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Players can pick from four species (Human, Elf, Satyr, and Undead) and five Destinies
(Warrior, Wraith, Wizard, Witch, and Wanderer). One way to jump-start character creation
is to find a picture to portray your character.
Feats are your character’s skills and abilities. When you try to accomplish something, you
make a roll against the ODDS. Each Feat has a modifier ranging from +0% to +45%. The
higher your bonus, the more likely you are to succeed.
Characters You have 100% bonus points to assign across 24 Feats (additional points are
gained from species and occupation). For single-session adventures, increase this to
130%. You gain extra points you can assign to some Fears from your Destiny (occupation).
You can assign any starting value between 0% and +30%. Assigned values don’t need to
be in increments of 10% but doing so makes the math more straightforward (e.g., you can
assign a value of +2%, +16%, +25%, etc.). For quick character creation select 1 feats at
+30%, 3 Feats at +20%, and 6 Feats at +10%. Below is the standard Feat list. Consult your
GM to add a Feat, not on the list.
Athletics - BATTLECRAFT -
Dodge - Crafting -
Fight - HEALING -
Fortitude - Lore -
Hiding - Magic -
Riding - Observation -
Thievery - Scavenging -
Self-Control -
Survival -
Archery -
Blade -
Great - Charm -
HALFTED - Deceit -
Spears - Persuasion -
Below are descriptions of the standard Feats listed on the character sheet.
• Athletics: This represents your character’s ability to run, throw, jump and climb.
• Dodge: This represents your character’s ability to avoid being injured in combat.
• Fight: This represents your character’s ability to fight unarmed.
• Fortitude: This represents a character’s physical toughness. In addition to adding to
a character’s Health, the GM may ask for a Fortitude roll to resist effects like
exhaustion, poison, or being stunned.
• Hiding: This represents your character’s ability to hide and move unseen from one
location to another.
• Ride: This is your character’s ability to ride a horse/beast and adds to damage
inflicted by a lance.
• Thievery: This is the character’s ability to perform tasks like pick-pockets, pick locks,
and sleight of hand tricks.
• Archery: This is your character’s ability to use bows, slings, and crossbows.
• Blade This is your character’s ability to fight with bladed weapons, including one-
handed swords and daggers,
• Great: This represents your character’s ability to fight with large two-handed
weapons, including blades and hafted varieties.
• Hafted: This is your character’s ability to fight with weapons like maces, morning
stars, and battle-axes. Hafted weapons are heavier at the tip.
• Spears: This is your character’s ability to fight with spears, polearms, and lances.
• Battlecraft: This represents that character skill in commanding armies and military
units in a large-scale battle.
• Crafting: This is used when your character builds or fixes things using their hands or
tools. For example, designing a catapult falls under Lore, but building the catapult is
Crafting. Some situations might require a character to make both a Lore and a
Crafting roll.
• Healing: This represents your character’s ability to treat wounds and assist those
suffering from infections or other illnesses.
• Lore: This Feat represents your character’s intelligence and accumulated knowledge.
There are instances where specialized knowledge (e.g., Alchemy) is required. For
areas of specialized knowledge, create a separate Feat under the ‘Other’ category.
• Magic: This represents a character’s ability to use magic to cast spells. Typically, a
character must make a magic roll against the ODDS to cast a spell.
• Observation: This Feat is used for noticing things in your environment, like someone
hiding in the shadows. Observation rolls are passive (i.e., initiative by the GM)
• Self-Control: This represents your character’s mental fortitude. For example, the GM
might ask you to make a Self-Control roll when faced with a horrifying situation.
• Scavenging: This is used whenever a character searches an area for useful items. For
example, if a character wanted to search the aftermath of a battlefield for weapons,
they would make a Scavenging roll.
• Survival: This represents your character’s knowledge of survival skills and ability to
survive in outdoor environments. Survival is used for hunting, fishing, tracking, finding
water, building a fire, not getting lost in the forest, and avoiding death from things like
hypothermia.
• Charm: This represents your character’s ability to establish personal relationships with
NPCs. This includes both friendships and romantic relationships. As with Persuasion,
role-playing is preferred for interactions between characters. While romance can be a
strong motivator in a TTRPG, be mindful not to make anyone feel uncomfortable.
• Deceit: This is your character’s ability to con/lie to others. For unnamed NPCs, the GM
sets the ODDS based on the believability of the lie. For characters and named NPCs,
you need to make a competitive roll against their Investigation.
• Persuasion: This is your character’s ability to convince an NPC using reasoning and
logic. A successful Persuasion roll does not imply trust or the creation of a personal
relationship. It only means the NPC agrees the character’s argument makes sense.
Role-playing the conversation and letting each player decide how their character
responds is preferred for character-to-character interactions.
The default odds of success (ODDS) for any Feat is 50%+Feat bonus. More difficult
tasks lower the ODDS of success. For example, if a character has a +20% bonus in
Fight, the ODDS of success is 70% (50%+20% bonus). If they attack someone behind
cover, the ODDS might be lowered to 30% (So, 30%+20% bonus = 50%).
Each character has one offensive action per round but can make two offensive actions
by lowering the ODDS by 20% or three offensive actions by lowering the ODDS by 40%.
For example, a character with a Fight bonus of +30% has ODDS to hit of 80% (50% +
30% bonus) when making one attack. If the character swings their sword twice in the
same round, their ODDS for both attacks are reduced to 60% (80% minus 20% for
taking the 2nd action). If they want to attack three times, their ODDS for each attack is
40% (80% minus 20% for each additional action for a combined penalty of minus 40%).
INCREASE ODDS: Before making a roll, you can use points from your pool to increase
the ODDS. For example, if your character is trying to Persuade an NPC and the ODDS
are 50%, you can use 20 points from your pool to increase your ODDS to 70%. The
points are lost whether you make the roll or not. A character’s Valor pool resets at the
beginning of each game session (or at the GM’s discretion).
USE AN EDGE: Some Edges (especially Magic) require the use of Valor. If the Edge
description refers to a cost (e.g., cost: 10), then that is the amount of Valor required to
activate. For example, the Wizard spell invisibility has a cost of 10. This means the
wizard needs to spend 10 Valor to cast it.
CHEAT DEATH: A character can use Valor to Cheat Death. This does not need to be
declared ahead of time. Basically, the character can reduce the damage taken by 1
point for every point of Valor they spend. So, for example, if a character takes 60
damage and spends 20 Valor, they only take 40 damage.
Dodge is a Feat used to evade an attack. The base ODDS to dodge an attack is 50% +
Dodge bonus (although it is often lower for tougher opponents). If you are forced to
dodge multiple attacks in the same round, each additional dodge drops your ODDS by
10%. For example, if you have a 70% chance of dodging the first attack, you have a
60% chance of dodging the second, a 50% chance of dodging the third, and a 40%
chance of dodging the fourth.
Dodging does not count as your offensive action. If you wish to forego your offensive
action, you can make as many dodge rolls as your like, at no penalty. You must declare
a full-round dodge at the beginning of the round.
Incapacitation occurs when your character takes damage that reduces them to 0
Health. The character dies in 10 rounds unless someone makes a successful Healing
roll (ODDS 50%+). An incapacitated character who takes additional damage dies.
Natural Health recovery can only take place once per day.
There are four primary species in the realm of Tevandor, each with its own list of Edges.
Starting characters select two species Edges and can gain more as they gain experience.
The species include:
Humans: The most common and most adaptable race in the realm.
Undead: Former humans or satyrs cursed to walk the veil between life and death.
Elves: Immortals who live in isolated enclaves and wield the Light of Elysium.
Satyrs: Human-animal hybrids who are nomadic forest dwellers.
There are six destinies to choose from. Any species can be combined with any destiny.
Warrior: Expert melee combatants who rely on an arsenal of weapons and armor.
Wight: Expert assassins and infiltrators who spend most of their time in the shadows.
Wanderer: A nomadic warrior who is at home navigating the wilds.
Wizard: Someone who has dedicated their life to arcane research.
Witch: A person who uses magic to create a variety of potions, charms, and totems.
Worshipper: A holy warrior who wields the sacred Light of Elysium to wage war against evil.
Species
Human Edges
Adaptive: While humans have no innate abilities or
Edges, they are quick learners and receive the following
benefits:
Coup De Gras: Any target with 10 or less Mounted Fighter: The warrior is a skilled
remaining Health after taking damage from combatant on horseback and adds +20 to
the warrior is automatically reduced to 0 charge damage.
Health.
Expert Archer: The warrior can add their
Customized Weapon: The warrior has a Archery Feat bonus to damage with bows
custom-designed weapon that grants a and crossbows.
+5% bonus to the ODDS and +10 damage.
A lost weapon can be reforged. Iron Defense (cost: 20/attack): The warrior
takes half the damage from an attack.
Deflecting Blows: The warrior is good at
deflecting strikes and reduces any damage
taken by 10 points per hit. This is stackable
with armor.
• 1 primary weapon
• 3 daggers or other light weapons
• Light armor and mask
• Cloak & traveling gear
Coterie
Tattoo
Wraith Edges
Wraiths can select one additional Edge. Adaptive Reflexes: If the wraith loses
initiative against an enemy, on the next
Assassin’s Strike: When attacking unseen, initiative, they roll 2d10 and take the
the wraith does extra damage equal to highest.
weapon Feat bonus x 2. So if their Blade
Feat is +20%, they would do +40 extra Dual Daggers: As long as the character is
damage (in addition to the normal +20 for using daggers (or other D4x10 weapons),
surprise). they gain an extra offensive action per
round at no penalty.
Pre-emptive Strike (cost: 20/attack): The
wraith can automatically score a strike if Unseen Stalker: The ODDS for Hiding rolls
they take damage. The wraith inflicts their can never be reduced below 50%+ unless
damage first, meaning they take no damage the difficulty is Impossible (0%+).
if they kill their opponent.
Poisoner: The character is an expert in
Twist the Knife (cost: 20/attack): The applying poisons to their weapons. The
wraith automatically slays an opponent after character starts each session with 1d4+2
rolling damage if the opponent has 50 or applications. Poison adds the wraith’s
less Health remaining. Crafting bonus to weapon damage. Once
the damage has been inflicted, more poison
Customized Weapon: The wraith has a needs to be applied.
custom-designed weapon that grants a
+5% bonus to ODDS and +10 damage. The Bleeding Strike (cost: 20): In addition to
weapon can be reforged. If the weapon is normal damage, the target loses 10 Health
small (e.g., dagger), the wraith has two. per round from bleeding (Healing roll
(ODDS: 40%+ to stop). Damage from
Night Fighter: The wraith suffers no multiple strikes is cumulative.
penalty to their ODDS for fighting in
darkness and does +10 damage. The wraith Shadow Escape (Cost: 20): As long as
suffers standard penalties if blinded. there are shadows, the wraith can
automatically escape an encounter. This
Hard to Hit: The wraith’s ODDS to Dodge uses their offensive action.
is always 50%+ and cannot be reduced by
the GM. Penalties for dodging multiple
attacks still apply.
Wizards are scholars and practitioners of the magic arts. They gain their eldritch abilities
through the study of forbidden books and scrolls. Some develop sociopathic tendencies in
the process. Most wizards are reluctant to share their power, and no governing guild or
council exists. The path each wizard takes is their own. Wizards are not particularly adept at
melee combat but can destroy a squadron of soldiers with a single spell. While they have no
restrictions on weapons and armor, most wizards prefer to battle using their staff.
Wizards are typically held in very high regard by society. Lords often grant wizards access to
their court in the hopes of garnering favor. Wizards who are known to commit evil deeds are
branded as sorcerers and actively hunted.
No Health bonus.
+20 Valor.
Magic Tricks (No cost): The wizard can
perform magic tricks like lighting a lantern,
All wizards start with a magical staff.
making a coin disappear, moving a small
object (1 lb or less), creating a distracting
Wizard’s Staff: Inflicts 1d6x10 damage
noise, changing their voice, etc.
plus pick two of the following abilities:
• Torchlight: Projects light up to a 50-foot
radius.
• Shield: Reduces the ODDS to hit the Starting wizards select two of the following:
wizard by 10%.
• Deflection (1/session): Reduces Defensive Magic: The wizard surrounds
damage taken by half. themselves with a magic barrier that
• Amplifier: +10 to Valor defends against all attacks. The shield lasts
• Floating: The character suffers no fall for one combat encounter. The amount of
damage. Valor spent determines the damage
• Charged Strike (3/session): The wizard reduction. This is stackable with armor, but
can add their Magic Feat bonus to the Valor cost is double:
damage.
• 10 points: 20-point reduction
• 20 points: 30-point reduction
• 30 points: 40-point reduction
Casting a spell costs Valor points. When a
wizard’s Valor reaches 0, they are
Detect Anything (Cost: 10): The wizard
exhausted. Using magic for an attack
says what they want to detect (e.g., living
requires the wizard to make a Magic Feat
things, undead, specific person, gold coins,
roll. The default ODDS is 50%+ but can be
elves, weapons, etc.). If the item is within 10
adjusted by the GM depending on the
feet x Magic Feat bonus, they know the
circumstances. All wizards possess the
exact location. If the object is outside of
following spell Edges:
their range, they know the direction.
Offensive Magic: The wizard uses eldritch
Healing Magic (Cost: 10): The wizard can
energy to attack a foe. How the attack
heal Health equal to 10+Magic Feat bonus
manifests is up to the wizard’s imagination.
to themselves or others. No limit on usage.
It could be a magic beam, hurled object,
phantom arrows, a spectral sword, a ball of
Silent Sentinel (Cost: 10 per): The wizard
fire, etc. A Magic Feat roll is required to hit
creates an invisible sentinel to guard a
a target (ODDS depend on the enemy). The
location. Anyone coming within 20 feet of
Valor is expended, even if the wizard
the sentinel without speaking the command
misses the attack. Damage depends on the
word is attacked (+20% Fight) for 1d8x10
amount of Valor used.
damage. After inflicting damage, the
sentinel disappears, and the wizard is
• 5 points: 1d6 x10
alerted to the intrusion.
• 20 points: 2d6 x10
• 30 points: 3d6 x10
Seal Anything (Cost: 10): The wizard can
seal a door, chest, or hatchway. The effect
Armor does not protect against magic, but
lasts for a day. The ODDS to open the
it can be dodged.
portal are reduced to negative 20%+.
Influence Mind (Cost: 10): The wizard Invisibility (Cost: 10): The wizard can
concentrates on one target projecting make themselves or another object invisible
thoughts that influence their behavior. To for 10 minutes. An invisible person
resist, the target needs to make a Self- automatically makes Hiding rolls against
Control roll (ODDS: 30%+). Some unsuspecting targets. Suspicious targets
examples of effects: can make an Investigation roll (ODDS:
• Fright: The target flees the area. 0%+) to detect their presence. Invisible
• Favour: The target agrees to any characters become visible if they attack.
reasonable request.
• Anger: The target becomes hostile, Flight (Cost: 10): The wizard can give
attacking any creature/person who is not themselves or another the power of flight.
an ally. The effect lasts for 10 minutes. The
• Despair: The ODDS for any Feat rolls character can fly at speeds up to 10 x
are reduced by 20%. Magic Feat bonus miles per hour.
• Cloud Mind: The ODDS for the targets Additionally, a wizard with this Feat can
Observation rolls are reduced to 10%+. levitate anytime up and down a distance
equal to 10 + Magic Feat bonus in feet at no
Illusion: The wizard can create a temporary cost.
illusion. Unsuspecting individuals can make
an Observation roll (ODDS: 0%+) to notice Light Mastery (Cost: 10): This affects a
slight distortions. If someone has reason to radius area equal to 10 feet x Magic Feat
suspect the illusion, they can make an bonus. The wizard can either brightly
Investigation roll (ODDS 50%+). The cost illuminate the area (+10% to Observation
depends on the size of the illusion. rolls) or darken it to reduce visibility (-10%
• 10 points: dog size to Observation rolls). The effect lasts for 10
• 20 points: person size minutes.
• 30 points: horse size
• 40 points: dragon size Deep Dweller (Cost: 10): The wizard or
another character can swim effortlessly and
Bestow Power (Cost: 10): The wizard can breathe water for an hour. They are also
imbue an object with eldritch power ignored by predatory fish and suffer no
granting the following properties the next penalties to Feat rolls.
time it is used.
• +10% bonus to the Feat roll
• +20 damage.
Teleportation (Cost: 10 per person): The Necromancy (Cost: 100): The wizard can
wizard can teleport themselves or others a bring a living creature back as an undead.
number of miles equal to their Magic Feat They can also prepare a contingency spell
bonus. so that in the event of their own death, they
rise as an undead the next night. Anyone
Counter Magic (Cost: 10): The wizard returning as undead has to recreate their
casts a counter spell on themselves or character using the undead template.
another person. If the target is hit by a Necromancers also do an extra +20
magical effect, the wizard rolls their Magic damage against undead when using
Feat (ODDS: 50%+). If successful, the spell Offensive Magic. Necromancy is
has no effect. Either way, the Counter considered forbidden and punishable by
Magic spell is used and must be recast. death in some regions.
Love Potion: The witch automatically Berserker: The drinker is consumed with
succeeds on any Persuasion, Charm, or battle rage. They gain an extra offensive
Deceit rolls against the drinker. The person action per round, +20 Health, and +20
cannot lie to the witch for 10 minutes. damage. However, their ODDS to Dodge
are reduced by 20%.
Strength Potion: Gives a +20 bonus to
damage for a single encounter. Ghost Blade: When poured on a dagger,
the blade becomes semi-ethereal. All
Sleep Potion: The drinker must make a attacks avoid armor. The effect lasts for one
Fortitude roll (ODDS: 30%+) or fall asleep combat encounter. This potion does not
for 1d8 hours. work on large (d8x10 or higher) weapons.
Flight: The drinker can fly at speeds equal Ghost Walk: The drinker becomes invisible
to the witch’s Magic Feat bonus in mph. and ethereal for one hour. They can speak
The effect lasts for one hour. but can’t physically interact with the world.
They cannot attack but also cannot be
Fire Walking: The drinker is immune to attacked (except with a Ghost Blade).
damage from fire for one hour.
Poison: When ingested, the target needs to
Universal Language: The drinker can make a Fortitude roll (ODDS: 20%+) or take
understand and communicate with any 1d10x10. When applied to a weapon or
creature for 10 minutes. dart, it adds 1d4 x10 damage. After a
successful hit, the poison needs to be
reapplied.
Witch Edges
A witch can choose one of the following
Battle of Wills (Cost: 10): Whenever
someone casts a spell at the witch, they
can attempt to deflect the spell back at the
Edges or choose another potion. caster. To do so requires competitive Magic
rolls. If the Witch wins, they can redirect the
Magic Charms: The witch spends 10 Valor spell onto a target of their choice, even the
to imbue a charm or trinket with a magical original caster.
effect. The Witch starts each session with 1
charm at no cost. Unused charms can be Séance (Cost: 10): The witch can summon
carried over to the next session. Charms spirits of the dead. Treat the interactions
activate automatically and are used up after like you would any NPC, using feats like
one use. This Edge needs to be selected Persuasion, Charm, or Deceit. The spirit is
multiple times to gain multiple effects. A compelling to speak with the Witch but not
character can wear four charms at a time. compelled to tell the truth. The Witch may
• Protection: The charm protects the ask a number of questions equal to 1+ Self
character from one type of non-physical Control bonus/10.
attack (e.g., fire, lightning, poison, magic,
necromancy, etc.). The charm absorbs Devil’s Mark (Cost: 10 per tattoo): Instead
the amount of damage equal to 3 x the of creating magic charms (see above), the
witch’s Magic Feat bonus. witch can draw tattoos. The effects are
• Focus: The charm grants the character a permanent but limited to one use per
+20 bonus to ODDS on any Feat roll. session. A Witch starts with 3 tattoos at no
Use of the charm must be declared cost and can have a maximum of 10
before the roll. The charm is only used tattoos. Different tattoos can have the same
up if the roll is successful. function. Valor spent creating a tattoo is lost
• Deflection: If the Witch fails a Dodge, permanently (but can be regained through
they can roll again. experience).
• Healing Crystal: The charm heals 20
Health after the character takes damage. Blood Sacrifice: By making a blood
sacrifice, the Witch regains Valor.
Curse (Cost: 10): The witch curses their Sacrificing a small animal (e.g., chicken)
target, who has to make a Self-Control roll restores 20 Valor. Sacrificing a medium-
(ODDS: 30%+) or suffer a -20% to ODDS sized animal (e.g., pig) restores 40, and
for 24 hours. If they succeed, they suffer a - sacrificing a large animal (e.g., bull)
20% to the ODDS on their next roll. restores 60.
Fast Forward (Cost: 10): The witch wins Offensive Magic (cost: 10): The witch uses
initiative and can take two offensive actions demonic energy to attack a foe. How the
but loses their offensive action next round. attack manifests is up to the witch’s
imagination. It could be wracking pain, a
Doppelganger (cost: 20): The witch can magic beam, pillar of fire, or a black
take on the appearance of anyone so long tendrils. A Magic Feat roll is required to hit
as they have an item belonging to them a target (ODDS depend on the enemy). The
(e.g., a lock of hair, fingernail, cherished Valor is expended, even if the wizard
possession). An investigation roll (ODDS: misses the attack. The attack inflicts
10%+) can be made to detect the imposter. 1d6x10 damage. Armor does not protect
against magic, but it can be dodged.
Destiny
Sense Evil (Cost: 10): The worshipper can Restore to Life (cost: 20 permanent): The
detect the presence of evil with a range worshipper can return someone who is
equal to their Magic Feat bonus x 100 feet. undead to life. The cost of 20 Valor is
permanent (but can be regained through
This is Not My End (1/session): If the experience). The undead must be willing.
worshipper is hit with an attack that
reduces them to 0 Health, they ignore the Needs of the Many: The worshipper can
damage. create a Valour pool that combines theirs
with their companions. Anyone who
United We Stand (10/person): Those who contributes to the pool can draw from it
stand with the worshipper in the battle with no limit on how much Valour they
against evil receive +5% to Feats and +10 spend in a single round.
damage for one encounter.
Rebuke the Dead: Undead creatures
Holy Destrier: The worshipper has a cannot wield their full strength against a
mighty war horse upon which they ride into worshipper, doing 10 less damage per
battle. A Destrier has +40 Health, Athletics attack.
+35%, and does +10 damage. The
worshipper can acquire a new mount at an
Elysium stronghold if the destrier is slain.
Athletics BATTLECRAFT
Dodge Crafting
Fight HEALING
Fortitude Lore
Hiding Magic
Riding Observation
Thievery Scavenging
Self-Control
Survival
Archery
Blade
Great Charm
HALFTED Deceit
Spears Persuasion
Athletics Penalty:
Plate (30)
Traveling gear & rations Athletics Penalty: -20%
Horse & Saddle (Quality)
Coin purse
Plate & Chain
Shield (-10% ODDS) Roll lower than the odds on d100
Normal 50%+bonus
Moderate 40%+bonus
100 Challenging 30%+bonus
Difficult 20%+bonus
Extreme 10%+bonus
Impossible 0%+bonus
Bonus Action -20% per
Darfin of Glyndenor
Name: ______________________________________
Elf
SPECIES:____________________________________
M
Gender: _________ Age: 167 lbs
_____________
Height: __________
6’ Weight: ____________
231
Wizard
DESTINY:___________________________________
___
Athletics - BATTLECRAFT -
Dodge +20% Crafting +10%
Fight - HEALING
Fortitude - Lore +30%
Hiding - Magic +30%
Riding - Observation +10%
Legendary Lineage: +30 Valor
Thievery - Scavenging +10%
Self-Control +10% Adept at Magic: Select an extra
Survival - wizard Feat.
Archery -
Blade - Magic Tricks: No cost
Great - Charm -
- Offensive Magic: +30% attack
HALFTED Deceit - • 5 points = 1d6 x10 (avoids armor)
Spears +10% Persuasion +10% • 20 points = 2d6 x10 (avoids armor)
• 30 points = 3d6 x10 (avoids armor)
None
Traveling gear Athletics Penalty: None
Coin purse
Leather armor
Leather (10)
Traveling gear Armor Penalty: None
Coin purse
Leather armor
Shields can be used so long as the character is not using a 2-handed (2H) weapon, bow, or
crossbow. Carrying a shield gives the following benefits:
Armor reduces the amount of damage you take from attacks. When attacking an armored
opponent, you can lower the ODDS by 20% to bypass their armor. The character can triple
the reduction value against a single attack, but the armor is destroyed.
A character or NPC can make a Healing Feat roll on someone who is injured (ODDS 50%+).
If successful, the injured party receives Health equal to 10+ Healing Feat bonus.
For example, a character with a Healing bonus of +20% would heal 30 points (10+20) on a
successful Feat roll. Characters can only regain Health once per day through medical
treatment. Characters heal 10 Health per day without medical attention.
Dagger Longsword Great Sword Battle Axe Mace & Chain
Crossbow
Spear
Pole Arm Great Crossbow
Longbow
This section provides additional rules for running Dread Quest adventures. The game
uses a standard set of dice.
A character needs to make a Feat check whenever they want to accomplish a task. Only
ask a character to make a Feat check when failing the check would have consequences.
Otherwise, let the character automatically succeed.
You can assign a situational bonus or penalty to any Feat check. For example, if a
character makes a successful Hiding roll sneaking up on an enemy, give them a +10%
or +20% bonus to their attack roll.
PLAYER VS. PLAYER: For non-combat rolls, the lowest successful roll
wins. For example, if two characters are in a foot race, the GM would
assign the same ODDS (e.g., 50%+Athletics bonus) to both characters.
Whoever makes the successful Athletics roll wins. So, a 21 beats a 34 even though both
are below the ODDS of 50%+. If both fail, each player rolls again until someone
succeeds.
There will be times when one roll is contingent on another. For example, if one character
is trying to hide from another, the hiding characters makes their roll first. If the Hiding roll
is successful, the searching character must make a successful Observation roll lower
than the Hiding roll. The ODDS for both characters can be different. For example, the
character searching might have lower ODDS if it’s dark.
This Feat is like a mental Dodge. Whenever a character is placed under extreme stress,
have them make a Self Control roll. If they succeed, they can act normally. If they fail,
they are overcome by fear/anxiety suffering a 20% to their actions until they remove
themselves from the source of the stress. In extremely terrifying situations (e.g.,
Lovecraftian horror), a failed roll could result in a loss of Valor.
If a player comes up with a good idea, always give them an ingenuity bonus of +10% to
+20% to their Feat roll or a Valor bonus. If it’s an excellent idea, give them an automatic
success.
Some equipment can give a character a bonus to their Feat roll. Use your discretion, but as
a rule, specialized equipment provides a +10% to +20% bonus depending on the situation.
For example, having a rope and grappling hook would increase the chances of climbing a
castle wall.
Magic items might provide a bonus to the ODDS, deliver extra damage, or grant an ability
similar to an edge. For example, the sword Excalibur might grant a +10% bonus to the
ODDS, +20 damage, and avoid armor.
Characters who are on mounts have both advantages and disadvantages when in combat.
Mounted Charge: A mounted charge can only be done during the first round of combat.
The character receives a bonus to damage depending on the quality of their mount.
Ride Replaces Dodge: When avoiding attacks on horseback, the character uses Ride
instead of Dodge.
Mounted Fighting: When not charging, fighting on horseback adds +10 to damage rolls
against opponents on foot.
Being Dismounted: Each time a character on horseback takes 50 or more damage, they
need to make a Riding roll (ODDS: 50%+). If they fail, they are dismounted and take 1d10
damage from the fall.
Pikes: Pikes are very effective against mounted opponents and do an extra +20 damage
when set against a charge.
Horses are the most common form of transportation. War horses can be equipped with
armor.
❖ Common Horse: Health: 70, Athletics +10%, Trample Damage 1d4x10 (+10 charge
damage)
❖ Quality Horse: Health: 120, Athletics +20%, Trample Damage 1d6x10 (+20 charge
damage)
❖ War Horse: Health: 160, Athletics +30%, Trample Damage 1d8x10 (+40 charge
damage)
NPCs don’t dodge in combat but have an ODDS stat. The first number represents the
ODDS for a character to attack the NPC. The second number is the ODDS to Dodge attacks
made by the NPC. For example, if the characters are fighting an Arch-Villain, the ODDS for
attack rolls against the Arch-Villain are 0%+. The ODDS to Dodge attacks made by the Arch-
Villain are 30%+. Some villains can take multiple offensive actions with no penalty.
❖ Low-level Minion: ODDS: 50%+/50%+, Health: 30, Actions: 1, Feat Bonus: +0%
❖ Mid-level Minion: ODDS: 40%+/50%+, Health: 60, Actions: 1, Feat Bonsu: +5%
❖ Elite-level Minion: ODDS: 30%+/40%+, Health: 100, Actions: 1, Feat Bonus : +10%
❖ Mini-boss (Named NPC): ODDS: 20%+/40%+, Health: 120, Actions: 2, Feat Bonus: +20%
❖ Boss (Named NPC): ODDS: 10%+/30%+, Health: 150, Actions: 2, Feat Bonus: +30%
❖ Arch-Villain named NPC: ODDS: 0%+/30%, Health: 200, Actions: 3, Feat Bonus: +45%
At the end of a game session, each character receives 1 experience point that can be used
to improve their statistics. If the character did something exceptional during the session, you
can reward an extra point. Experience points can be spent on the following:
Below are some average weekly waged for various medieval occupations.
Ranged
❖ Short bow (2H) : 1d6 x 10 +Archery
❖ Long bow (2H): 1d8 x 10 +Archery
❖ Regular Crossbow (2H): 1d8 x 10 +Archery
❖ Great Crossbow (2H): 1d10 x 10 + Archery