana on the Cast. For every 1 additional Mana
with this Essence. spent to do so, the HD of HELLSPAWN and UNDEAD it

ST
LIGHT affects increases by 1.
Transmutation
WARD
Damage Type: Light Protection
Effect: The Target sheds Light out to 30 feet while the Caster Damage Type: −
is Focused. The Caster can also choose to Target: Self Effect: The first time a member of an opposing force attacks
instead to create a mote as the Target.
TE
the Target in Melee, the Caster can make a Cast ST. If
MUTE they pass, the Target takes half damage from any of the
Mesmerism opposing force's attacks this Turn.
Damage Type: Sonic
Y
Effect: The Target must pass a Resolve DT or be Silenced
while the Caster is Focused on this Essence.
RAISE
A

Necromancy
Damage Type: Curse
Effect: The Caster Targets the corpse of a HUMANLIKE or
PL

BEAST, and inflicts Cursed: Undead, choosing to raise the


corpse as either a Skeleton or Zombie under their control.
The Caster can spend additional Mana when they Cast
to grant one UNDEAD 1 additional Hit Dice (+4 Health) per
additional Mana spent this way.
The Caster must Focus on this Cast, which they also use
to command any UNDEAD under their control. If the Focus
is broken, any UNDEAD they have created die instantly.
REGEN
Restoration
Damage Type: Holy
Effect: The Target regains 1d6 Hit Points at the start of its
Group's Turn while the Caster is Focused. HELLSPAWNS
and UNDEAD that are Targets of this Essence instead are
Burned (1d6).

© 2023 REBEL ROUSER GAMES, LLC Casting Rules 54


Curses
Curses work much in the same way that Statuses do, but UNDEATH (GHOST)
Curse
have their own set of rules depending on the nature of the
curse. While Cursed this way, the following rules apply:
• Their BEING Type becomes UNDEAD.
DOOMED
Curse • They can't heal from Miracles and have Weakness: Holy.
The following rules apply to Doomed BEINGS: • They have Protection: Nonmagical Physical (i).
• They gain a Phase Speed equal to their Walk Speed.
• They treat any healing dice they benefit from as having
rolled a 1. UNDEATH (MUMMY)
Curse
• If they are Staggered as a result of dropping to 0 Health,
they die immediately. While Cursed this way, the following rules apply:
• Their BEING Type becomes UNDEAD.
JINXED
Curse • They can't heal from Miracles and have Weakness: Fire,
Holy.
• It can't spend Luck and its dice rolls can't be FAVORED. • They deal an extra 1d4 Decay damage with Fists.
• Any time it makes a d20 roll, it first rolls a d4. On a result
of 1, the d20 roll is HINDERED. UNDEATH (SKELETON)

ST
Curse
• The curse ends if a subsequent effect causes it to become
Lucky. While Cursed this way, the following rules apply:
• Their BEING Type becomes UNDEAD.
LUCKY
Curse • They can't heal from Miracles and have Weakness: Blunt,
Holy.
• Its dice rolls can't be HINDERED.
TE • They gain 1 Fatigue every week that passes without
• Any time it makes a d20 roll, it first rolls a d4. On a result consuming blood, and take 5 damage at the start of
of 1, the d20 roll is FAVORED. their Group's Turn if they are in running water or direct
• The curse ends if a subsequent effect causes it to become Sunlight.
Jinxed.
Y
UNDEATH (VAMPIRE)
PETRIFICATION Curse
Curse
While Cursed this way, the following rules apply:
A

Anything Cursed with Petrification has the following effects:


• Their BEING Type becomes UNDEAD.
• They and anything they have equipped are transformed • They can't heal from Miracles and have Weakness: Holy,
into an OBJECT composed of a single substance, like stone. Light.
PL

• They do not age and their weight multiplies by 10. • They gain 1 Fatigue every week that passes without
• They are Blinded, Incapacitated, Mute, and Paralyzed. consuming blood, and take 5 damage at the start of
• They can't be Poisoned or Diseased, but suppress any their Group's Turn if they are in running water or direct
poison or disease currently afflicting them when they're Sunlight.
Cursed rather than remove it.
• They have Protection: All except Blunt (r); Poison (i) UNDEATH (ZOMBIE)
Curse
• They have Weakness: Blunt
While Cursed this way, the following rules apply:
• Their BEING Type becomes UNDEAD and can't heal from
Miracles.
• They don't gain Fatigue, can't suffocate, can't be Poisoned,
and have Protection: Toxic (i).
• They are not Incapacitated or Unconcious from being
Staggered.

© 2023 REBEL ROUSER GAMES, LLC Curses 55


Statblocks
Any BEING that isn’t one of the HEROES will use a Statblock BACKLINE
when needed. This is a summary of its abilities, attributes, If a BEING has no Melee Offensive options, its Zone is likely
and defenses. VAGABOND Statblocks are designed to be used the Backline.
by either a PLAYER or ARBITER, though there are portions Backline: Stays back in safety from opposing forces while
that one may use that the other won’t. remaining within an effective offensive Ranged distance.
For example, if a PLAYER is in control of the Statblock, Quick Action: Casters reserve this to Focus. Ranged
the BEING’S Defenses and bonuses to its Accuracy Test are Martialists reserve this to Reload or Withdraw if necessary.
indicated. If an ARBITER controls the Statblock, the AT
required to hit it with an Attack and DT required to avoid its SENSES
offenses are indicated. Any special Senses the BEING has. Assume that BEINGS are
generally capable with the basic senses.
Reading Statblocks SPEED
The information in a BEING’S statblock is presented from top The BEING’S Speed and movement types. While these
to bottom in the following order. Each section of a statblock BEINGS generally follow the same rules for calculating their
is divided by lines. Speed, certain powers, limb configurations, or other traits
may change this score.

ST
HEADER
The Header contains the BEING’S Name, Size, and Type. DETECT
This number is subtracted from the d20 rolls of Stealth ST
AT made to Surprise this BEING.
The AT required to hit the BEING, equal to 10 + its Dodge.
MORALE
HD (HIT DICE)
TE
Its Morale score, used to determine when it decides to
All Statblocks assume d8 Hit Dice. A BEING’S Health is possibly surrender or flee.
calculated as follows:
HEALTH = 4 × HD
LOAD
Its Load score, used to determine how much weight it can
Y
If the BEING is Tiny, each HD is instead multiplied by 2. A carry.
BEING’S Max Health can’t be lower than 1.
DEFENSES
A

ZONE Defenses are based off of Dexterity, Vitality, and Awareness


A summary of how this BEING positions itself and uses its in the same way that HEROES calculate these DT. However,
Quick Action. BEINGS will also typically prioritize Actions for every 5 HD, the BEING gains a +1 to each of these Defenses.
PL

they have FAVOR on, and avoid Actions they are HINDERED The BEING’S Hit Dice count also increases its Defenses
in doing. and and AT or DT in its Offenses by 1 for every 5 Hit Dice it
The Zone tells an ARBITER or Solo PLAYER how to use this has.
BEING in Combat:
FRONTLINE
Position: Stays in Melee with opposing forces.
Quick Action: Reserves for Counter on the opposing force’s
Turn, unless it can otherwise make an Attack as a Quick
Action.
MIDLINE
Position: It moves into Melee to Attack and possibly moves
out depending on if the Target or this BEING is Bloodied.
If this BEING is Bloodied, it stays away from hostile forces
and uses Ranged.
Quick Action: If the Target is not Bloodied, it Withdraws
to move to safety. If the Target is Bloodied, it remains in
Melee to Counter.

© 2023 REBEL ROUSER GAMES, LLC Statblocks 56


Goblin Bandit Wizard
SMALL HUMANLIKE
GOBLINS
AT: 12 Detect: -1 STR 8 (-1)
Goblin Bandit
HD: 1 (4 Health) Morale: 6 DEX 14 (+2)
SMALL HUMANLIKE Zone: Backline Load: 8
Speed: 30 ft. VIT 10 (0)
AT: 12 Detect: -1 STR 8 (-1) Senses: Darkvision LOG 12 (+1)
HD: 1 (4 Health) Morale: 6 DEX 14 (+2)
Zone: Midline Load: 8 AWR 8 (-1)
Speed: 30 ft. VIT 10 (0)
PRS 8 (-1)
Senses: Darkvision LOG 10 (0)
Defenses: Dodge +2 | Endure +0 | Resolve -1
AWR 8 (-1)
Traits 
PRS 8 (-1) Nimble: The goblin bandit wizard gains 5 feet of Speed for the rest of the
Defenses: Dodge +2 | Endure +0 | Resolve -1 turn when it takes the Withdraw Action.

Traits  Magic 
Nimble: The goblin bandit gains 5 feet of Speed for the rest of the turn The goblin bandit wizard has 5 Mana to Cast the following Essences as
when it takes the Withdraw Action. Spells: Fire (T), Shock (T)

Main Actions  Main Actions 


ATTACK; Shortsword [Melee 5 ft | Dodge DT 13 (AT +3)]: 1d4+1 Slash CAST; Fire Bolt [Ranged 120 ft | Dodge DT 12 (AT +2)]: 1d6 Fire
ATTACK; Shortbow [Ranged 60 ft | Dodge DT 10 (AT +0)]: 1d4+1 Pierce CAST; Goblin Flame [Sphere 15 ft | Dodge DT 12 (Cast ST 18)] (1/Day):
1d6 Fire
Goblin Bandit Leader

ST
Bugbear
SMALL HUMANLIKE
MEDIUM HUMANLIKE
AT: 13 (Shield) Detect: -1 STR 10 (0)
HD: 5 (20 Health) Morale: 6 AT: 14 (Shield) Detect: -1 STR 14 (+2)
DEX 14 (+2) HD: 6 (24 Health) Morale: 6
Zone: Midline Load: 8 DEX 14 (+2)
Speed: 30 ft. VIT 10 (0) Zone: Frontline Load: 14
Senses: Darkvision
TE
LOG 10 (0) Speed: 30 ft.
Senses: Darkvision
VIT 12 (+1)
LOG 9 (-1)
Protection: Physical (d6; M. Armor)
AWR 8 (-1) Protection: Physical (d4; Light Armor)
AWR 10 (0)
PRS 10 (0)
PRS 9 (-1)
Defenses: Dodge +4 (Shield) | Endure +2 | Resolve +0
Defenses: Dodge +3 | Endure +2 | Resolve +1
Traits 
Y
Nimble: The goblin bandit leader gains 5 feet of Speed for the rest of the Traits 
turn when it takes the Withdraw Action. Ambusher: If the bugbear deals damage to a BEING that has not acted yet
in the current Combat, that BEING takes an extra 2d4 damage.
Main Actions 
Main Actions 
A

ATTACK; Shortsword [Melee 5 ft | Dodge DT 14 (AT +4)]: 1d4+2 Slash


ATTACK; Javelin [Ranged 60 ft | Dodge DT 11 (AT +1)]: 1d4+2 Pierce ATTACK; Morningstar [Melee 10 ft | Dodge DT 13 (AT +3)]: 1d6+1 Pierce
ATTACK; Javelin [Melee 10 ft or Ranged 40 ft | Dodge DT 13 (AT +3)]:
Quick Actions  1d4+1 Pierce
SPEAK; Order (Group Turn Only): The Goblin issues an order to its Group.
PL

Each member of the Group can then make one Attack as a Quick Action this
Turn.

© 2023 REBEL ROUSER GAMES, LLC Statblocks 57


MIMICS Ogler
Mimic LARGE OUTER
MEDIUM OR SMALL CRYPTID DIFFICULTY: 1 AT: 12 Detect: 15 (Master) STR 14 (+2)
HD: 30 (120 Health) Morale: 3 DEX 14 (+2)
AT: 11 Detect: 2 STR 17 (+3) Zone: Backline Load: 24
HD: 4 (16 Health) Morale: 2 DEX 8 (-1) Speed: 10 ft., Fly 30 ft. (Hover) VIT 18 (+4)
Zone: Frontline Load: 17 Senses: Darkvision, Ferrous Sense (30 ft) LOG 19 (+4)
Speed: 25 ft. VIT 15 (+2)
Protection: Physical (1d12; Natural Armor)
Senses: Darkvision LOG 7 (-2) AWR 16 (+3)
Protection: Physical (d4) PRS 14 (+2)
AWR 14 (+2)
PRS 8 (-1) Defenses: Dodge +2 | Endure +4 | Resolve +7

Defenses: Dodge -1 | Endure +2 | Resolve +2 Traits 


Antimagical Cone: All Cast ST made within direct line of sight of the ogler's
Traits  central eye automatically fail. Any magical properties, except those of
Grappler: Any BEING that is Grappled by the mimic makes HINDERED d20 Mythical Relics, are suspended while in the cone.
rolls to escape the Grapple.
Mind of Madness: Any attempts inflict the ogler with the Berserked,
Main Actions  Charmed, Confused, or Frightened Statuses are HINDERED.
ATTACK; Bite [Melee 5 ft | Dodge DT 13 (AT +3)]: 1d4+1 Pierce and the
Main Actions 
Target is Grappled by the mimic. If this Attack is made against a Target
ATTACK; Bite [Melee 5 ft | Dodge DT 14 (AT +4)]: 2d8+2 Pierce
the mimic has Grappled, it automatically hits.
ATTACK; Eyebeams [Ranged 120 ft | DT 16 (AT +6)]: The ogler shoots 1d6 of
ATTACK; Slam [Melee 5 ft | Dodge DT 13 (AT +3)]: 1d6+1 Blunt; if the its eyebeams. Roll a d10 for each (reroll duplicates). It can choose the same or
Target is a Medium or smaller BEING, it is also knocked Prone. separate Targets for each beam.

ST
Quick Actions  d10 Eyebeam
SPECIAL; Shapechange: The mimic takes on the appearance of a solid
OBJECT that is its size or smaller and that it has previously seen. While in 1 Charm [Resolve]: The Target is Charmed by the ogler for 1 hour,
this form, Detect ST to find the mimic are HINDERED. or until the ogler deals damage to it.
2 Death [Dodge]: The Target takes 6d8+16 Decay; the Target dies
OGLER immediately if reduced to 0 Health by this beam.
An ogler’s body is a floating sphere with multiple tentacle-
TE 3 Disintegrate [Dodge]: The Target takes 6d6+16 True damage;
the Target's body is disintegrated to ash if it is reduced to 0
like eyestalks, from which, beams of alien energy fire. The Health by this beam.
creature’s face bears a single large eye and a fanged mouth, 4 Fear [Resolve]: The Target is Frightened for 1 minute. The Target
often drivelling with a maddened froth. They remain aloft attempts this DT again at the end of its Group's Turn, ending the
with an innate telekinetic energy that seems to persist as a Status early if it passes.
Y
function of the being itself, rather than strictly just the mind, 5 Kinesis [Endure]: The Target becomes Restrained until the start of
the ogler's Group's next Turn. If the Target is unsecured and weighs
as animated ogler corpses also use this psionic locomotion. 300 pounds or less, the ogler can also move it Target up to 30 feet
Oglers are greedy, pompous, otherworldly creatures that in any direction.
A

are out-of-touch with reality by their very nature. An ogler’s 6 Paralysis [Endure]: The Target is Paralyzed for 1 minute. The
incredible mind is nearly always driven completely mad by Target attempts this DT again at the end of its Group's Turn,
ending the Status early if it passes.
arrogance and the insatiable desire to rule over all. They are
PL

7 Petrify [Dodge]: The Target is Cursed: Petrified.


known to often claim the works of their subjects as their
own, enforce overreaching taxes if given positions of power, 8 Putrify [Endure]: 4d12+16 Decay

and trick others into outrageous deals. 9 Sleep [Resolve]: The Target falls Unconscious for 1 minute, or until
something wakes it or it takes damage.
0 Slow [Dodge]: The Target is Slowed for 1 minute. The Target
attempts this DT again at the end of its Group's Turn, ending the
Status early if it passes.
Quick Actions 
Eyebeam: The ogler uses one of its Eyebeams at random.

© 2023 REBEL ROUSER GAMES, LLC Statblocks 58


OWLBEAR RUST MONSTER
Owlbear Rust Monster
LARGE CRYPTID DIFFICULTY: 3 MEDIUM CRYPTID DIFFICULTY: 1
AT: 12 Detect: 1 STR 20 (+5) AT: 11 Detect: 1 STR 13 (+1)
HD: 15 (60 Health) Morale: 3 DEX 12 (+1) HD: 5 (20 Health) Morale: 5 DEX 14 (+2)
Zone: Frontline Load: 40 Zone: Frontline Load: 41
Speed: 40 ft., Climb 30 ft. VIT 16 (+3) Speed: 40 ft. VIT 12 (+1)
Senses: Keen Sight & Smell LOG 2 (-4) Senses: Darkvision, Ferrous Sense (30 ft) LOG 8 (-1)
Protection: Physical (1d6; Carapace)
AWR 12 (+1) AWR 13 (+1)
PRS 6 (-2) PRS 6 (-2)
Defenses: Dodge +4 | Endure +6 | Resolve +4 Defenses: Dodge +2 | Endure +2 | Resolve +1
Main Actions  Traits 
MULTIATTACK: The owlbear uses its Bite and Claws. Rust Touch: Any ITEM made of metal that is not a Relic and that makes
ATTACK; Beak [Melee 5 ft | Dodge DT 19 (AT +9)]: 1d8+3 Pierce contact with the rust monster corrodes, corroding after dealing damage if
ATTACK; Claws [Melee 5 ft | Dodge DT 19 (AT +9)]: 2d4+3 Slash contact was made through an Attack:
•Ammunition and Shields are destroyed by this corrosion.
PRIMAL ELEMENTALS •Weapons have their damage die reduced by one size each time this
occurs. If the weapon's damage die is a d2 when it deals damage, it is
Primal Fire Elemental (M) destroyed instead.
MEDIUM PRIMORDIAL DIFFICULTY: 1 •Armor has its Protection die reduced by one size each time this occurs. If
the armor's Protection die is a d2 when this occurs, it is detroyed instead.

ST
AT: 13 Detect: 0 STR 10 (0)
Main Actions 
HD: 4 (16 Health) Morale: 2 DEX 17 (+3) Bite [Melee 5 ft | Dodge DT 13 (AT +3)]: 1d6+1 Pierce and Rust Touch
Zone: Midline Load: 10
Speed: 35 ft., Fly 30 ft. VIT 15 (+2)
Senses: Blindsense LOG 6 (-2)
Weaknesses: Frost
AWR 10 (0)
Protection (i): Fire, Physical, Toxic
Status Immunities: Fatigued, Grappled, Poisoned,
TE
PRS 12 (+1)
Prone, Restrained
Defenses: Dodge +3 | Endure +2 | Resolve +0
Traits 
Flame Body: Each time a BEING makes physical contact with the
Y
Elemental, it takes 1d4 Fire damage. If physical contact was made as a
result of occupying the same space, the damage occurs only the first time
this happens on a Turn.
Illuminating: The Elemental sheds Light out to 60 feet.
A

Water Weakness: The Elemental loses 1d4 Health each time moves in
freestanding water.
Main Actions 
PL

ATTACK; Hurl Flame [Ranged 60 ft | Dodge DT 13]: 1d6+1 Fire and


Burned (1d6).

© 2023 REBEL ROUSER GAMES, LLC Statblocks 59


SKELETONS ZOMBIES
Skeleton, Medium Zombie
MEDIUM OR SMALL UNDEAD DIFFICULTY: 1/2 MEDIUM OR SMALL UNDEAD DIFFICULTY: 1
AT: 12 Detect: -1 STR 10 (0) AT: 8 Detect: -2 STR 13 (+1)
HD: 2 (9 Health) Morale: - DEX 14 (+2) HD: 5 (20 Health) Morale: - DEX 6 (-2)
Zone: Midline Load: 13 Zone: Frontline Load: 13
Speed: 30 ft. VIT 15 (+2) Speed: 20 ft. VIT 16 (+3)
Senses: Blindsense LOG 6 (-2) Senses: Darkvision LOG 3 (-4)
Weaknesses: Blunt, Holy Weaknesses: Holy
Protection (i): Toxic AWR 8 (-1) Protection: Toxic (i), Wyrd (i) AWR 6 (-2)
Status Immunities: Fatigued, Poisoned PRS 5 (-3) Status Immunities: Fatigued, Poisoned PRS 5 (-3)
Traits  Traits 
Midliner: The Skeleton always attempts to Melee and Withdraws with its Undeath: The skeleton is Cursed: Undeath.
Quick Action to move away from the Target. If it is Bloodied, it uses Ranged. Zombified: The Zombie does not die when it reaches 0 Health unless the
Undeath: The skeleton is Cursed: Undeath (Skeleton). damage that did so was a Critical Hit or Holy damage. Instead, it remains
alive with 1 Health and rolls a d6 each time it takes damage. On a roll of 1
Main Actions 
on the d6, it dies.
Shortbow [Ranged 60 ft | Dodge DT 9]: 1d4+1 Pierce.
Shortsword [Melee 5 ft | Dodge DT 13]: 1d4+1 Pierce or Slash. Main Actions 
Bite [Melee 5 ft | Dodge DT 12]: 1d4+1 Pierce; a BEING that takes this
WARG damage becomes Cursed: Undeath after 24 hours or when it dies, and
becomes another zombie. This Curse ends if the zombie is killed.
Massive predatorial wardogs bearing mutations that cause

ST
them to take on a somewhat goblinoid appearance. Taking
their name from the Gobbledygook word for wardog, wargs
are seemingly vicious towards any creatures other than
goblinkind, and even then this seems to be a fair-weather
partnership.
It isn’t uncommon to see wargs taken as the watchdogs of
TE
goblinoid hideouts or used as terrifyingly agile mounts by
bugbear war leaders.
Warg
LARGE CRYPTID DIFFICULTY: 1
Y
AT: 13 Detect: 1 STR 17 (+3)
HD: 7 (28 Health) Morale: 2 DEX 12 (+1)
Zone: Frontline Load: 34
A

Speed: 40 ft. VIT 12 (+1)


Senses: Keen Hearing & Smell LOG 6 (-2)
AWR 12 (+1)
PL

PRS 8 (-1)
Defenses: Dodge +2 | Endure +2 | Resolve +2
Main Actions 
ATTACK; Bite [Melee 5 ft | Dodge DT 15 (AT +5)]: 2d4+1 Pierce and the
Target is knocked Prone if it is a BEING.

© 2023 REBEL ROUSER GAMES, LLC Statblocks 60

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