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These rules are intended for quick character design and play.

This game uses a standard


dice set.

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%.

Roll < ODDS on d100


Normal 50%+bonus
Moderate 40%+bonus
Challenging 30%+bonus
Difficult 20%+bonus
Extreme 10%+bonus
Impossible 0%+bonus
Bonus Action -20% per

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%).

Health is equal to 80+Fortitude bonus. For example, if a character has a +20%


Fortitude bonus, their Health is 80 + 20 = 100.
Your character starts with a Valor pool of 80 (modified by species and destiny). Your
pool can be used in the following ways.

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.

An incapacitated character who is revived recovers Health equal to 10+the reviver’s


Healing Feat bonus. An incapacitated character revived using the Health feat does not
regain consciousness until after the battle.

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

“Our destiny is our own.”

Humans are the most common species in Tevandor.


Their settlements spread across the kingdom, and their
territory is ever-expanding. Humans are not immortal,
and their lives are relatively brief compared to satyrs.

Humans typically take a single partner for life, although


customs can vary from culture to culture.

Humanity was once united under a single empire, but it


collapsed 100 years ago following the war with the satyrs.
While remnants of the empire remain, humans
are now divided across city-states and petty kingdoms.

The undead plague is considered a human disease as


most undead were once human. The various kingdoms
contribute gold to support a shared military force called
the Legion. Their sole purpose is to keep the undead
hordes at bay. That is not to say the undead are not
welcome in human cities. To a great extent, it depends
on their motives and how much gold they spend.

Most human kingdoms have a good relationship with the


elves. While they defer to elven wisdom on some matters,
there is resentment towards elven arrogance. Many
humans distrust satyrs, especially if they have a more
bestial appearance.

Due to their adaptative nature, humans receive 40 bonus


points that they can divide across Health and Valor in any
way they wish.

Human Edges
Adaptive: While humans have no innate abilities or
Edges, they are quick learners and receive the following
benefits:

• An extra 20 Feat points.


• An extra occupation Edge.
Species

“And the Dead Shall Inherit the Realm.”

The undead were once human or satyr but are now


trapped between life and death. Instead of food and
water, their bodies are powered by necromantic
energy from the dead goddess Styx. Undead are
immortal in that they never grow old.

Undead come in many forms and possess many


abilities. Some are no more than mindless skeletal
or zombie minions. Others can pass for humans and
possess terrible intelligence.

According to the elves, the undead plague began a


thousand years ago when the human god slayer
Perceval struck a mortal blow to Styx, Goddess of
the Underworld. The battle had claimed the life of
Perceval’s true love, Amalthea. As she lay dead,
Perceval cried out to the gods asking that
Amalthea’s life be returned. Ironically, it was Styx, in
her dying moments, that granted her slayer’s wish.
She imbued Amalthea with her power, and the
woman rose as the first undead. Amalthea’s first act
was to kill her lover and drink his blood. Some claim
Amalthea still walks the realms, her thirst never
sated.

Since that day, a quarter of the known realms have


fallen to the dominion of the dead. They are
collectively referred to as the Grave Lands. While
mostly desolate, there are some cities, like Pallor
Mortis. Outside of scholars, necromancers, and the
bravest of merchants, these places are rarely visited
by the living.

While many undead are evil, undead characters are


those who maintain some of their humanity. They
still feel emotions and develop relationships with the
living. That said, they must actively resist the dark
urges that tempt them.
Undead Edges
An undead character begins with two of the following
edges.

Absolute Immunity: The character takes no damage


from poisons, drowning, toxins, fire, cold, electricity,
and diseases.

Won’t Stay Dead (1/session): One round after being


reduced to 0 Health, the character rises with 50 Health.

Ethereal Eyes: The character can see as well in


darkness as they can in the light. They can make an
Observation roll to spot invisible creatures, hidden
objects, and secret passages (ODDS: 30%+).

Beauty of the Living: The character is not only


indistinguishable from a living person but is incredibly
striking. Any friendly NPC in the character’s presence
must make a Self-Control roll (ODDS: 50%+). If they
fail, they give the character preferential treatment.

Animate Physiology: The character’s body parts can


function independently from their main body. For
example, the character can remove an eye and see
through it remotely. They can remove a hand,
instructing it to crawl through a narrow opening to
unlock a door. They can even have organs removed
and placed in canopic jars to protect themselves from
being killed unless the organs are destroyed. If slain,
their body must be buried with the organs. They rise
10+1d10 hours later.

Corpse Possession: The character’s original body


was destroyed long ago. They can transfer their
essence from one corpse to another. While the transfer
is immediate, the new corpse doesn’t rise for 1d10 x
10 minutes. This has no impact on statistics, but the
new corpse has full Health.

Smell the Living: Range is equal to the characters


Observation bonus x 10 feet. The range is tripled if the
living creature is wounded or afraid.

Claws and Fangs: The character possesses natural


weapons that inflict 1d4 x10 + Fortitude damage. The
Fight Feat is used to make attack rolls.
Necromantic Touch (Cost:10/encounter): Shrivelled Organs: With no functioning
The character can wield necrotic energy, organs, the character reduces all damage
which manifests as writhing wisps of black taken by 10 (stackable with armor). They
smoke. The character can sheath their also don’t take extra damage from surprise
hand or a weapon with this power. While it attacks or critical hits (01).
does not affect other undead, contact with
the living causes 20 points of damage. A Moment of Incorporeality (Cost:10):
Necrotic damage avoids armor. The character can become incorporeal for
one round. This includes items on the
Poltergeist Presence (Cost: character’s person. When incorporeal, the
10/encounter): The character can move character cannot attack or be attacked and
objects with their mind. They can lift items can pass through solid objects.
weighing 10 pounds or less and push over
objects weighing up to 100 pounds. The Frightening Presence (Cost:10): The
range of this ability is equal to 10+ Self- character exudes an aura of fear. Anyone
Control in feet. who can see them must make a Self-
Control roll (ODDS: 50%+). If they fail, they
Blood Drinker: The character can heal by immediately flee the area. Other undead
consuming the blood of sentient creatures. are immune to this ability.
The target needs to be either willing or
incapacitated. Health is gained on a 1-to-1 Command Vermin (Cost: 20/encounter):
ratio. If the character consumes more than The character holds sway over rats and
10+Self Control points of blood, they need bats. By making a Self-Control roll (ODDS:
to make a Self-Control roll (ODDS: 50%+) 40%+), they summon a host of vermin
or consume all remaining blood. (Health: 20+Self-Control, they take 10%
damage unless the attack is an area effect).
Revenant Regeneration: The character’s The character can control their actions.
body slowly regenerates over time, even When used in combat, vermin inflict 1d10
after death. The character heals damage per round to a number of targets
10+Fortitude per day without medical equal to 1+1 for every 10% of Self-Control.
attention. If they are slain, the character can
make a Fortitude roll (ODDS: 10%+). A Command Predator (Cost: 20/encounter):
successful roll means the character rises The character can command a predatory
the next night with their Health completely animal (e.g., wolf or lion) by making a Self-
restored. A failure means a week passes Control roll (ODDS: 40%+). The character
before they can make another roll. cannot see through the eyes of the
predator but can control their actions. The
predator fights to the death to defend the
character. The character can only control
one predator at a time.

Magic Resistant: The character must make


a Fortitude roll (ODDS: 20%+) whenever
targeted by a magical effect (good or bad).
If successful, the spell has no effect. The
character cannot volunteer to fail.
Undead Limitations
All undead characters are cursed and have Vulnerable to Salt: The character is averse
to select one limitation. to salt. They cannot cross a line of salt. If
salt touches their body, it has the same
Averse to Sunlight: While not harmed by effect as acid. Being hit with any amount of
the sun, being in the light is uncomfortable. salt causes 10 Health damage/round.
The character’s ODDS for any action are
lowered by 10% in direct sunlight. Pious Fear: The character was religious in
life and now fears that religion. They must
Unnatural Healer: The character’s body make a Self-Control roll (ODDS: 20%+) to
doesn’t heal naturally. They must consume enter hallowed ground or approach a
a specific substance (e.g., blood) or symbol of that religion. Being touched by
perform a ritual (e.g., being buried alive) to the symbol causes 10 damage/round.
heal damage. Magic heals damage
normally. Destined to Die: Every time the character
rolls a 100 (00), they lose 1 point of Health
Horrifying Appearance: The character permanently. This represents the gradual
appears human. However, when decay of their body over time. When their
experiencing strong negative emotions, Health reaches 0, they crumble to dust.
they must make a Self-Control roll (ODDS
vary based on the situation). If they fail, Possession: The character is possessed
their face and body take on a horrifying by an evil and unrelenting power looking to
visage. Those witnessing it (including allies) take control of their mind and body.
need to make a Self-Control roll (ODDS: Whenever the character is reduced to 0
50%+) or flee the area. This is an Health, they need to make a Self-Control
involuntary action (meaning the character roll (ODDS: 50%+). If they fail, the
cannot choose to appear horrifying). They character rises as an evil NPC.
also can’t choose to fail their Self-Control
roll. Undead Rot: The character’s body is in a
perpetual state of rotting and regeneration.
Traumatic Rage: The character’s life They smell and look like a corpse. This
ended violently. When their Health reaches reduces the ODDS for any Persuasion or
50 or less, they relive that death and need Charm rolls with humans/satyrs by 10%
to make a Self-Control roll (ODDS: 50%+). and 20% with elves.
If they fail, they fly into a rage (like an
animal backed into a corner) and must fight Indifference to the Living: The character
for the next 3 rounds, attacking anything views living beings they don’t know with
living (even allies). After 3 rounds, they complete indifference. In game terms, the
come to their senses. During the rage, they character cannot take selfless actions to
gain +20 damage to all attacks. assist NPCs they don’t know. They can only
assist them if helping them is beneficial to
Vulnerable to Fire: The character takes an the character. However, once they spend
extra 20 Health from fire attacks. time with an NPC (1 week), they can act
towards them in any fashion they wish.
Vulnerable to Silver: The character takes
an extra 20 Health from silver weapons.
Species

“May the Light of Elysium be with you.”

Elves are born possessing the inner light of Elysium. They


are one of only two types of immortals (the other being
undead). Elves essentially live forever unless they are
slain, in which case their light is returned to the beyond.
An elf can be reborn, but typically only after hundreds of
years have passed.

Elves are acolytes of creation and wardens of the natural


world. Elven communities are places of wonder that few
humans have the privilege of visiting. Each enclave is
typically protected by a natural barrier (e.g., a wall of
thick foliage) or a guardian creature (e.g., a unicorn). Any
elf that commits an act that desecrates nature can be
outcast from their enclave. These exiles are marked with
a dark aura, visible to elves, and interestingly undead.

Elves partner with other elves of any gender through a


bonding ritual. There is no limit to how many other elves
an elf can bond with, although two to four others are
most common. As such, an elven child can have multiple
parents. On rare occasions, elves have bonded with a
human or satyr.

Elves are vegetarians. A core part of their diet is a


mushroom called Mana. Not only does it satisfy your
hunger, but it possesses healing properties. Mana only
grows near elven enclaves and is cultivated by Mana
Keepers.

Elves who have experienced great tragedy can grow


weary of life and enter a form of hibernation lasting
months, years, or even a century. When they enter this
state of torpor, the elf’s body turns to stone. A human
might mistake an elf in torpor for a statue.

Elves typically despise the undead and seek their


destruction. The sight of the undead is revolting and
causes emotional distress. Even benevolent undead are
uncomfortable to be around. Prolonged exposure to
undead can cause an elf to seek the sanctuary of torpor.
Elven Edges
Elven characters choose two of the following edges.

Life Bond: Through a mediative ritual, the elf can bond


their life essence to another (who must voluntarily
participate). Their Health pool is shared. Instead of one
person taking all the damage, each takes half. An elf
can only bond with one individual at a time. This is
different than bonding for the purpose of mating.

Nature’s Friend (Cost: 10 per animal): The character


can make a Self-Control roll to befriend any animal.
The ODDS for prey animals is 50%+, 30%+ for
predators, and 10%+ for apex predators. Befriended
animals won’t attack the character or their allies. In
some cases, the animal might come to the character’s
defense. The effect is permanent, but the animal
remains wild and will not follow the character’s orders.

Scintilla of Magic: The character possesses an


abundance of eldritch energy. As such, objects in their
possession become imbued with magic over time.
Items typically have to be in an elf’s possession for at
least a year. If separated from the elf, the effect fades
after 1 week per year spent in the elf’s presence. Items
in an elf’s possession for centuries become permanent
magic items. Typically, items grant a +5% or +10%
bonus and/or can have minor magic effects (e.g.,
shedding light, avoiding 10 points or armor, etc.).

Aware of the Undead: Can detect undead up to a


distance of 10 feet x Observation bonus. They know
undead are present, but not necessarily the exact
location.

Undead Slayer: The character inflicts +10 damage to


undead. This edge can be selected multiple times up
to a maximum bonus of +30 damage.

Adept at Magic: The character can select one wizard


Edge, even if they are not a wizard.

Aura of Light (Cost: 10): The elf can illuminate an area


30 feet in radius with soothing white light. In addition to
providing illumination, undead avoid the light. If they
are already inside the radius, they flee. Powerful
undead can make a Self-Control roll (ODDS: 40%+)
to resist this effect. If the light is used to oppose
undead, the cost is 10 per encounter.
Healing Touch (Cost: 20): By placing their Sacred Flame (Cost: 10/encounter): The
hands on an injury, the elf uses their inner elf can sheath their weapon in an aura of
light to heal 20+Self Control bonus. brilliant light. The weapon causes an extra
10 damage (that avoids armor). The effect
Truth Finder: The ODDS to use the Deceit lasts for one encounter. This is stackable
feat in the presence of the elf is reduced to with the Undead Slayer edge.
10%+. The elf can compel someone to
speak the truth by making a Persuasion roll Mana Keeper: The character is skilled at
(ODDS: 0%+). cultivating the elven mushroom called
mana. These fungi grow rapidly, going from
Stone Form (Cost: 10/attack): If the elf is a spore to a full-grown cap with a single
struck by a weapon, they can enter a state sunrise. The character begins each session
of torpor for a few seconds. Their skin with 1d4 mushrooms + 1 per 10% of
becomes stone-like, and they take half Crafting. Each mushroom is the equivalent
damage from the attack. of a day’s worth of food and heals 10 points
upon consumption.
Legendary Lineage: The character is born
of a legendary family of elven nobility. They
gain a one-time bonus of +30 Valor. When an elf enters torpor, their body turns
to stone and is incredibly resistant to
Sylvan Agility (Cost: 30/action): The damage (armor value of 200).
character automatically succeeds on a
physical or martial feat roll. If the elf takes Entering torpor is a voluntary action driven
multiple actions in a round, this only applies mostly by despair or great sadness. The
to one of those actions. This can be used state can last months or years.
after a failed roll.
If the character makes a Self-Control roll
Angelic Flight (cost: 10): The elf can fly in (ODDS:30%+), they remain in torpor for
a single direction for one round covering a 1d10 months. If they fail the Self-Control
distance of 10 feet x Self-Control. A pair of roll, they don’t come out of torpor for 1d10
ethereal wings are barely visible during this years. If they roll a 00 on their Self-Control
action. roll, the state of torpor lasts for 1d10x10
years.
Raise the Dead: Using their inner light, the
elf can bring someone back from the dead
so long as they are recently deceased (1
hour). Doing so permanently reduces the
elf’s Valor by 30 points as they have given
up a part of their soul to bring the person
back.

Fantastic Steed: The elf starts with a


mythical mount with whom they share a
telepathic bond. They can choose a
unicorn, great elk, Faye dragon, or griffon. If
the steed is killed, they can obtain another
by returning to an elven hold.
Species

“What is life if not to live it to the fullest.”

Satyrs have the appearance of a human and beast


hybrid. Some may only have tiny horns, while others look
like a minotaur or wolf man. While sharing some ancestry
with elves, satyrs are not immortal but live 300 to 500
years.

While satyrs have some permanent settlements, they are


primarily nomadic forest dwellers. Their camps typically
consist of no more than several hundred members.
Satyr’s camps are known for their lively music and
celebrations. Satyrs typically take many mates (of any
gender) throughout their lives. Children are raised by the
community. Satyrs build impressive megalithic structures
at important sites.

Satyrs revere nature, and their society has more holidays


and festivals than any other. Whether celebrating the
seasons, a full moon, or a successful hunt, Satyrs
embrace any opportunity to party.

In general, satyrs are distrustful of humanity. Their people


have been on the losing side of several wars. The last
satyr-human war took place 100 years ago. While this
resulted in the collapse of humanity’s empire, two-thirds
of the satyr population was killed. The emergence of the
undead has to some extent forced satyrs and humans to
align against a common evil. Satyrs view the undead as
wholly unnatural and something to be feared.

Although elves are always welcome at a satyr camp,


there is some resentment. The elves chose to be neutral
during the satyr’s war with humanity. While they
eventually negotiated peace, it wasn’t until satyrs were on
the verge of extinction.

Most satyrs are omnivores. However, the more bestial the


appearance, the more likely they are to be strictly
carnivorous. A satyr’s wandering nature lends itself to the
adventurer’s life. They develop strong bonds quickly with
others, especially traveling companions.
Satyr Edges
Satyr characters choose two of the following edges.

Battle Horns: A satyr possesses horns of sufficient


size to be lethal. The satyr can head butt using the
Fight edge and inflict 1d4x10 + Fortitude bonus in
damage. If this Edge is taken a second time, the
damage increases to 1d8x10 + Fortitude.

Bullrush: On the first round of combat, the satyr can


charge an enemy at great speeds. The satyr adds their
Athletics bonus to damage for the first round of combat
(in addition to any other bonuses).

Mesmerizing Charm: Some satyrs emit a pheromone


that endears others to them. The ODDS for
Persuasion, Charm, and Deceit rolls with friendly NPCs
are always 50%+ unless the ODDS are Impossible
(0%+).

Long Strider: The satyr is a fast runner moving at


speeds of 10+Athletics in MPH. They can also jump a
distance of 10+Atheltics in feet.

Master-of-the-Hunt: Once the satyr starts pursuing a


target, they never lose the trail. If the person or
creature being pursued actively tries to throw off the
satyr, the ODDS to do so are Impossible (0%+).

Tough Hide: The satyr reduces all damage taken by


10 points. This is stackable with armor.

Favored by Fortune (Cost:3/session): The satyr can


reverse the order of the % dice rolled up to three times
per session. So if they roll a 91%, they can change the
roll to 19%. They must declare they are using their
fortune before the roll.

Bestial Fortitude: The satyr gains extra Health equal


to their Fortitude bonus. This is in addition to their
normal Fortitude bonus to Health (so 2 x Fortitude).

CONTINUED NEXT PAGE


Leaping Strike (Cost: 10/attack): The Tree Walker: The satyr is at home in the
satyr’s powerful hind legs propel them branches and tree-tops of a forest. They
through the air over their target’s defenses. can move effortlessly through the forest
The ODDS to attack an enemy (even with a canopy leaping from branch to branch and
shield) are 50%+ for one round. The satyr tree to tree. The character’s movement is
also does +10 damage. not impeded in a forest setting. A satyr
moving in the tree-tops is considered to
Beast Kin: The satyr possesses a natural have full cover.
kinship with one type of animal (e.g., wolf,
coyote, cougar, bison, etc.). The character Ley Line Sensitive (1/session): The satyr
can communicate with and ask favors of grew up worshipping at various megalithic
that type of animal. To do so, they need to sites. If the character meditates at one of
make a Persuasion roll. The ODDS depend these sites, they regain half of their spent
on the type of request. Valor. If in an unfamiliar forest setting, the
character can make a Scavenge roll
Intimidating Roar (Cost: 10): The satyr (ODDS: 10%+) to locate a megalithic site.
can unleash a terrifying roar. Any enemy
within earshot needs to make a Self-Control Unnaturally Agile: The character is
roll (ODDS: 50%+) or suffer a -10% to all unnaturally agile. On a round where they
Feat rolls for the encounter. Even those forego their offensive action, the ODDS to
who make their Self-Control roll suffer a - hit them with any attack is reduced to 0%+.
10% penalty on their next roll.
Maze Memory: The satyr has a perfect
Forest Chameleon: In a forest setting, the memory of places and locations they’ve
satyr is extremely adept at Hiding. The visited. They can never get lost and always
ODDS for Observation rolls to detect them know their way home.
are reduced to 10%+.
Destiny

“Steel always prevails.”

Warriors are soldiers, knights, legionaries,


adventurers, and mercenaries who live and die by
the sword. Most start their career under the banner
of a lord. By whatever code they live by, their sole
profession is fighting and war.

Warriors’ talents focus primarily on the use of


weapons and armor. They are comfortable fighting
either mounted or on foot. Warriors are often
romanticized or viewed as heroes by the common
folk.

Warriors can spend an extra 60 points on the


following feats: Athletics, Dodge, Ride, Fight,
Fortitude, or any Martial feat.

Warriors start with +20 Health.

Warriors gain no bonus to Valor.

• 2 weapons or 1 weapon and shield


• Dagger
• Light or medium armor
• Cloak & traveling gear

Arms-master: Warriors can add their Feat bonus to


the damage for melee weapons. For example, if a
warrior has +20% in Blades, they add +20 damage.

This bonus does not apply to the Archery Feat.


Warrior Edges
Warriors can select one additional Edge. Combat Momentum: The warrior is skilled
at gaining combat momentum early. They
Frenzied Attacker (1/session): The warrior receive a +4 bonus to initiative during the
can take three offensive actions in a single first round of combat.
round without penalty.
Rapid Striker/Dual Wielder: The warrior
Powered Strike: The warrior takes a only suffers a 15% penalty instead of the
penalty to the ODDS and adds that penalty usual 20% penalty for taking multiple
to damage. For example, if a warrior lowers offensive actions.
their ODDS to hit by 20%, they can add +20
to damage. Shield Brother: Anyone within 5 feet of the
warrior receives the benefits of having a
Deadly Riposte (cost: 30/attack): The shield (-10% ODDS on attacks against
warrior automatically scores a return strike them). The warrior can also use their
if they take damage. This does not Dodge to defend another against an attack.
consume the character’s offensive action This counts as a defensive action for the
and cannot be dodged. purpose of multiple dodges.

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.

Rigorous Training: The warrior starts with


an extra 20 points of Health.

Blind Fighting: The warrior suffers no


penalty for fighting in darkness or when
blinded.

Adrenaline Surge (cost: 30): At any time,


the warrior can recover 30 Health so long
as they are not at 0 Health.
Destiny

“Unseen. Unheard, until the knife pierces.”

Wraiths are experts at infiltration, thievery and


assassination. This occupation is shunned by most,
which is why many wraiths wear masks to conceal
their identity. There is an unofficial guild known as
The Coterie. Members have a tattoo that grants
them the privileges of shelter, information, and
judgment in the case of disputes.

Wraiths focus on light armor and weapons and


prefer to strike from the shadows over direct
combat. Many a throne has changed rulers at the
hands of a wraith.

Wraiths can spend an extra 60 points on the


following feats: Athletics, Dodge, Hiding, Thievery,
Martial Skills (excluding Great), Observation,
Investigation, Deceit, and Charm.

Wraiths start with +10 Health.

Wraiths start with +10 Valor.

• 1 primary weapon
• 3 daggers or other light weapons
• Light armor and mask
• Cloak & traveling gear

Deadly Precision: Wraiths can avoid armor with


their attacks (at no penalty), so long as they are
using medium or small edged weapons (1d6x10
damage or less).

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.

Master Locksmith: The ODDS to pick a


lock are always 50% and cannot be
reduced by the GM unless the difficulty is
Impossible (0%+).

Nine Lives (1/session): If the wraith is


reduced to 0 Health, they can make a
second Dodge roll (ODDS: 0%+). If
successful, they take no damage.
Destiny

“Unlimited power and the will to wield it.”

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.

• Wizard staff (see next page)


Wizards can spend an extra 60 points on the
• Dagger
following feats: Lore, Crafting, Observation,
• Robes, cloak & traveling gear
Self-Control, Magic, Healing, Deceit, Persuasion,
• Scrolls and books
and Charm.

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.

The effect lasts until the item is used.


Wizards can start the adventure with two
items already empowered at no cost.

Arcane Fortitude (Cost:10): Either the


wizard or a target (touched) gains 50
temporary Health for the duration of an
encounter.
Spectral Knights (Cost: 10 per knight): Beast Form (Cost: 20/encounter): The
The wizard summons a spectral warrior wizard turns into a savage predator for the
who attacks any target the wizard duration of the encounter. They gain the
designates. The warrior fades away after following abilities:
one encounter. The wizard can summon • Outrun any normal person.
multiple knights. • Claws/Fangs: 1d6x10+Fortitude damage.
Health: 50 ODDS: 50%+ • ½ damage from normal weapons
Armor: 20 Actions: 1 • Vulnerable to silver weapons (+20
Blade Feat: Equal to the wizard’s damage).
Damage: 1d6x10
Telepathy (Cost: 10): The wizard can
Familiar (Cost: 10): The wizard summons a communicate telepathically with another
small creature that serves as a loyal person known to them over any distance.
companion. The wizard knows where their The spell lasts for 10 minutes.
familiar is at all times. They can use the
familiar’s senses and communicate with the Reverse Time (Cost: 10): The character
creature telepathically. The familiar exits for can reroll after a failed roll.
one day.
Health: 20 Rejuvenating Trance: If the wizard
Feats: Fight +10%, Hiding +20%, meditates for 30 minutes following an
Observation +20% encounter, they recover their Self-Control
Damage: 1d10 bonus in Valor.

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.

Mass Destruction: Every creature, Arcane Consumption: If the wizard runs


including both friends and foes, within a out of Valor, they can use their Health
radius up to 10 x Magic Feat bonus takes instead to fuel their spells. Health lost in this
damage depending on the amount of Valor manner can only be restored through
spent. natural means.
• 40 points: 1d6 x10
• 60 points: 2d6 x10 Slaying: The wizard can cast a spell on a
• 80 points: 3d6 x10 weapon saying the name of a specific
• 100 points: 4d6 x 10 individual (the true name must be known). If
that person is struck by the weapon, they
Those affected can Dodge (ODDS: 30%+) need to make a Fortitude roll (ODDS:
for half damage. 30%+) or die. The weapon does +20
damage to that being.
Destiny

“Even good witches are wicked.”


Witches are magic practitioners who gain power
through pacts with unknown and unnamed deities.
While not necessarily evil, these powers demand
some level of worship. Witches are also adept at the
alchemical arts creating totems, charms, and
potions.

Even though witches are adept at fighting, they


don’t’ believe in a fair fight. They engage in
whatever magic preparations are necessary to tip
the odds in their favor. Witches are outcasts from
society who, if not careful, can find themselves tied
to a stake in the town square.

Witches can spend an extra 60 points on the


following feats: Hiding, Thievery, Lore, Crafting,
Observation, Self-Control, Investigation, Magic,
Healing, Scavenging, and Charm.

Witches gain no extra starting Health.

Witches start with 20 extra Valor.

• Curved dagger and sickle


• Various charms, totems and trinkets.
• Robes, cloak & traveling gear
• Alchemical bag

Potion Maker: A witch starts with the expertise to


make 3 types of potions. The cost to make a potion
during a session is 10 Valor. A witch begins each
session with two free potions as long as they’ve had
time to rest between sessions. Unused potions carry
over to the next session.

Witch Knife: The knife inflicts 1d4 x10 damage. For


each strike against a bleeding creature, the Witch
regains 5 Valor (up to their maximum).
Witch Potions
Healing Potion: Heals 1d4 x 10 + Magic Valor: The drinker regains 30 points of
Feat bonus in Health over a one-hour Valor. Making this potion consumes some
period. Not useful for combat. of the Witch’s essence. They lose 5 points
of Valor permanently (which can be
Rapid Healing Potion: Heals 1d4x10 recovered through experience).
Health in a single combat round.
Insightful Hallucinations: The person asks
Universal Antidote: Cures any illness, a question before drinking the potion. After
disease, ailment, curse, or lingering poison. twenty minutes of hallucinations, they wake
up knowing the answer. The GM can
Virility: Grants +50 temporary Health for a provide an indirect answer or answer in the
single encounter. form of a riddle if they wish.

Demon Spit: Immediately after drinking,


the person vomits a twenty-foot long gout
of flame. Anyone in the direction of the
flame must make a Dodge roll (ODDS:
30%+) or take 1d6x10 damage and are on
fire. Dousing the fire requires an Athletics
roll (ODDS: 50%+) and counts as a
defensive action. Failing to put out the fire
results in 10 damage per round.

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

“Why sleep in a bed when you can sleep in a den, kept


warm by a pack of wolves.”

Wanderers have no home except for the roads and


forest paths that crisscross the realm. Wanders
know the land better than any, often hiring
themselves out as guides and guardians.

Wanders like to move fast, so avoid the burden of


heavy armor except in times of war. Wanderers
often have an animal companion to accompany
them in their travels. While not averse to cities,
wanderers grow restless when they stay in one
place too long. Visiting wanders are welcomed by
the common folk because they protect the roads
and often bring news from afar.

Wanderers can spend an extra 60 points on the


following feats: Athletics, Dodge, Hiding, Archery,
Spears, Crafting, Observation, Scavenging, and
Survival.

Wanderers gain +10 Health.

Witches start with +10 Valor.

• Longbow and quiver of 20 arrows


• 1 extra weapon and dagger.
• Light armor.
• Robes & traveling gear

Ranged Warrior: A wandered can add their


Archery bonus to damage.

Infallible Navigation: As long as the ODDS of


success are not Impossible (0%+), the wanderer
always knows where they are and can’t get lost,
even in mazes.
Wanderer Edges
Wanderers can select one additional Edge. Wild Companion: The wanderer has an
animal companion who travels with them
Bullseye Archer: The wanderer doesn’t and fights at their side. While the animal is
suffer any penalties to their ODDS for firing loyal and well trained, its actions are its
at a target behind cover or a shield. own. If the animal companion is slain, the
wanderer can train another. Common
Double-Shot (Cost: 20): The wanderer can animal companions include wolves,
string and fire two arrows at the same cougars, or stags.
target doing damage twice. The wanderer
makes a single roll to attack. Forest Fighter: The wanderer is adept at
fighting in the dense foliage of the
Blind Archer: The wandered suffers no woodlands. They gain a +2 bonus to
penalties from firing when blinded or in initiative when in this environment.
darkness.
Double Dodger: The wandering is adept at
Elf Friend: The wanderer carries a talisman making themselves a difficult target. They
given to them by the elves. It grants them gain an extra Dodge per round without
friendship and sanctuary at any elven hold. suffering the 10% penalty.
Furthermore, they are aware of the secret
locations of elven stashes. These stashes Run-Like-A-Stag: The wanderer can run
contain supplies like mana, extra weapons, great distances at speed. They can cover
light armor, and a vial of healing elixir (heals double the normal travel distance in a day
1d6x10 Health). and can outrun anyone who doesn’t have
this edge.
Elven-crafted bow: The wanderer
possesses and is familiar with the elven Healing Poultice: If the wander is in a
bow designs. The bow does +10 damage, woodland area and makes a Survival roll
and penalties for multiple offensive actions (ODDS: 20%+), they can find rare
are -15% instead of the usual -20%. It can medicinal plants that heal 1d4x10 damage.
also be used as a melee weapon doing Wanderers can make one roll per day.
1d6x10 damage.

Arrow catcher: The wanderer is especially


proficient at avoiding ranged attacks. The
ODDS to hit the wanderer with a ranged
attack is reduced by 20%.

Apex Predator: The wanderer can make a


Persuasion roll (ODDS: 50%+) to intimidate
other predators. The ODDS can change
depending on the situation. Intimidated
predators leave the wanderer alone.

Sturdy: The wanderer has grown tough


living in the wilds and gains +20 Health.
Destiny

“I dedicate my life to the light even if it means dying in


the dark.”

Worshippers are warriors devoted to the Light of


Elysium. They are the stalwart defenders of those
who cannot defend themselves. They dedicate their
lives to seeking evil and purging it from the realm.

Worshippers use both weapons and magic to battle


their foes. In battle, the Light of Elysium manifests
around the worshipper in some manner. This might
be a halo of light, fiery eyes, ethereal wings, or a
glowing aura. Worshippers do not hide their faith.
While most worshippers are fair and just, some fall
to extremist beliefs launching inquisitions. These
zealots often inflict more harm than the evil they
claim to stand against.

Worshippers can spend an extra 60 points on the


following feats: Dodge, Any Martial Feat, Lore,
Observation, Self-Control, Investigation, Persuasion,
or Magic.

Worshippers gain +10 Health.

Witches start with 10 extra Valor.

• Primary weapon and secondary weapon


• Medium armor
• Holy symbol

Holy Flame: A worshipper can sheath their weapon


in the Light of Elysium. This does +20 damage
against evil enemies and +40 against the undead.
Worshiper Edges
Worshippers can select one additional Beacon of Hope (cost: 50): The
Edge. worshipper can build holy stone cairns that
emit a skyward beam of light that can be
Healing Power of Elysium (Cost: varies): seen for miles. Those resting at a cairn
A worshipper can heal wounds by touch at overnight regain 20 Health and 20 Valor.
the cost of 1 Valor for every 2 Health Cairns are permanent unless destroyed.
healed.
The Horn of Valor: The worshipper
Healing Aura (Cost: 20): Every ally within possesses a horn. When blown, it can be
20 feet of the worshipper immediately heals heard by all beings of good alignment for a
20 Health. distance of their Magic Feat x 10 miles.
Anyone hearing the horn understands why
Strike of Judgement (Cost: 10): The it was blown (e.g., alarm, call for help, etc.)
worshipper’s weapon shines with intense
radiant light. The next enemy who takes Alone I stand (cost: 30/round): When
damage from the weapon needs to make a faced with overwhelming numbers, the
Self-Control roll (ODDS: 30%+). If they fail, worshipper gains one attack for every foe
the damage inflicted is doubled. that attacks them this round (at no penalty).

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.

Inspire (cost: 10/encounter): The


worshipper automatically succeeds on
Persuasion or Charm rolls with beings of
good alignment.
Name: ______________________________________
SPECIES:____________________________________
Gender: _________ Age: _____________
Height: __________ Weight: ____________
DESTINY: __________________________

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:

Roll lower than the odds on d100


Normal 50%+bonus
Moderate 40%+bonus
Challenging 30%+bonus
Difficult 20%+bonus
Extreme 10%+bonus
Impossible 0%+bonus
Bonus Action -20% per
Astrid of Everglade
Name: ______________________________________
Human
SPECIES:____________________________________
F
Gender: _________ Age: 131 lbs
_____________
Height: __________
5’ 8” Weight: ____________
27
Warrior
DESTINY:___________________________________
___

Athletics +10% BATTLECRAFT


Dodge +20% Crafting +10%
Fight +10% HEALING
Fortitude +10% Lore
Hiding Magic
Riding +20% Observation +10%
Scavenging Arms Master: Can add FEAT
Thievery - bonus to weapon damage.
Self-Control +20%
Survival +10% Coup de Gras: Any no-name
Archery +10% NPC with 10 hit points or less
Blade +25% after being struck by Astrid
Great Charm +5% is reduced to 0 points.
HALFTED Deceit
Deadly Riposte (cost: 30):
Spears Persuasion +10%
Astrid automatically scores a
return strike if she takes
damage. This does not
consumer her offensive action
Longsword: Damage: 1d8x10+20 and cannot be Dodged.
Dagger: 1d4x10+20 130
Short bow: 1d16x10+10

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)

Healing Magic (cost: 10): Heals 30


Staff: 1d6x10 damage Health.
• Deflection – ½ damage (1/session) 90 Bestow Power (Cost: 10): gives a
• Amplifier: +10 Valor
weapon a +10% bonus and +20
damage for one successful attack.

None
Traveling gear Athletics Penalty: None
Coin purse
Leather armor

Roll lower than the odds on d100


Normal 50%+bonus
Moderate 40%+bonus
170 Challenging 30%+bonus
Difficult 20%+bonus
Extreme 10%+bonus
Impossible 0%+bonus
Bonus Action -20% per
Rydeen the Sightless
Name: ______________________________________
Undead (former human)
SPECIES:____________________________________
F
Gender: _________ Age: 142 lbs
_____________
Height: __________
6’ Weight: ____________
97
Wraith
DESTINY:___________________________________
___

Athletics +10% BATTLECRAFT


Dodge +20% Crafting
Fight HEALING
Fortitude Lore
Hiding +30% Magic
Riding Observation +20%
Scavenging +20% Smell the Living: 200 ft
Thievery +10%
Self-Control
Frightening Presence (cost: 10):
Survival When activated living beings must
Archery +10%
make a Self-Control roll or feel
Blade +20% (ODDS: 50%+).
Great Charm
HALFTED +10% Deceit +10% Vulnerable to Silver: +20 damage.
Spears Persuasion
Deadly Precision: Avoid armor with
medium or large edged weapons.

Assassin’s Strike: x 2 weapon


Short sword: 1d6x10 (+60 surprise) feat damage for surprise.
Dagger: 1d4x10 (+40 surprise) 110

Leather (10)
Traveling gear Armor Penalty: None
Coin purse
Leather armor

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
Unlike other versions of OSRPG, a character only adds their Feat bonus to the weapon
damage if they have an Edge that allows them to do so.

❖ Unarmed Strike 5 ❖ Short bow 1d6x10


❖ Improvised Club 10 ❖ Longbow 1d8 x 10
❖ Dagger 1d4 x 10 ❖ Regular crossbow 2d4x10
❖ Mace 1d6 x 10 ❖ Great crossbow 1d10x10
❖ Short Sword 1d6 x 10
❖ Long Sword 1d8 x10
❖ Battle Axe 1d8 x 10 • Great weapons and bows/crossbows
require 2 hands.
❖ Great Weapon 1d10 x 10 • Regular crossbows can be fired every
❖ Pike/Polearm 1d10x10 other round. Great crossbows, once
❖ Spear 1d8 x 10 every third round.
❖ Lance 1d12 x10 • Only warriors add their FEAT bonus
to damage.

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:

❖ The ODDS to attack a character are reduced by 10%.


❖ The character can reduce the damage from a single attack by half, but the shield is
destroyed.

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.

❖ Light armor (e.g., leather) 10-point reduction


❖ Medium armor (e.g., chainmail) 20-point reduction / -10% Athletics
❖ Heavy armor (e.g., plate armor) 30-point reduction / -20% Athletics

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.

The standard ODDS of success on a Feat check is


50% + Feat bonus. More complicated tasks lower
the ODDS of success. For example, if a character
with a +20% bonus to Archery wants to attack an
enemy in the open, the ODDS are 50%+20%=70%.
If the enemy is behind a shield, it would be a more
difficult shot, so the ODDS drop to Roll < ODDS on d100
Normal 50%+bonus
30%+20%=50%. If the enemy is running away Moderate 40%+bonus
through thick foliage, it would be a very difficult Challenging 30%+bonus
shot, so the ODDS would drop to 10%+20%=30%. Difficult 20%+bonus
If the characters wanted to hit an enemy through a Extreme 10%+bonus
narrow arrow slit, the ODDS would be impossible Impossible 0%+bonus
(0%+20%=20%). Bonus Action -20% per

When making a Feat check, note the following:

·A roll of 01 (1%) is always a success.


·A roll of 00 (100%) is always a failure.

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.

Alternatively, if a character is disadvantaged, assign a situational penalty of -10% to -


20%. For example, if a character wants to Dodge an attack, but their hands are tied
behind their back, the GM might give a 10% penalty because their balance is off.

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.

Below is a list of ODDS for


Combat is carried out in the following sequence: common combat situations:
ODDS
1. Roll Initiative: Each player/GM rolls 1d10. For Standard attack 50%+
quicker play, you can use group initiative Bypass Armor 30%+
where each player takes turns rolling for the
Partial cover 30%+
entire group. The person with the highest roll
goes first. Characters win ties against no-
Full Cover 10%+
name NPCs, while named NPCs win ties Enemy has a shield -10%
against players. Extra attacks -20% per
2. Roll to attack: Each character and NPC have Blind 0%+
one offensive action per round or can take
multiple actions by lowering the ODDS by
20%. An offensive action is an attack or action A surprised target cannot
that affects an object (e.g., swinging a sword, Dodge a successful attack.
pushing something over).
Surprise attacks do +20
3. Dodge: In response to any attack, a character
can make a Dodge roll. The ODDS are 50% +
damage.
Dodge bonus. The ODDS can be lowered
depending on the adversary or situation. A
character can Dodge additional attacks in the A roll of a 01 is a critical hit
same round, but each subsequent Dodge and delivers +20 damage.
reduces the ODDS by 10%. NPCs cannot
Dodge but can use cover.
4. Damage: If the Dodge roll fails, the
If the character rolls a 100
character/NPC takes damage (minus any
armor). If the character wants to avoid taking
(00), the enemy receives an
damage, they can use their Valor to Cheat immediate free attack.
Death. They can also reduce damage by half,
by allowing their shield to be destroyed.

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.

Use the quick-reference chart below for common opponents.

❖ 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:

1 point = 5 Health (up to maximum of 300+Fortitude).


1 point = +5% increase in a Feat up to a maximum of +45%
1 point = +10 increase in Valor (Up to a maximum of 300).
3 points = Additional species or destiny Edge.
20 points = Additional offensive action.
Use the following conversion for medieval coins

1 Gold Crown (G) = 5 shillings, 60 pennies


1 Silver Shilling (S) = 12 pennies
Copper Penny (P)

Below are some average weekly waged for various medieval occupations.

Lord 1,000-3,000 S/week


Lesser Lord 100-300 S/week
Knight 30 S/week
Soldier/Man-at-arms 10 S/week
Archer 7 S/week
Merchant 50 S/week
Tradesperson 20 S/week
Commoner/Labourer 1-3 S/week
Servant 6 P/week

Below is a price list for common goods.

Armorer’s tools 260 S Mail 100 S


War horse/Destrier 1,000 S Plate Armor 600 S
Quality Riding horse 200 S Leather Armor 30 S
Common horse 50 S Sword/Axe 100 S
Sheep 4S Dagger 20 S
Pig 3S Great Sword/Axe 150 S
Cow 10 S Polearm 40 S
Chicken 6P Spear 20 S
Cheap wine 3 P/gallon Lance 30 S
Expensive wine 3 S/gallon Mace/Morning Star 80 S
Ale 1 P/gallon Longbow 150 S
Peasant Clothes 2S Short bow 75 S
Fashionable Clothes 25 S Regular Crossbow 120 S
Lord’s Clothes 250 S Great Crossbow 250 S
Combat is carried out in the following sequence:

1. Roll Initiative: Each player/GM rolls 1d10. For


quicker play, you can use group initiative where each
player takes turns rolling for the entire group. The
person with the highest roll goes first. Characters win
ties against no-name NPCs, while named NPCs win
ties against players.
2. Roll to attack: Each character and NPC have one
offensive action per round or can take multiple
actions by lowering the ODDS by 20%. An offensive
action is an attack or action that affects an object
(e.g., firing a gun, pushing something over).
3. Dodge: In response to any attack, a character can
make a Dodge roll (or Fight if using a shield) with the
ODDS of success of 50% + Dodge/Fight bonus. The
ODDS can be lowered based on the situation. A ODDS
character can dodge additional attacks in the same Standard attack 50%+
round, but each subsequent dodge reduces the Bypass Armor 30%+
ODDS by 10%. Partial cover 30%+
4. Damage: If the Dodge roll fails, the character/NPC Full Cover 10%+
takes damage (minus any armor). If the character Enemy has a shield -10%
wants to avoid taking damage, they can make a Extra attacks -20% per
Cheat Death roll. They can also reduce damage by Blind 0%+
half, by allowing their shield to be destroyed.

Healing Feat - ODDS 50%+


Heals 10+ Healing Feat bonus.
❖ Low-level Minion: H: 30, Feat: +0%
❖ Mid-level Minion: H: 60, Feat: +0%
❖ Elite-level Minion: H: 100, Feat: +10% Melee
❖ Mini-boss: H: 120, Feat: +20% ❖ Unarmed Strike 5 + Fortitude
❖ Boss: H: 150, Feat: +30% ❖ Improvised Club 10 + Fortitude
❖ Arch-Villain: H: 200, Feat: +40% ❖ Dagger 1d4 x 10 + Fight
❖ Mace/Morning Star 1d6 x 10 + Fortitude
❖ Short Sword 1d6 x 10 +Fight
❖ Light: 10-point reduction ❖ Longs Sword 1d8 x10 + Fight
❖ Medium: 20-point reduction / -10% ❖ Battle Axe 1d8 x 10 + Fortitude
❖ Heavy: 30-point reduction / -20% ❖ Great Sword/Axe (2H) 1d10 x 10 + Fortitude
❖ Pike/Polearm (2H) 1d10x10+Fortitude
❖ Spear 1d8 x 10 +Fortitude
❖ Lance (mounted only) 1d12 x10 +Riding

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

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