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Player Facing
Player Facing
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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