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Desperation in the Dark

Wednesday, January 10, 2024 6:22 PM

Cuthbert the Grit Born holds aloft an oiled blade to ward away
the dark-loving ghouls. Seydya the Malefactor eyes up her next Old Yargrim the Grizzled Hunter gets his gear ready for
target after slicing a path to escape. the next expedition. Ingrid the Possessed opens misted gates
to the Yonder Realm of her patron.

Our Heroes Light, Madness, and Hunger Glimmers of Hope


The heroes of Darkest are not your typical do-gooders, heroes, or protagonists of power fantasy epics. Darkest In Darkest, you can pull from multiple races but no cultural being is truly able to see in the The number of Glimmers one possesses is determined by what manner
assumes at all points that our heroes are those who are willing to risk life and limb for coin, power, and influence in dark. As such, one must account for always needing a torch lit while outside of a settled area. of Hero they are. When you reach 0 glimmers, you regain a number of
lands torn by war, beset by monsters, ruled by cruel monarchs, or otherwise influenced by the darker sides of Without light, food, water, and some shelter over your head you will be unable to rest. uses designated by a Hero die after a 6 hour rest. The uses of Glimmers
existence. are as follows:
Food and water are carried in units that each take up an inventory slot. One unit of food and • Reroll a test you or someone else just failed
In this game, heroes start at level 1 as exceptional people, the survivors in their particular field of expertise. If water must be consumed daily to avoid Hunger and Starvation. Additionally, food and water • Lower the DR of a test you are making by 4
anyone can make a change in the world, they're the best we have as at least they may have the power to change the are perishable. As such, they only remain fresh for up to a week unless preserved in some way. • Neutralize a crit or fumble
lands directly around them. Darkest equally assumes that magic is hard to come by, and is won through pure luck If food is allowed to go bad or is somehow spoiled by a mishap on the road, roll 1d4 when it is • Lower damage dealt to you by 1d6
and chance or through bargains struck with beings of outer realms. consumed. On a 1, you become violently ill and gain no benefits from food or resting that
• Deal maximum damage with an attack
night. Resting requires you consume one unit of food and water while also keeping a fire lit
The various Heroes can unlock new ways to use Glimmers and the
Races, abilities, skills, and getting better: throughout the night.
number of uses per Hero type are as follows:
• Grit Born: 4, d4
In Darkest, your heroes will be required to make various tests throughout the course of the game. These tests will Resting:
• Malefactor: 3, d3
be based off of your Abilities, and will be further modified by whether you have any bonus points in a skill that • 1/day: As an action, catch your breath. Regain 1d4 hp as long as you had a Rest last
• Grizzled Hunter: 3, d3
could apply to the roll. Each class has a number of starting skill points and gains more skill points each time they night.
• Rest: 6 hours of rest/sleep wherein you consume 1 unit of food and water, have a fire lit, • Possessed: 2, d2
level up. To get your abilities, you must roll 4d6 and drop the lowest, then consult how this confers to your Bonus.
and have some form of shelter. Reduce Stress Marks by 1d4. Regain 1d6 + Toughness • Haunted Antiquarian 3, d3
The abilities in Darkest are: Strength, Swiftness, Faith, Presence, Perception, Intellect, Toughness, and Luck. In a Bonus HP. • Profaned Ritualist 3, d3
game where other races are being played at the table, humans have their Luck bonus increased by 1, as only sheer • If you cannot properly rest, you gain 1 point of stress. If you go two days without food, • Ichor-Steeped Crusader 3, d3
dumb luck could keep such a relatively weak race alive in a world of monsters. you lose 1d4 hp each night spent hungry thereafter.
• If you are afflicted with some manner of disease or a terrible wound, you lose 1d6 hp Death and Dying
7 and under: -2 each night and gain 1 point of stress regardless of whether you would otherwise be able When you are reduced to 0 hp, you are not killed outright. Instead roll
8-9: -1 to rest. 1d4 and consult the following table.
10: 0
11-13: +1 Light is carried in units that each take up an inventory slot. One unit of light lasts for the 1. Fall unconscious for 1d4 rounds and wake up with that much hp.
14-17: +2 equivalent of 1 hour in-game or 10 minutes in real time. When you are down to your last 2. Roll 1d6: 1-5=broken or severed limb, 6=lose an eye. You cannot
18: +3 torches, we will switch to a timer as the last dwindling embers gutter and threaten to go out. act for 1d4 rounds and then regain an equal amount of hp.
3. Hemorrhage: Death in 1d2 hours unless treated. All tests you
Carrying Capacity: Strength Bonus +8. Occasionally, the Ancestor will call for a Stress test. This can either be opposed by a Faith roll make are a base of DR 16 for the first hour and become DR 18 in
Speed: Swift Bonus +5. Indicates the number of squares you can move on a grid. or Presence roll. The DR for the first Stress test is always DR 6. Dungeons or exploratory the last hour.
locations increase the DR periodically by 2 to a maximum of 16 as you explore. Each time you 4. Terrible Wound: As hemorrhage but you now have a greater
Furthermore, you may decide that you would like your character to be some race other than human. This is all well fail a Stress test, you take a mark of stress. Your total marks before you suffer a Melt Down wound. This requires 1d4 days of treatment in a Civilized Locale
and good, with the template for creating a new race being found below. are equal to your Presence or Faith bonus plus 3x your level (Minimum 3). with food, water, light, and fresh linens to prevent infection.
During this time you gain 1 point of stress each night and lose 1d6
Other Races: Should your character suffer a melt down while adventuring or in combat, you must then make hp unless receiving daily treatments for the injury.
a Luck roll, DR 18. If you fail, then you become Afflicted and if you succeed you become a. If you receive this result 2 times in the same combat, you are
You can add up to +1 to two ability bonuses but must take a -1 to two other ability bonuses (or take +1 to one Virtuous. Roll 1d6 either way to determine what the Affliction or Virtue is. This lasts until the dead.
and -1 to another). end of an adventuring day. If you gain enough stress marks to double your stress limit, your
character must make a DR 16 Toughness test or instantly be reduced to 1 hp. The character
You and the Ancestor guiding your game can come up with as many unique abilities of your choosing as you cannot regain hp until they have had a proper rest and their stress level is reduced. While stress Backgrounds (1d12)
would like, but each time you gain a new ability, you lose a Glimmer of Hope. Truly monstrous beings covered in is maxed out, this test must be repeated every hour.
spiny armor, with venom-tipped claws struggle to find hope as they physically embody the corruption of the world
1. Unwanted Apostate: One or both of your parents were found to be possessed. After
or are bound to fate in a way that humans are not. Stress is reduced by 1d4 each time you are able to properly rest with light, food, water, and
they were burnt on a pyre, you took one of the branches and keep it with you even
shelter. Some abilities your heroes gain can reduce their own stress, others' stress, or even the
now. If you should ever die, the branch turns to ash and you reanimate 1d8 hours after
Samples Traits (Roll 1d8 and consult the table) entire party's stress.
your death with 1 hp and terrible nightmares.
1. Kaleidoscopic Eyes: You may pass a DR 12 Presence test to charm creatures around you. They will treat you
as a friend, but your eyes bleed and you take 1 point of damage for every minute you maintain this effect. Afflictions 2. Left in an Open Grave: Buried with your mother or father, it was the unknown
2. Chameleonic Skin: Your Swift tests relating to stealth or leaving combat have their DR reduced by 2.
kindness of a stranger that saved you out in the cold that night. The chill of the grave
3. Grasping Claws: You do not need to make any test for climbing unless it is in the dark. Your malformed 1. Fearful: Your DR to succeed on all attack tests is increased by 2 but the DR of all tests to follows you and you have an Unmarked Token. You can place this token in the mouth
hands function as light weapons which allow you to make two DR 12 melee attacks that deal 1d4+ strength or exit combat range are decreased by 2. To willingly explore further you must pass a DR of a dead person and make a DR 14 Faith or Presence test. On a success, you may learn
swift bonus damage. 14 Presence or Faith test to continue and every hour of exploration immediately increases one piece of information the corpse possessed in life. This is effective once per corpse.
4. Trumpet Call: Your body has a unique and visible aperture like a horn or blow hole which can be used 1/day your stress marks by 1.
to prevent your party from becoming surprised before combat. 2. Paranoid: Your DR to pass any Perception based test is decreased by 2 but every hour 3. Mad Pastor's Child: You grew up in a cult put together by the mad pastor that was your
5. Ravenous Maw: You must eat double the amount others do, but your healing rate is increased from 1d4 per you must roll 1d10. On a 1-2, you believe one of the party members has been replaced by parent. For you and those in the cult, sin and evil lurked around every corner. One day
day to 1d4+toughness bonus per day. Additionally your massive maw, muzzle, snout, etc counts as a medium a monster of some kind and if their back is turned to you in combat, you must pass a DR you left, and took with you the Litany of Sin. This is an accurate document cross-
weapon which allows you to make a DR 10 melee attack for 1d8+strength bonus damage. 14 Presence or Faith test to not strike them. referenced against reality that lets you attempt to see the sins of those around you. You
6. Thick hide: Your skin is naturally tough, visibly having scales or thick hair, elephantine skin, or something 3. Selfish: You will not share any of your resources with other party members and every may attempt a DR 14 Faith test, and on a success not only see sins of another laid bare
else to explain how you are able to shrug off damage. You start with 1d4 bonus armor but cannot wear any hour must pass a DR 14 Presence or Faith test or you must try to take something you feel but gain a +2 to defense tests against that target.
armor beyond light unless it is modified, multiplying the cost of the armor by 1.5x. should be yours from a party member, NPC, or treasure room you come across.
7. Robust: Your body is disfigured by muscle, incredibly tall, or well-proportioned and simply large enough to 4. Masochistic: Your DR to defend against all attacks is increased by 2 but each time you 4. Scorned Pariah: Life has never treated you kindly. Whether it be your fate, a curse, or a
be considered giantlike. The DR of all defense tests against ranged projectiles is increased by 2 but you add 2 take damage, your next attack deals an additional 2 points of damage. If an ally adjacent stupendously ugly appearance, those around you have always shown you nothing but
bonus points of damage to melee weapon attacks and you have 2 additional points of armor. to you would be attacked, you can leap in the way and take the hit instead. vitriol. You have a -2 to all interpersonal tests but have a +2 to Attack and Defense
8. Long-Lived: Your features are either perpetually and unsettlingly young or there is a strangely aged and 5. Rapturous: You cannot flee from combat and fail all defense tests, but you can no longer rolls when you are alone and being attacked by a group of two or more.
haggard look which reminds those around you of time's ever onwards march to the grave. You start with an gain stress and the DR of all attack rolls is reduced by 2.
additional 5 skill points but all Presence tests made to interact with those around you are increased by 2. 6. Refracted: You can now see anything that is invisible, effectively giving you constant 5. Swaddled Lordling: You have always deserved and received the best. Not only do you
glimpses into the immaterial world beside your own. Such visions can take or they can start with a valet who can assist you in any task you desire of them, you have a +2 to
Sample Race: Elf give. Every hour roll 1d3 and on a 1-2 you lose a Glimmer of Hope, but on a 3 you gain all Interpersonal tests. If, however, you are forced to make any decision on your own
+1 to Swiftness and Intellect, -1 to Toughness and Faith. one up to a maximum of your total possible Glimmers +1. you must pass a DR 14 stress test or gain a point of stress.
Traits: Long-Lived, -1 Glimmer of Hope.
a. Valet: 8 hp, DR 12 for attacks/defense, can use weapons and armor you supply
The seemingly ageless elves are quick both in learning new ideas and with their ability to strike foes entering their
woods. These lithe, alienly graceful and terrifyingly cherubic beings are weakened by millennia of pure breeding,
Virtues but does not come with any notable equipment.
rendering their skin pale and paper-thin. After watching the short-lived races rise and fall, their gods with them, the
1. Stalwart: If you would be reduced to 0 hp, you may pass a DR 14 Toughness test to 6. Horrid Dungeon Lurker: When you were born, something about you was deemed
elves have long since sworn away from believing in any higher power. Despite this, the elves are nearly human, as
instead drop to 1 hp. wrong. Your parents dumped you into the nearest hole they could find. Instead of
if the two races share some common ancestor and so the flame of hope flickers in all elven chests, even if it is
2. Courageous: You cannot gain any more stress from enemy attacks and when you attack dying, you were raised by the goblins that resided within. Learning how to craft a
somewhat diluted.
an enemy that just attempted to cause stress gain the DR is reduced by 4. goblin mask to strike terror into lesser beings, you left the dungeon behind. When
3. Focused: You critically strike and defend on a 1-2, your DR to attack and defend is wearing this mask, lesser creatures such as small animals, children, and peasants must
Getting Better:
reduced by 2. pass a Morale test every round or flee in terror.
Classes start at level 1 and can go up to level 5. Each level, you roll 6d10 and if you roll a number higher than your 4. Powerful: Your weapon damage die is increased by one step and your Strength bonus to
damage with that weapon is doubled. 7. Child of A Legend: Your story is yet to be told, but it will forever be overshadowed by
current HP, you gain hp equal to the amount given by your Hero type. Additionally, you can choose one Ability to
5. Vigorous: Your speed increases by 2 and when you are reduced to 1/2 hp or below, you that of your parents. Truly some of the most renowned or infamous individuals in the
increase by 1 to a maximum of +5, but in focusing on one ability another must also be reduced by 1 to a minimum
regain 1 hp at the start of each turn unless you are at 0 hp. region. Their name is worth more than its weight in gold and you will always have
of -4. You gain skill points determined by your Hero type, and you also gain a new ability rolled on your Hero
6. Inspiring: You reduce your stress and the stress of all around you by 1d8. You and all lodging in towns and settlements that know of them. However, the enemies of your
abilities table.
allies additionally regain one Glimmer of Hope. parents ever watchful for their return now hunt you.
In addition to your other leveling benefits, you roll 2d6 and consult the following table to see what all you've just
8. Stalked in the Night: Whether you were sold to hags as a child, or were meant to be
happened to find in your adventures.
taken as the first born in some dark pact, this did not happen. Instead, a debt is owed
• 2: A curio. But is this Venerated or Malign?
and beings of the dark intend to come and claim it. You always find food for yourself
• 3: 5d10 gold. A little richer, spend it well. mysteriously appearing wherever you go. Whatever intends to claim your debt wishes
• 4-10: Nothing, it seems you already have all that you need. for you to be hearty and hale.
• 11: Increase your maximum glimmers of hope by 1 (maximum 8). The world seems just a little brighter now.
• 12: A reliquary. Maybe this will keep you safe, at least that is what you hope. 9. Insane Hermit's Scribe: Up in the hills or dark woods, or an even darker cave you lived
with a madman or mad woman. They scribbled terrible revelations on the walls and
Curios (2d6) you were forced to bear witness. In the end, you were left with nothing more than a
All curios require a DR 12 Intellect or Faith test to activate unless otherwise stated. vial of terrible grey liquid. This vial never runs out of drops but can only be used 1d4
• 2: A tragedy mask- 1/day On a successful test, the mask weeps black tears which can be bottled for 1d6 doses times per day. If you put it in someone's food or drink, they must pass a DR 12
of Dark Venom (+2d6 poison damage to an attack/trap/poisoned meal). On a fail, you gain 1d4 Stress as your Toughness test or find the nearest, highest point and jump off.
mind is assaulted by fell visions.
• 3-4: Mule's Leg Bone- This object counts as a medium weapon, dealing 1d8 damage plus Strength bonus. 10. Sanguine Sucker: While not blessed with vampirism yourself, you were raised in one
1/day on a successful test, your Carrying Capacity is increased by 1d8 for the remainder of the day. On a fail, of their bloody courts. What you came away with, was a scene of vampire slayers
you are "lamed" and your speed is halved (rounded up) for the rest of the day. putting all of your "family" to the torch or thrusting sharpened stakes through their
• 5-9: A lucky coin- 1/day this blackened silver coin can be activated. Roll 1d2 and on a 1 your next test has its chests. You have the heart of your vampiric sire in a jar, and know that if you ever
DR reduced by 2, but on a 2 the DR is instead increased by 2. manage to find a new body for them, they will bless you with their kiss.
• 10-11: Silver Chain of Binding- 1/day on a successful test this chain can be swung around as a reaction to an
enemy's attack or used mystic power. The chain's swinging instantly binds the enemy's limbs and causes the 11. Frenzied Northman: Raised in the far and freezing north, or maybe east or west or
attack/power to fail. If you fail the test, instead the chain wraps itself around you and you are unable to act for south, really any direction. You grew up where the life was cold, hard, bloody, and
1 round. most importantly you learned how to find and grind up special mushrooms. Not only
• 12: Cloth of the Singed Baptist- 1/day on a successful test, you render yourself or an ally completely immune do you know how to find them, but you can snort them to enter a blood frenzy. You
to fire damage or burning. If you fail the test, you lose a unit of fuel for your lights as it instantly goes up in a can make two attacks each turn for the remainder of a combat, but the DR to defend is
increased to 14 or by +2 if it is already higher than 14.

Player Facing Page 1


• 5-9: A lucky coin- 1/day this blackened silver coin can be activated. Roll 1d2 and on a 1 your next test has its chests. You have the heart of your vampiric sire in a jar, and know that if you ever
DR reduced by 2, but on a 2 the DR is instead increased by 2. manage to find a new body for them, they will bless you with their kiss.
• 10-11: Silver Chain of Binding- 1/day on a successful test this chain can be swung around as a reaction to an
enemy's attack or used mystic power. The chain's swinging instantly binds the enemy's limbs and causes the 11. Frenzied Northman: Raised in the far and freezing north, or maybe east or west or
attack/power to fail. If you fail the test, instead the chain wraps itself around you and you are unable to act for south, really any direction. You grew up where the life was cold, hard, bloody, and
1 round. most importantly you learned how to find and grind up special mushrooms. Not only
• 12: Cloth of the Singed Baptist- 1/day on a successful test, you render yourself or an ally completely immune do you know how to find them, but you can snort them to enter a blood frenzy. You
to fire damage or burning. If you fail the test, you lose a unit of fuel for your lights as it instantly goes up in a can make two attacks each turn for the remainder of a combat, but the DR to defend is
puff of flame. increased to 14 or by +2 if it is already higher than 14.
Reliquaries (2d6)
A reliquary can be bound to you over the course of an hour. Once bound, it reduces your maximum Glimmers of 12. King Killer: Whether by accident, by choice, or by mere happenstance you were there
Hope by 1 and its activation requires expending one Glimmer of Hope. You cannot bind yourself to a new reliquary when a king was slain. Not only that, the king was beloved, a beacon of hope and light
if doing so would reduce your Glimmers of Hope to 0. in a world gone grey. The blade was in your hands, and you swung. You lose one
• 2: Saint's Crown- 1/day you can choose to gain a Heroic Trait instead of an Affliction when reaching your Glimmer of Hope permanently for the terrible, terrible crime against the lands which
stress threshold. The crown has four uses and each time it is used in this way, its silver band becomes a little you and only you committed. However, you have the blade used to slay the king. This
more tarnished. weapon attacks and defends with DR 10, deals 2d8 damage in your hands, but if you
• 3-4: Numbing Gauntlet- 1/day when you would regain 1d4 hp while taking a breather, you instead regain 1d8. ever critically fail with it you cannot nullify with a glimmer and 1d4 skeletons rise out
of the dirt lamenting their lost king and trying to kill you.
• 5-9: Carved Bone- 1/day you can reduce stress gained from an attack or effect to 0.
• 10-11: Garland of Nature's Bounty- 1/day you can cause this wreathe of dried fruit and meat to create 1d4
units of food that will vanish on their own after an hour. The Garland has 1d8 total uses (rolled when it is
found) and withers away when it is used up.
• 12: Anointed Armament- Roll 1d4 to determine if this is a light, medium, heavy, or ranged weapon. 1/day
when you would maximize this weapon's damage it bursts into holy light and remains a source of light for
1d4 hours.

Skills
Antiquarian (Intellect): Your knowledge of curios, reliquaries, and other bits and baubles you may come across in your
travels.

Athleticism (Toughness or Strength): How well you can lift, carry, jump, push, and pull.

Endurance (Toughness): The ability to go without sleep, stay on watch, or force yourself through a march.

Confession (Faith or Strength): How well you are able to force knowledge from another's lips, either through force or
religious admonishment.

Cutpurse (Swift): How easily you can pilfer items from others' pockets.

Deception (Presence): How ably you can lie to, cheat, or otherwise obfuscate the truth from others.

Exorcism (Faith): How well you can call upon the divine powers that be to end an unwilling possession.

History, Own Culture (Intellect): What knowledge you can recall about the region/kingdom/nation in which you were
born and raised.

History, Other Culture, Variable (Intellect): As History, Own Culture but of outside regions.

Learned Language, Variable: You must spend 2 skill points for every language you wish to learn.

Listen (Perception): The ability to hear quiet sounds, pick out one sound from a crowd, or otherwise notice auditory
stimuli.

Literacy (Intellect): Unless you put at least 1 point into Literacy, you are unable to read and write and automatically fail
all tests made to discern writing of any kind. If you have a point in Literacy, you are considered literate in all languages
you know.

Locksmith (Swift): The nimbleness of your hands/fingers when it comes to opening locks.

Occult (Intellect): What knowledge you possess of unusual religious orders, cults, and their customs.

Performance (Presence or Swift): Your ability to capture the attention of others through dance, song, oration, or
musical instruments.

Persuasion (Presence): How well you can leverage force of personality to convince others to agree with you.

Religion (Faith): How connected you are to the gods and their teachings.

Sciences (Intellect): Your knowledge of the Heavenly Sphere, Dark Mathematics, Weird Geometries, etc.

Spot (Perception): The ability to notice obfuscated or otherwise unclear visual details both up close and from afar.

Stealth (Swiftness): How well and quickly you can move while unseen and unheard.

Survival (Toughness or Perception): Your aptitude for following tracks, gathering food, and reading the environment.

Swim (Strength or Swift): Unless you have at least 1 point in Swim, you are considered unable to swim. If you fall into
a body of water deep enough to submerge you, you have 1d4 rounds before you begin sinking.

Player Facing Page 2


The Grit Born
Wednesday, January 10, 2024 8:20 PM

Grit Born
Raised in shit-smeared alleys, rising from corpse strewn battlefields, surviving
the plagues that wiped out your family. You are Grit Born, one who refuses to
yield, refuses to give in, and refuses to sit down and die. Yours are the heroes
tales tell of holding wintry passes by themselves. Yours are the heroes who hold
battle standards high whilst being peppered with arrows. Yours, are the heroes
that promise they will ride over that hill come morning and yours are the heroes
who follow through on that promise. To be grit born is to know that your will is
iron, and your adherence to hope is unshakable.

Starting HP
3d12 + 3x your Toughness Bonus. (Average 21 + 3x your Toughness bonus)
You gain an additional 1d12 + Toughness Bonus at higher levels, according to
the Getting Better rules.

Skill Points
1st level: 5 skill points
2nd level: 2 skill points
3rd level: 3 skill points
4th level: 2 skill points
5th level: 5 skill points

Equipment
You start with two equipment rolls on the Grit Born weapon table. Roll once on
the Iron and Dreams armor table. As one with a military background you also
have a Mule which has 10 inventory slots.

Abilities:
Made of Sterner Stuff
When you make a luck roll to determine if you take on a Virtue or an Affliction,
you add a +1 bonus to the roll. This increases to +2 at 3rd level and +3 at 5th
level. Additionally, the IS requirements of Armor are reduced by 1 at level 1, 2
at level 3, and 3 at level 5. You start with a shield and ignore the IS requirement
for it.

Shield: 1d4, d2 armor, 1 (0) IS, can choose to ignore all damage from one attack
but shield breaks

Veteran of War
You gain a +1 bonus to Attack and Defense rolls at 1st level. This increases to +
2 at 3rd level and +3 at 5th level. Your melee weapon damage is increased by
one step with all weapons at level 3 (1d4-1d6-1d8-1d10-1d12-2d8).

Might
Roll twice on the Might Table. Reroll duplicates. At 3rd level and 5th level you
can roll on the Deeds of Greatness table and at levels 2 and 4 you can roll once
more on the Might table.

Might Table (1d12)


1. Cross Cut: You can make two attacks at the same enemy. If both strikes
hit, you push the target 3 squares and can follow after them without
expending movement.
2. Wave the Standard High: From your time in the armed services, you gained
a company standard. You can raise this standard and pass a DR 12
Presence test to inspire yourself and allies for 1 turn. The next test made Deeds of Greatness Table (1d6)
has its DR reduced by 2 and if you expend a Glimmer, your allies lose 1
Stress mark. 1. Man-At-Arms: You are adept at refusing to take damage. Your
3. Get Behind Me: You force an ally out of combat range with enemies and armor rating with all armors increases by one step and when using a
take their place. The DR of defense tests is reduced by 1 for the next round. shield you reduce the DR to defend by a further one point. The
You can then make one attack. penalty for using medium and heavy armors are both reduced by 1.
4. Pox-Stricken: You were afflicted with a debilitating plague when you were 2. Berserker: Whenever you drop an enemy to 0 hp, you regain a use of
younger. From this point onwards you can no longer suffer from diseases Glimmer of Hope. You can expend a use of Glimmer of Hope to
or terrible wounds, but every time you Get Better your toughness bonus is make an extra attack on your turn (maximum number of attacks per
reduced by 1 and cannot be increased. turn equal to level).
5. Guard: You choose an ally within 3 squares of you. Enemies who would 3. Vanguard: You are best when leading from the front. When
target this ally of yours instead target you for the next round. You gain + surrounded only by enemies, you can make a retaliatory strike with
1d6 armor against all attacks that hit. every successful defense test.
6. Hew and Chop: Your attacks can strike out in a vicious arc, hitting 4. Free Blade: Using a greatsword simply feels right. With this weapon
everything in front of you. The DR of this attack is increased to 14 (or +2 if in your hands, your reach is increased to 2 squares and any ability
the DR to-hit is already higher) but if you succeed, you hit every target in that only strikes targets "in front of you/adjacent/within one square"
front of you. can now target any enemy out to 2 squares away. Additionally, if
7. Last Hurrah: If you are reduced to 0 hp but still have at least two Glimmers you miss with a greatsword swing you can follow it up with a
of Hope remaining, you can expend both to instead drop to 1 hp and

Player Facing Page 3


4. Free Blade: Using a greatsword simply feels right. With this weapon
everything in front of you. The DR of this attack is increased to 14 (or +2 if in your hands, your reach is increased to 2 squares and any ability
the DR to-hit is already higher) but if you succeed, you hit every target in that only strikes targets "in front of you/adjacent/within one square"
front of you. can now target any enemy out to 2 squares away. Additionally, if
7. Last Hurrah: If you are reduced to 0 hp but still have at least two Glimmers you miss with a greatsword swing you can follow it up with a
of Hope remaining, you can expend both to instead drop to 1 hp and secondary swing at DR +2.
immediately make an attack against the foe who nearly dropped you. 5. Light Bringer: You are an expert torch bearer, and can expend a use
8. Into the Fray: You interrupt the initiative to move as far as you can into of Glimmer of Hope to always have a unit of light handy.
enemy ranks. For every 2 enemies surrounding you, the DR for attack and Additionally, you can expend one such unit to set your weapon
defense tests for the next 1d4 rounds is reduced by 1. ablaze, causing it to deal an additional 1d6 damage with every
9. Bitter Bash: When an enemy strikes one of your allies, you can make an swing.
attack in response 1/round. 6. Back Alley Thug: Your fists are your primary weapons. Whenever
10. Not Enough To Go Around: You can a number of days without eating you attack with only fists, you can make two strikes instead of one.
equal to 2+ your toughness bonus before you begin to starve. You still These attacks do 1d10 base damage and if both strikes land, the
cannot properly rest during this time. target is grappled by you. While grappled, the DR of attacks against
11. Desperate Surge: You can expend one Glimmer of Hope when you make them and defending against them is reduced by 2, and on a critical
your attack. If it hits, you deal your weapon's normal damage plus 2x your defense success against another target, you can use your grappled
strength bonus and all enemies adjacent to you are pushed back 2 squares. target as a human shield.
12. Hold the Line: You can spend a Glimmer of Hope to set up a line directly
in front of you. This line can be no longer than 2x your Swift bonus.
(minimum 2 squares). You can make a defense test against any enemy
trying to move into or past those squares. If you succeed, the enemy's
movement is halted and they cannot attempt to push past or into you again
this round. If an enemy gets close to you and manages to push you
backwards, you lose this effect.

Player Facing Page 4


The Malefactor
Wednesday, January 10, 2024 8:20 PM

Malefactor
A blade swings in the dark, but not through flesh. Cloven in twain is the cloth holding a
coin purse to a rich man's belt. In other dark corners, one easily lies their way into the good
graces of a slum lord, only to plant a poniard in their throat and quickly slip away through
an unlocked window. A cat burglar nimbly leaps up and up and up, avoiding the night's
watch and their raptor brigade. Rogue, thief, tramp, assassin, all of these fall into the
category of Malefactor. Yours are those at the edges of society doing the work that must be
done to keep society slowly churning forward, no matter how much the more "civilized"
folks wish to ignore your very existence. You know that so long as coin flows, someone will
want something no questions asked, and you will be there to deliver.

Starting HP
3d8+3x your Toughness Bonus (Average 15+3x your Toughness Bonus). You gain an
additional 1d8+ Toughness Bonus HP at higher levels, according to the Getting Better rules.

Skill Points
1st level: 6 skill points
2nd level: 4 skill points
3rd level: 4 skill points
4th level: 4 skill points
5th level: 6 skill points

Equipment
You start with two rolls on the Malefactor weapons table, one roll on the ranged weapon
table, and roll 1d4 on the Streets Armor table. Additionally, you start with 1d4 doses of
Laudanum.

Abilities
Gutter Runner
Your speed increases by 1 and Swift tests to leave combat range have their DR reduced by
1. Both of these increase to 2 at level 3 and to 3 at level 5.

Flickering Lantern
Your hope wavers and sometimes burns brighter than that of others. Whenever you expend
a glimmer, roll 1d10 and on a 1-3 it is not spent, at level 3 this is increased to 1-4 and at
level 5 this increased to 1-5. Each time you use a glimmer, your next strike has its critical
range expanded to 17-20. This critical range is expanded to 16-20 at 3rd level and 15-20 at
5th level.

Instincts
At level 1 roll 1d12 twice and take abilities from the Malefactor Instincts table. At levels 2,
4, and 5 roll once more on the Instincts table, rerolling duplicates. At level 3 roll once on
the Expertise table. As a Malefactor, you are one who occasionally gets to cheat. At 1st
level and at 3rd level you can roll 1d2, but before doing so must state what you believe the
outcome to be. If you are correct, you get to choose one of the abilities you get at 1st level
and which expertise you get at 3rd level. If you fail, tough luck.

Instincts Table (1d12)


1. Snake Oil Salesman: With charm and a smile you can convince nearly anyone of
anything. You can make a DR 10 Presence test to shift an NPC's immediate reaction
to you into a more favorable position (Kill!-Angered-Indifferent-Mostly Friendly- Expertise (1d4)
Helpful). If you fail this test, they see through your lies and instead move one step in 1. Faded Assassin: Once per encounter you can negate
the opposite direction. one incoming attack if you succeed on a Stealth test
2. Blade Sharp and Loose: In the first round of combat, you can always act first against the DR of the attack. If you succeed not only
regardless of how initiative is rolled. does the attack miss, but you can instantly deliver a
a. If you have Faded Assassin, you are considered unseen in combat when using critical strike to the target and move out of combat
Blade Sharp and Loose. You can move to whichever target you wish and if you range. You are considered unseen until your next
make an attack and hit, it deals 1d8 bonus damage. strike, which deals 1d8 bonus damage.
3. Back Stab: Your attacks with bladed weapons now deal an additional 1d4 damage if 2. Death's Unwashed Stepchild: When your character is
they overcome enemy armor. The enemy then bleeds, taking 1d4 damage for 1d4 reduced to 0 hp and would otherwise die, roll 1d10.
rounds if they have blood. On a 1-5 they do not die and instead awaken
4. Grey Mouser: If you are wearing only light armor and are not carrying a shield, the sometime later with 1d4 hp and a new disease as you
DR of all defense tests is reduced by 2. 1/turn when an attack misses you, you can claw your way out of dirt and grime.
riposte with an attack of your own that benefits from Flickering Lantern's increased 3. Filthy Master of Lock and Key: All tests targeting
critical range. skills relating to stealthy tasks are reduced to DR 8 or
a. If you become a Practitioner of the Rusty Blade, you can make a Riposte a otherwise have their DR reduced by 4. You can
number of times per round equal to your Swift bonus. expend a use of Glimmer to create a doorway,
5. Slice and Run: You can make a DR 12 Swift test to steal an item from a target and window, or other portal for escape that leads from one
move away from them without needing to make a Swift test to leave combat range. room to the next as you pull out the skeleton key
6. Bloody Wind: You can move towards an enemy and make an attack at DR 10. If this which has lain dormant in your pocket for some time.
attack hits, you can then move to another enemy within Swift Bonus squares and make 4. Practitioner of the Rusted Blade: If you surprise a
another attack at DR 12. You can repeat this attack as many times as you would like target, it is automatically a critical hit and restores a
but the DR increases by 2 on each subsequent attempt and if you fail a test, you are use of Glimmer. For each bleeding effect, damage
stuck near the last enemy you attempted to strike. over time, or poison you have applied to an enemy
7. Guttersnipe Master: Choose one skill you have put points into. You can reroll once your critical range is expanded for 1d4 rounds. This
whenever making a test against this skill if you fail. Additionally, if you critically effect stacks each time it occurs.
succeed on this skill check you can make a DR 14 Luck test to regain a Glimmer of
Hope.
a. If you are a Filthy master of Lock and Key, you can now attempt to pass a DR
18 Presence test to use your Skeleton Key instead of using a Glimmer to activate
it. If you choose Locksmith as the master skill, this test can be made twice with
each attempt.
8. Alleyway Ghost: 1/turn when you would be hit by an enemy's attack, the damage is
instead dealt to another target within 1 square of you or that enemy.
a. If you are Death's Unwashed Stepchild, you can expend a Glimmer to turn this

Player Facing Page 5


a. If you are Death's Unwashed Stepchild, you can expend a Glimmer to turn this
redirected attack into a redirected critical hit.
9. Bleeding Gullet: You can make a DR 14 Swift test to ram your weapon deep into an
enemy's body. If you hit, you deal an additional 1d6 damage and they take damage
equal to your Swift bonus each time they attempt to attack you for the remainder of
this encounter (can be used multiple times on the same opponent, but the passive
damage does not stack).
10. Cloud of Steel: Your blades flicker out in a flensing arc around you. Make one test
against the highest DR amongst your opponents and on a success, all targets take your
weapon's damage +1 damage per level.
11. Opportunist's Strike: When you have surprise against an enemy or if you are first to
attack in initiative, you can make two strikes against the same target. If you hit with
both strikes, then for the next 1d4 rounds the DR to attack and defend against this
target is reduced by 2 and they take an additional 1d8 damage.
12. Pocket Sand: You hurl sand into an enemy's eyes with a DR 12 Swift test. On a
success they take 1d4+ Swift Bonus damage and the target is also blinded for 1d4
turns. A blinded target's DR for attacking and defending are decreased by 2.

Player Facing Page 6


The Grizzled Hunter
Wednesday, January 10, 2024 8:20 PM

Grizzled Hunter
You watched as shades of the damned ran screaming through forests, spurred
on by their horned king. After years of living in the deep woods by yourself, you
go to the inns with terrifying stories to tell. Your aptitude for hunting both man
and beast speaks to itself as any who enter your woods are treated as prey. At
the edges of society and beyond, you have seen what the world is really made up
of. The separation between man and beast is a line easily crossed when hunger
howls on winter winds. You are witness to the depravity, carrier of terrible
woodland burden, and haunted-eyed watcher in the dark. Your lot in life is to
know how best to kill and survive, and maybe even make a tall tale out of it to
entertain and frighten those around you.

Starting HP
3d10+ 3x your Toughness Bonus (Average 18+ 3x your Toughness Bonus).
You gain an additional 1d10+ Toughness Bonus HP at higher levels, according
to the Getting Better rules.

Skill Points
1st Level: 5 skill points
2nd Level: 3 skill points
3rd Level: 4 skill points
4th Level: 3 skill points
5th Level: 5 skill points

Equipment
The Grizzled Hunter can roll twice on their Tricks of the Trade table, once on
their Hunting table and once on their Armor of the Woods table. They also start
with a Hunting Knife, DR 8 to attack beasts, 1d4 damage increased to 1d8
against a target currently affected by a trap, poison, or Tricks of the Trade item
effect.

Abilities
Practiced Hunter
The Grizzled Hunter can make a DR 12 Perception or Intellect test against one
target. Their bonus to hit against this target is increased by 1 for the rest of the
combat. This bonus to hit is increased to 2 at level 3 and to 3 at level 5. At level
3, the damage of all traps, poisons, and ranged weapons are increased by one
step.

Tall Tales
Whenever the Grizzled Hunter is able to properly rest, they can tell tales around
the campfire. Such tales reduce Stress levels by an additional 1 point. At level 3,
the tales are invigorating and the next time their allies use the Take a Breather
action, they regain 1 bonus hp. At level 5 the bonuses of these two effects are
increased to 2.

Flickering Memories
Roll twice on the Flickering Memories table at level 1, then once more at levels
2, 4, and 5. At level 3 roll on the Nightmares of the Past table.

Flickering Memories (1d12)


1. Trusty Beast: You have a trusty animal such as a hound or bird. The
creature follows your commands and acts with you on allied turns. If your
beast dies, you must make a Stress test. Finding a new beast requires a
successful Perception or Intellect test DR 14 over downtime.
a. HP: 12, +2 per level beyond 1st. DR 12, Bites/Claws for 1d6 plus
your Presence or Intellect bonus damage. Damage increases to 1d8
at 3rd level and 1d10 at 5th level. If you attack the same target that
your Trusty Beast has successfully attacked, the DR is decreased by
2.
2. The Witch's Fen: When you use your Tall Tales, you can speak on the
nature of witches and hags. You and all allies have a +1 bonus to Presence
and Faith tests for the next day.
3. A Killing Shot: You can expend a glimmer of hope when attacking a Nightmares of the Past (1d4)
target affected by one of your Tools of the Trade and roll 1d4. On a 1, the 1. Nightmare of the Smiling Moon: You witnessed the crescent moon twist in
target receives no damage, but the killing blow will cause them to die in the sky until it was shaped like a grinning set of pearly white teeth. The
the next 1d4 turns. On any other roll, the target takes an additional 1d6 light of this moon haunts your vision to this day, giving you the ability to
damage. see in the dark.
4. Fast and Loose: You can make two shots with ranged weapons, both at 2. Nightmare of the Ravening Pack: Your woods were once filled with the
DR 14 or +2 if the DR is already higher. The DR remains the same against horrible snarls and barks of unseen beasts. The following day, you found
a target affected by your Tools of the Trade. countless dead and gnawed upon corpses scattered through the trees. Every
5. Quick Hands: If you make an attack with your hunting knife on your turn, night roll 1d4 and on a 1, the Pack is near and you find an animal carcass
you can also use one of your Tools of the Trade. with 1d6 units of rations still on it.
6. Pit-Maker: You know where to place your feet, and you know the habits 3. Nightmare of the Grave Dirt Path: As you came home from a long night's
of boggarts and gnomes who leave pitfalls everywhere they go. In combat hunt, a trail of dark and worm-riddled dirt made its way into your home.
you can spend a Glimmer of Hope for a gnome-hole to appear beneath a More of the dirt filled your bed, as well as a grinning skull. You always
target's feet, causing them to fall in and take 1d4 rounds to extricate

Player Facing Page 7


night roll 1d4 and on a 1, the Pack is near and you find an animal carcass
you can also use one of your Tools of the Trade. with 1d6 units of rations still on it.
6. Pit-Maker: You know where to place your feet, and you know the habits 3. Nightmare of the Grave Dirt Path: As you came home from a long night's
of boggarts and gnomes who leave pitfalls everywhere they go. In combat hunt, a trail of dark and worm-riddled dirt made its way into your home.
you can spend a Glimmer of Hope for a gnome-hole to appear beneath a More of the dirt filled your bed, as well as a grinning skull. You always
target's feet, causing them to fall in and take 1d4 rounds to extricate know when the undead are near.
themselves. You have a +1 bonus to Perception tests to find holes and 4. Nightmare of the Inferno: You stalked a beast for night after night, and
unstable ground. once you finally came upon it and slayed it, the creature burst into a terrible
7. The Callous Catoblepas: When you use your Tall Tales, you can speak on flame. You ran and ran as the ash coated the land, and now every creature
the nature of the terrible Catoblepas and its death stench. You and your you slay suffers the same terrible fate. If you deal the killing blow to a
allies have your death threshold increased from -5 hp to -10 hp for the creature, they burst into flame and everything nearby takes 1d10 damage,
next day. being set alight.
8. Seen This Before: You can make a DR 12 Perception or Intellect test to
study a creature. If you pass the test, you learn any significant things about
the creature such as immunities, unique traits, etc.
9. Book of Stretched Truths: You can expend a Glimmer of Hope to pull
from the Book of Stretched Truths. By doing so, you alter some aspect of
a situation you are currently in at your discretion but also take on one
point of Stress as you realize reality is not always as solid as it seems.
10. Ear-Taker: You have the gruesome practice of taking the ears of things
you have slain. You start with 1d6 ears and for every 10 ears you have
(you can only take 1 from a creature you have slain), you gain a +1 bonus
to the damage you deal with your Hunting Knife.
11. Of Starvation and Sickness: When you use your Tall Tales, you can make
a DR 16 Presence test and on a success, you and your allies are bolstered
by stories of those who have survived through starvation. Even if you do
not have food and water, you all can take a full rest that evening.
12. Thousand Dead Stare: The weight of all that you have seen in the dark of
the woods unsettles those around you and cloaks you in dark terror. The
DR to defend against most humanoids and weak creatures is decreased to
10, and such creatures must make Morale tests each turn you are nearby.

Player Facing Page 8


The Possessed
Wednesday, January 10, 2024 8:20 PM

The Possessed
Terrible odors waft around you, teeth too large for your mouth cause gums to
bleed even as scabrous horns tug their way out of your skull each morning no
matter how you try to cut them off. Beings from beyond have claimed you as one
of theirs, whether through a pact of your own making or the unfortunate
circumstances of your birth. Never able to stay in one place for long, you dress
in tatters and carry strange totems of bone and fang to act as your weapons
when, inevitably, the townsfolk decry you as a monster and freak. But they're
right in some way, aren't they. When you can't control yourself, when the world
becomes too much you turn into something truly monstrous. Stubby horns grow
long and curled, lighting the world in a terribly bloody flame. Teeth too large for
your head split their way out as you take on the appearance of a wolf-thing. The
reek of vomit ever on your breath spills out in a caustic bile that would peel the
skin and flesh off a grown man's face in seconds. A monster is what you are, with
only the faintest of hope glimmering in your heart that things can be different.
But, you are still human enough and the Hope while faint, is not yet
extinguished.

Starting HP
3d8+3x your Toughness Bonus (Average 15+3x your Toughness Bonus). You
gain an additional 1d8+ Toughness Bonus HP at higher levels, according to the
Getting Better rules.

Skill Points
1st level: 5 skill points
2nd level: 3 skill points
3rd level: 2 skill points
4th level: 3 skill points
5th level: 5 skill points

Equipment
Roll 1d4 on the Totems of Possession table and 1d4 on the Defiled Rags table.

Abilities
Otherworldly Mundanity
Your Stress threshold is increased by 1 at 1st level and by 1 again at 3rd and 5th
level. You have a +1 to stress tests that is increased to a +2 at 3rd level and +3 at
5th level. Additionally, you can take on 1d4 points of stress to mimic the effect
of a glimmer of hope as the being possessing you grants you power which
mimics the light of hope but is ultimately empty.

Vile Pact
You can shift into the form of a terrible, possessed beast which represents the
terrible entity hiding within your body, psyche, or soul. When transformed, your
Strength bonus and Swift bonus are increased by 1 at 1st level and increased by 2
at 3rd level and 3 at 5th level. You gain 1d2 armor at 1st level, 1d4 at 3rd level,
and 1d6 at 5th level. When you transform you and all creatures that see you must
pass a Stress test. Your allies become inured against this effect after three
successful stress tests made to resist seeing the awfulness of your form. You
must make a Stress test each turn that you spend transformed by your pact.

Accursed Stigmata
At level 1 roll twice on the Accursed Stigmata and roll once more again at levels
2, 4, and 5. At level 3 roll once on the True Corruption table. Whenever you fail
to use an Accursed Stigmata, you gain 1 point of Stress. When rolling to receive
an Affliction or Virtue, you instead become Possessed when an affliction is
rolled and suffer no positive effects from becoming Virtuous. While possessed,
the entity or entities within you control your actions for 1d6 rounds or will
puppet your body around as they see fit the next time you sleep.

Accursed Stigmata (1d12)


1. Claws of the Poltergeist: Whenever you enter a room, one object at random
gets flung in a direction not of your choosing. Additionally, when you
activate your Vile Pact, any damage you do with a Totem of Possession
ignores mundane armor.
2. Horns of the Enflamed: You have a small pair of horns sprouting from your
skull. These are inconvenient but can be covered if your hair is long
enough. When you manifest your Vile Pact, the horns grow long and
become tinged with flame. You can make a DR 12 Presence test to hurl
flame at 1d2 targets. If you hit, the attack deals 1d4 plus Presence Bonus
damage. The target takes 1d4 damage at the start of their turn, increasing True Corruption (1d4)
by one damage die each subsequent turn and whenever they take damage 1. Roiling of the Outer Spheres: When you activate your Vile Pact, your form is
from this ability. Additionally, any Totems of Possession you wield deal an twisted by the outer spheres. Eyes, tentacles, and bulbous protrusions adorn your
additional 1d4 fire damage. form. An unnerving aura of whispers follows you, make a DR 12 Presence test
3. Bile of the Foul Spawn: Your breath constantly reeks of vomit, this can be every turn and on a success, any creatures near you suffer 1d4 damage, ignoring
masked at a distance but anyone close to you can smell it. When you armor and they must make an attack against their nearest ally.
manifest your Vile Pact, your mouth slavers and drips with bile and you 2. Blasphemous Eyes of the Seraph: While your Vile Pact is active, you can open a
can make a DR 14 Toughness test to vomit on an enemy, dealing 1d12 ring of eyes across your body with a DR 14 Presence test. When these eyes open,
+Toughness Bonus damage and the target is blinded. The DR to attack and all creatures cower in fear save for those more powerful. The unlidded golden light
defend against the blinded target is reduced by 2 for 1d4 rounds. of the Seraph binds those who see it, causing them to lose their turn. Each round
4. Ashen Clairvoyance: You can attempt a DR 14 Presence test to get an idea the eyes are open, you take 1d4 damage but every round after the first you can

Player Facing Page 9


masked at a distance but anyone close to you can smell it. When you armor and they must make an attack against their nearest ally.
manifest your Vile Pact, your mouth slavers and drips with bile and you 2. Blasphemous Eyes of the Seraph: While your Vile Pact is active, you can open a
can make a DR 14 Toughness test to vomit on an enemy, dealing 1d12 ring of eyes across your body with a DR 14 Presence test. When these eyes open,
+Toughness Bonus damage and the target is blinded. The DR to attack and all creatures cower in fear save for those more powerful. The unlidded golden light
defend against the blinded target is reduced by 2 for 1d4 rounds. of the Seraph binds those who see it, causing them to lose their turn. Each round
4. Ashen Clairvoyance: You can attempt a DR 14 Presence test to get an idea the eyes are open, you take 1d4 damage but every round after the first you can
of what could transpire in the near future or to discover the whereabouts of issue a Command with a DR 12 Presence test, and so long as it is one word the
an item or person with which you are familiar. Each time you do this affected target will follow this command on their turn.
however, the location this is done in will suffer some manner of small fire 3. Key to the Misted Gates: You are the key to swing wide doors unto the Yonder
in the next 1d4 hours that could become a problem if not handled quickly. Realms. With a DR 14 Presence test, you cause said doors to swing open. Each
5. Tentacles of the Satyr: Your lower legs are covered in coarse fur and end in round they are open you must make a Stress Test or either gain 1d4 stress or lose
cloven hooves, and your waist has two awful and rubbery tentacles affixed 1d4 hp. While the doors are open, creatures from beyond filter through.
to it. When your Vile Pact is active, the tentacles grow in size and can be 4. Cursed Touch of the Gold-Stricken: When you activate your Vile Pact, your skin
used as weapons to make two additional attacks per turn so long as neither takes on a golden sheen and creaks and groans whenever you move. You can reach
tentacle is striking the same target. DR 10 for both attacks, 1d8+Strength out and touch someone with a DR 16 Presence test, on a success the target turns to
Bonus damage. gold over the next 1d4 rounds. After 1d4 hours the afflicted target animates and
6. Grasp of the Withered Starlight: One of your hands is terribly elongated begins doing the bidding of your possessor(s).
and withered, the veins a strange grey color. You can make a DR 12
Presence test against a target, and on a success deal 1d8 damage, ignoring
armor and the target is unable to move until the start of your next turn.
7. Foul Speech of the Flies: You are always followed by an incessant but
quiet buzzing. You can attempt a DR 12 Presence test to summon a swarm
of flies that can be sent out to gather information to you. Anything the
swarm sees or hears is communicated to you through means you do not
understand.
8. Slavering Fangs of the Wolf Thing: Your teeth are unusually long and
sharp, with the scent of blood following you at night. When you activate
your Vile Pact, your head becomes that of a Wolf Thing and whenever you
reduce a creature to 0 hp with a Totem of Possession, you can instantly
move and make an attack against another target.
9. The Piercing Scream of the Banshee: Every night at midnight, wherever
you are, there is a terrible piercing scream that erupts in the night and
causes all mirrors in the area to shatter. You must pass a DR 14 Presence
Test and all creatures that can hear your scream suffer an additional 1d4
damage each time they are hit, this lasts for 1d4 rounds.
10. The Unsettling Flesh: Your facial features never quite remain the same,
with proportions and symmetry altering gradually over time. When your
Vile Pact is active, you can make a DR 14 Toughness test in place of a
defense test to avoid the enemy's attack, and if you succeed you catch their
weapon in your body. You must pass a DR 12 Strength test each time they
try to pull their weapon free.
11. Nightmarish Consumption: Your skin is pale, eyes are bloodshot, and dark
circles are ever present under your eyes. Whenever an ally makes a stress
test and fails, you can make a DR 12 Presence test to absorb their stress for
them. For every 4 points of stress you have, you regain 1 hp at the start of
each turn in combat while your Vile Pact is active.
12. Feathered Limbs of Nechrubel: A pair of vestigial wings hangs off your
back. While your Vile Pact is active, you can fly and have a further +2 to
Swift tests made to leave combat range.

Player Facing Page 10


Haunted Antiquarian
Wednesday, January 17, 2024 5:01 PM

It is not easy to spend your life surrounds by stacks of yellowed parchment,


your only friends being gleaming-toothed skulls and dwindling spires of
candlewax. For you, it has always been getting lost in the pages and
monotony deep in the restricted sections of libraries that has kept you sane.
It is here you have had your most potent revelations, here where you have
uncovered lost items and secrets forgotten since the time of the original
owners who once walked these halls. Sometimes you see things, catching
glimpses of imprints left on what you find, terrible death screams, burnings,
violence, it is the darkest aspects of humanity that gather hammering inside
your skull. But the pages, the pages keep you sane. At the end of the day, you
and yours are those who will scratch out the canticles of the end times, or
learn secrets by candlelight and uncover monumental powers that others
would call magic. It is not magic, for you see it is simply learning.

Starting HP
3d6+3x your Toughness bonus (average 12 +3x your Toughness bonus).
You gain an additional 1d6+ Toughness bonus at higher levels, according to
the Getting Better rules.

Starting Skill Points


1st level: 6 skill points
2nd level: 5 skill points
3rd level: 4 skill points
4th level: 5 skill points
5th level: 6 skill points

Equipment
You begin with a Staff and Sling with 1d10+Swift Bonus sling stones. Roll
1d4 on the Worn Robes Armor Table.

Abilities
An Unusual Guest
After your years of poking your nose where it doesn't belong, you've picked
up a dispossessed spirit that lingers about you. This spirit grants you two
chances to succeed all tests made to use Curios. Additionally, you can
expend a Glimmer of Hope to instantly learn the properties of an item of
power unless they are somehow hidden.

Well-Learned
You start with One skill point in Literacy, Antiquarian, and Occult. At levels
3 and 5 you gain an additional bonus skill point in the skills. These bonus
skill points can increase your maximum bonus beyond the typical +5 limit to
+8.

Collection of Curiosities
At level 1 roll 1d12 twice and consult your Collections table. At levels 2, 4,
and 5 roll on this table again. At level 3, roll on the Artifact table to
determine what unusual secret or item you have uncovered.

Collections Table (1d12) Artifacts (1d4)


1. Black Box of Barnabus: You must pass a DR 14 Intellect test to open 1. The Portable Hole: This hole can be opened with a DR 12 Intellect test. It can contain up to
this box. If you are able to, you uncover the locking mechanism and let 20 IS of items. If you ever fumble a roll to open the hole, you lose 1d6 IS worth of items
out the shadowy creature held within. If it is slain, it returns to the box from the Hole.
and cannot be used again for 1 day. If you fail this test, you gain 1 2. Page of the Damning Word: When opening this page you can read the word with a DR 14
stress or lose 1 glimmer. Intellect, Presence, or Faith test. Once spoken, all who hear the word instantly take 1d10
a. Shadow Beast: 10 hp, takes 1/2 damage from mundane sources, damage ignoring armor and are beset by visions rendering them blind for 1d4 rounds.
flees from bright light, DR 10 to attack and it deals 2d4 damage 3. Crawling Claw of Opening: This rotting hand can be activated with a DR 14 Intellect,
which bypasses most armor. Presence, or Faith test. On a success, the hand can be used to create an opening in any
2. The Grinning Blade of Samsora: This mundane looking blade is kept surface.
in a slender, grey wood box. The blade deals 1d6 damage, but on a 1 it 4. Glasses of Often-Sight: 1/day you can attempt to activate these glasses with a DR 16
instantly kills a target with the horrid venom constantly weeping from Intellect test. On a success, you see two potential points in the future and roll 2d20. One rol
the blade. Each time it kills, the blade grows a little heavier. 1 IS in the next 24 hours can be replaced with either of these d20 rolls.
3. The Rattling Teeth of Gleichen: These 4 yellowed and rune-inscribed
teeth can be rolled before combat. For each 6 you roll, one attack of
yours deals maximum damage.
4. The Pyrrhic Lantern of Yalnirir: This lantern can be filled with 1 unit
of oil/light. Once this has been done, it spews forth a gout of flame and
you must pass a DR 12 Intellect test to guide the flames at up to 1d4
targets of your choice. Each target struck takes 2d8 fire damage. 1 IS
5. The Giggling Ring of Palnash: When you put on this ring, you must
pass a DR 12 Presence test or you cannot speak for the next 1d4 hours
as your words are interrupted by constant giggles. On a success, you
can target one creature per round and repeat the test to force an enemy
to drop to the ground, where they giggle helplessly for 1d4 rounds.
6. The Dead Man's Mossy Tabard: This surprisingly soft garment is made
entirely of strange moss. It counts as light armor for you and provides
1d4+1 protection, and you can sleep in it. If you sleep in this armor,
you do not wake up for 1d4 rounds after combat or danger begins even

Player Facing Page 11


you do not wake up for 1d4 rounds after combat or danger begins even
if you take damage. 2 IS
7. Grace of a Dead Saint: You must pass a DR 12 Intellect or Faith test to
use this. On a success, d2 creatures regain d10 hp. On a failure, you are
blinded for 1d4 hours.
8. The Bestial Spine of Clarissa: You must pass a DR 12 Intellect or
Presence test to activate this. Once done, you can speak with beasts for
1d20 minutes. On a fail, your speech sounds like that of a beast for
1d20 minutes.
9. Saint Grosgow's Miter: This long brass rod strikes with DR 10 and
uses Faith instead of Strength or Swift. On a successful hit, it deals a
base of 1d6 damage. This damage is increased to 1d12 if you can
successfully convince Grosgow's spirit, still attached to the Miter, that
they are an enemy of the faith. 1 IS (3 IS if Grosgow does not like you)
10. Galada of Guffawing Gales' Tongue: You can activate this item with a
use of a Glimmer. Once activated, you are able to fly for 1d10+Faith
Bonus minutes.
11. The Strangling Knot of Duaahn: Make a DR 14 Intellect test. On a
success, the rope is either tied into its strangling knot or is released.
When strangling, it causes one creature of your choice to lose 1d6 hp
each turn for 1d4 rounds. If the knot is undone, it lets you breathe even
in breathless spaces for 1d10 minutes. If you fail this test, you are
strangled for 1d2 rounds, taking 1d6 damage each round.
12. The Maggot of Kyrghus: This maggot can be placed in a corpse to
revive it as a zombie under your control for the next day. Once the
time is done, the zombie will do what it deems is best.

Player Facing Page 12


Profaned Ritualist
Friday, January 19, 2024 10:58 PM

Starting HP
3d6+3x your Toughness bonus (average 12 +3x your Toughness bonus). You
gain an additional 1d6+ Toughness bonus at higher levels, according to the
Getting Better rules.

Starting Skill Points


1st level: 6 skill points
2nd level: 5 skill points
3rd level: 4 skill points
4th level: 5 skill points
5th level: 6 skill points

Equipment
The Profaned Ritualist rolls 1d4 on the Objects of Unravelment table and 1d4
on the Warding Tabards table

Abilities
Outer World Locus
Due to your studies, your form itself has become attuned to the nature of the
unnatural. You have a +1 to all tests made to determine the nature of
otherworldly texts and creatures, and can spend a glimmer of hope to sense if
there are any in your vicinity. The bonus increases to +2 at level 3 and to +3
at level 5.

Unveil the Incomprehensible


You are not required to make a Stress test when you see creatures of the outer
worlds. You can choose to make a Presence test and expend a glimmer of
hope to gain insight into such a creature when you see one for the first time.
A failed test results in 1d4 stress.

Calls From Beyond


At level 1 roll twice on your Calls from Beyond table. Roll again at levels 2,
4, and 5. At level 3 roll once on the Otherworldly Attention table.

Calls From Beyond (1d12)


1. Call of the Umbral Hound: With a DR 14 Presence test, you
successfully summon forth an Umbral Hound. On a failed test, it is
summoned but not under your command.
a. Umbral Hound: Level 2 outer being (DR 12 for attack and
defense, adds +2 to rolls) Otherworldly Attention (1d4)
i. HP: 14, DR 14, Armor- 1d4, takes 1/2 damage from non- 1. The Nameless One: With the attention of the Nameless One, your form
silvered sources and is immune to poison, Attacks: Flaming becomes unfocused and difficult to remember. With a DR 14 Presence
Bite, 1d10+2 and the target is grappled. test, you fade from the notice of all around you until you take an action
ii. Special, Flames of the Damned: Targets all creatures in that directly impacts another creature.
combat range. Failure means 1d10+2+1d4 burning damage. 2. The Bloody Star: As the Bloody Star follows you, ever present at night,
Burning damage is persistent, occurring at the start of each you can capture its light into reflective glass on a DR 14 presence test.
turn (1d4) The captured light can be released, causing 1d4 targets to suffer 1d10
iii. Special, Unerring Stalker: Requires a Swift test to avoid the damage and they bleed for 1d4 damage for 1d4 rounds.
Hell Hound picking up your scent. Once it does, it can track 3. The Limitless: While you are under the scrutiny of The Limitless, your
you anywhere for the next 24 hours or until you submerge movement cannot be restricted in any way. Additionally, you have
yourself in quick-running water. learned how to step through the limitless with a DR 14 Presence Test.
2. Touch of the Renewing Flesh: With a DR 14 Presence test, you cause an When you do so, your form loses focus and all mundane damage is
ally to take on 1 point of Stress in exchange for regaining 1d6 hp. In the halved against you. Enemies that see this must make a Morale test or flee
lands beyond, flesh is bountiful and this touch allows some of that in terror.
infinitude to bolster their wounded form. 4. The Ever Swirling: An ever changing force has focused upon you, and
3. Hands of the Abyss: With a DR 12 Presence test, you call up 1d4 like it you have begun to change and swirl in unceasing eddies of
writhing tentacles from unnatural angles. Each tentacle strikes a target eldritch force. Whenever you rest, you can change the bonuses of your
with DR 10 and on a success deals 1d6 damage and restrains the target abilities or make a DR 14 Presence test to steal a power from another
for 1d4 rounds. target nearby. This power remains with you until you use this ability
4. Unspeakable Communion: With a DR 12 Presence test, you reach out again.
and make contact with the beings from Beyond. On a success, you may
ask them three questions pertaining to actions yet to come. The answers
you receive may be truthful, but are guaranteed to be truthful on a
critical success.
5. Strength Beyond: With a DR 14 Presence test, you conduct a ritual to
infuse yourself or someone else with unnatural power. The chosen
person has their Strength bonus replaced with your Presence bonus for
the day but the DR of all tests you make is increased by 2 while you

Player Facing Page 13


the day but the DR of all tests you make is increased by 2 while you
maintain concentration on this effect.
6. Cast Away to N'lngthyanket: If you succeed on a DR 12 Presence test,
you conjure forth a sucking void behind a target. They cannot move on
their turn, and if you succeed on this test again lesser enemies are
sucked in and consumed while greater enemies suffer 1d12 damage.
7. Vision of The Star Treaders: When you and your allies rest, you can
attempt to unveil visions with a successful DR 14 Presence test. On a
success or fail, you and all who see these visions gain 1 point of Stress
that persists for the next day. With success, you and all allies can
expend glimmers of hope to move like a star treader, teleporting a short
distance.
8. Blessing of The Night Serpent: With a DR 12 Presence test, you shroud
yourself and 1d4 allies in unnatural darkness. For the next scene, all
effected are invisible so long as they do not walk into direct and bright
light.
9. Dreams of the Deep Ones: When you rest, make a DR 14 Presence test
and on a success your mind is pulled deep below. In the interminable
darkness you are given inspiration, and you start the day with 1 point of
stress as well as one bonus Glimmer of Hope.
10. Silken Strands of Leng: You can make a DR 12 Presence test to gaze at
the Strands of another creature. You control that creature's movement
for 1d4 rounds.
11. The Touch Which Rots: While within combat range of a creature, you
can make a DR 14 Presence test. On a success, you open yourself to the
Cosmic Decay. With a touch, you cause a creature to decay for 1d6
damage per round for 1d6 rounds.
12. Visions of the Timeless: In a location, you can begin this ritual,
culminating in a DR 12 Presence test. On a success, you call upon the
timelessness of those who live beyond in order to experience what has
happened before in this place, or to briefly glimpse a possible future.

Player Facing Page 14


Ichor-Steeped Crusader
Friday, January 19, 2024 11:01 PM

Ichor-Steeped Crusader
Long ago, you recall having been truly human. Then, through some grim twist of fate or
simple bad luck you or those you loved were attacked by monsters. This day you took the
first step to become a Crusader and you managed to slay the awful things that attacked.
Their blood covering your form and soaking into your skin, you could feel a change come
over you. With knowledge, strange powers, and trick weapons picked up along the way
you are the Crusader who hunts monsters and, in turn, begins to become one. Every kill,
every bit of progress you make to see the world become that bit safer forces you to realize
just how inhuman you truly are. Whether it be in your hulking form, your glowing cat's
eyes, or in the strange blood magics you use to hurl at enemies or bolster your weapons
there is some dividing line that only grows stronger the more you hunt and kill.

Starting HP
3d8+ 3x your Toughness Bonus (Average 18+ 3x your Toughness Bonus). You gain an
additional 1d8+ Toughness Bonus HP at higher levels, according to the Getting Better
rules.

Skill Points
1st Level: 6 skill points
2nd Level: 4 skill points
3rd Level: 4 skill points
4th Level: 4 skill points
5th Level: 6 skill points

Equipment
Roll 1d6 twice on the Litany of the Slayer table for your weapons and 1d4 once on the
Blooded Mail table for your armor.

Abilities
Bloody Slayer
You have a +1 to attack and damage rolls against inhuman foes. If you kill an inhuman
creature on your turn, you can immediately make another attack against a second inhuman
target. This bonus increases to +2 at level 3 and to +3 at level 5.

Book of Monsters
You have 1 rank in Occult and Lore (Beast). This increases to +2 at level 3 and +3 at level
5. You can add a further +1 when making checks pertaining to creatures you have fought
and slain if you succeed on a DR 14 Intellect test while studying your kill. This bonus can
be applied multiple times (max equal to level) if you hunt more and more of the same
creature type. Marks of the Beast (1d4)
1. Mark of the Beast, Lycan: Your swift bonus increases by 2 and you can
Lost Humanity now track by scent and have a +2 to survival tests made to follow a
At level 1 roll 1d12 twice on the Lost Humanity table. At levels 4, and 5 roll on this table target you have damaged. Additionally when you attack a target
again. At level 2 roll on the Marks of the Beast table and at level 3 roll on the Houses of adjacent to an ally, you can make a DR 14 Strength test to pull them
the Beast table. prone.
When you gain a mark of the beast and House of the Beast you lose one of your maximum 2. Mark of the Beast, Night Stalker: Your perception bonus increases by 2
Glimmers of Hope. and you can now see perfectly well in the dark with your glowing,
feline eyes. When in total darkness, you no longer need to make stress
Lost Humanity (1d8) tests.
1. Bedlam: When you reduce a creature to 1/2 hp you can instantly make a second 3. Mark of the Beast, Leviathan: Your toughness bonus increases by 2
attack against the same target. If the attack hits, it deals an additional die of damage. and your body has become inured to all poisons. If you are subjected to
2. Fueled by Gore: Each time a creature near you is reduced to 0 hp, you gain a +1 the effects of a poison, you can later make a DR 14 Toughness test to
bonus to damage for the remainder of this combat. secrete 1d4 vials of that poison.
3. Blood-Boon Mark: You can slice yourself open dealing 1d4 damage and call upon 4. Mark of the Beast, Behemoth: Your strength bonus increases by 2 and
strange swirling sigils with a successful DR 12 Intellect test. On a success, you mark your form is now towering and unusually strong. Additionally, your
a target and become able to sense their movements and general direction for the next carrying capacity is increased by your level.
24 hours.
4. Blood-Boon Blade: You coat your weapon in your own blood, taking its full
damage. With a DR 12 Intellect test, the blade erupts into baleful bloody red light. Houses of the Beast (1d4)
For the remainder of the combat your attacks deal an additional 1d4 damage. 1. House of the Cockatrice: Your perception increases by 1. When
5. Omen Blood Curse: You take 1d4 damage and with a DR 12 Intellect test, you force you succeed on a DR 14 Intellect test, you bring forth the
a target to be haunted by visions of its worst nightmares. They take 1d4 damage essence of a cockatrice. A target you are gazing at becomes
every turn, ignoring armor but the DR for all tests you make is increased by 2 as you paralyzed.
concentrate on the effect. 2. House of the Manticore: Your swift increases by 1. With a
6. Inhuman Instinct: You generally understand the "language of beasts" by being able successful DR 14 Intellect test you grow the quills of a
to read their body language and the pitch of animalistic vocalizations. The DR to manticore. You gain 1d10 manticore quills across your body and
interact with animals is decreased by 2, but your mind struggles to speak as a person can hurl two per round at DR 8. Each quill that strikes deals 1d8
and the DR to interact with other humanoids is increased by 2. damage.
7. Unnatural Menace: While people can see your countenance, those who are weak- 3. House of the Chimera: Your Strength increases by 1. With a
willed must make morale tests to not simply flee in terror. This has the same effect successful DR 14 Intellect test you emit the goat scream of a
on beasts and monsters weaker than yourself. chimera. All who hear this scream are put to sleep for 1d4
8. Rebel Against Humanity: You can make a DR 14 Stress test. On a success, all of rounds.
your abilities which only effect inhuman foes now apply to humanoids as well for 4. House of the Gargoyle: Your toughness increases by 1. With a
the remainder of this combat. On a failure, you gain 1 point of stress. successful DR 14 Intellect test, your skin takes on a stony
appearance and so long as you remain motionless, you are

Player Facing Page 15


appearance and so long as you remain motionless, you are
indistinguishable from a statue. While in this state you do not
need food, water, or air and only minimal amounts of sleep.

Player Facing Page 16


Equipment
Thursday, January 18, 2024 5:47 AM

Weapons
Grit Born Weapon List Malefactor Weapon List Tools of the Trade Weapon List Totem of Possession Objects of Unravelment
1. Blackjack, 1d4+1 damage, 1 IS, on a Critical Hit the target is All of these weapons can use Swift or Strength for attacks. All of these trap/trick weapons use Intellect or Perception for attack 1. Unfettered Shackles: 1d6, on a Critical Strike you lose 1 point of 1. Sacramental Knife: 1d4, if you roll maximum damage on this knife,
stunned and cannot act on their next turn. 1. 1d10 Throwing Knives, 1d4 damage, 1 IS per 5 knives and damage Stress. 1 IS the DR of your next Call from Beyond power is reduced by 2. 1 IS
2. Flanged Mace, 1d6, 2 IS, When you use a Glimmer of Hope to 2. Grimy Razor Blades, 1d4 damage, on a critical strike a target gains 1. 1d4 Serrated Bear Traps: DR 12 to set, deals 1d10 damage and 2. Bestial Claws: 1d6, when your Vile Pact is active your attacks that 2. Hallowed Torch of the Ever Burning: 1d4+1, on a critical strike this
maximize damage, you reduce the enemy's armor die by one a festering wound and the DR to attack them with this weapon is the target bleeds 1d4 damage for 1d4 turns. 1 IS per 2 bear traps. deal damage cause a target to bleed, taking 1d4 damage for 1d4 sets a target alight. You may consume a unit of light for the flames of
step (1d8-1d6-1d4-1d2), does not stack. reduced by 2 for 1d4 turns. 1 IS 2. Septic Barbs: DR 12 to set up, deals 1d8 damage to those who turns. 1 IS the torch to indicate the nearest location of otherworldly influence.
3. Longsword, 1d6+1, 2 IS 3. Broken Shortsword, 1d4 damage but increases your critical strike run through and they are tripped by the septic -poisoned metal, 3. Great Fang: 1d8, when your Vile Pact is active this weapon 3. Brass Brazier: 1d6, allows you to burn special incense that reduces
4. Flail, 1d6, ignores shield armor, 2 IS range by 1. If you fumble with an attack roll with this weapon, you the DR to attack and defend against targets affected is reduced merges with your jaws to give you an impressive bite. The damage the DR to commune or interact with otherworldly powers by 1.
5. Spear, 1d6, +1 to defense tests when paired with a shield, 2 IS bleed for 1d4 damage for 1d4 turns. 1 IS by 2 for 1d4 turns. 2 IS increases to 1d10. 3 IS 4. Coiled Ring: 1d4, can be activated with a DR 12 Presence test. This
6. War Axe, 1d8, 2 IS, when you use a Glimmer of Hope to 4. Spinning Scimitar, 1d6 damage and if one attack hits you can make 3. Trick Rope: DR 12, tangles the feet or limbs of an opponent. 4. Ruby Dagger: 1d4, the damage increases by one step causes the ring's serpent head to lash out with a bite for 1d4+1d4
maximize damage against a target with a shield, you destroy an attack against a second target. 1 IS Tangled feet knocks the target to the ground and reduces DR to (1d4-1d6-1d8) for every 4 points of stress you currently have. If poison damage. On a fumble, the ring bites you instead and deals the
their shield and deal damage. 5. Whirling Twin Blades, 1d8/1d6 damage. 2 IS attack them by 2, tangled limbs reduces the DR to defend against you surpass your Stress Threshold, the Dagger deals an additional same damage.
7. Great Axe, 1d10, ignores armor on a crit, 4 IS 6. Severing Blade Whip, 1d6 damage, on a critical strike roll 1d6. On them by 2. Test must be repeated each turn to maintain effect. 1 2 points of damage. 1 IS
8. Zweihander, 1d10, cleaves and deals 1d4 damage to creatures a 1, you sever the creature's head. DR 14 to use this whip (or +2 if IS.
adjacent to your target, 4 IS DR is already 14 or higher) and on a fumble you instead roll 1d6 4. Marking Whistle: DR 14, target is Marked and takes additional
and take that much damage, plus 1d6 bleed for 1d2 turns. 1 IS damage equal to your Perception or Intellect bonus for 1d4 Litany of the Slayer
Ranged turns. 1 IS. All Litany of the Slayer weapons are "trick" weapons. They can be
1. Sling, 1d4, Swift+10 sling stones, 1 IS per 5 stones 5. Venomous Pet: Produces d4 doses daily of blinding venom, activated with a Cunning test to gain an extra effect on your next attack.
2. Boomerang, 1d4, returns to hand after thrown, 1 IS Armament of the Hunt Weapon List enemy tests Toughness DR 14 or takes 1d6 damage and is 1. Penitent Wheel: 1d6, With a DR 12 Cunning test, the Wheel is
3. Longbow, 1d6, Swift+10 arrows, 1 IS + 1 IS per 10 arrows Start with ammunition equal to 10+Presence or Intellect bonus. blinded for 1d4 hours. 1 IS. activated and attacks that bypass armor now cause the target to
4. Crossbow, 1d10, Swift+10 bolts, 3 IS + 1 IS per 10 bolts 1. Whirling Sling: 1d4+1, DR to track the target is reduced by 2 for 6. Medicine Box: 1/day DR 12 to treat an ally's wounds. Heals d6 bleed for 1d4 damage for 1d4 rounds. 2 IS
1d4 hours. 10+Presence bonus tracking stones. 1 IS per 5 stones. hp and either removes 1 stress mark or cures a blight or disease. 2. Sanguine Slayer: 1d6, With a DR 12 cunning test, this iron
2. Hare Hucker: 1d6, returns to your hand after it is thrown and a 1 IS. gauntlet's hidden feature activates and a heavy piston slams
target that is Bleeding or Poisoned instead takes 1d8 damage and forward with a sharp iron spike at the end, damage increased to
cannot move on their turn. 1d8 and ignores armor values of 1d2 and lower. 1 IS
3. Beast Horn Bow: 1d8, the DR to attack beasts is 8. IS 1 for Bow + 3. Cleaving Spear: 1d6, DR 10 to activate and extend the reach,
1 for every 10 arrows. allowing you to attack targets without entering combat range. 2 IS
4. Steel-Wire Arbalest: 1d10, a target that is currently bleeding or 4. Bow Blade: 1d6, DR 12 to release the hidden bow string and make
poisoned has its armor reduced to the minimum value when a ranged attack, 1d10 damage, uses crossbow bolts. 2 IS
struck. 2 IS +1 IS for every 10 bolts. 5. Bladed Cane: 1d4, When you succeed on a defense test you can
make a further DR 10 to activate the blade cane and strike for 1d6
damage with a riposte from the hidden blade in the cane. 1 IS
6. Rusted Scabbard: 1d6, DR 12 to unlock the mechanism that draws
forth the blade. 1d8 damage with blade and scabbard is large
enough to function as a shield. 3 IS

Armor
Iron and Dreams Armor O' The Woods Blooded Mail Warding Tabards
1. Padded Armor: 1d2 armor increased to 1d4 against ranged 1. Leaves, dirt, and branches: 1d2 armor, if you are entirely still in a 1. New Hunter's Garb: 1d3 armor, +1 to Swift tests. 1 IS 1. Robe of the Lidless Eye: 1 armor, You have a +1 to
damage. 1 IS wooded environment the DR for any stealth tests is reduced to 8. 1 2. Loner's Chains: 1d4 armor, so long as you do not fight near Perception checks, increased to a +2 when searching for the
2. Dented Breastplate: 1d4 armor, -1 to Defense and Swift tests, IS allies, all defense and attack tests are made at +1, when fighting influence of outer beings. 1 IS
when you expend your last Glimmer of Hope your armor rating 2. Pelts of the Great Beast: 1d2 armor, you have a +1 bonus to attack near allies Swift tests are made at -2. 2 IS 2. Profane Monk's Smock: 1d2 armor, peasants and nobles may
is increased to 1d8 for 1d2 rounds. 2 IS and defense in Melee, but suffer a -1 penalty to all attack and 3. The Singed Mail: 1d4 armor, armor protection is doubled welcome you as a pilgrim and you have a +1 to Presence tests
3. Rusty Chainmail: 1d6 armor, -1 to Defense tests, -3 to Swift defense tests made at range. against fire damage and you do not burn, Swift tests are made made to lie to those who willingly take you into their homes.
tests, on a Critical Defense success the enemy's weapon is 3. Woven Armor of the Gnomes: 1d3 armor, this armor can be at -2. 2 IS 1 IS
caught in the chains and they are disarmed but you take 1 point unwound into 100 ft of coarse rope. 4. Breastplate of the Paleblood: 1d4 armor, you use Cunning in 3. Cloak of Constellations: 1d2 armor, +2 to Swift tests made to
of damage. 3 IS 4. Armored Tent-Hide: 1d4 armor, -2 to Defense and Swift tests. This place of Presence to shrug off the effects of mind altering avoid attacks from outer beings and +1 to Intellect tests made
4. Ramshackle Plate: 1d6+1 armor, -2 to Defense tests, -3 to Swift armor can be dismantled and turned into shelter for yourself and up abilities, -2 to swift tests. 2 IS to recall information on the stars. 1 IS
tests, if you would die as a result of dropping to negative HP to 1 other creature, making it easier to get a proper Rest even in 4. Crystal-Studded Robes: 1d3 armor, the robes better channel
your armor instead bears the brunt of the blow and is destroyed. harsh environments. the power of outer beings and allow your damaging Calls
3 IS from Beyond to deal an additional 1 damage. 2 IS
Worn Robes
Cloaked in the Streets Defiled Rags 1. Old Academic's Coat: 1 armor, the deep pockets of your coat let
1. Thieves' Garb: 1d2 armor, add +1 to Cutpurse and Stealth tests. 1. Beggar's Torn Cloak: 1 armor, you pass through city streets with ease you carry more curiosities, your Carrying Capacity is increased
1 IS and are lost in a crowd despite your stigmata. 0 IS by 2. 0 IS
2. Suave Gutter Rat's Coat: 1d2 armor, add +1 to Presence tests 2. Soiled Noble's Dress: 1 armor, this lets you maintain an air of high 2. Travel Coat of Bits and Bobs: 1d2 armor, you can make a Luck
made to lie and cheat. 1 IS society. Peasants will ignore your stigmata, and other nobles are test starting at DR 8 to produce a piece of mundane equipment
3. Robust Snakeskin Leathers: 1d3 armor and you have a +1 to willing to talk to you. 0 IS from this coat. Each successful use increases the DR by 2 to a
swift tests to leave combat range. 2 IS 3. Mad Preacher's Robes: 1 armor, you have a +1 to Presence tests to maximum of 16, wherein the coat cannot be used in this way
4. Crow's Armor: 1d4 armor, -2 to Defense tests, you can climb stir religious fervor, increased by 1 for every 2 stigmata you have. 0 again. 2 IS
without difficulty using the armor's built in talons, which IS 3. Grave Digger's Coat: 1 armor, You gain a +2 bonus to Strength
themselves do 1d4 damage. 3 IS 4. Scaled Cape and Chains: 2 armor, whenever you gain stress your next tests made to dig and can expend a glimmer of hope to know one
test to activate a Stigmata has its DR reduced by 1. 2 IS of the contents of a sealed container. 1 IS
4. Coat of Lucky Coins: 1d3 armor, whenever you find any coins
you discover 1d6 extra. 2 IS

Player Facing Page 17


Combat Ideas
Friday, January 19, 2024 8:35 PM

Hopeless Scenario:
Disengage: 1/turn for free In climactic battles or situations where hope is difficult to
muster (chosen by the Ancestor), characters must pass a
Stress test in order to use a Glimmer of Hope. Glimmers of
Hope cannot be used on this stress test. On a fail, the
character gains 1 point of stress and on a success they are
able to use their Glimmer as normal.
Movement Ranges:
Instead of having movement be determined by squares

Player Facing Page 18

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