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Roleplaying: Dice Pool

Perilous D6 (PD6) is a fantasy tabletop roleplaying game that uses a dice system primarily based on six-sided dice (d6) to determine the outcomes of character actions influenced by their attributes and skills. Players create heroic characters with various attributes and classes, engaging in adventures guided by a Game Master (GM) who manages the game world and rules. The game emphasizes character development through experience points (EXP) and features mechanics for skill checks, combat, and special traits to enhance gameplay.
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0% found this document useful (0 votes)
30 views31 pages

Roleplaying: Dice Pool

Perilous D6 (PD6) is a fantasy tabletop roleplaying game that uses a dice system primarily based on six-sided dice (d6) to determine the outcomes of character actions influenced by their attributes and skills. Players create heroic characters with various attributes and classes, engaging in adventures guided by a Game Master (GM) who manages the game world and rules. The game emphasizes character development through experience points (EXP) and features mechanics for skill checks, combat, and special traits to enhance gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction

erilous D6 (PD6) is rules which involves multiple dice being


P system designed for fantasy
tabletop roleplaying. PD6 is
thrown at once. The number of dice
rolled is determined by a character’s
setting-agnostic and can facilitate attributes, equipment, and skills. If
games in a variety of different enough successes are rolled on the
worlds. dice, the action succeeds.
PD6 dice are always six-sided
(d6). Some rolls may require a d3,
Roleplaying but in such a situations a d6 is still
Perilous D6 is a roleplaying game used. When rolling a d3, divide the
directed by a Game Master (GM). d6’s result in half and round up (1-2:
The other players take on the roles 1, 3-4: 2, 5-6: 3).
of heroic characters. Each of these
characters is driven to adventure as
a result of their noble convictions, Gaming Aids
rather than petty ambitions. Players will need to keep track of
The GM creates a world and fills their character’s attributes, abilities,
it people, factions, and nations. and equipment. The easiest way of
Players interact with this world, accomplishing this is with a character
their decisions often changing it in sheet, allowing players to organize
meaningful ways. While the players the information which they will be
attempt to roleplay their characters, expected to call upon throughout the
the GM roleplays as any non-player game.
character (NPC) the party contacts, Miniatures, dry erase boards, and
such as a magistrate or shop keeper. other visual aids can also be used
The GM is also responsible for to convey movement and position
interpreting the rules and calling for during a violent encounter. Many of
dice rolls when determining certain the combat rules were designed with
outcomes. a grid in mind, though miniatures
can be moved 1 inch for every tile
they would ordinarily travel on a
Dice Pool table where a grid is not available.
Sometimes it is not obvious what
For those who do not have access to
the outcome of an action will be.
visual aids, or dislike them, theater-
In such cases, a dice pool is rolled,
of-the mind is perfectly acceptable.

1
Characters
Character Creation Overview Toughness (T)
• Determine name. This attribute represents a character’s
• Generate character attributes. physical endurance and durability.
• Select a class
• Choose a special trait. Agility (A)
This attribute represents a character’s
reflexes and manual dexterity.
Attributes
A character’s physical and mental Willpower (WP)
abilities are measured through their This attribute is a measurement of
attributes. Each attribute ranges from a character’s wisdom, focus, and
rank 1 (poor) to rank 4 (excellent). force of personality. Willpower also
Character’s begin with one rank 4 determines mental fortitude and the
attribute, two rank 3 attributes, two ability to perform under pressure.
rank 2 attributes, and one rank 1
attribute. Players determine how they Intelligence (I)
want to assign these ranks. This attribute represents a character’s
Example. Roland is an intelligent ability to accumulate knowledge and
character who easily grasps academic perform cerebral acts.
concepts. Roland’s impetuous nature
often results in fights which test his
Fate (F)
impressive brawn and resiliency.
This attribute represents a character’s
These fights are often won because
good luck. Heroes often rely on good
Roland is fairly dexterous and lucky.
fortune to survive impossible odds
To represent this, Roland assigns 4
and perform incredible feats.
ranks to Intelligence, 3 ranks to Might
and Toughness, 2 ranks to Agility and
Fate, and 1 rank to Willpower. Classes
Characters begin with a collection
Might (M) of skills and abilities determined by
This attribute measures a character’s their class. Players may choose the
brawn and physical prowess. Might cultist, magister, man-at-arms, or
determines a character’s likelihood scoundrel class. This class cannot
of accomplishing feats of strength. be changed after character creation.

2
Cultist Magister
Few cultists are capable of performing Magisters are masters of arcane
miracles. Those imbued with divine magic. These spellcasters are often
power command respect throughout formerly trained and spend countless
years developing their academic
the world. Cultists blessed with
understanding of magic. Magisters
supernatural abilities are called to
who grow bored studying under a
perform tasks of epic proportion on tutor may decide to explore the world
behalf of their patrons. and test their power.

Class Traits Class Traits


Miracles. You begin with three Spellcaster. You begin with four
miracles of your choice. Miracles are spells of your choice which are
further detailed in the Magic chapter. recorded within your personal
Divine Intervention. Once per grimoire. Spells are further detailed
encounter, you may perform a Magic in the Magic chapter.
Trained Magician. When casting a
check on black dice.
spell with a Difficulty Value of 1, no
Magic check is necessary. The spell
Skill Proficiencies is automatically cast and does not
Defense: +1 rank cause arcane backlash or aetheric
Diplomacy: +1 rank manifestations.
Fighting: +1 rank
Forunte: +2 ranks Skill Proficiencies
Heal: +2 ranks Discipline: +1 rank
Magic: +1 rank Fortune: +1 rank
Investigate: +2 ranks
Resiliency: +2 ranks
Magic: +2 ranks
Resiliency: +1 rank
Equipment Proficiencies
Armor: Light, Medium Equipment Proficiencies
Melee Weapons: Common, Heavy Armor: None
Ranged Weapons: Throwing Melee Weapons: Common
Ranged Weapons: None
Starting Equipment
Heavy or common weapon of your Starting Equipment
Dagger or staff, grimoire, writing kit,
choice, religious symbol, holy (or
and 2d6 silver pieces.
unholy) book, and 1d6 silver pieces.

3
Scoundrel Soldier
Scoundrels make their trade in the Soldiers are professional fighters.
underworlds of their community, These highly-trained warriors must
dealing in all manner of unsavory constantly evaluate the battle and
acts. Some scoundrels are little more make appropriate decisions on the
than simple thugs, while others are fly. Soldiers rely on discipline and
wealthy nobles who abuse their skill rather than savagery.
positions of power.
Class Traits
Class Traits Tactics. As an auxiliary action, you
Schemer. You roll red dice for skill can issue orders to one ally who can
checks performed outside of combat. see and hear you. Your target gains a
Dirty Fighting. As an auxiliary +1 bonus to attack and defense rolls
action, you may target a combatant until the beginning of your next turn.
within 5 ft of you and perform an You may use this feature a number
underhanded act against them. Your of times per encounter equal to your
target incurs a -1 penalty to attack ranks in Willpower.
rolls for 1 turn. Hardened. You gain a +1 bonus to
armor rolls and Willpower checks.
Skill Proficiencies
Acrobatics: +2 ranks Skill Proficiencies
Defense: +2 ranks Athletics: +2 ranks
Diplomacy: +1 rank Defense: +2 ranks
Disarm Trap: +1 rank Discipline: +2 ranks
Fighting or Shooting: +1 rank Fighting: +2 ranks
Investigate or Perception: +1 rank Leadership: +2 ranks
Pick Lock: +1 rank Perception: +1 rank
Resiliency: +2 ranks Resiliency: +3 ranks
Stealth: +1 rank Shooting: +2 ranks

Equipment Proficiencies Equipment Proficiencies


Armor: Light Armor: Light, Medium, Heavy
Melee Weapons: Common Melee Weapons: Common, Heavy
Ranged Weapons: Throwing Ranged Weapons: Bows

Starting Equipment Starting Equipment


Common weapon of your choice, two Two weapons of your choice, leather
throwing knives, lockpick, and 3d6 armor, 3d6 silver pieces.
silver pieces.

4
Special Traits Healer
You perform Heal checks on red dice.
Characters possess a variety of traits
which provide additional abilities When you successfully perform first
or enhance existing proficiencies. aid, you restore 1d3+1 Grit Points.
Characters may only acquire a
special trait once, unless otherwise Lightning Reflexes
specified. One special trait is chosen You roll red defense dice against
at character creation. ranged attacks.

Academic Lucky
You roll red dice for Academics an You roll red dice for Fortune checks
Investigate checks. Magisters with and gain +1 Luck Point.
this trait roll red dice for Magic
checks. Pick Pocket
You perform Sleight of Hand and
Armor Training Stealth checks on red dice.
You gain proficiency with all forms
of armor. Sharpshooter
You roll red dice for ranged attacks.
Athlete
You roll red dice for Acrobatics and Rapid Reload
Athletics checks. You may Reload a weapon as an
auxiliary action.
Battle Adept
You roll red dice for melee attacks. Resilient
You perform Resiliency checks on
Bulging Thews red dice. When critically injured, you
You perform melee damage rolls may roll twice on the critical injury
on red dice. You gain a +1 bonus to chart and choose between the two
damage rolls while wielding brutal results.
weapons
Veteran
Devilish Charm You roll red dice for Discipline and
You roll red dice for Diplomacy Leadership checks.
checks.
Web of Steel
Dungeon Raider You roll red defense dice against
You perform Disarm Trap and Pick melee attacks.
Lock checks on red dice.

5
Grit Points a rank in a skill must already have
the previous rank, unless buying a
Grit Points (GP) measure how much
physical punishment a combatant can new skill at rank 1. Provided below
endure. A character’s total Grit Points is a chart detailing the cost of various
are determined by adding their ranks advancements. Spent EXP is lost.
in Resiliency and Toughness. Example. Roland has 300 EXP.
He decides to spend 100 EXP to
acquire a new special trait. With the
Luck Points 200 EXP left, Roland learns a new
Characters possess a number of Luck skill at Rank 1, costing him another
Points equal to their ranks in Fate. 50 EXP. Roland finally raises one of
Spending a Luck Point allows the
character to gain a +2 bonus to any his Rank 2 skills to Rank 3, costing
roll. Characters may choose to spend him his final 150 EXP.
a Luck Point after making a roll and
can use multiple Luck Points on a Advancement EXP
single roll. Spent Luck Points are lost Skill Rank 1 50
for remainder of the gaming session.
Luck Points are fully restored at the Skill Rank 2 100
beginning of the next gaming session. Skill Rank 3 150
Skill Rank 4 200

Experience Skill Rank 5


Skill Rank 6
250
300
Characters earn experience (EXP) by
New Miracle/Spell 50
participating in adventures. Earned
experience can be spent to improve New Special Trait 100
skills and acquire new special traits.

Adventure
When characters pursue adventure,
the GM can award EXP. Adventures
will typically award 25-100 EXP per
session. The GM may award even
more experience for an adventure if
the players accomplish something
remarkable.

Spending Experience
Earned experience can be saved or
spent in between game sessions.
Character advancements vary in
their EXP cost. Characters buying

6
Skill Checks
hen a character attempts to has two successes and rolls an
W perform an action or resist
a debilitating effect, a skill check
additional die because he rolled a
6. This additional die roll result is a
may be necessary to determine the 6, adding a third success to the skill
outcome. Proficiency in a skill is check and granting a further die roll.
measured in ranks and governed by Roland rolls again with a result of 5,
an attribute. When resolving a skill granting a fourth success. Because
check, the character rolls a number of Roland did not roll another 6, he will
dice equal to their ranks in the skill not roll again.
+ the ranks in the skill’s governing
attribute. The total number of dice
rolled is the dice pool. Standard Checks
Standard checks involve a Difficulty
Value (DV) which is the number of
Dice Color successes necessary to pass the skill
White dice are standard and succeed check. A character attempting a DV1
on a result of 4 or higher. Red dice skill check passes if they roll a single
succeed on a 3+ and black dice success or more. A skill check with
succeed on a 2+. Certain items and a Difficulty Value of 5 (DV5) would
traits may convert your white dice to be significantly more difficult and
red or black. require 5 successes to pass.
When a player rolls the minimum
number of successes to meet the
Exploding Dice Difficulty Value, the skill check
Dice explode when they result in is considered to have a Success
a 6, allowing the player to roll an Value (SV) of 0. The Success Value
additional die and add the result to the increases by 1 for every success
test. If the player rolls a second 6, they above the minimum required. The
roll again and add the result to the higher the Success Value, the more
total, continuing to do so until they successful the character’s action.
fail to roll another 6. Exploding dice Example. Roland attempts a DV1
allow characters to perform heroic skill check and rolls three successes.
acts and keeps combat dangerous. Roland therefore succeeds with a
Example. Roland rolls four dice Success Value of 2 (SV2).
with results of 1, 3, 5, and 6. Roland

7
Opposed Checks Skill Check Difficulty
Routine DV1
These checks involve opposing dice
rolls. The character with the greatest Moderate DV2
number of successes is the winner. Challenging DV3
The net successes of the victorious Heroic DV4
party determines their Success Value. Impossible DV5
Example. Roland and Zacharias
participate in an arm wrestling
contest. Both characters perform an
Support
Characters may assist allies with skill
Athletics check. Roland rolls four checks if they also have ranks in that
successes while Zacharias rolls one. skill. Each character supporting the
Roland therefore wins the contest skill check adds a +1 bonus to the roll.
with a Success Value of 3 (SV3).
Skills
Dice Modifiers Academics
When a character receives a bonus to Attribute: Intelligence
a roll, they roll an additional number Academics measures your scholarly
of dice indicated by the bonus. For education. Academics checks are
example, a +2 bonus would grant commonly made when a character
the character two additional dice. is attempting to recall knowledge they
Penalties reduce the number of dice may have acquired through formal
the character may roll. A penalty study and training.
can never reduce the number of dice
rolled below 1. Acrobatics
Attribute: Agility
Difficulty Value Acrobatics checks may be necessary
when you are attempting to avoid
The GM determines whether a skill
danger. An acrobatics check may
check is necessary for any given
also be necessary if you fall from a
action, and if so, the skill check’s
significant height.
difficulty. The GM is encouraged to
use their discretion when assigning
Athletics
a DV to a skill check, though most
Attribute: Might
skill checks will have a Difficulty
This skill is used for acts of climbing,
Value of 2. The following chart can
jumping, and swimming.
be used as a guide when considering
a skill check’s DV.

8
Defense Fighting
Attribute: Agility or Might Attribute: Agility or Might
This skill determines your ability to This skill determines your accuracy
evade and parry attacks. Agility is with melee attacks. Might is the
the default governing attribute for default governing attribute for this
this skill. When you are attempting skill. If you are wielding a nimble
to defend against a melee attack, you weapon, you may choose Agility as
may choose Might as the governing the governing attribute for this skill.
attribute for this skill.

Dexterity Fortune
Attribute: Agility Attribute: Fate
This skill measures how nimble Fortune determines how lucky you
your hands are. Dexterity checks are are. While some believe that fate is
commonly used for disarming traps immutable, the truth is: fortune favors
and picking locks, though may also be the bold.
used for any task where the character
must skillfully manipulate something. Heal
When used for sleight of hand, Attribute: Intelligence
Dexterity checks are opposed by This skill allows you to medically
Perception checks. treat a character within your reach.
Heal checks can be used to apply first
Diplomacy aid after a battle, neutralize poison,
Attribute: Willpower mend wounds, stabilize injuries, etc.
Diplomacy checks are performed See the Combat Chapter for more
when attempting to charm, seduce, information on how healing works.
deceive, and generally manipulate
others with your charisma. Diplomacy Investigate
checks are opposed by the target’s Attribute: Intelligence
Diplomacy check. Investigate measures your ability to
find clues and hidden objects. While
Discipline poorly concealed items may be
Attribute: Willpower located with a DV1 Investigate check,
Discipline measures your self-control finding a well-hidden room would
and ability to resist fear. Discipline require a DV5 Investigate check.
checks are often called upon to resist
debilitating affects which target the
mind.

9
Leadership Resiliency
Attribute: Willpower Attribute: Toughness
When an ally within 25 ft of you is This skill measures your ability to
forced to make a Discipline check, endure damage, recover from injury,
you may make a Leadership check an resist debilitating effects which
on their behalf instead. The DV for target your constitution. Your total
this Leadership check equals the other Grit Points are determined by adding
combatant’s Discipline check DV. If your ranks in Grit and Toughness.
you succeed, your ally is considered
to have passed their Discipline check. Shooting
Attribute: Agility
Magic This attribute determines accuracy
Attribute: Intelligence or Willpower with ranged attacks.
This attribute measures how much
divine or arcane power a character can Stealth
wield. Cultists use Willpower as their Attribute: Agility
governing attribute for this skill, while Stealth measures your ability to
magisters use Intelligence. Characters conceal yourself from others. Stealth
belonging to other classes cannot gain checks are opposed by the target’s
ranks in Magic nor perform Magic Perception check. When using this
checks. skill near several creatures, only
one opposed test is made against the
Perception creature with highest Perception skill.
Attribute: Willpower Certain conditions, such as lighting,
You may be required to perform a may offer a bonus or penalty to the
Perception check to locate creatures Stealth check. It is not possible to
attempting to evade your notice. This remain hidden after performing a
is resolved as an opposed test using hostile action.
your Perception skill and the skulker’s
Stealth skill.
If you win the opposed test, you
discover the sneaking creature. If you
lose the opposed test, the other party
evades your detection and no further
tests are made. In the result of a draw,
the creature attempting to evade you
will have to attempt another Stealth
check and will likely have to devise
a new means to bypass you.

10
Combat
rawls and skirmishes are described Attack and Defense Rolls
B as encounters. Encounters are
broken up into phases called rounds,
Combatants may perform attacks
against targets they can see. Every
and each combatant participating weapon has a range, measured in feet,
in the round acts during their turn. which dictates how close the attacker
Players all fight during the same turn must be to their target to perform an
and may act in any order. Enemies attack. The range of a melee weapon
similarly share a turn. Each group is referred to as reach.
of allied combatants is considered a When an attack is performed, the
company. attacker’s Fighting or Shooting skill
Each turn represents roughly 5 is opposed by the defender’s Defense
seconds, though this measurement skill. If the attacker wins the opposed
of time is usually a more abstract roll, he hits the defender; otherwise
way of keeping pace in an encounter. the attack fails.
Encounters continue until one The Fighting or Shooting check is
company flees, surrenders, or is referred to as the attack roll, while
otherwise defeated. the Defense check is referred to as a
defense roll. The dice used for these
rolls may sometimes be referred to as
Initiative Roll attack dice or defense dice.
At the beginning of an encounter, one
combatant from each rival company Swarming Attacks
performs an opposed Leadership Combatants attacked by multiple
check. The leader who wins this enemies during the same turn incur
initiative roll may choose which a penalty to their defense rolls. Each
company goes first. Once every defense roll performed after the first
combatant has acted within their incurs a cumulative -2 penalty. These
company’s turn, the other company swarming attacks allows weaker
begins their turn. When all companies combatants to overwhelm more
have finished their respective turns, competent foes.
the round ends and a new round Example. Zacharias is attacked by
begins.
three goblins. The first defense roll
Surprise Zacharias performs during the turn
Ambushes are attacks performed does not incur a penalty. However,
on unsuspecting targets. Ambushers the second defense roll would incur a
receive a free round called a surprise -2 penalty, and the third defense roll
round to act before the other company would incur a -4 penalty.
may react.

11
Damage Dice (DD) (SV2 + Might 2). Roland rolls two
successes for damage.
If the attacker hits the defender, they
The goblin is wearing leather
make a damage roll. The base number
armor, providing an Armor Value
of damage dice (DD) rolled is equal to
of 3. The goblin rolls 3 dice, one of
the attack’s Success Value, reflecting
which results in a success. Because
the lethality of more accurate attacks.
the goblin rolled a single success for
For every success rolled on a damage
its armor roll, it negates 1 successful
die, the target loses 1 Grit Point. damage roll. The goblin loses 1 Grit
Ranged attacks receive a number Point as a result of Roland’s attack.
of bonus damage dice determined
by the ranged weapon. Melee attacks Armor Modifiers
receive a number of bonus damage Unlike other rolls, negative modifiers
dice equal to the attacker’s ranks in can reduce an armor roll below 1
Might. Some melee weapons may die, effectively bypassing the armor.
Some attacks may ignore armor and
grant further bonus damage dice or prevent the target from making an
impose penalties to the damage roll. armor roll.
Nonweapon Damage
Some forms of damage deal a fixed
number of damage dice. In such
Actions
Combatants have a variety of options
cases, the amount of damage dice during their turn but are limited to
rolled will be indicated. one action. Combatants may also use
Example. If an attack deals 3DD, a single auxiliary action on each of
3 damage dice are rolled. their turns in addition to their action.

Armor Attack
As an action, combatants may perform
If the defender is wearing armor, a melee or ranged attack against a
they may roll a number of armor dice target within range. The attacker must
equal to their Armor Value. Every be able to see their target.
success rolled in this manner negates
1 successful damage roll. This roll to Cast Magic
As an action, combatants may perform
reduce damage is referred to as the a miracle or cast a spell. Complete
armor roll. rules for magic can be found in the
Example. Roland attacks a goblin Magic Chapter.
with his shortsword. Roland rolls
3 successes on his attack roll. The Reload
goblin rolls 1 success on its defense Some ranged weapons require an
action to load and reload. While
roll, resulting in an overall Success taking the Reload action, a combatant
Value of 2 (SV2) for Roland. can move no more than 5 ft during
Roland has 2 ranks in Might and the same turn.
therefore rolls 4 total damage dice

12
Run weapons, such as talons and fangs.
The combatant may use an action to Creatures with this trait do not suffer
move an additional 25 ft. any disadvantage for fighting armed
opponents.
Use Item
Using an item, such as a magic potion,
requires an action. Interacting with Movement
an object, such as pulling a lever or A combatant may move up to 25 ft
during their turn, though some traits
picking something off the ground, and items may increase a combatant’s
also requires an action. speed. Movement can be broken up
so that a combatant moves before and
Use Skill after an action. Tracking the position
Using a skill, such as Heal, requires of combatants can be done with a grid,
every square tile representing a 5 ft
an action during a combat encounter. x 5 ft area. Entering an adjacent tile
on the grid would be the equivalent
of moving 5 ft.
Dual Wielding Humanoid combatants occupy a
Combatants may carry a weapon in single tile on the grid. Some creatures
each hand, though may only choose possess traits indicating they are
to attack with one of them on each larger than a typical humanoid and
turn. Dual wielding in this manner occupy more than a single space.
allows a combatant to quickly switch Combatants cannot end their turn in
between weapons or benefit from the a tile occupied by another combatant
defensive properties of an off-hand or obstacle. Combatants may pass
weapon. through a space occupied by an ally
Combatants may retain a two- but may not enter a tile occupied by
handed weapon with one hand while a hostile combatant.
attacking with another weapon or
unarmed attack. Leaping
Leaping a distance of 5 ft requires
Unarmed Attacks a DV1 Athletics check. The DV
No warrior wishes to find themselves increases by 1 for every additional 5
in battle without a weapon. Unarmed ft of distance leaped.
combatants receive a -2 penalty to
attack rolls when targeting armed Obstacles
combatants. Similarly, melee weapon Combatants passing through a space
attacks performed against unarmed occupied by an obstacle must make
combatants receive a +2 bonus to the an Athletics check. Jumping over a
attack roll. small crate may only require a DV1
check, while quickly bounding over a
Natural Weapons low wall would likely require a DV3
Some creatures possess natural check.

13
Falling Concealment & Cover
Combatants falling from a height of Terrain that partially conceals a
5 ft must pass a DV1 Athletics check combatant is considered concealment,
or suffer 1DD which ignores armor. while terrain that conceals a
The DV and damage increases by 1 combatant and offers protection
for every additional 5 ft of distance is considered cover. Concealment
the combatant falls. imposes a -1 penalty to ranged attack
rolls, and cover imposes a -2 penalty
Swimming to ranged attack rolls. Multiple forms
Combatants may only move up to 10 of concealment and cover do not
ft while swimming. Ranged attacks impose cumulative penalties.
cannot be performed while swimming
and melee attack rolls performed Intercepting Ranged Attacks
while swimming incur a -2 penalty. Combatants can attempt to intercept
ranged attacks directed at their
Prone allies. Interceptors must be standing
A combatant may choose to go prone between the attacker and their target,
or rise from a prone position as an though may move up to 10 ft to
action. Ranged attacks against a appropriately reposition themselves.
prone combatant incur a -1 penalty Combatants shielding their allies in
to attack rolls, while melee attacks this manner become the attacker’s
receive a +2 bonus to attack rolls. new target. Combatants may only
intercept a single ranged attack each
Charge round.
Charging allows a combatant to move
an additional 10 ft during their turn as
part of the Attack action. This attack Opportunity Attacks
receives a +1 bonus to the attack roll. Combatants within the reach of an
Combatants must begin their charge enemy are considered threatened.
at least 15 ft away from their target. Combatants may perform Opportunity
Attacks against threatened enemies
Moving and Shooting leaving their reach. Opportunity
Moving before performing a ranged Attacks are resolved as normal melee
attack imposes a -2 penalty to the attacks, which occur simultaneously
attack roll. with the target’s movement. Entering
the reach of an enemy’s melee weapon
or moving while within the weapon’s
reach does not provoke Opportunity
Attacks.

14
Disengage Chart. Any combatant other than a
As an auxiliary action, combatants character reduced to 0 Grit Points
may make a DV3 Acrobatics check to immediately dies.
safely disengage from combat. On a
success, combatants currently within Critical Injury Chart
range of the fleeing character may not When rolling on the Injury Chart, the
perform Opportunity Attacks against character rolls two dice. This first roll
them. On a failure, the combatant may represents the “tens” and the second
choose to remain in melee combat or roll is the “units.”
incur Opportunity Attacks as normal. Example. The first roll has a result
of 2 and the second roll has a result
Shooting in Melee of 4. The value of the roll is thus 24.
If a combatant performs a ranged
attack while threatened, they provoke Multiple Injuries
an Opportunity Attack from every Characters can sustain multiple
enemy which threatens them. These different injuries in a single combat
Opportunity Attacks are resolved encounter. If a character receives
before the threatened combatant may the same injury twice in a single
perform their ranged attack. encounter, they die.

Magic in Melee Feign Death


If a combatant performs a Magic Characters reduced to 0 Grit Points
check while threatened, they provoke may fall prone and feign death. If there
an Opportunity Attack from every are active threats on the battlefield,
enemy which threatens them. These combatants will typically ignore a
Opportunity Attacks are resolved character they believe has already
before the threatened combatant may been incapacitated or killed. This can
perform their Magic check. be a dangerous gamble, as some foes
will continue attacking a character
Death & Injury feigning death.
When a character is reduced to 0 Grit
Points, they must roll on the Critical
Injury Chart. Characters reduced to
0 Grit Points can continue moving
and performing actions, though must
roll on the Critical Injury Chart each
time they receive additional damage.
Characters may spend 1 Luck Point
to make a reroll on the Critical Injury

15
Critical Injury Chart
11-13: Multiple Injuries 41-43: Concussion
Roll twice on this chart. You are Dazed and Enfeebled for 1 turn.
Following this momentary paralysis, you
14-16: Death will remain Enfeebled for the remainder
You die in a sudden, violent, and likely of the encounter.
spectacular manner.
44-46: Eye Injury
One of your eyes sustains a minor cut
21-23: Shattered Skull
or swells completely shut. You incur
You receive a serious blow to your head
a -2 penalty to ranged attack rolls and
and immediately lose consciousness. You
Perception checks. Your eye will remain
must make a DV5 Resiliency check. On
injured for 1 week.
a failure, you immediately die.
If you survive this injury, you remain 51-53: Wounded Hand
Stunned for the remainder of the encounter. Your dominant hand is seriously damaged.
Any combatant who attacks you with a You incur a -2 penalty to any attacks rolls
melee attack will automatically kill you. or skill checks involving the use of this
Following the encounter, you will become hand. Your hand will remain injured for
Enfeebled for 1 week. 1 week.

24-26: Internal Injury 54-56: Injured Leg


One of your organs is severely damaged. You may not perform the Run action and
You must make a DV4 Resiliency check. incur a -2 penalty to Acrobatics checks
On a failure, you immediately die. and defense rolls. Your leg remains injured
for 1 week.

31-33: Severed Artery


61-63: Scar
An arterial bleed threatens your life. You
You receive a visible scar. This gruesome
will die in 1d3 turns unless someone
scar results in a permanent -1 penalty
successfully performs a DV3 Heal check
to Diplomacy checks if you attempt to
on you.
interact with refined individuals. You also
gain a permanent +1 bonus to Intimidate
34-36: Head Trauma checks. Having multiple scars does not
A terrible blow to your head seriously grant further penalties or bonuses.
compromises your ability to function.
You are Confused for the remainder of 63-66: Bumps and Bruises
the encounter and Enfeebled for 1 week. You receive a bruise or minor cut.

16
Healing Conditions
Characters must have access to a Combatants may be affected by one
healing kit if they wish to perform or more of the following conditions
Heal checks. If a Heal check fails, as a result of an attack or as a
another Heal check of the same nature consequence of their own actions. The
may not be attempted. penalties from multiple conditions are
cumulative.
First Aid
Following a combat encounter, a Blinded
character may attempt a DV3 Heal Blinded combatants can no longer
check to treat a wounded ally. On see and incur a -3 penalty to defense
a success, the target regains 1d3 rolls. Blinded combatants may not
lost Grit Points. A character cannot perform ranged attacks or cast spells,
regain more GP through first aid than but may swing wildly with a melee
they began the encounter with and weapon. Blinded combatants incur a
may only benefit from this once per -3 penalty to their melee attack rolls.
encounter.
Confused
Natural Healing Confused combatants have difficulty
Character resting for 8 hours or more processing the blur of combat. At the
recover 1 lost Grit Point. This rest beginning of each turn, a Confused
cannot be significantly interrupted or combatant must make a DV3
involve strenuous activity. Discipline check. On a failure, the
combatant may not move or perform
Mending Wounds actions.
Characters can attempt a DV2 Heal
check to mend the wounds of an ally. Dazed
On a success, the treated character Dazed combatants may not move
will recover an additional 1d3 Grit or perform Magic checks. Dazed
Points the next time they rest for 8 combatants also incur a -1 penalty
hours or more. to attack and defense rolls.

Neutralize Poison Deafened


Characters may attempt to treat a Deafened combatants can no longer
Poisoned ally by performing a DV4 hear. Due to the somatic component
Heal check. On a success, the target necessary to perform miracles and
is no longer Poisoned. This may be cast spells, Deafened combatants
attempted more than once. incur a -3 penalty to Magic checks.

17
Demoralized Ignited
Demoralized combatants incur a -1 Ignited combatants suffer 1DD at the
penalty to Discipline checks and may beginning of each turn which ignores
not perform Leadership checks until armor. Ignited combatants can
they are no longer Demoralized. remove the condition as an action,
but doing so immediately ends their
Diseased turn with the combatant lying in the
Diseased characters lose 1 rank in prone position.
all of their Attributes. The character
may be treated with a DV5 Heal Inspired
check once per day. On a success, the Inspired combatants receive a +1
character is cured and regains their bonus to Discipline and Leadership
lost attribute ranks. checks.

Enfeebled Invisible
Enfeebled combatants incur a -2 Invisible combatants cannot be seen
penalty to attack and defense rolls. by ordinary means. Combatants
Enfeebled combatants cannot move attacking an Invisible target are
more than 10 ft during their turn and considered Blinded. Invisible
cannot perform the Run action. attackers gains a +3 bonus to attack
rolls made against combatants that
Fatigued cannot see them.
Fatigued combatants incur a -1
penalty to attack and defense roll. Poisoned
Fatigued combatants also incur a -1 Poisoned combatants suffer 1DD at
penalty to Resiliency checks. A full the beginning of each turn which
night’s rest removes this condition. ignores armor. This damage is rolled
on a black die.
Frightened
Frightened combatants cannot Restrained
approach enemies. As an action, Restrained combatants cannot move.
Frightened combatants may attempt a
DV2 Discipline check. On a success, Stunned
the combatant ends the Frightened Stunned combatants may not speak,
condition and cannot be Frightened move, or perform actions. Stunned
for the remainder of the encounter. combatants also incur a -4 penalty to
Frightened combatants cannot their attack and defense rolls.
perform Leadership checks.

18
Equipment
haracters begin with equipment only carry so much equipment before
C and coin determined by their
starting class. Characters may spend
becoming encumbered, making carts
and wagons invaluable for travel.
their starting coin to buy further
equipment upon character creation. Encumbrance Limit
Additional equipment may be Encumbrance Limit is determined
awarded to a character upon creation by multiplying a character’s ranks
with GM approval in Might by 4. If the total cumulative
encumbrance of the character’s
Availability equipment exceeds their Encumbrance
When characters contact a traveling Limit, they become Enfeebled.
merchant or visit a new town, they Dropping the excess weight removes
must determine what items are this Enfeebled condition. Characters
available for purchase. Characters cannot carry more than twice their
attempting to purchase an uncommon Encumbrance Limit.
item must make a Fortune check with Example. Roland has 2 ranks
the DV equal to the item’s Rarity. On in Might, therefore he may carry a
a failure, the item is not available for number of items with a cumulative
purchase. Only one Fortune check encumbrance of 8 or less before
may be made per item type, regardless becoming encumbered and gaining
of how many characters search for it. the Enfeebled condition. Roland may
never carry an inventory of equipment
that exceeds an encumbrance of 16.
Currency
Gold coins (gc) are known as crowns.
Silver pieces (sp) and copper pence Weapons
(cp) are the most common form of Weapons are divided into proficiency
currency. One gold crown is worth groups. If a character attacks with a
twenty silver pieces. One silver piece weapon they lack proficiency with,
is worth ten copper pence. they incur a -2 penalty to the attack
roll.
Encumbrance
Encumbrance (Enc) describes an Cost
item’s weight and size. Characters can This is the average fair market price

19
for the item. The actual price for this Firing a ranged weapon beyond its
item may vary depending on Haggle short range imposes a -1 penalty to the
checks and GM discretion. attack roll. Ranged weapons cannot
be fired beyond long range with any
Damage (DMG) accuracy.
Melee weapon damage is determined
by the character’s Might score. Some Armor Penetration (AP)
melee weapon damage may be further Some weapons are more effective
modified with a bonus or penalty. than others at penetrating armor.
Example. A warsword deals M+2 A weapon’s AP value indicates the
damage, meaning the character rolls a penalty it imposes on enemy armor
number of damage dice equal to their rolls.
ranks in Might plus two additional
damage dice. The character’s attack Weapon Traits
roll Success Value is also added to Weapons may possess one or more
this damage. of the following traits:

Ranged Weapon Damage Block


Ranged weapon damage is fixed and You roll red defense dice while
refers to the number of damage dice wielding this weapon.
rolled when the character hits with
the weapon. The character’s attack Brutal
roll Success Value is also added to You roll red damage dice with this
this damage. weapon.

Encumbrance (Enc) Couched


Encumbrance of a weapon when This weapon may only be used during
sheathed or carried. Weapons stored the same turn a mounted combatant
on saddles or carried by a nearby performs a charge. After performing a
retainer do not impact a character’s successful attack, this weapon is lost
maximum carry capacity. for the remainder of the encounter.
The weapon can be recovered after
Range/Reach the battle.
The range/reach of a weapon
indicates how far away it can target Fast
a combatant. Ranged weapons have You gain a +1 bonus to attack rolls
a short and long range. with this weapon.

Long Range Attacks Flaming


This weapons deals flaming damage.
20
Nimble Stunning
While wielding this weapon, you may This weapon does not incur a penalty
use Agility as your governing attribute when dealing subdual damage.
for Fighting, rather than Might.
Sweep
Parry As part of the Attack action, you may
You roll red defense dice against perform two attacks with this weapon
melee attacks while wielding this against two separate targets within
weapon. While wielding two weapons your reach.
with this trait, you gain a +1 bonus
to defense rolls. Two-handed
It requires both hands to attack with
Repel this weapon.
Enemy combatants do not receive
an attack bonus when charging you. Windlass
This trait has no effect while you are This weapon requires the Reload
threatened by an enemy combatant. action to load and reload.

Bows
Name Cost Range DMG AP Enc Rarity Traits
Arbalest 1gc 90 ft / 180 ft 6 -4 4 3 Two-handed, Windlass
Crossbow 15sp 60 ft / 120 ft 5 -3 3 2 Two-handed, Windlass
Longbow 5sp 70 ft /120 ft 3 -1 2 1 Two-handed
Warbow 10sp 80 ft / 160 ft 3 -2 3 2 Two-handed

Common
Name Cost Reach DMG AP Enc Rarity Traits
Buckler 1sp 5 ft M+0 — — — Nimble, Parry, Stunning
Club 1cp 5 ft M+0 — 1 — Stunning
Dagger 1sp 5 ft M-1 -2 — — Nimble
Handaxe 1sp 5 ft M+0 -1 2 — Brutal
Improvised — 5 ft M-2 — — — Stunning
Natural — 5 ft M+0 — — — Nimble, Stunning
Shield 3sp 5 ft M-2 — 3 — Block, Stunning
Shortsword 10sp 5 ft M+0 -1 1 1 Nimble
Spear 2sp 10 ft M+0 — 3 — Repel
Staff 2cp 10 ft M+0 — 3 — Stunning, Two-handed
Torch 1cp 5 ft M-2 — 1 — Flaming, Stunning
Unarmed — 5 ft M-3 — — — Stunning

21
Heavy
Name Cost Reach DMG AP Enc Rarity Traits
Battleaxe 5sp 5 ft M+2 -1 3 — Brutal, Two-handed
Broadsword 15sp 5 ft M+1 — 2 3 Nimble, Parry
Flail 3sp 5 ft M+1 — 3 — Sweep, Two-handed
Halberd 10sp 10 ft M+2 -2 4 2 Brutal, Repel, Two-handed
Mace 5sp 5 ft M+1 -3 2 1 Stunning
Warhammer 10sp 5 ft M+1 -3 2 2 Brutal
War Sword 1gc 10 ft M+2 -1 3 3 Brutal, Sweep, Two-handed

Throwing
Name Cost Range DMG AP Enc Rarity Traits
Axe 2sp 20 ft / 40 ft M+2 -1 1 — Brutal
Javelin 2sp 40 ft / 80 ft M+1 -2 1 1 —
Knife 1sp 20 ft / 40 ft M+0 — — — —

Armor Encumbrance
If a character wears armor they are An armor’s encumbrance (Enc)
not proficient with, they receive a describes an armor’s worn weight.
-1 penalty to Acrobatics checks and
defense rolls. Characters may only Armor Traits
wear one armor set at a time. Armor may possess one or more of
the following traits:
Armor Value (AV) Clanging
This determines the number of armor You incur a -1 penalty to Stealth
dice the wearer rolls upon receiving checks.
damage.
Reinforced
Cost You perform armor rolls on red dice.
This is the average fair market price
for the item. The actual price for this Penalty
item may vary depending on Haggle This modifier affects the wearer’s
checks or GM discretion. Acrobatics checks and defense rolls.

22
Light
Name Cost Enc AV Penalty Rarity Traits
Linen 2sp 1 2 — — —
Leather 5sp 1 3 — — —
Mail Shirt 15sp 2 3 — 2 Clanging, Reinforced

Medium
Name Cost Enc AV Penalty Rarity Traits
Scale 10sp 2 4 — 2 —
Heavy Mail 1gc 3 5 — 3 Clanging, Reinforced
Coat of Plates 3gc 1 4 — 4 Reinforced

Heavy
Name Cost Enc AV Penalty Rarity Traits
Lamellar 15sp 4 6 -1 3 —
Half Plate 5gc 5 7 -2 4 Reinforced
Field Plate 15gc 6 8 -3 5 Reinforced

Containers Light Sources


The encumbrance of smaller items Characters can only see 10 ft in
is rarely tracked. When calculating darkness and incur a -2 penalty to
a character’s encumbrance, only attack and defense rolls while fighting
the container’s listed encumbrance in an area with little to no light.
is used, not its contents. The listed Carrying a light source, such as a
encumbrance assumes the container lantern, allows character to create
is completely full. Scrutinizing the light in darkened places. The distance
contents of character’s travel pack this light is projected is determined
or satchel is only necessary if the by the item’s type.
GM believes they are carrying an
unreasonable amount within. Name Cost Enc Light
Candle 2cp — 15 ft
Name Cost Enc Lantern 7sp 2 40 ft
Cask 4sp 4 Torch 1cp 1 25 ft
Large Chest 8sp 3
Satchel 1sp 1
Small Chest 4sp 2
Travel Pack 3sp 1

23
Miscellanea Healing Supplies
The following items are commonly Some apothecaries are university
sought by adventurers. trained and members of their local
physician's guild. Others have
Name Cost Enc Rarity developed their healing knowledge
Bedroll 2cp 1 — through folk tradition and personal
Book 1gc+ — 2 research. Regardless of their
Boots 1sp — 1 academic background, apothecaries
Cauldron 2sp 3 — offer a range of healing supplies for
Chain (per foot) 5sp 1 — purchase within their shops. Healing
Chalk 2cp — — supplies are consumed upon use.
Cloak 4cp — — Name Cost Enc Rarity
Clothing 3cp — — Medical Kit 10sp 1 —
Crowbar 3cp 1 —
Cutlery 1cp — 1
Dice 2cp — — Food and Drink
Grappling Hook 4cp 1 — The below prices are for a quantity
Hammer 1cp 1 — of food or beverage enough for a
Healing Kit 10sp 2 1 party of four.
Lock 1sp — 1 Name Cost Rarity
Map (City) 4sp — 1 Ale 2cp 1
Map (Region) 1gc+ — 2 Meal (Poor) 1cp —
Map (World) 30gc — 4 Meal (Common) 2cp 1
Mirror 8sp — 1 Meal (Fine) 2sp 3
Nails (5) 1cp — — Rations (1 day) 3cp —
Oil Flask 1sp — — Wine 2cp 1
Parchment 4cp — — Wine (Fine) 6sp+ 3
Playing Cards 1sp — — Spirits 2cp 1
Rope (50 ft) 8cp 1 —
Saddle 10sp 3 1
Shoes 5cp — —
Spyglass 2gc 1 3
Tent 2sp 4 —
Tinderbox 1sp — —
Waterskin 4cp — —
Whetstone 1cp — —
Writing Kit 12sp 1 1

24
Magic
agic is inherently enigmatic, its Range
M origin often debated by scholars.
Many desire to harness the arcane
Range refers to the distance in feet
that a spell can be cast. Spellcasters
energy that flows through the world, must be able to see their target unless
bending it to their will through the the spell specifies otherwise. Spells
formation of spells. with a touch range can only be cast
upon targets the caster can touch,
Spells while magic with a self range can
Spellcasting requires hand gestures only be cast upon the magic-user.
and incantation. Only a single hand
is necessary for hand gestures, and a
character may temporarily remove a
Spell Save
Combatants may resist harmful spells
hand from a two-handed weapon to
perform a Magic check. by making a skill check known as a
Spell Save. The skill used to make
Difficulty Value this Spell Save, along with its DV, is
Spells vary in complexity and each listed in the spell’s description. If the
has a DV listed in its description. If Spell Save is successful, the spell has
a character’s Magic check meets or no effect on its target.
exceeds this DV, they successfully
cast the spell. Spellcasting & Armor
Spellcasters have difficulty weaving
Duration arcane threads when constrained by
Some spells remain active after they armor. While wearing medium or
have been cast. These spells have a heavy armor, a spellcaster incurs a
duration measured in turns, hours, penalty to Magic checks equal to the
or days. Spells with an encounter Armor Value of their armor.
duration remain active for the entire
encounter in which they are cast. Spell Failure
Active spells immediately end if When a spellcaster fails to cast a spell,
their caster is slain. they may not attempt to cast that spell
again for the remainder of the day;
spellcasters must be judicious with
their magic as a result of this.

25
Spells Barricade
Difficulty Value: 3
Amphibious Transformation Duration: 1 day
Difficulty Value: 2 Range: Touch
Duration: 1 hour You magically lock a door or gate,
Range: Touch preventing it from being opened with
Element: Water a key or lockpick. The target of this
You target one creature you can touch. spell can still be destroyed, forcefully
Your target can breathe under water opened, and breached with the open
and rolls black dice for swimming- spell.
related Athletics check.
Counterspell
Arcane Detection Range: 100
Difficulty Value: 1 Once per round, you may attempt to
Duration: 1 hour thwart the spellcasting of another.
Range: Self When a combatant within range
You detect the presence of magical attempts to cast a spell, you may
items and active spells within 200 force them to make an opposed
ft. This spell can affect your senses Magic check. On a success, the
in a variety of ways. You may hear opponent’s spell fails. If your target
buzzing which increases in volume fails the opposed Magic check while
the closer you are to magic or attempting a hostile spell and rolls a
observe strange colored auras which 1, the spell is redirected at them.
linger around magical energy. You may also attempt to dispel an
active spell. You end the spell if you
Arrow Attraction successfully meet or exceed its DV.
Difficulty Value: 1 Counterspell cannot affect spells
Duration: Encounter with a permanent duration.
Range: 200
You target one combatant within Defy Rain
range and place a hex upon them. Difficulty Value: 1
Ranged attacks directed at the target Duration: 1 hour
of this spell gain a +1 bonus to the Range: Touch
attack roll. Element: Water
One target that you touch repels rain
for the spell’s durtion. Any items
carried by your target also remain
dry for the spell’s duration.

26
Direct Lightning Freezing Touch
Difficulty Value: 4 Difficulty Value: 3
Range: 200 Range: Touch
Spell Save: DV5 Acrobatics Spell Save: DV3 Athletics
You can target up to 3 combatants You touch one combatant and attempt
within range and strike them with to freeze them. If you target fails
lightning. Targets that fail their Spell their Spell Save, they are Stunned
Save suffer 6DD which ignores armor. until the beginning of your next turn.
This spell can only target combatants
who are outside and in the open.
Invisibility
Difficulty Value: 5
Fiery Maelstrom
Duration: 1 hour
Difficulty Value: 5
Range: Self
Duration: 1d3 turns
You become Invisible. This spell
Range: 100
will end prematurely if you take a
Spell Save: DV3 Acrobatics
hostile action or cast another spell.
The maelstrom occupies a 10 ft x 10
ft area within range. The maelstrom
can move up to 10 ft on each of your Magic Flame
turns in a direction of your choice. Difficulty Value: 1
Combatants who begin their turn, or Duration: 1 minute
pass through the maelstrom, must Range: Self
make a Spell Save. Targets which fail You produce a small flame in your
this Spell Save suffer 8DD flaming open palm. This fire may assume an
damage which ignores armor and unnatural color and will burn for the
become Ignited. spell’s duration or until you close
your hand. The flame is incapable
of harming creatures, though can be
Flash of Light
used to ignite flammable objects and
Difficulty Value: 1
produces the same light as a candle.
Spell Save: DV2 Discipline
Range: 25
The target of this spell becomes Open
Blinded for 1 turn if they fail their Difficulty Value: 4
Range: Touch
Spell Save.
You open one lock or unlatch a door.

27
Repel Weapons Miracles
Difficulty Value: 1 Cultists borrow divine power from
Duration: 1 hour the deities they serve. This magic
Range: Self manifests in the form of miracles.
When you are hit with a weapon Only cultists have access to miracles.
attack, you may roll 2 black armor Miracles function like spells with
dice, rather than use your normal a few exceptions. Cultists do not
armor roll. directly manipulate arcane energy
and thus cannot be harmed by arcane
Stagger backlash. Cultists do not require a
Difficulty Value: 1 free hand to perform miracles and
Duration: 1 turn do not receive a penalty for wearing
Range: 50 armor.
Your target incurs a -1 penalty to
attack and defense rolls until the Magic Checks
beginning of your next turn. Cultists are expected to reserve their
divine power for dire situations.
Summon Rain The first miracle performed during
Difficulty Value: 3 (Ritual) the day has a Difficulty Value of 1.
Range: Self The DV increases by 1 for every
You attempt to create a rain cloud additional miracle cast during the
directly above you. The rain can be same day. When a cultists fails a
collected and is safe to drink. Magic check, they cannot perform
miracles for the remainder of the
Thunderclap day. A cultist regains their ability
Difficulty Value: 4 to perform miracles the following
Duration: 1 turn morning after an evening of prayer
Range: 100 and meditation.
Spell Save: DV4 Resiliency
You create a sudden explosion of Loss of Power
light and sound within a 20 ft x 20 A cultist who acts outside the will
ft area in range. Targets which fail of their deity may temporarily or
their Spell Save become Blinded and permanently lose access to miracles.
Deafened until the beginning of your Violating a deity’s tenets will likely
next turn. result in a priest losing their magical
abilities for a day. A cultist who
commits significant sacrilege will
permanently be stripped of power.

28
Miracles Humble the Mighty
Duration: Encounter
Courage Range: 50
Range: 25 A combatant within range incurs a -2
Duration: 1 hour penalty to attack and damage rolls.
Allies with range of this miracle
cannot become Frightened. Lay on Hands
Range: Touch
Cure Ailment You touch an ally and miraculous
Range: Touch heal their wounds. If your Magic
You target one Blinded, Deafened, check is a success, you restore 1
Diseased, or Poisoned ally and cure GP to your target for every success
them of their debilitating condition. rolled.

Doom Purifying Light


Range: 100 Range: 25
Duration: Encounter Demons, fey, and undead within
You target a combatant within range range of this miracle suffer 5DD.
and impose a -2 penalty to their This damage is rolled on black dice.
armor and defense rolls.
Turn Abomination
Divine Aid Duration: Instantaneous
Duration: Encounter Range: 50
Range: 50 Spell Save: DV3 Discipline
A combatant gains +2 Luck Points. Demons, fey, and undead within
These extra Luck Points are lost at range of this miracle must make a
the end of the encounter if not used. Spell Save. Targets failing this Spell
Save must flee from your presence
Holy Wrath for 1d6 turns. Combatants which
Duration: Encounter fail this Spell Save and roll a 1 are
Range: 50 destroyed.
You and allies within range gain a
+1 bonus to attack and damage rolls.
Your allies must remain within 50 ft
of you to retain the benefits of this
miracle.

29
Bestiary
Stat Blocks Forest Spirit
Every creature is provided with a Grit Points: 8 Armor Dice: 5
stat block which displays how many Defense: 2 Fighting: 5
ranks the creature has in each skill. Shooting: 0 Magic: 0
The stat block also contains other Acrobatics: 2 Resiliency: 5
important information, such as how Athletics: 4 Discipline: 4
many Grit Points a creature has and Perception: 6 Stealth: 6
its equipment. If a creature has any Diplomacy: 0 Leadership: 0
special traits, they will be described Natural Weapons: 3DD
at the bottom of the stat block. Damage Vulnerability. Flaming attacks
deal black damage dice to forest spirits
Bandit and cause them to become Ignited.
Grit Points: 3 Armor Dice: 2 Fey. Fey roll black armor dice unless
Defense: 3 Fighting: 3 attacked by magic weapons or spells.
Restraining Vines. As an auxiliary
Shooting: 3 Magic: —
action, a forest spirit can force a target
Acrobatics: 3 Resiliency: 3 within 5 ft to make a DV3 Athletics
Athletics: 3 Discipline: 2 check. On a failure, the target is
Perception: 4 Stealth: 4 Restrained for 1 turn.
Insect Hive. Enemy combatants within
Diplomacy: 3 Leadership: 2
10 ft of a forest spirit incur a -1 penalty
Club: 2DD to attack rolls.
Sneaky. Bandits roll red dice for Stealth
checks. Goblin
Brown Bear Grit Points: 3 Armor Dice: 2
Defense: 2 Fighting: 3
Grit Points: 14 Armor Dice: 3
Shooting: 3 Magic: —
Defense: 3 Fighting: 6
Acrobatics: 4 Resiliency: 2
Shooting: — Magic: —
Athletics: 2 Discipline: 2
Acrobatics: 2 Resiliency: 6
Perception: 3 Stealth: 4
Athletics: 6 Discipline: 1
Diplomacy: 1 Leadership: 1
Perception: 4 Stealth: 3
Spear: 2DD (Repel)
Diplomacy: 1 Leadership: 1
Slippery. Goblins roll red dice for
Natural Weapons: 6DD
Acrobatics checks.
Strong. Bears roll red dice for Athletics
checks and melee damage.

30
Goblin Shaman Orc
Grit Points: 4 Armor Dice: 2 Grit Points: 6 Armor Dice: 3
Defense: 4 Fighting: 2 Defense: 3 Fighting: 6
Shooting: 3 Magic: 7 Shooting: 3 Magic: —
Acrobatics: 4 Resiliency: 2 Acrobatics: 2 Resiliency: 5
Athletics: 2 Discipline: 5 Athletics: 5 Discipline: 2
Perception: 3 Stealth: 4 Perception: 2 Stealth: 2
Diplomacy: 3 Leadership: 5 Diplomacy: 1 Leadership: 2
Staff: 1DD Battleaxe: 5DD / AP -1 (Brutal)
Spells: counterspell, direct lightning, Strong. Orcs roll red dice for Athletics
flash of light, stagger. checks and melee damage.
Slippery. Goblins roll red dice for Vicious. Orcs roll red attack dice.
Acrobatics checks.
Wolf
Lesser Demon Grit Points: 4 Armor Dice: 2
Grit Points: 10 Armor Dice: 4 Defense: 5 Fighting: 4
Defense: 5 Fighting: 7 Shooting: — Magic: —
Shooting: — Magic: — Acrobatics: 4 Resiliency: 3
Acrobatics: 4 Resiliency: 5 Athletics: 4 Discipline: 1
Athletics: 5 Discipline: 5 Perception: 7 Stealth: 6
Perception: 5 Stealth: 5 Natural Weapons: 2DD
Diplomacy: 5 Leadership: 4 Swift. Wolves can move up to 40 ft per
Natural Weapons: 4DD turn.
Demon. Only magic attacks can modify
a demon’s armor rolls. Zombie
Grit Points: 6 Armor Dice: 1
Ogre
Defense: 1 Fighting: 2
Grit Points: 15 Armor Dice: 2 Shooting: — Magic: —
Defense: 2 Fighting: 8 Acrobatics: 1 Resiliency: 3
Shooting: 1 Magic: — Athletics: 2 Discipline: 1
Acrobatics: 1 Resiliency: 6 Perception: 1 Stealth: 1
Athletics: 6 Discipline: 2 Natural Weapons: 2DD
Perception: 1 Stealth: 1 Tainted Bite. Combatants injured by
Diplomacy: 1 Leadership: 1 a zombie must make a DV3 Resiliency
Battleaxe: 7DD / AP -1 (Brutal) check. On a failure, the target becomes
Large. Ogres occupy a 10 ft x 10 ft area. Diseased and Poisoned.
Strong. Ogres roll red dice for Athletics Undead. Zombies cannot be Demoralized,
checks and melee damage. Diseased, Exhausted, Fatigued, Frightened,
Vicious. Ogres roll red attack dice. Poisoned, or Stunned.

31

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