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Lights Backup
Lights Backup
Lights Backup
General PC mechanics:
Derived Attributes:
Every PC also has one Cursed number per mystic power (all PC's start
with one mystic power). If a Doomed number shows on any dice then the
PC whose number it matches gains on Blight and the game master gains a
Curse Token.
Curse Tokens:
Guns are now common place in the system. Most of them will have the
Loaded (dX) trait next to them. When firing them roll the matching die
with the d20. On a 1 that die dwindles, if a d4 dwindles the weapon needs
re-loading. Taking one action and one roll of the ammo stockpile per die
size restored up to it's original cap.
Both armour and weapons are susceptible to damage in the swamp. If you
roll a 1 on an armour or damage check respectively they reduce their die
size by one until repaired. With a curse token spent they reduce an
additional die size.
Ranged Weapons:
Gameplay Styles:
While travelling the day is divided into four segments. At least one of
which must be spent asleep. At the end of the day the game master gains a
doom token for every player character who has forgone rest.
When travelling one player is elected as the pathfinder and may move the
group a while making a Wits check, often modified by terrain. With the
pathfinder usually taking the brunt of any fall out for failure.
When the player's make camp they all roll their supply die and are allowed
to make one camp action each. Camp actions are often granted by powers
but the following are available to all characters:
• Rest: Sleep and rest your head to prevent fatigue cursing you.
Additionally removes 1d4 Blight
• Keep Watch: Roll Vigilant to stay alert as you watch over the others.
If no one successfully Keeps Watch then the GM may introduce a
conflict or take two Curse Tokens
• Bandage up: This requires two players and costs a Medicine
Stockpile roll. One player acts as the healer and must make a Wits
check and the other to get bandaged up for 1d4 Toughness or reduce
any injury by 1 in severity if successful.
• Fix it up: Using a Repair Kit and Wits a character may unjam one of
their guns or repair damaged armour and weapons by one die size.
In town players may do any number of camp actions (while still paying for
supplies if needed) but may also shop for equipment, get professional
repairs and medical treatment and check notice boards or other sources for
work. This need not be tracked with segments and the need for rest like
travel.
Damage Blight
1 Accuracy Wits
2 Discreet Persuasive
3 Quick Courage
4 Grit Vigilant
Then increase it's injury level by the amount of harm you are over:
For Example: Jameson has just completely failed his armour roll against a
giant, blighted bird's talons. Not wanting to take damage (or risk the
grasping claws) he uses his mystic power Uncanny Reflexes (1d4) which
allows him to prevent Damage equal to his Force as a reaction. He sets his
force at 6 to nullify most of the nine damage and rolls 6d4 along with his
Vigilant check.
It's important to note that even if Jameson had failed his vigilant check he
still would have taken all the blight he rolled.
Actions:
In addition to normal actions you may also spend your movement action to
reload 1 die size worth of loaded into a weapon (and roll your ammo
stockpile).
You may also take cover where appropriate. Cover grants you an extra 1d4
armour against any non mystical ranged attacks. People may spend a
movement action to flank you and negate this where possible.
Powers: