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S��������: A� ������� � I��� RPG - B������ E�����

Designed and written by Alex T.


Text Copyright © 2023 Blackoath Entertainment

Illustrated by Simone Tammetta (ORB).


Cartography by Glynn Seal.
Layout by Alex T.

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“Incense & Iron Roleplaying” logo by Alan Bahr.

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S�������� was made possible thanks to the support of my
patrons. A million thanks!
www.patreon.com/blackoathgames

Creative Commons Attribution 4.0 International License: You are free to


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share and adapt this material for any purpose as long as you give
attribution.
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www.blackoathgames.com
blackoathentertainment@gmail.com
T ABLE OF C ONTENTS
What is Incense & Iron?………………………………………………………….……………..7
The Basics…………………………………………………………………………………………..11

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Character Creation……………………………………………………………….……………..13
Abilities………………………………………………………………………………………….14
Skills, Feats, Combat Maneuvers & More…………………………………………..15
A Weapon Marked by Darkness……………………………………………………….23

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A Brutal Past…………………………………………………………………………………..26
Other Starting Occupations……………………………………………………………..31
Commoner……………………………………………………………………………………..31
Knight-Errant…………………………………………………………………………………34
Tomb Robber…………………………………………………………………………………..36
Gear……………………………………………………………………………………………..38
How to Play………………………………………………………………………………………….43
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The Core Mechanics………………………………………………………………………..43
Combat…………………………………………………………………………………………..43
Healing & Death……………………………………………………………………………..53
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Conditions & Saving Throws……………………………………………………………55
Fatigue…………………………………………………………………………………………..56
Travel Procedures…………………………………………………………………………..57
Corruption……………………………………………………………………………………..63
Earning Experience Points………………………………………………………………64
Playing Without a Game Master……………………………………………………….65
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A Land Ravaged by War……………………………………………………………………….72


The Kingdom of Pavaria…………………………………………………………………..76
The Cadaennor Dominion………………………………………………………………..77
The Church of the Burning Light……………………………………………………..79
The Threat of the Demonic……………………………………………………………..82
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The One Hundred Years War……………………………………………………………83


No Man’s Land………………………………………………………………………………..84
Weekly Events………………………………………………………………………………..95
Treasure & Rewards………………………………………………………………………..99
Of Beast & Men………………………………………………………………………………….103
What the Numbers Mean………………………………………………………………103
Evil Creatures & Spirits of Darkness………………………………………………104
Apostles……………………………………………………………………………………….104
Beasts…………………………………………………………………………………………..107
Humans………………………………………………………………………………………..112
Monsters………………………………………………………………………………………115
Deshrak’s Thousand………………………………………………………………………….118
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What is Incense & Iron?
’ve had the idea of creating a established as a genre for quite a

I game with a strong Catholic


Church-like presence for a long
time, to tell the sort of stories you
while before that, I think that there
are already plenty of stories out
there that would �it the “Incense &

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would �ind in Spain in the 15�� Iron” setting. These come to mind:
century. Countries riled up by
religious fervor, with an all- �Berserk, by Kentaro Miura. The
powerful Inquisition committing main source of inspiration behind

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unspeakable acts of violence in the Sacri�ice, the presence of the
name of their god. You know, fun church as an evil, threatening and
stuff. Although I consider myself a corrupt institution is a key part of
spiritual person, I always found this fantastic manga.
the lengths some people would go
to defend their religion and �RPGs such as Warhammer
spirituality quite frightening. Fantasy, SYMA, and Ruination
Having grown up in a Catholic
milieu, with my grandmother
being a hardcore Opus Dei
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supporter, and going to a Catholic
Pilgrimage. For a while WFRP was
alone in the world of Incense &
Iron RPGs, but a new crop of
games are recently coming out,
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school certainly didn’t help me see and they’re all worth checking out.
the best of Christianity or religion
in general. �Books, such as the Safehold
series, by David Weber, or Between
The idea of playing in a dark Two Fires, by Christopher
fantasy medieval world with a Buehlman. These ones ticks all the
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strong religious presence has boxes, it doesn’t get more Incense


always sounded really cool to me. & Iron than this (even though the
The Church as a monolithic, Safehold books start as sci-�i).
powerful and clearly evil
institution creates a very unique
background for any setting, and it �Videogames such as
Blasphemous, and to some extent,
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opens lots of interesting


possibilities. Fighting against such Dark Souls.
a powerful institution, but always
making sure you don’t do it openly �Films like Black Death, Solomon
because otherwise you’d be Kane, The Pit & The Pendulum,
labeled a heretic is a very fun thing Medieval, and so many others
to do, kind of what it is to play as really capture the feeling I refer to
the rebellion in Star Wars. This is when I speak of “Incense & Iron”
not an original idea at all though, as a genre.
but the same way the term “Sword
& Sorcery” didn’t appear until the Now that we’ve discussed where
1960s, despite having been the idea of this “new” genre comes

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Sacrifice: An Incense & Iron RPG
from and what its main in�luences �Low fantasy. Most characters can
are, these are the core aspects of only rely on their blade and wits to
“Incense & Iron”, as I understand it: �ight the darkness and an unjust
world.
�The world is a dark, unforgiving
place. So here you have it, my attempt at
establishing yet another fantasy
�Violence is often the answer to all sub-genre. Is it necessary?
problems, at least for the powerful. Probably not. But as all the other

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genres and subgenres in existence,
�The uneducated, peasant masses it helps to have a common
are kept under control through an terminology when speaking about
oppressive church, with little to no things, and after years of seeing

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hope to improve their lot in life. these sorts of stories and not being
able to really de�ine what they all
�Feudal society, with the extreme have in common, I think I’m happy
inequality that it creates. with my solution. Of course, I’d
love it if the term “Incense & Iron”
�A strong dose of social and catched on and others started
religious commentary. using it, either to refer to theirs or
other’s work. So you know what to
�Menacing, demonic supernatural
forces that only push the
peasantry deeper into the church’s
e do now, spread the holy word!

- Alex T.
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control.
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What is Incense & Iron?

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The Basics
W��� �� S��������? Whenever a PC tries to do
Sacri�ice is a Role-Playing Game something and the result isn't
that uses a D20 die to resolve all evident, or there is something at
its actions. This means that it’s stake, the GM will inform the

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compatible with most D20 RPGs player to roll a D20, add a suitable
and related material, new and old. ability modi�ier and/or skill bonus,
and compare it to a Target Number
In Sacri�ice, you play as a (TN) speci�ied by the GM. The

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Branded, a character that has action is successful if the roll
been marked for demonic sacri�ice. equals or exceeds the TN. This is
Somehow, you escaped the sinister referred to as a skill check.
ritual alive, but you are now
chased both by demons and the
all-powerful Inquisition. D��������� TN
Very Easy 5
As a Branded, you are no ordinary
mortal. You have escaped certain
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death, and while the forces of evil
are powerful, as is the Holy Church
Easy
Moderate
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and its Inquisition, so is your will Hard 20
to live. Your determination and
resilience in the face of certain Very Hard 25
death sets you apart from the
common man, nothing else. What Nearly Impossible 30
some deem supernatural abilities
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you know well is just a A��������/D�����������


combination of experience, Some situations, skills, gear or
determination, and sometimes, effects may in�luence your
pure luck. capabilities in a positive or
negative manner. When for any
H�� D��� S�������� P���? reason you have Advantage, you
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Sacri�ice is best played with a perform the check by rolling 2D20


Game Master (GM) and a single and choosing the more favorable
Player Character (PC). There is of the two results. On the other
nothing stopping you from playing hand, when you have Disadvantage
it with a bunch of friends, but the you must roll 2D20 and choose the
game thrives when it’s “me versus less favorable result.
the world”, and this is best
achieved when there’s a single PC. C������� F������ � S������
Alternatively, the game also Rolling a 1 on a D20 (a natural 1)
includes all the necessary tools during either type of check is
and oracles to play the game solo considered a Critical Failure: the
or co-op. worst possible consequence takes
place. On the other hand, rolling a

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Sacrifice: An Incense & Iron RPG
20 (a natural 20) grants a Critical A�������� �� � S���� C����
Success: the best possible result One character may help another
takes place. Combat-speci�ic perform a skill check if they are in
consequences are detailed on page the position to do so. This requires
45, but on other occasions the GM both characters to be undistracted
decides on the most appropriate and able to see the same task
consequence. simultaneously. When these
conditions are met, the character
O������ C����� receives Advantage to any

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When two characters take actions applicable check that does not
that have opposing purposes (i.e. a involve combat. This is the same
character tries to sneak while regardless of the number of PCs
another one tries to �ind them), (or NPCs) assisting the character.

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their dice are rolled against each
other. The PC with the highest roll
wins; ties are awarded to the
highest ability score.

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Character Creation
Warfare, pain and faith
In Aresta we stand
For the last rite of heaven,
The seventh sacrament.

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Born of blood and �ire
And blessed by Dawn's Hand
No sorrow I repent
No doubt enters my heart.

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- Inquisitorial Oath

Each player controls a single available ones. This allows you to


Player Character (PC); these are customize your character’s
differentiated from Non-Player starting gameplay style. You must
Characters (NPC), which are also pick two weapon and one
usually created and controlled by armor pro�iciencies.
the Game Master (GM). In order to
create a character, follow these
simple steps:
e 5. As a Branded, you start the
game at level 3. This re�lects your
character’s years of experience
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1. Begin by taking a new before their current ordeal.
character sheet. You can either Last but not least, add the �inishing
scan the one in this book, touches: overall appearance,
download and print one, or hand- gender, age, quirks, a basic
reproduce it on a sheet of paper. As backstory, and any other thing you
a last resort, you can always simply think can help you understand
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use a piece of paper to write down who your character is. There are
all your character’s details. no alignment rules in Sacri�ice,
only shades of gray.
2. Roll 3D6 six times (once per
character ability) and then assign 6. As a new character, you
each result to one of the abilities: start with 80 silver pieces (sp) to
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Strength (STR), Intelligence (INT), spend on any of the gear found on


Wisdom (WIS), Dexterity (DEX), the equipment section in this
Constitution (CON), and Charisma chapter.
(CHA).

3. In Sacri�ice, all characters


are human, so you do not need to
pick a race.

4. There are no character


classes either; instead, you start by
choosing 3 Feats from all the

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Sacrifice: An Incense & Iron RPG
A BILITIES
Abilities are the foundation of A������ S���� M�������
every character, and they only
change under very speci�ic 3 -3
circumstances. The initial ability
score is determined by rolling 3D6 4-5 -2
six times (once per character
ability) and then assigning each 6-8 -1

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result to one of the abilities. When 9-12 0
you're done, your character will
have a score in each of the 13-15 +1

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following abilities ranging from 3
to 18. Each score has a bonus or 16-17 +2
penalty attached to it, as shown in 18+ +3
the table below.

- Strength (STR): This determines - Dexterity (DEX): This describes


how strong your character is— how nimble your character is—
how capably they perform feats of e how good they are at dodging,
strength such as lifting heavy jumping, using lockpicks and
objects or breaking things. otherwise using their hands.
- Intelligence (INT): This shows - Constitution (CON): This
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how cunning and capable your measures how physically resilient
character is at mental tasks such your character is, including how
as solving puzzles and riddles, or well they fare against harmful
thinking things through before effects such as poisons or diseases.
acting.
- Charisma (CHA): This tells how
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- Wisdom (WIS): This de�ines likable your character is—how


mental strength and ego, a easily they can get information and
combination of intuition, gain advantages with NPCs.
willpower and common sense.
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Character Creation
S KILLS , F EATS , C OMBAT M ANEUVERS & M ORE
As we mentioned above, there are �Luck: Luck may be spent to
no character classes in Sacri�ice. automatically pass a saving throw,
Instead, what de�ines your but it must be declared so before
character is the collection of skills, rolling. Luck can also be used to
Feats, and other unique retreat from combat: if the whole
capabilities they possess. party wants to retreat from
combat, they must each spend 1

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As a Branded, you have survived Luck. This means that
something that seemed incapacitated allies can be dragged
impossible. This is mostly thanks away by surviving ones. Luck is

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to a speci�ic trait that sets you recovered at a rate of 1 per resting
apart from your fellow humans. day. A character’s Luck is equal to
Choose one of the following: half their level (round up).
- Titanic Strength: +2 STR
- Lighting Re�lexes: +2 DEX �Mastery Die: Each time your
- Unbreakable Will: +2 WIS character is involved in combat
- Boundless Vitality: +2 CON with opponents with a number of
Hit Dice (HD) lower than their
There are a few other details that
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mark you as a special individual, a
veteran of a thousand horrors:
level, you can use the Mastery Die.
In your turn, you automatically
deal D4 damage to any opponent
within range. This represents
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passing blows and lesser strikes
�Branded: You bear the Mark of that the character deals to those
Sacri�ice, a terrible scar that has around them without much of a
marked both your �lesh and soul. thought, due to their mastery of
At �irst sight, it looks like a recent combat.
�irebrand, never truly healing.
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When in the proximity of demonic


forces (within a radius of 30 feet),
the Mark of Sacri�ice burns as if it
was just carved on your skin anew,
causing 1 damage. After focusing
for a second, you know the
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distance and direction towards the


demon or demons.

�I’m Not Done Yet!: When your


character reaches 0 HP, you can
perform a CON saving throw (TN
12) to avoid becoming
unconscious. If you pass it, you can
sacri�ice 1 CON to gain D4 HP and
miraculously stand up again. Can
only be done once per combat.

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