Professional Documents
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Special Thanks
All the great people and communities who supported this Blood and Doom © Dicetale Games 2023. Artwork © Dicetale
project from an early stage on. Friends and early playtesters Games 2023. Distributed by Modiphius Entertainment.
who helped the project sail the right course. The amazing Printing Edition: 2023-01.
Darren Watts (who passed away recently and who will be
The Blood and Doom ruleset and names, logos, characters,
sorely missed) for his wisdom and for helping to refine the
likenesses, characteristics, and all related elements included in
game’s concept. My dear friend Fadil el Ghoul for believing
this work are copyright Dicetale Games 2023. Unauthorized
in me throughout development. Dirk Vandereyken, for
use of copyrighted material is prohibited. This is a work of
being available day and night to get this project finished.
fiction. Any similarity with actual people and events, past or
Mark Graham, the first artist to join and help shape the
present, is coincidental and unintentional. All Rights Reserved.
project visually.
A Blood and Doom Open Game License will be made
Also Thanking
available upon the final release of the game. This BaD-OGL
Runehammer, Dungeon Craft, Seth Skorkowsky, Questing
will allow creators to use any and all content presented in
Beast, and Web DM for providing endless inspiration on game
the Blood and Doom Open Game Content, made available
design and principles through their online platforms.
at the same time.
Influences
Dungeons & Dragons, Call of Cthulhu RPG, Index Card
RPG, Five Torches Deep, 5e Hardcore Mode, Powered by
the Apocalypse, Conan – Adventures in an Age Undreamed
Of, Grim World, Exalted, Deathbringer, Numenera, Fate
Core, Old School Essentials, Forbidden Lands, Ironsworn,
Lamentations of the Flame Princess, Torchbearer, Low Fantasy
Gaming, Mouse Guard, Pathfinder, Changeling the Lost, 13th
Age, Warhammer Fantasy Roleplay, HERO System.
2
CHAPTER 7: CHAPTER 11:
FEATS ....................................... 149 COMBAT &
ENCOUNTERS ...................... 199
4 5
Introduction
INTRODUCTION
three) that is absolutely necessary to play the game. and Archetypes, but that’s not all! You’ll also find out
It is a big chunk of what you will find in the final Core about using hirelings, mounts and mounted combat.
Rulebook and will allow you to start playing right The final book will present Advanced Traits, more
away. It covers a large part of the rules, but also omits Powers, and a lot more Magic. It also features heavily
a lot of the more specific information you’ll eventually expanded travel rules and more!
want to have if you’d like to delve deeper into the Not enough, you say? Well, we didn’t think so either,
world of Athyr and the options you have available as as there are two more books you can get and each of
a Player Character. them also has its own free Primer you can download
This Primer book will introduce you to the rules and the as a PDF right now (or came bundled with this book).
setting. It’ll show you how to create a Character and The first is the Doomsayer’s Codex: Guide to Athyr. It
four of the nine playable Classes are already included. presents the five known regions of the world of Athyr,
Each Class also has two Archetypes, making for no less the only exception being the pirate realm of Taliath
than eight unique Archetypes you can choose from. and the secretive nation of Keldor, both regions where
The final book, which will Kickstart on April 4, will explorers rarely dare to tread. The Primer delves
add five more Classes and ten Archetypes to the mix, deeper into Ethennia and Ishta mainly, while the final
dramatically expanding the available choices! book will also include Evandyr, the Islands of Roshan,
Of course, Classes and Archetypes also come with their and the Sundered Wastes covered in great detail.
WHAT IS A TABLETOP own Abilities, Skills, Feats, and unique Traits, Powers,
and Magic. This Primer book comes with many of each
There is more, as cults are threatening the future of
Athyr. A doomed world, it seems only a matter of
ROLEPLAYING GAME? and the combination of all of those things makes each
Character stand out. Combined with the Character’s
appearance and personality, there are a sheer endless
time before one of these foul organizations is able
to perform a final ritual that will bring the revolting
extradimensional entity it worships into power. There
Picture a world beyond the boundaries of our own, Player Characters, Monsters, beasts, and animals your
number of personas you can create. are twelve cults, each worshipping one of the twelve
where the realm of the imagination reigns supreme. Characters meet. As the Doomsayer leads you through
Lastly, this Core Rulebook Primer also delves into many Heralds of Doom, and we’re presenting all of them in
Where every thought, every decision, every action a series of challenges and obstacles, you’ll be tasked
aspects of going on an adventure, including possible another hefty tome called the Doomsayer’s Codex:
can shape the course of an epic adventure. A tabletop with making decisions, rolling dice, and improvising
environments to explore, handling combat and all The Twelve Pillars of Doom . The Primer presents two
roleplaying game is a gateway to this boundless realm your way through the twists and turns of the adventure.
kinds of different encounters, Conditions & Afflictions, of them, the Sheddai and the Yiukashin, in all their
of possibility. It is a game that transcends the confines But a tabletop roleplaying game is more than just
a ton of equipment to choose from, and a large section unholy glory.
of the physical world and invites you to become a hero, a game. It’s an opportunity to explore different aspects
a villain, or anything in between – although, in the case meant for the Doomsayer’s eyes only, with advice on Learn about their history, structure, Herald of Doom,
of yourself, to step into the shoes of someone entirely
of Blood and Doom , you’d better not lean too much how to prepare and run games for Players (including encroaching influence, rituals, spells, records, artifacts,
different, and to experience a world of adventure and
to the dark side, as it will corrupt you and it will lead several Stat Blocks). There’s also Quickstart Characters, and monsters through the Primer PDF. The cults are
magic that exists only in your mind – and maybe as
you to your doom. On Athyr, only the courageous and empty Character Sheets and a world map of Athyr designed to be fully integrated with the Blood and
maps, 2D or 3D terrain, illustrations, and miniatures
the daring stand a chance of holding their own against included as separate PDFs. Doom setting and even power entire campaigns. We
on your tabletop. No board is necessary, though, and
the dangers that are threatening the world. In essence, this Blood and Doom Core Rulebook wanted to give you the opportunity to add the horror
tabletop RPGs – or ‘TTRPGs’ – can uniquely be enjoyed
according to your own taste and The Twelve Pillars of
At its core, a tabletop roleplaying game is a collaborative as theatre of the mind plays only. They offer you Primer is a shorter, fully playable 1.0 version of the final
rulebook you’ll be able to back through Kickstarter, Doom book grants you exactly that freedom.
experience. You and your friends will create a story a chance to build relationships with your fellow players,
together, taking on the roles of characters within that to learn how to work together as a team, and to create which is set to include around 420 pages of game Of course, even though there are thousands of
story. One of you will take on the part of the Game memories that will last a lifetime. content once complete. It should give you not just interesting locations and NPCs, Travel Acts, points
Master, also called the Keeper, the Narrator, the a pretty good, but an excellent idea of what we have of interest, and quest hooks included in the core
So, if you’re ready to embark on a journey of epic
Director, the Storyteller, or the Dungeon Master in in store for you! books, we wanted to give you some fully-fledged
proportions, if you’re ready to explore new worlds and
other roleplaying games and called the Doomsayer in adventures as well. Faces of Evil isn’t your run of the
test your skills in the face of danger, then a tabletop
Blood and Doom . The Doomsayer will be acting as mill adventure, but a complete investigative murder
roleplaying game is the game for you. Let your
your senses, telling you what you see, hear, smell, taste, mystery with lots of social interaction and a healthy
imagination run wild, and let the adventure begin!
and feel. They will also take on the roles of the Non- dose of combat added to the whole. It should be
available as yet another free download by the time
6 7
Introduction
the Kickstarter campaign launches on April 4, 2023. If you back us on Kickstarter, books – whether as PDFs or DOOMSAYER’S CODEX: DOOMSAYER’S CODEX: THE
The Seven Jewels of Azul-Ra is a jungle adventure
with lots of exploratory action, treasures to find, NPCs
in print – are not the only thing you’ll be getting. We’ll
also offer you a cool Doomsayer’s Screen, miniatures,
GUIDE TO ATHYR TWELVE PILLARS OF DOOM
to talk to, and enemies to defeat. It’ll be available as a custom dice set of 12 dice, including a Setback die, ▪ Covering all Subregions of Ethennia and Ishta, ▪ Covering all 12 Cults and their Herald of Doom,
a free download during the Kickstarter campaign’s and another 7 polyhedral dice, card sets, and more! including the currently missing Beshaar Desert, adding 10 more cults to the Yiukashin and
third week. We absolutely promise you that you’ll be getting a lot Plains of Nihar Din, The Dying Lands, Badawo Sheddai currently covered in the Primer.
While our Kickstarter campaign is running, we’ll also
of bang for your buck, so please make sure to follow us Wilds, Akani and Charr Dhan. ▪ Each of the 12 Cults comes with their own unique
give you the opportunity to get us to do another three
and hop on board as soon as the Kickstarter launches –
we’ll even have something very special for you if you’re
▪ Complete Chapters on the Islands of Roshan, the History, Ranks, Rituals, Texts (such as Tomes and
adventures to be will be included in your final rewards: Sundered Wastes and Evandyr, also including all Scrolls), Artifacts, Spells and Corruption Effects.
amongst the first to do so!
The Lost City of Taoeshi will take your Characters to
the enigmatic Islands of Roshan, where myths have Look for Blood and Doom on Kickstarter.com or
their Subregions (over 16 more in total) described ▪ Each Cult also comes with its own unique Cultist
in detail. Stat Blocks, totaling over 50 Cultists.
endured and are reality to most denizens of the realm; follow this direct link – it might save you from your
The Eye of Maru Dasa, which will give you an ancient ultimate doom: ▪ All Subregions will have (as they do for Ethennia ▪ Over 60 unique Monsters each specific to one of
temple to explore (or is it a temple?), and Rise of the and Ishta in the Primer book) countless Locations, the Cults and not included in the Core Rulebook
WWW.KICKSTARTER.COM/PROJECTS/
Black Sun , which will feature yet another one of the NPCs, Local Specialties, Goings-On, Quest Hooks, and Guide to Athyr.
DICETALEGAMES/BLOOD-AND-DOOM
blasphemous cults threatening our reality. Secrets & Rumors, Points of Interest, Travel Acts, ▪ Doom Levels for each of the 12 Cults, offering
Hex Maps and more. a step-by-step overview of how to build your
▪ Each Subregion and Location’s History, Peoples own Adventure or Campaign around a Cult. This
and Cultures and Politics. includes three unique goals they are trying to
▪ Over 80 unique Monsters and NPCs not included achieve, how the cultists go about doing this, and
in the Core Rulebook. what will happen should they succeed (or fail!),
▪
SUMMARY
Cult activity for each Location, to easily link offering specific content for your Sessions.
the cults described in the Doomsayer’s Codex: ▪ Unique Trauma Tables per Cult.
▪ Dozens more full-color illustrations.
OF A DDED
Twelve Pillars or Doom to any place in Athyr.
▪ Dozens more full-color illustrations. ▪ Totaling around 375 pages.
K ICKSTARTER ▪ Totaling around 375 pages.
CONTENT
CORE RULEBOOK
OTHER K ICKSTARTER
▪ 5 more Classes and 10 Archetypes. ▪ Additional Traumas. R EWARDS & STRETCH GOALS
▪ Advanced Traits, Powers and Magic for all ▪ Additions to rules for Events and Traps (including
9 Classes and 18 Archetypes. setting traps).
K ICKSTARTER R EWARDS K ICKSTARTER
▪ Over 30 more unique Weapons. ▪ Complete chapter on creating Adventures. ▪ Deluxe Slipcase Set including all 3 Blood and STRETCH GOALS
▪ Hirelings, Mounts and Siege Weapons. ▪ Optional rules, including Multiclassing.
▪ Extensive Travel Rules, including Journey, ▪ Lists and overviews, including a Rules Summary,
Doom books.
▪ Adventure: The Eye of Maru Dasa (Digital)
Expedition, River Run and Sea Voyage. and Trait, Power and Magic Sheets per ▪ Poster Map (Print Version) ▪ Map of Athyr’s Solar System, including its two
▪ Rules for Chases. individual Archetype. ▪ Doomsayer’s Screen (Digital + Print) suns, five moons, and other planets.
▪ 20 additional Monsters and NPCs. ▪ Updated World Map with Trade Routes. ▪ Adventure: ‘The Lost City of Taoeshi’ (Digital) ▪ 20 additional Monsters.
▪ 20 additional Beasts to use for the Druid and ▪ Dozens more full-color illustrations as you find in ▪ Blood and Doom Dice Set ▪ The Priest Class, including its 2 Archetypes and all
Hunter Class. this Primer. ▪ Card Sets (Print) including Weapon Attributes, Traits and Powers/Magic.
▪ Expanded Crafting Rules with item recipes and an ▪ Improvements based on community feedback.
Conditions & Afflictions, and Magic Item, Healing
▪ Adventure: Rise of the Black Sun (Digital)
ingredient / material list. ▪ Totaling around 420 pages.
Item & Poisons.
▪ Full Soundtrack composed by Knut Avenstroup
▪ 9 Character Miniatures & 9 Monster Miniatures. Haugen (Conan Exiles, Dune Awakenings).
8 9
Introduction
10 11
Introduction
CHARACTER
The adventurers whose roles the players take on
DUNGEON
Any place that might house foes, monsters, secret PLAYING THE GAME
during the game. They are known as Characters, or ancient texts, clues to complete a quest, and so on. Using the imagination of everyone around the table, whole. Think of it as how a movie or TV show plays out.
Player Characters (PCs). For convenience, throughout Dungeons are dangerous places waiting to be explored, the Doomsayer describes a Scene to the players, The former is short, to the point, and has an ending
this book when referring to ‘you’, it will usually also providing a ton of adventuring opportunity. Think of functioning as the Characters’ eyes, ears and nose for just before the credits start rolling again. Perhaps
mean your Character. ancient ruins, underground cave complexes, ominous a moment to let them know where they are and what is there is a sequel in the works, but even without one,
cult lairs and impenetrable fortresses for example. going on. The players are then free to respond and tell a movie usually stands fine on its own. The latter goes
CLASS
each other what their Character does or says, either by on for much longer, with some episodes being filled
This is what makes your Character unique, determines ACTION ROLL
describing it in third person or acting it out as if they with action and excitement, and others focusing on
what it is that they are good at, and what defines them. Explained thoroughly in the rules, an Action Roll
are playing a role in a theater play or a movie. the characters and their personal affairs. Whatever the
There are nine Classes to choose from each with two is when you roll a handful of dice (d10) to attempt
case might be, the ending often isn’t in sight until after
Archetypes. They are the Barbarian, Guardian, Hunter, a challenging action. The result of the roll determines Most of the time, the Doomsayer will drop little clues
a few seasons.
Shaman, Assassin, Druid, Slayer, Minstrel and Sorcerer. whether you succeed and to what degree, or if you fail while describing a Scene, informing players as to what
and perhaps even suffer a negative consequence. their Characters could pick up on and pursue. Players As you start out playing Blood and Doom , one of you
PARTY can have their Characters roam around a city to takes on the role of the Doomsayer and the other
A group of Characters who travel and adventure EDGE & CHALLENGE explore, travel to distant lands in search of treasure, players each create a Character to play with. Everyone
together. Usually this will be all the players’ Characters Whenever you make an Action Roll, you sometimes talk to NPCs they encounter, or look for signs of trouble is recommended to familiarize themselves with the
at your table or virtual tabletop. get to roll more or fewer dice than usual depending and offer their aid to an NPC in need. All the while, rules of the game as described in this book, but the
on the situation. When this is to your advantage, the Doomsayer will let players know what happens in Doomsayer most of all should read or skim through
DOOMSAYER you gain Edge and roll more dice. When it is to your response to the Characters’ actions. both this book (especially the Doomsayer Section in the
The Doomsayer, also known as game master or GM, is disadvantage, you suffer Challenge and roll fewer dice back) and the adventure at least once to get a good
the one who narrates to the players what they see and Blood and Doom would not be a game about
instead. idea of how to prepare, run and adjudicate the game.
hear in the world and reacts to the Characters’ actions adventure and evil cults if conflict and dangerous
Other books, like the Doomsayer’s Codices, will allow
and conversations by portraying NPCs and Monsters. BLOOD POINTS & DOOM POINTS challenges weren’t a big part of it. The Doomsayer
the Doomsayer to delve even deeper into the setting
Your Character has both Blood Points and Doom Points, will usually prepare, come up with quests for your
The Doomsayer also makes decisions about what and the lore, making sure they can come up with even
which form a key part of the game. You spend Blood Characters, or set up situations that draw them into
will happen after a die roll has been made and richer and more detailed backgrounds and stories.
Points to use Powers and cast Magic, while Doom Points a plot or adventure organically. As the story develops,
keeps the game moving forward. The Doomsayer obvious or less obvious assignments may arise for The world of Athyr is a place of wonder and danger,
is not an adversary of the Players, and though they can be spent to reroll dice and get another chance to
succeed at an action should you have failed. Characters to take on, usually involving some form where every step could lead to adventure or doom. The
may create exciting challenges for the Players’ or exploration, investigation, combat, magic-use, or Doomsayer’s voice rises above the clatter of dice and
Characters, you always play together to have a fun and another adventuring trope. the murmur of conversation, painting a vivid picture of
MOMENTUM
engaging experience. the world that surrounds the characters. The scent of
When you make an Action Roll and roll more successes This is where Encounters come into play. Unlike a Scene,
than required for its Difficulty, each additional success exotic spices mingles with the stench of decay, as the
NPC where everyone at the table can describe what they
represents one Momentum. Momentum can be spent players’ imaginations conjure up a bustling bazaar or
The characters whose roles the Doomsayer takes on say or do in an unstructured manner, an Encounter is
in various ways, to gain benefits, aid your allies, and a forgotten tomb.
during the game and inhabit the fictive world the made up of Rounds and starts as soon as any conflict
perform special moves with certain weapons among arises. Every Round, each Character, NPC, and Monster But danger lurks in every shadow, and the players must
game takes place in. They are known as non-player
other things. gets one Turn to act. This can include moving around be ready to face it at any moment. With a sudden lurch,
characters. If you’re lucky they are friendly to you and
your Party, but there’s a lot of NPCs with nefarious the environment, attacking, defending, helping allies, the scene transforms into a deadly encounter, where
intentions, most notably cultists! using magic, solving problems and much more. each decision could mean the difference between
life and death. The Players’ hearts race as they battle
As this goes on, Session after Session, players will get
MONSTER monsters, explore ancient ruins, and uncover sinister
a chance to make choices as to how their Characters
These are the natural and unnatural creatures that conspiracies. Through it all, they grow in strength and
develop, both through their actions and decisions
inhabit the world and often pose a danger to the wisdom, becoming legends in their own right.
made within the fictional world of the game (normally
Characters. They can be found almost anywhere and
Athyr, though other settings can easily be adopted), Blood and Doom is a game of both epic adventure and
fighting them will likely comprise a large part of most
and through earning Experience Points that allow unimaginable dread, where the Players will have to take
adventures.
them to Level Up, learn new things, and take on more on the roles of heroes in the making – quite possibly
challenging quests. reluctant ones – and face the ultimate test of courage
Together these Sessions make up what is called an and cunning. Journeying through the world of Athyr
adventure, which can last anywhere between one can be a glorious experience, an operatic drama, an
to about ten Sessions. Particularly long adventures emotional rollercoaster, and a symphonic power metal
are sometimes referred to as a campaign, involving extravaganza, but it is always an exciting, epic voyage,
Characters starting and finishing multiple smaller and we are honored to have you on board with us.
adventures that all tie together to form a bigger THE BLOOD A ND DOOM TEAM
12 13
Rules Overview
A BILITIES SKILLS
Every Character has fifteen Abilities that determine Every Character has a number of Skills to complement
how good they are at performing certain actions or their Abilities. Skills tell you something about what your
overcoming challenges presented during the game. Character is trained in and what kind of experience
CHAPTER 1:
Whenever a Character attempts to do something or they have. They are more specific than Abilities and
reacts to the world around them, it is always related to only apply in specific situations or when using certain
one of these Abilities. weapons or tools.
RULES
If you are unfamiliar with the roleplaying game trope For example, the Skill ‘Wilderness Exploration’ would
of Abilities, you’ll get the hang of it soon enough; be of help when trying to navigate through a dense
every Ability is pretty self-explanatory, and detailed forest or find food while traveling across a desert, while
information about their use and meaning can be found the ‘Swords’ Skill is useful for fighting with a scimitar
OVERVIEW
in the ABILITIES & SKILLS CHAPTER ON P. 136 . or katana. Whenever one of your Skills applies to
a situation you get to roll extra dice that increase your
Once your Character has been created they will have
chance of succeeding an action even more.
a number of points in each Ability, known as an Ability
Score. The higher an Ability Score, the more dice you
get to roll when using that Ability and so increasing your
chance of success. The ACTION ROLL SECTION ON P. 18
goes into more detail on how dice rolling works.
ABILITY OVERVIEW
STRENGTH Physical strength and muscle power
B O DY
DEXTERITY Finesse, balancing and crafting
TOUGHNESS Stamina, resilience and constitution
REFLEX Reactiveness and speed
STEALTH Moving stealthily and hiding
CLASS & A RCHETYPE INTELLECT Brainpower, abstract knowledge and logical thinking
MIND
Nine Classes will be playable upon the official release of Blood and Doom. In this primer WISDOM Practical knowledge, healing and survival
book, a selection of four Classes is included to create your Character, each described in
LORE Knowledge about culture, history and myths
the CHARACTER CREATION CHAPTER ON P. 56 . To better understand the game’s
rules as discussed in the following sections it can help to know a little of what a Class is AWARENESS Perception and awareness of surroundings
about first.
FOCUS Stability of the mind
Every Class in the game is split into two Archetypes that further define it. The Barbarian
Class for example includes the Nomad and Gladiator Archetypes, one of which you will
choose if you decide to play a Barbarian. Each Archetype in turn has number of unique HEART Sympathy, social adeptness and integrity
SOUL
attributes in the form of Traits, Powers and Magic.
MYSTIQUE Secrecy, deception and seduction
Your Class is central to your Character, and the first thing you choose when you create
one; everything else, like allocating Ability Scores and choosing an Origin and Character COURAGE Bravery, composure and leadership
Path will flow from it naturally. Now that the basics are covered, it is time to dive a little
deeper into what all of it means.
INSIGHT Sensing intentions and deceit
WILLPOWER Steadfastness and resisting evil
14 15
Rules Overview
TRAITS, POWERS Some Traits allow you to gain ‘Charges’, which can be MAGIC is rare in the world of Blood and Doom , yet When your Character does something during the
& M AGIC
spent to use the Trait’s effect a set number of times. there are those who have mastered it nonetheless game, it usually looks something like this:
These Charges are gained per Rest, per Day, at the start (cultists most notably!). Just like Powers, using Magic
of an Encounter or when something specific happens. requires Blood Points to be spent. The Druid, Shaman
Each Class Archetype has a variety of unique Traits,
Powers (or Magic) that can be used during the game.
An example being the Assassin Ninja’s ‘Blood Oath’, and Sorcerer are Classes that can each use a form of FICTION
They are a large part of what makes each Class and
with which they gain 6 Charges whenever they make
a promise to someone to defeat, capture or kill a target
Magic which is unique to only them. Of these three,
the Druid is included in this primer book, focusing on
▪ The Doomsayer describes a Scene; something
Archetype unique. You start the game with a certain that is happening, or simply the things you see,
that wronged them. The Ninja can spend a Charge at the forces of nature to wield magic and bend their
number of each and get to choose more as you reach any time to increase their chance of success to help natural surroundings to their will. hear or smell wherever it is that you are at
higher levels and can improve the ones you already have. further their goal and hold their promise. that moment.
For example, the Druid Stargazer’s ‘Control Elements’
A brief overview is presented here, though more POWERS are often more impactful than Traits, but they allows them to shape, move, solidify or vaporize any ▪ You describe your Character’s action; what
details can be found in the TRAITS, POWERS & MAGIC are temporary and using them requires Blood Points to element of their choice, from fire or water to earth they do or attempt, or their reaction; how they
CHAPTER ON P. 145 and the CLASS & ARCHETYPE be spent. For example, the Barbarian Nomad’s ‘Destroyer’ and air, and even metal. The Druid Kindred’s ‘Wild respond to perils and danger. If possible, give
CHAPTER ON P. 72 . allows them to destroy objects like wooden doors and Growth’ lets them create, twist and roots and thorn some detail on the hows and whys; add some
TRAITS usually aren’t actively used; instead, a Character iron locks with a single blow from their weapon for up to bushes on large area or surface that can either retrain, flare and imagination to what you want to do.
always gains its benefit. Unlike Powers and Magic, 1 minute. Another example is the Guardian Vanguard’s knock down or even harm opponents.
every Class and Archetype has Traits. A good example ‘Turn The Tide’, which they can use to let an ally take
an extra Action on their Turn and possibly get out of
of a Trait is the Guardian Warden’s ‘My Life For Yours’,
which allows the Warden to protect an ally at their a tough spot during a fight. Not every Character can M ECHANIC
FICTION &
side by taking part of the damage they would receive use Powers, however. They are reserved for Classes that (These mechanics and game terms are all covered in
from an opponent. do not use Magic, and vice versa. the upcoming sections.)
17
Rules Overview
ACTION ROLL Your Dice Pool is made up of the following: For example, let’s say you are making your way
PLAYER FACING RULES
Often the game progresses with players describing what ▪ ABILITY SCORE through a dense jungle and want to see if you can
spot the hidden temple ruins that are rumored to
they do or say and the Doomsayer responding with You always add a number of Action Dice equal to
be somewhere in that area. The Doomsayer will ask Blood And Doom is a ‘player facing’ game,
what happens next without making dice rolls. However, one of your Ability Scores. for an Awareness Roll. If you have the Archeology & which means that unlike in many other
any time you attempt to do something challenging or
anything else which has a reasonable chance of failure,
▪ SKILL RANK Stonework Skill or maybe Perception & Investigation, tabletop roleplaying games players make
You add a number of Action Dice equal to these would certainly be useful in this situation and almost all dice rolls and the Doomsayer
you make what is known as an Action Roll. the Doomsayer should allow you to add Action Dice
a Skill’s Rank only if a Skill applies. very few. You make Action Rolls both when
For example, to attack an enemy, spot something that
is hidden, scale a mountain cliff, navigate your way
▪ EDGE AND/OR CHALLENGE from either one of those Skills’ Rank. On the other
hand, if you have neither, you’ll probably end up just
you act (on your Turn, during an Encounter)
You sometimes add or subtract even more dice,
rolling Awareness.
and also when you react (on an opponent’s
in the wilderness, cast a spell on someone, or recall
as covered in the Edge & Challenge section. Turn, during an Encounter).
knowledge about a place’s history.
You also make an Action Roll when something happens Most of the time, the Doomsayer lets you know ACTION ROLL = For example, instead of the Doomsayer rolling
to you, like when you defend yourself against an attack, what Ability to use when making an Action Roll. For ROLL ACTION DICE (D10) for a Monster to make an attack, you as the
jump out of harm’s way from a trap that triggered, or example, Strength when you make a melee attack player make an Action Roll to defend yourself
IN DICE POOL (ABILITY + SKILL)
resist poison from a snakebite. In such cases you make with a glaive, Awareness when you try to spot danger instead (using the Toughness or Reflex Ability).
an Action Roll to determine whether you can avoid it or clues, Mystique when you try to deceive someone 8, 9 = ONE SUCCESS If you succeed, you avoid getting hit. If you fail,
or reduce any harm you might take. during a conversation, or Reflex when you jump out of your enemy strikes true and you’ll likely take
the way of a triggered trap. With a Strength Score of 10 = TWO SUCCESSES damage. Similarly, if an NPC tries to trick you,
4, you can add 4 Action Dice to your Dice Pool. Simple
the Doomsayer does not roll to see if the NPC
ROLLING DICE as that.
ROLLING ADDITIONAL SUCCESSES succeeds. Instead, you make an Action Roll to
To make an Action Roll you roll a bunch of Action Dice In some cases, though, more than one Ability could Additional successes rolled above the required Difficulty determine whether you can see through the
(d10) and try to get as many results of 8, 9 and 10 apply, and you can then choose depending on the aren’t wasted, but instead used to gain additional deception (using your Insight Ability).
as you can, which are referred to as ‘successes’. Each approach you take. For example, some weapons allow benefits, succeed triumphantly, use your weapon’s
Action Die that comes up 8 or 9 counts as one success, you to use either Strength or Dexterity when attacking, special attributes, help an ally, or when casting magic:
while every 10 counts as two successes. Action Dice and when defending yourself against an opponent’s increase the spell’s effect. This is all covered in more
that come up 7 or lower have no effect and can be melee attacks you can use Toughness (to stand firm detail in the MOMENTUM SECTION ON P. 31 .
disregarded, with exception of your Setback Die (a d10 and hold your ground) or Reflex (to dodge the attack).
of a different color; more on this later).
It is up to you to determine whether a Skill could
The Doomsayer always lets you know how many
EXAMPLE
be beneficial to your action, which should always be
successes are required to succeed at an action. The discussed with the Doomsayer. If a Skill applies, you can Akar and Nehresi, two fearsome warriors from The Battleaxe is a weapon that can only be
harder the thing is you attempt to do, the higher the add a number of Action Dice equal to the relevant the Valgar Plains, are making their way across wielded using Strength. Akar has a Strength
Difficulty and the more successes you’ll need. The Skill’s Rank to your Dice Pool. If none of your Skills apply, the arid deserts of Ova Dyr to deliver an Score of no less than 5, and a Skill Rank of 2 in
default is 2 successes, but it could be anywhere from you roll as many Action Dice as your Ability Score only
1 to 5. More on this can be found in the DIFFICULTY important message to the Twin Amrins of Nadir. the ‘Axes’ Combat Skill. Akar’s Player gets to roll
(though as usual Edge and/or Challenge can apply).
LEVEL SECTION ON P. 28 . Of course, rolling more During their third night of trekking across the a total of 7 Action Dice, and the Doomsayer
successes than required works as well; it doesn’t have sandy dunes they are surrounded by a pack calls it a Difficulty 2 to hit the Plain Beast. The
to be the ‘exact’ number of successes, just as long as of hungry Plain Beasts, ready to devour them result is 8, 8 and a 10 (ignoring numbers lower
you roll equal to or higher than the Difficulty. whole. than 7), which is no less than 4 successes! More
So how many Action Dice do you get to roll for REFERRING TO than enough for Akar to cleave his mighty
a specific action? This depends on the size of your ACTION ROLLS Akar and Nehrasi know what to do and
immediately ready their weapons and stand Battleaxe into the muscled neck of the Plain
Dice Pool. The better you are at doing something, the
Beast pack leader.
more Action Dice you can add to your Dice Pool to Action Rolls are usually referred to just by back to back as the four Plain Beasts draw closer
roll for that action. ‘Dice Pool’ is really just a fancy way their relevant Ability name, which for the from all sides. Both adventurers know that (A Battleaxe has a Weapon Attribute known
of saying ‘the dice you collect in your hand before you above examples would be: ‘Strength Roll’, getting the upper hand here might mean the as ‘Brutal’, which would allow Akar to pull off
roll them’. But this is also one of the most fun parts Awareness Roll’, ‘Mystique Roll’, and so on. difference between life and death, and Akar a devastating move and deal extra damage
of the Dice Pool: you get to physically add as much You will encounter those terms frequently decides to leap forward and lash out with his because he rolled more successes than required,
Action Dice as you can (or are allowed) to your hand, in this book, always meaning an Action Roll
shake them up, and roll to see what happens. Battleaxe, attacking the largest and fiercest of but we’ll cover that later to keep things
using the Ability mentioned.
the Plain Beasts in hopes to scare off the others. simple here).
18 19
Rules Overview
20 21
Rules Overview
CHALLENGE Situational
Things like hiding, taking cover,
having higher ground, but also
the environment, the objects in it, prior planning, or
a perfect set-up, you gain Edge. You can usually only
so, but only the Character who takes the lead makes an
Action Roll to perform the Action.
Whenever you make an Action Roll you can increase the Advantage make use of one situational advantage per Action Roll,
social or investigative advantages. To work together like this, it should be possible that
number of Action Dice in your Dice Pool, for example though there are exceptions. Feel free to let your your coordinated efforts benefit the situation. For
by setting up advantages for yourself or others, or by One Character takes the lead Doomsayer know if you think this is the case. example, bashing against a regular-sized door can
working together. This is known as gaining Edge. Working and makes an Action Roll while A common way to gain Edge like this is when you reasonably only be done by two Characters at most,
Some circumstances however do exactly the opposite Together allies assist to increase the chance engage an opponent who is unaware of your presence, and when attacking an opponent each Character who
and decrease the number of Action Dice in your Dice of success. either by sneaking up on them or setting up an ambush. assists should be able to let the Doomsayer know how
Pool. This is known as suffering Challenge. You can find It also includes things like making the floor slippery they intend to do this.
Some of your Traits, Powers and
an overview on the next few pages of the most common Trait, Power with oil, escaping through bramble bushes while you
or Magic Magic can give you Edge as well,
ways to gain Edge or suffer Challenge. know a path and your opponent doesn’t, or attacking
When you gain Edge and / or suffer Challenge, simply
or even your allies.
someone from an advantageous position. TRAITS, POWERS & M AGIC
add 1 Action Die to your Dice Pool for every Edge gained Gain Edge when an ally Objects that provide a situational advantage exclude Some of your Traits, Powers and Magic provide Edge to
and subtract 1 Action Die from your Dice Pool for every gives you a Boost, if you do commonly used items and weapons, but instead refer you and one or more of your allies. Their description
Boosting
Challenge suffered. The easiest way to keep track of this anything related to what they to things like a knocked-over table or pile of barrels lets you know when this is the case. Opponents also have
is by physically adding and taking out these dice as you just accomplished. to take cover behind, or a chandelier to swing across Traits and special Actions they can perform that impose
ready them in your hand to roll. the room with. Feel free to try things out and ask your Challenge when you have to react against them.
When an opponent is hampered
Doomsayer if what you want to attempt is beneficial
Unlike your Ability Score or Skill Rank, Edge and by a Condition, you sometimes
Conditions and can give you Edge.
Challenge aren’t permanent and can change from one
Action Roll to another. For example, when you attack
gain Edge if you can take
More options like these are covered in the COMBAT &
BOOSTING
advantage of it. How to give an ally a Boost or how to make use of
an opponent while hidden you gain Edge, but not again ENCOUNTERS CHAPTER ON P. 199 , but situational
a Boost yourself is explained in the MOMENTUM
after they have become aware of your presence. If you advantages aren’t exclusive to physical confrontation
SECTION ON P. 31 . In short, when you receive
attack an opponent while you have higher ground on CHALLENGE by any means. For example, you can gain Edge by using
a Boost, you can use it to gain Edge if you immediately
the other hand, you gain Edge and keep doing so as leverage to lift a heavy object, or by using sensitive
Things like harsh weather, act upon the advantage gained from an ally’s efforts.
long as you hold that position. information to persuade a guard to grant you passage.
Situational climbing a slippery surface, an
If you ever end up having to roll 0 Action Dice after Disadvantage Setting up situational advantages can be considered
ambush or having accidentally
applying Edge and Challenge, your Action Roll fails
insulted someone.
the bread and butter of adventuring. The world is SITUATIONAL
automatically, though Doom Points can be spent to
help out if needed. More on this in the DOOM POINTS When you get attacked by
a dangerous place, and your opponents are often sly
and deadly. Going straight toward your goal without
DISADVANTAGES
Like situational advantages, there can also be many
SECTION ON P. 34 . Regardless of how much Edge a group of opponents, you considering how to gain the upper hand can mean the
Opponent things that hinder your actions instead. The Doomsayer
you gain, you never roll more than 12 Action Dice total don’t always roll to defend difference between victory and defeat.
Group Attack lets you know when this is the case. Situational
at any time during the game. against each, but roll once
disadvantages can range from environmental
with Challenge.
EDGE / CHALLENGE = Just like Characters, Monsters
WORKING TOGETHER challenges, to hidden opponents attacking you, to not
respecting the dress code at a royal ball. Whenever
When you do something and one or more allies help
ADD / SUBTRACT ACTION DICE Opponent and NPCs have Traits and you do anything that might be affected by these
out, you gain Edge per ally who adds something to
Trait / Action special Actions that can circumstances, you suffer Challenge.
improve your action. This is a great way to overcome
impose Challenge. challenging obstacles or defeat powerful opponents It can also happen you attempt something challenging,
that would otherwise be hard to tackle alone. When but not quite enough to raise the Difficulty Level.
Conditions like Poisoned, Blinded
working together, one Character always takes the lead Instead, the Doomsayer can decide you suffer
or Prone can cause you to
Conditions while others assist. Challenge instead, which is slightly more beneficial to
suffer Challenge to perform your chance of success.
specific actions. This could be anything from breaking open a door to
a coordinated effort to bring down an opponent to
22 23
Rules Overview
OPPONENT GROUP ATTACKS Caving Skill Rank of 2. She rolls an 8 and a 10 EXAMPLE runes painted on the ground, the Doomsayer asks
Imagine getting attacked by three opponents at once (ignoring lower numbers), equaling 2 successes. Ulmar, Salanthe and Fidrico are making their Salanthe’s Player to make an Awareness Roll, as her
and having to make an Action Roll to defend against Enough to make the Difficulty of 2! Nazoya Character is the first to enter.
way through a haunted crypt, torches in hand
each opponent. This would slow down the game to
climbs across the ridge gracefully. to illuminate their path inside this dark and dank Salanthe has an Awareness Score of 4, and 1
a halt and isn’t very exciting. Instead, when a situation
like this presents itself there are special rules where you Kelim has a Dexterity Score of 5, but underground dungeon. They had noticed the Rank in the Perception & Investigation Skill. At
only roll to defend yourself once but suffer Challenge unfortunately no Skill that applies. Kelim’s faint sound of footsteps in the distance earlier this point it seems clear what is going on, and
for each opponent above the first. Player looks at his Character Sheet and asks the but were unable to see far enough to spot the Doomsayer reveals that Alzabar is hiding
There is a little more to it than that, as the damage Doomsayer if maybe ‘Wilderness Exploration’ anything. Could the rumors be true? That the behind the door, ready to strike. The Difficulty
possibly dealt by your opponents is also affected. The applies, but the Doomsayer rules that it’s a far mad cultist and warlock Alzabar the Cruel has is 4 to spot him, as he is an exceptionally
COMBAT & ENCOUNTERS CHAPTER ON P. 199 goes been hiding in the crypt, plotting to sacrifice the
stretch to use that for this particular climb. sneaky individual. She rolls 5 Action Dice but
into this in more detail.
boy who was abducted from the nearby town of only manages to get 2 successes. The Party is
Luckily, Nazoya has a rope and decides to hold
Okabi one week ago? caught off-guard by Alzabar and the blood-
one end tight and throws the other end to
CONDITIONS Kelim, who ties it to a sturdy-looking rock. Using Tempted by the allure of a hefty reward, and of stained dagger he so skillfully wields. As a result,
You can suffer a Condition when something bad course out of the goodness of their own hearts, whoever Alzabar chooses to attack first suffers
the rope, the climb has gotten a bit easier for
happens to you, like getting Poisoned by a poisoned the Party of adventurers presses on in hopes of Challenge to defend themselves. Of course, he
Kelim, who gains Edge (from this situational
arrow, Blinded by darkness, or knocked Prone by will have revealed himself when he does, and the
advantage) and Kelim’s Player can add 1 extra dealing with the matter. As they finally arrive in
a powerful attack or object crashing into you. Some remainder of the Encounter continues without
Action Die to his roll. He gets to roll a total of 6 the room where the boy is being held, bound with
Conditions cause you to suffer Challenge, though there
ropes and sitting in a circle of candles and sinister this penalty.
are many other negative consequences possible as well. Action Dice (adding 1 to the Dexterity Score of
When an opponent suffers a Condition exactly the 5), without using any Skill.
opposite happens, and you gain Edge to any Action Roll Unfortunately, he rolls just 1 success; not enough
that can capitalize on their Condition. For example, if
to make the Difficulty, and Kelim slips and ends
an opponent is knocked Prone you gain Edge to attack
up hanging above a 100-feet drop holding on to
them. A complete overview of Conditions is listed in the
CONDITIONS & AFFLICTIONS CHAPTER ON P. 216 . the rope for dear life. Nazoya immediately acts
and tells the Doomsayer she wants to give all she
has to try and pull up Kelim. ‘Such a feat requires
EXAMPLE
Strength’, the Doomsayer replies, and luckily,
Nazoya, a fierce Barbarian with a short temper, Nazoya has plenty.
and her best friend, a gentle and kind-hearted
Nazoya has a Strength Score of 5 and an
Druid by the name of Kelim, are making their
Olympian Skill Rank of 2, for a total of 7 Action
way to the Taluan Caves in the southern parts of
Dice to roll. The Doomsayer sets the Difficulty
Torra Nyega. They are in search of a legendary
at 3, as pulling up Kelim while being stuck on
treasure that is supposed lie hidden there;
a small and treacherous mountain cliff is no easy
remnants of an age long forgotten.
feat. Nazoya’s Player rolls two 8s and two 9s, for
As they make their way across the Domes of a total of 4 successes!
Maradhar, they stumble upon a particularly
That’s one more success than required, and
hazardous ridge they need to cross. The
because of this, the Doomsayer narrates how
Doomsayer decides this is no easy task, and
Nazoya easily pulls up Kelim. Nazoya’s Player says
asks both to make a Dexterity Roll, Difficulty 2
in character: ‘I got you. I’d never let you fall; you
(requiring 2 successes to succeed).
know that!’, to which Kelim replies: ‘Of course, I
Nazoya’s Player asks if the Climbing & Caving Skill wasn’t scared for one moment..’, as he wipes of
would be of use here, and the answer is obviously the sweat from his forehead. ‘Let’s go find that
‘yes’. She Rolls a total of 6 Action Dice, as Nazoya treasure!’.
has a Dexterity Score of 4, and a Climbing &
24 25
Rules Overview
WHEN DEFENDING ▪ You suffer more damage than usual from the
▪ Your armor becomes Dented. Armor can be Magic.
Dented a number of times equal to its Durability ▪ The duration of a Condition you suffer (like
Rating, after which it offers no more protection being Frightened, or Charmed) is increased,
until repaired. and/or the Difficulty to end the Condition is
▪ You get turned around entirely, or stagger ▪ Your weapon is lit ablaze with fire and you suffer
backwards out of reach, suffering Challenge to fire damage unless you drop it.
your next attack or related action. ▪ Your armor explodes or is shredded to pieces.
▪ You collide or interfere with an ally, causing them ▪ You become Exhausted, Troubled or Blemished.
to suffer Challenge to their next Action Roll. ▪ Instead of lowering an Ability Score by 1, you
▪ If after you defend a subsequent Action Roll lower it by 2.
needs to be made, to withstand or resist any
secondary effects of the attack, you automatically
fail that roll. WHEN DOING
▪ You suffer additional damage or even an Injury. A NYTHING ELSE
Most Setbacks during the game actually occur while
More on attacking and defending can be found in out adventuring and perhaps not necessarily engaged
the COMBAT & ENCOUNTERS CHAPTER ON P. 199 . in a confrontation. Many things can happen depending
Equipment and repairing items is covered in the on the situation. For example, when you try to lockpick
EQUIPMENT CHAPTER ON P. 152 .
the backdoor of a guarded castle, a Setback could
26 27
Rules Overview
For example, asking a noble lord to hand all their riches over to you with no good reason won’t
ever succeed, not even if you roll 5 successes or more. Likewise, attacking a Dragon with your
bare fists (save for poking out its eyes maybe) won’t ever succeed either, as its natural scale
armor simply cannot be penetrated without a weapon or using magic.
It is highly recommended that the Doomsayer be clear and final when determining that
something is impossible. Letting players attempt things that are simply not within their
Characters’ abilities can lead to outrageous results. At times these can add enjoyment to
gameplay, but frequently the result breaks immersion, and encourages players to try to roll for
everything, no matter how hard.
28 29
Rules Overview
Gain
Mostly for non-combat Action
Rolls. Spend Momentum to
BOOST
a Benefit Whatever action you perform, if you accomplish
gain benefits and succeed
anything that an ally might be able to benefit from, you
triumphantly.
can spend 1 Momentum to give them a Boost. Should
Give an ally Edge to one of an ally act on what you set up for them, they can use
their Action Rolls if they can this Boost to gain Edge to one Action Roll related to it.
Boost an Ally
immediately take advantage of Unlike when you work together as described in the
what you just did. Edge & Challenge section, you don’t need to give up
your Turn to help someone. Instead, your exceptional
Use Momentum can be spent to
success (at whatever you were doing) creates
a Weapon perform special actions using one
Attribute ‘momentum’ from which someone else may benefit.
of your Weapon’s Attributes.
A Boosted ally must act not long after they received
Some Traits, Powers and Magic their Boost to take advantage of it, which is most useful
Trait, Power
or Magic allow you to spend Momentum during an Encounter when taking Turns. In this case,
each in their own unique way. a Boost lasts until the end of the Round when it was
obtained. Without an Encounter taking place, a Boost
must be used immediately after it is gained. In either
BENEFIT case, Boosts cannot be saved up and should be spent
The simplest way of applying Momentum is to before being able to receive another Boost.
determine how well you succeeded at something. Most importantly you should be able to justify how
Usually, the Doomsayer will think of beneficial effects and why what you did can benefit an ally, which you
gained when this happens, but you should feel free to can discuss and deliberately plan for. It is up to the
pitch in and think of something cool together. The Doomsayer to decide whether your plan can work as
Doomsayer does have final say over what will happen. intended or not.
Utilizing Momentum this way works best for actions In rare cases multiple allies may be able to benefit
performed during a Scene as opposed to an Encounter. together from what you did, in which case, at the
For example, when you try to spot danger or clues it Doomsayer’s discretion, you could be allowed to spend
can lead to uncovering even more than expected, or more than one Momentum; one per ally that you want
when trying to figure out if someone is lying it could to Boost. All allies Boosted this way are then expected
provide additional information about their personality to act on it immediately to make use of their Boosts,
and underlying intentions. as usual.
30 31
Rules Overview
You cannot Boost an ally by spending Momentum In addition to getting an even fairer price than EXAMPLE EXAMPLE
from reacting to something, like defending against an Laevandyr was asking for, the shopkeeper takes Illy-Hun, a Druid Stargazer from Sionto, one Imra, a battle-hardened warrior from The Dying
attack, jumping out of the way of a trap, or resisting a liking to his straightforwardness. He kneels
poison. It should always be something you initiate of Roshan’s Trinity Islands, channels ‘Control Lands, is locked into deadly combat with a vile
down behind the counter and pulls up a few Elements’ to move a piece of stone barricading Sheddai cultist. She swings her maul over her
yourself, and that can potentially help an ally.
goods he had tucked away there, saved only an entrance. Her Player describes how she head, trying to wipe the arrogant smile from the
Boosting is a great way to work as a team and tackle
for ‘special’ customers: several beautiful leather stretches out one of her arms and makes man’s face forever. Imra’s Player needs to beat
obstacles you come across in a cinematic fashion,
creating combos of subsequent actions made by your bags, and some particularly alluring footwear, a movement with her hands, as if she’s grabbing a Difficulty of 2 and rolls 5 Successes. He spends
entire Party where one Boosts another and another all of which he is willing to part with for the object from a distance. She makes an Action 3 Momentum to activate the weapon’s Brutal
the next. When coordinated right, a Boost can even be a more than decent price as a result of rolling Roll to determne if the Magic succeeds and Attribute, smashing Imra’s maul into the cultist’s
used to defend against an opponent’s attack or other 2 Momentum. what size of rock she is able to move. arm, splintering his bones! The cultist needs to
harmful effect.
let go of his two-handed sword, while Imra also
The Difficulty of the Magic is 2 and if the Player
gets to inflict 3d6 points extra Damage on top
succeeds without gaining Momentum, Illy-
EXAMPLE
WEAPON ATTRIBUTES Hun will only be able to manipulate an item of what his maul usually deals. The Ethennian
The EQUIPMENT CHAPTER ON P. 152 lists an While embroiled in a fight with a band of smiles as the Sheddai drops to his knees, too
the size of a backpack – not nearly enough to
overview of special actions that can be performed Thalian pirates, Ragnaar the Barbarian has just busy with coughing up blood to call out his
swipe away the slab of stone. Luckily, she rolls
by spending Momentum using one of your Weapon’s decapitated his opponent and is looking to Herald’s blasphemous name.
Attributes. The more Momentum you have to spend, 5 successes, gaining 3 Momentum and swiping
cause some more carnage. A few feet away
the more powerful their effect. Think of things like away the entire obstacle, revealing a tunnel
from him, one of his allies, the swashbuckling
severing an opponent’s arm, impaling them with a spear that leads deeper into the damp cave complex
and pinning them to a wall, making extra attacks or captain Menar, is having a hard time fending
where the Troglodytes her Party has been
parrying an opponent for a relentless counterstrike. off a particularly well-groomed raider who is
looking must be hiding.
Each weapon in the game has one or more of these slashing at him with a jagged cutlass.
attributes, like ‘Powerful’, ‘Swift’ or ‘Vicious’.
Ragnaar jumps into the fray and needs to
beat a Difficulty of 3 to succeed, but his Player
TRAIT, POWER OR M AGIC gets 5 successes – gaining 2 Momentum!
Some of each Class Archetype’s unique Traits, Powers Since the weapon Ragnaar is wielding has the
or Magic utilize Momentum in various ways. Refer to Vicious Attribute, his Player decides to spend 1
the CLASS & ARCHETYPE CHAPTER ON P. 72 to
BLOOD POINTS
Momentum to inflict Bleed 1 on top of dealing
learn about what you can do if you choose to play
damage as usual. The Barbarian cut a scarring SPEND BLOOD POINT(S) =
such a Character. USE POWER OR MAGIC
wound deep into the pirate’s chest, leaving
blood splatters all over the ship’s wooden
EXAMPLE
planks… and some of its crew. USING BLOOD POINTS
While visiting a leather workshop in Vahlia,
a beautiful gem-encrusted leather armor
Additionally, David uses his second point of
Blood Points represent the life force and will to face
adversity in the world of Blood and Doom , and the
GAINING BLOOD POINTS
Momentum to Boost Ragnaar’s ally Ymar, who You start the game with 6 Blood Points that grant your
catches Laevandyr’s eye. Known for his strength that is given to those who dare to attempt
is also engaged with this same opponent. His Character the capacity to do extraordinary things, and
legendary stinginess, the haughty noble tries and save Athyr from its (unavoidable) doom. The world
also being the maximum you can have at any time.
Player can now use that Boost to gain Edge is rife with danger and cults who would do nothing
to haggle down the price, prompting the Whenever you Rest and have accomplished (or tried
to defend himself should the wounded pirate rather than see the world burn or become its sole
Doomsayer to ask his Player for a Mystique Roll to accomplish) valiant and heroic deeds, you can roll
decide to attack Ymar, or to gain Edge on an masters with all others their slaves.
at Difficulty 2. He rolls and gets an 8, another 6 Action Dice to gain back Blood Points. You gain 1
attack of his own. During the game, Blood Points are most commonly Blood Point per success rolled. Whenever you Recover,
8, and a 10, which is no less than 4 successes! It used to activate your Character’s Powers and when you replenish all your Blood Points instead and no roll
also means that Laevandyr will get 2 Momentum using Magic. As long as you remain a force for good is required.
and the Doomsayer decides that the shopkeeper and work towards making Athyr a better place, you’ll
In addition, the Doomsayer can reward Characters
agrees to let go of his masterwork at a major be able to replenish your Blood Points and keep
with Blood Points at other times during the game, for
discount. fighting the good fight. Should you stray from that
example after defeating a powerful and corrupted
path, you may find yourself lost and without the ability
monster or when saving innocent people from the
to use Blood Points any longer.
hands of a cult about to sacrifice them. When this
32 33
Rules Overview
34 35
Rules Overview
& SPEED or Distant and can be useful for players as well as the
Doomsayer to describe a Scene or Encounter.
Most often it comes up when describing the positioning
SIZE of a Character or Monster and how they move around
during an Encounter, which is when distance and range
The size of creatures or objects in the game is best
become a bit more important to define than during
described by making a comparison to something
other moments in the game.
everyone can relate to. For instance, the size of a cat,
an elephant, a house or a castle tower are all things CLOSE and NEAR are both ranges related to things
we can imagine in our mind. One elephant might be in your direct vicinity; used often when talking about
a bit smaller than another and the same can be said for fighting with melee weapons and taking a few steps
a house or castle tower, but that rarely matters; such around as you do. For example, swords and daggers
descriptions trigger the imagination much more than reach up to Close range, while a halberd, whip or
talking in terms of feet or meters. kusarigama can reach up to Near range.
For rules purposes, Monsters are divided into size FAR and DISTANT are ranges related to things and
categories, allowing a distinction to be made when size actions that reach quite a bit further out; used often
is important. These size categories are TINY , SMALL , when talking about fighting with throwing weapons
MEDIUM , LARGE , HUGE , MASSIVE , ENORMOUS , or ranged weapons such as shuriken, throwing axes or
and GARGANTUAN . a bow.
Far
throwing a handaxe, firing a Valdyrian SPEED For more complex Encounters it can be helpful to use
About the size of a sailboat or Characters and most Monsters have an average miniatures and a map to provide some more detail
Enormous bow or throwing shuriken. This is about
a modest house. Movement Speed, referred to in short as their Speed. about the environment and everyone’s position in it. To
3 times Near.
Somewhere around the size of Some Monsters however, can have slow or fast do so, it is recommended you use a map without a grid
Massive A decent sprint away, requiring some Movement Speeds, or variations thereof. Average and estimate distances based on their descriptions,
a castle tower or a whale.
time to cross. Suited for firing a recurve Speed equals being able to move up to Far distance on keeping the action at the table fast and cinematic even
The size of a mansion, castle, or Distant
Gargantuan bow or arbalest. This is about 3 a Turn, while Slow Speed halves this distance and Fast when a map might become the focus of attention for
anything bigger. Speed doubles it. some time.
times Far.
To accommodate this style of play on a map and
Anything that is further away than Distant range
adjudicate any disputes that might arise about how
is referred to as Remote, which is about as far as
the eye can see when outside in the open. Remote
M APS & M INIATURES far a Character could move, the Reposition Roll (and
Running Encounters in Blood and Doom can easily be other such tie-breaking and decision rolls) is included
distance rarely comes up during any Encounter and done using ‘theater of the mind’. This means all the as part of the game rules. It can be found on P. 212 .
no weapons or magic spells can reach that far. That is, action is described in relation to each other; choosing
unless the magic can target someone across immense to be more abstract than exact and imagining the
distances, for example a radius of 100 miles, at which action in your mind, without the use of minis and
point referring to it using the above terms cease to be a map.
relevant altogether.
36 37
Welcome to Athyr
CHAPTER 2:
their motivation was, the current pantheons took over, corner and political infighting seems to be more
and they have been worshipped across most of Athyr prevalent than in previous times, despite the many
WELCOME
ever since, although Roshani keep pleading to their One alliances and the bustling trade between most regions.
True God and Ishtans call to their spirit deities. Where once the Ethennian sandstorms known as
Rhogoon and the volcanic outbursts of Mount Obetu
Whatever the reason, coinciding with their departure,
in Ishta were responsible for the most dangerous
the Al’Harayad (Ethennian for ‘Divine Heat’) flattened
weather phenomena, now, adventurers return form
the Valgar Plains and the center of the world shook,
TO ATHYR
their quests recounting tales of bizarre occurrences
burying entire cities underneath the sands and sinking
and depraved cults. Beasts that once seemed to stay
city-states that are now only rumored to exist thanks
within their habitats are venturing out more often and
to songs and tales that have been passed about them
many fortunetellers have stopped talking about their
throughout the ages. Their remnants are still there to
visions, while some diviners have even taken their own
be uncovered deep underneath layers of earth, rock,
lives or gone insane.
or water.
The year is 3765, and portents indicate a great
calamitous event due to happen 3 years from now,
when a celestial event that occurs only once every
THE M ASTERY
24 years has Issira and Aureya align with Athyr and its
five moons. Astronomers and astrologers have stared
conjecturing that some of the stars in the night sky
A BANDONMENT
engineers, artisans, craftsmen, and other non-magical Welcome to a world of Blood and Doom .
38 39
Welcome to Athyr
ETHENNIA
THE R EGION A BOUT ETHENNIA
Ethennia is by far the largest region in Athyr. With also There are many reasons for visiting Ethennia: its delicate
land connections to both Keldor and Ishta, Ethennia silk robes, intricate tapestries, and Ethennian libraries,
is – in every sense of the word – the center of the but also its local gastronomy, with a prominent role
world and it is almost a wonder that Ethennians aren’t to play for the many exotic spices you have found on
a more prideful people, and most Ethennians you have markets as far outside of the region as Evandyr and the
met are welcoming to strangers, maybe discounting Islands of Roshan.
some of the fiercest and solitary nomadic tribes and In the Ethennian cities, princes and kings known as
nomads that roam the arid Beshaar Desert or the Amrin and queens known as Alika reign over their
diverse Valgar Plains. populace. Outside of these centers of civilization,
Split through the middle by The Great Artery, Ethennia almost the entire population lives a nomadic life and
is largely made up of extensive deserts and grasslands, settlements are usually temporary. Given the means,
interspersed with more fertile regions; rolling hills that cities usually claim large swathes of lands far beyond
are difficult to navigate by anything other than the their city walls, which effectively makes them city-
indigenous flightless birds known as the Hiriku; much states, even though you’ve never heard of any Amrin
sought-after oases; and foreboding mountain ridges. or Alika charging taxes. Connecting these sovereigns
People you have met along your travels talked about are the Grand Amrin, who are purportedly elected to
fearsome Mountain Giant tribes and unhallowed make sure that the many royals can easily stay in touch
monstrosities, but outside of pack animals and pets, with each other.
you’ve never heard them describe anything that sounds Across the lands in-between the cities, the Rhogoon
even remotely docile or friendly. rage; sandstorms that obscure anything they touch
Although its vast areas of sand, stone, and grass from view within seconds, and nothing strikes fear in
would suggest otherwise, Ethennia seems to hold just the heart of a weary traveler as much as the Great
as many wonders and just as much treasure as other, Khamsheen, the largest storm of its kind on Athyr,
more disparate regions. This is not a land of ancient capable of erasing an entire village if the necessary
tombs, inhabited caves, or strange creatures, but of precautions aren’t taken. Still, the prospect of treasure
buried megapolises, sprawling tunnel complexes, and has attracted a copious amount of adventurers to these
entire species that have adapted to the arid wastes so lands. Many have become rich, and you have heard
completely that they seem to have been made out of their names sung by minstrels across the world many
the very material that constitute it. Here, there must be times.
untold antediluvian secrets to be unearthed, and thus Many more have perished.
Ethennia remains something you – or at the very least
most of your peers – are drawn to.
40 41
Welcome to Athyr
thanks to their animal companions: Cizarth, a large, kept Taliathi pirates from raiding the plains in any large
native feline species capable of climbing the highest numbers for centuries now.
trees, as their most sought-after sidekicks.
There aren’t a lot of temples or other places of worship
OVA DYR
on the Plains of Nihar Din, and many of the peoples here
Desolate and flat, travelers to these plains count have turned to magic and science. Arcane innovation
only Aghrapur as a city worthy of that name, whilst marks even the smallest of settlements, despite the
the local Khalindrim don’t seem to care about other absence of libraries or other centers of accumulated
cultures and peoples. Much of the land is known not knowledge. This had led many to speculate that
to be in the hands of humans, but is dominated by something bizarre is going on in this subregion.
the great Sandworms that make this subregion their
THE VALGAR PLAINS
home. Not even the Urandir have been able to claim
Marked by the Al’Harayad –‘the Divine Heat’ – the
true dominion over the area, even though they
Valgar Plains are thought to have suffered the direct
have succeeded in appropriating abandoned tunnel
wrath of the Ancient Gods for abandoning them more
complexes from their Sandworm enemies.
than any other place on Athyr. In these modern days,
Ova Dyr is well-known for its floating rocks and a rare the Valgar Plains comprise a vast stretch of flatland that
metal called thelhium, the sturdiest forgeable substance hosts some of the greatest, most important Ethennian
on Athyr. There are more things here than the eyes cities and centers of culture, such as Tamon and
and other natural senses would suggest, though, and it Samorra, but you have also heard that many nomadic
has long been speculated that a gateway to the world tribes and a paganistic order of druids reside here.
of the Djinn can be found here.
Although the Valgar Plains are easily navigable because
42 43
Welcome to Athyr
ISHTA
banded together in temporary leagues and formations,
network of trails.
and that may or may not have been allies only the year
before. The conflict is compounded by the fact that Here, fellow travelers have seen creatures so large that
THE R EGION A BOUT ISHTA no less than 20 languages are spoken in Ishta, making
mutual understanding – or choosing which language
some of them easily loom over even the biggest of
Dinosaurs, ravenous beasts that would endanger the
Ishta is a hot and humid jungle region bordering the You have often heard of Ishta being referred to as
to learn when travelling to the continent – even more entire fauna of these jungles if so many of the semi-
dry plains and deserts of Ethennia in the north and the the most savage and deadly known region of Athyr,
difficult, despite the fact that most Ishtans are fluent in nomadic humans living here wouldn’t stage ritual
lukewarm Sea Of Blood in the south. It is a naturally much of which can be attributed to the abundance
more than one tongue. hunts for them, both to keep their families safe and
occurring lowland, but its mountainous borders have of predatory wildlife and the high number of warring
to provide their spouses and children enough food to
long kept the nobles of Ishta’s numerous tropical indigenous tribes that inhabit its jungles. Though much Despite their differences, the people from Ishta all
sustain them for months. The most fearsome of these
city states from having too much contact with the of Ishta’s population resides in small reed and clay hut believe in spirits as nearly-omnipotent beings, each of
chasers are known throughout Athyr: the awe-inspiring
nomadic tribes and traders from southern Ethennia. villages scattered throughout the various jungles and them either representing a particular aspect of nature
Jaida and their reptile steeds.
However, stouthearted merchants still brave the along their rivers and lakes, there are several large city or a broad abstract concept. Dozens of these powerful
treacherous passes from time to time, despite their states which maintain a more sophisticated, governed, spirit-deities are worshipped and, contrary to what is BADAWO WILDS
gorges and saddlebacks containing an unknown but and decadent existence. The most prominent of these usual in regions like Ethennia or Evandyr, the faithful While the perimeters of the Badawo Wilds are as lush
significant number of dangerous creatures like the are Qualat and Huexolta, ruled by powerful juntas of don’t mostly flock to a single divinity within their and green as anywhere else on Ishta, the frequent lava
degenerate, semi-human Troglodytes that claim the priests, nobles, and sages, who are just as much revered pantheon, but rather tend to call on multiple spirits at eruptions form broad plateaus of up to two miles thick,
heights as their own. as they are feared by their own people. once. Also, Ishtan natives continue to claim that these and the soil to its northeast is cracked and broken.
beings still actively intervene, in stark contrast with Here, the earth shakes frequently, but the peoples of
Far below the ornate Troglodyte caverns and extensive Civilizations from bygone ages have left behind traces
the gods of other pantheons, who seem to speak only the Badawo Wilds have taken extraordinary measures
cliff dwellings, Dinosaurs vie with humans for living in the form of buried and forgotten ruins in the jungle
indirectly, through their priests and ceremonies. to prosper here, while their priest-astronomers
space and dominance. The mountain ranges, the peaks so old that no living person knows even their names.
of which can reach as high as 1,000 rods, are snow- Some say these are filled with jewels and gold, bus also constantly confer with the spirits to forewarn their
locked during the winter months, and the tepid Sea harbor an ancient evil. Many think that Mount Obetu, communities should The Parching Pinnacle show signs
of Blood is infested by the much-feared pirates of an ancient volcano that lies restless and violent to this of becoming fully active once again.
Taliath, the boldest of which have been known to take day may be to blame for the demise of these long-lost Living both in forest towns and small palisade burgs
smaller vessels upstream to attack cities in audacious, societies, and its turbulent seismological roaring are built over molten magma, most Badawons – unlike
tactically ingenious raids. watched carefully by priest-astronomers of Qualat and most Ishtans – do not have to fear reptiles or other
Akshan for signs of another devestating eruption.
44 45
Welcome to Athyr
46 47
Welcome to Athyr
Evandyrian can be found especially on the Trinity Islands. academics and adventurers from across the ocean THE EIGHT M AIN ISLANDS IOKARA AND UNIGO
As the most eastern and distant islands of Roshan, both
Whatever the future may hold, Roshan’s ideology has who are seeking more information on a wide range of
been firmly rooted in its monotheistic religion and subjects, and nowhere on Athyr can more concentrated Iokara and Unigo have little contact with the dynasty.
THE TRINITY ISLANDS
belief in the One True God, who is worshipped in the expertise be found on subjects like legends, myths, The people here are often referred to as Roshani-
With their proximity and easy access to the empire’s
three Aspects that together comprise a Holy Trinity folklore, monsters, anatomy, and human behavior, mak by other Roshani, who feel their hunter-gatherer
seat in Kyoso, it should come at no surprise that the
representing every sentient living being: Jigao (The although almost all athenea are sorely lacking books lifestyle is barbaric and outdated.
presence of the dynasy and the church of the One
Body), Gaoya (The Mind), and Aoji (The Soul). Even on history and geography. True God are felt more strongly in Omara, Sionto, and The Iokara and Unigo natives have vastly different
priests are dedicated to a specific Aspect of the Trinity, Arosha than anywhere else except of course for Kyoso customs, even up to the point that certain gestures
and it is rumored that Gaoya clergy has mental powers itself. Proud warlords who received their medals and common on one island can mean exactly the opposite
that are very different than magic encountered KYOSO armor embellishments straight from their dynastic thing on the other. In the past, this has led to bitter
anywhere else. Stretched out over an entire island, the capital of Kyoso rulers patrol the lands and their highly-disciploned skirmishes between both peoples, but it must be
Every priesthood strives for self-improvement with is Emperor Zheng’s private home. It holds his royal troops deliver swift and summary justice whenever decades since their differences resulted in such
a focus on their chosen Aspect, and, uniquely, libraries army and fleet, his servants, his hunting grounds, his needed. The multi-leveled temples of the One True are altercations.
are operated by all three ecclesiastic branches working palaces, and those family members who aren’t residing higher here than on the other islands, often allowing
in their own stately mansions on the other islands. The each of the three three different orders to occupy ONESHI
together, each running a separate, clearly-delineated
city-island is thought to be impenetrable, which in no their own floors, with the priests of Jigao taking in the Also called ‘Dragon Skull Island’, Oneshi is, indeed,
section of these athenea. This has led to exceptionally
small part is due to the many keeps dotted around the lower levels, their peers of Gaoya above them, and the somewhat shaped like the skull of a native Dragon
well-organized and referenced centers of learning
smaller islands, the protective embrace of the bigger Aoji clerics taking in the upper floors. species known as the Yua-lyiun. Luckily, these creatures
and book collections, where knowledge is strikingly
Roshani masses of land, and the enormous wall that are hugely territorial and are rarely seen outside of the
accessible and easy to find, if present. Needless to From the extensive cemetery found on the southern tip
constitutes the entire island’s perimeter. mountains where they live.
say, the Islands of Roshan are often frequented by of Omara (which is primarily known for the gambling
houses, fighting rinks, animal races, and penitentiary of Oneshi is well-known for its diverse and interesting
‘Rickety Town’ Basari) to the friendly competitions of villages, each of which grew out of the exclusive
Sionto’s rival harbor cities and the Aroshan rivers, that presence of a guild. As one could suspect, each village
are said to be the tears of the great Indral (the last is known for its specialty, and some of the guilds have
known representative of an ancient race of gigantic become very focused, with the Guild of Firemakers
fur-covered creatures that towered over the Islands), and the Guild of Arcane Translations being the most
the Trinity Islands may be some of the most diverse notorious ones.
Roshanian landmasses.
48 49
Welcome to Athyr
50 51
Welcome to Athyr
52 53
Welcome to Athyr
Although worshipping Bhalion, the Prince of Darkness, EVANDYR’S SIX K INGDOMS LHANDOR anywhere on Athyr – juggernaut boats that double as
and his father, Ekashi, The Hateful, is forbidden, both Evandyr is made up of six kingdoms, each with their Situated to the west of Evandyr’s military giant Vahlia, capable, if slightly difficult to maneuver, warships.
play a significant part in the pantheon’s lore. own unique culture, traditions, and landscapes. the Lhandorian queen Yvrette recently managed to
Often at odds with Solnos over the mineral-rich
secure her country’s safety by having her youngest
The other dark gods, Melorra (Queen of Chaos), Yadira northern Isles of Urbolg, Oskolim has nonetheless
KARCHOVA daughter, princes Imerelda, betrothed to the Keldorian
(The Deceitful), and Shaeida (Harbringer of Death), and retained control over the ice-covered peninsula.
Karchovans are best known for their great galleons and prince Maskarev.
Jergal (The Envious) have all retained their temples and
caravels. King Zabian holds more western isles than any Lhandorians are also widely known throughout Athyr SOLNOS
followings, mostly because their priests believe that
other Evandyrian sovereign, and his family has created for being extremely superstitious – mostly about curses, Well-known for its availability of higher education and
they represent less enviable character traits that can
a seemingly impenetrable defensive belt out of both bad luck, and portents of doom. Commoners of any the grand universities that mark the land more than
become more dangerous if denied, and thus should
archipelagos, littering them with ship wharfs, military station spend their days festooned with a wide variety its palaces and temples. Adroit diplomats, charismatic
be focused through rituals that are supposed to be
barracks, watchtowers, and fortresses. of charms, totems, phylactery, and amulets. Rooms are negotiators, and soft-spoken rulers, the princes and
cathartic.
Despite the rumors of demon worship surrounding constantly smudged with herbs, complicated warding princesses of Solnos are all just as versed in espionage
Understandably, adventurers like you and others
the Kozoch (Karchova’s small but elite navy), many gestures are enacted, and mirrors of any kind tend to and double-dealings. Friendly at most times, but ruthless
willing to take up the task of taming Evandyr’s
adventurers are drawn to Karchova’s capital city of get treated with extreme suspicion. This is encouraged if necessary, the Solni have signed an agreement with
wilderness areas, stand up against the malevolent
Madena – the only harbor capital in all of Evandyr – and by the fact that Lhandor also has the largest share of Lhandor not to contest rulership over the western
creatures that too often plague its forests, and take
for one particular reason: its Seafarer’s Guild is the only bona fide fortunetellers, seers, and diviners anywhere island of Domaia by turning it into a massive resort
up arms against the cults are extremely welcome
one in the world that actively caters to adventurers in Evandyr, and you may come here to first to learn open to the peoples from all six kingdoms, as long as
and venerated everywhere in Evandyr, with Slayers
and not to fishermen or other people who ply less about your fate before continuing with your exploits. the required amount of gold is paid.
being particularly revered. In fact, the fastest route to
dangerous trades. Here, hirelings, mercenaries, and Still, Solnos is also marked by its illustrious past, when
success and renown on this continent has never been ORTHOSS
would-be heroes are not only trained in navigation, ancient bloodlines waged a grisly war with the rest of
ascendency to any throne, but rather martial prowess Far more carefree than other Evandyrians, Orthosi
geography, and sailing, but also in ship-to-ship combat, the continent, and the land to the south-west remains
and strategical insight. have spawned some of the best minstrels, travelling
monster baiting, and other skills that do not have largely barren except for the half-buried remains of
peaceful intentions. bardic troupes, and swashbuckling heroes on Athyr.
soldiers long dead and war machines the likes of which
The Orthosi royal houses managed to secure an
have not seen since. There may be more treasure to
enduring alliance with the semi-feral humanoids known
be found there than anywhere else on Evandyr, which
as Berendir centuries ago, and ever since, this fierce
is why so many adventuring troupes – often in search
mountain species has succeeded in discouraging any
for the same mythical item or priced relic – clash here.
army from trying to pass through the mountains or
enter Orthoss by crossing the western bay delineating VAHLIA
its border with Karchova. There is no doubt that Vahlia has the largest surface
An agreement with some of the most powerful Thalian of fertile mass of land and access to valuable resources
pirate lords to offer their crews safe haven in freetowns in all of Evandyr, but if not for the manmade passage
scattered along the coast, all in return for their through the two mountain passes leading to the
protection should it ever become imperative has done Sabretooth Bay east of Tarvos and to the north
the rest. Many a pirate has started selling information of Mooncrest Valley, Vahlia would not be able to
in Orthosi inns and taverns, so much so that it has capitalize on its trade capabilities as well as it has done
become a business more lucrative than actual raids or over the last centuries.
smuggle runs to many. This – amongst other, more typical reasons – has led
Vahlians to keep sponsoring the largest, best-armed
OSKOLIM
military in the known world. Needless to say, Vahlia
A highly advanced fishing culture, Oskolim do not only
also has some of the world’s best military schools and
excel as trawlers, clam diggers, and lobster trappers,
the weapon training to be had here is unparalleled.
but also as rugged mariners who are said to be
Adventurers who are educated in the art of war and
capable of surviving freezing temperatures even when
combat skills so typical of the Vahlian army usually hold
submerged for protracted periods of time. Confronted
an edge over fighters who have been taught cruder
with icebergs and entire floating islands of ice, Oskolim
and less effective martial techniques.
have cemented an already-legendary reputation
for themselves by building the only icebreaker ships
54 55
Character Creation
1. SESSION 0
Session 0 is intended to all get together first before choose a unique Class and Archetype instead of two of
you actually start playing the game and see how the same. The next section, Choose a Class, gives you
CHAPTER 3:
your Characters might know one another, what ties a brief idea of each Class and Archetype.
bind them to adventure together, and whether they Every Character of course has an origin, a story of
would even fit into the adventure the Doomsayer has
CHAR ACTER
how they came to be, whether from a humble village
prepared. Session 0 sounds like it will take up an entire destroyed by raiders, life of the streets of a decadent
afternoon or evening, but rest assured that creating city, or training in the art of magic since birth. Let
Characters for Blood and Doom can be done in under yourself be inspired by books, series or movies you know
one hour, allowing you to immediately start playing if you want, which can often help give you a general
CREATION
afterwards. idea of what your Character may be like. Also have
During Session 0, your Doomsayer may make a look at the map of Athyr and imagine what place you
suggestions, answer questions, provide information, might hail from. It is recommended most Characters
and sometimes may even veto any inappropriate or in the Party share the same Origin, with maybe one
confusing results or choices. This should always be or two exceptions. Athyr is an immensely large world,
done sparingly: but remember that the Doomsayer has and Characters all hailing from a different region are
an idea for the adventure or campaign in mind, and unlikely to end up together. But, more importantly,
assumedly knows more than you do about what sorts (as you will see later), there are many languages
of foes and challenges you will face. Their guidance is spoken across Athyr and it would be beneficial if your
inevitably going to be to help avoid Characters that Characters are at least able to talk with one another.
don’t fit in, be woefully unprepared for the adventures Also try and see if all your Characters would fit together
to come, or might break the narrative the Doomsayer as a group, perhaps even with the same goal that led
is trying to create through play. them to live a life of adventuring. Perhaps they all hail
So, what does Session 0 look like in practice? To start, from the same village that got burnt down, or maybe
check with your Doomsayer and ask them what kind you can come up with an idea of how you met and
of adventure they intend to run. Will it be a story of stuck together for one reason or another. Discuss with
exploration in search of mythical treasure? Or will it your Doomsayer if they may have some ideas as well,
rooting your Characters’ origins into their adventure in
SUMMARY
be an investigative mystery where your Characters are
SESSION 0 — PAGE 57 expected to help those in need find answers to some the best possible way.
horrible things that have been happening of late? Will Finally, it’s time to take out some Character Sheets and
When creating your Character, follow the steps CHOOSE A CLASS — PAGE 58 the adventure be set in a desert, a jungle maybe, or on start writing down all the details. Each Class Archetype
outlined in this chapter. Alternatively, you can use a ship sailing the oceans? Are there likely going to be
ORIGIN — PAGE 60 has a unique sheet, and a second sheet, the ‘Character
the Quickstart Characters provided at the back of a lot of Monsters to fight, pirates to capture, or will Path’, is the same for every Class. You should have
this book instead, allowing you to skip the character APPEARANCE — PAGE 70 the adventure be set in a city and feature courts and two sheets in front of you ready to start filling out
creation process entirely and start playing right away. political intrigue? Of course, not all these answers have the details. This is what the next sections are all about.
Doing so can be especially useful if you plan on playing PERSONALITY — PAGE 70 to be answered very clearly, and a general idea will do. Make sure to keep creating your Characters together,
a short adventure, lasting only 1 to 3 Sessions. For
PARTY VOW — PAGE 70
Then, try and think of what Class and Archetype you as some of the details especially in the Character
longer adventures or campaigns, it is usually more fun
might want to play and how you see them fit into this Path section require you to write down a Party Vow
and engaging to build Characters with your gaming
IDEALS — PAGE 70 story, or perhaps purposefully not fitting in at all, but for example, something that defines exactly what has
group together and discuss with your Doomsayer what
for a specific reason. Try to think about this together been discussed already during Session 0.
the adventure or campaign is going to be about, or HABITS — PAGE 71 with the rest of your group and see if each Player can
where in Athyr it will take place.
SIGNIFICANT PEOPLE — PAGE 71
56 57
Character Creation
WARRIOR CLASSES
M AGIC CLASSES
BARBARIAN
Considered uncivilized by many, but hailed as fierce warriors by others, Barbarians are DRUID
often raised in hostile environments far from the cities and towns of Athyr. They are Druids are often members of a spiritual or religious movement that worships the natural
either wandering Nomads who are used to live off the wild or trained Gladiators, who world, including the flora and fauna native to Athyr. These priests, teachers, and judges
make a living by demonstrating their skills in bloody combat to entertain the masses. are attuned to the environment and are often leading or advising their communities.
SEE P. 75 Kindred can draw on the essence of nature to transform into great beasts, while
Stargazers analyze celestial alignments to advise others and manipulate the elements to
GUARDIAN wield powerful Magic.
Guardians are stalwart knights who have dedicated their lives to a noble cause. Some
SEE P. 117
have sworn to protect the innocent, others are bound by oath or coin to serve. Honor-
bound, they vouch to either be Wardens ready to lay down their lives for another, or SHAMAN
inspiring Vanguards always found spearheading the battlelines. Mostly found in indigenous or tribal societies, Shamans are custodians of religious and
SEE P. 89 attuned to the spirit realm. They perform rituals of nature to commune or even summon
spirits, who they call upon as a form of Magic. The enigmatic Mystics can see into the
SLAYER ethereal plane with ease, while Soothsayers are adept counselors and healers who use
Slayers are specialized warriors who have been born or trained to singly-mindedly hunt their divinatory abilities to help others gain insight in their future.
and kill the most dangerous of beasts and monsters. The Bloodborn are naturals who came
into the world with certain innate abilities or who were raised in a society that thrust SORCERER
them into their role from an early age on, whereas Nightstalkers have been schooled to Versed in dark but powerful Magic, Sorcerers have learnt to decipher the ancient texts,
relentlessly hunt their prey, often in the most desolate places of Athyr. mystic glyphs, intricate runes, and arcane formulae found in dusty tomes or other
recording devices filled with (forbidden) knowledge. Shadowcasters tap into other,
murky dimensions to violate the laws of nature and cast Spells, while Illusionists trigger
hallucinations or create images out of mid-air that trick the senses into believing they
are real.
58 59
Character Creation
3. ORIGIN
Bhaidiri The Enlightened
over a short period of time due to increased trade
between the vast region’s cities. All other languages are
Aurelia Queen of Stars
spoken mostly by local tribes and nomads belonging
Choose one of the Origins below to determine where your Character grew up exactly or spent most of their
to one of Ethennia’s subregions and are generally
lives. The Welcome to Athyr chapter provides more details about all five these regions, though a brief description Sareha Peaceful Jewel
much older.
is given here as well. Each Origin provides suggestions for Character names (though of course you are free to
come up with your own), more specific details about where within the region you grew up, what languages MOSTLY Esmet The Dreamer
your Character knows as a result of this (offering several options), and what gods they worship or spirits they LANGUAGE SPOKEN IN
commune with. Jutow Lurker in Shadows
Most towns and cities across
Note that anything described here can be altered or changed to your preference, as long as you discuss it with Ethennian
Ethennia
your Doomsayer first and they agree on your suggested changes. Eothep The Formless Whisperer
Adiri Beshaar
Vastor The Sand Dragon
Aldaran Plains of Nihar Din
Aghab The Conqueror
ETHENNIAN living, or, instead one of Ethennia’s five subregions Ethyri Ova Dyr
Dharnan
Ethennia is the largest region of Athyr, encompassing if you prefer a more nomadic background or Djinn of Chaos
vast deserts, plains and steppes. As an Ethennian, you Ethemi Valgar Plains
to hail from a small, remote settlement. Such
are accustomed to a lifestyle where the winds and Wadahe Shepherd of Nature
settlements are not shown on the world map,
the sands dominate all. While many Ethennians live Valdyrian The Dying Lands
but you and the Doomsayer can come up Quisani
like nomads crossing the deserts in harmony with the Eternal Guardian
suns and the dunes, others dwell within the craggy with one together, or they might have more
mountainous regions, sequestered deep into the detailed information available including just such Alahad Watcher of the Seas
many caves, valleys, and arroyos, in homes carved and a settlement.
formed out of the rocky walls themselves.
▪ Choose a name for your Character. Menef iri Daughter of Creation
Dotted throughout the region are several oasis towns, ▪ If you chose a city as your background, you know Baimon The Omen
bustling harbors, and splendorous cities. Countless the language Ethennian and can also choose
kingdoms and empires have fallen and been buried one secondary language from any subregion of
beneath the sands of Ethennia over the millennia, but Khamenos The Just
Ethennia, or, alternatively, Ishtan (spoken in cities
today you’ll find mostly city states individually ruled by
princes and queens known as Alika, connected through across Ishta), Eroshan or Aroshi (spoken on the
their common allegiance by the Grand Amrin who are Islands of Roshan), or any of the six languages
elected from their royal ranks. spoken in the kingdoms of Evandyr.
Throughout the dusty landscape can be found ruins ▪ If you chose one of Ethennia’s subregions as your
of antiquity and unknown provenance, as well as vast background, you know that region’s language,
tunnel complexes built by creatures like the enormous and can either choose Ethennian as a secondary
Sandworms that traverse the region’s underground language, or any one language from a subregion
layers effortlessly.
neighboring the one where you grew up.
When you choose Ethennian as your Origin, follow
these steps:
▪ Choose between one and five gods from the
Ethennian pantheon that you have a particular
▪ Choose either an Ethennian city on the map that affinity with. More details on all gods and spirits will
you grew up in or have spent most of your life be included in the final release of Blood and Doom.
60 61
Character Creation
▪ Choose a name for your Character. Thori Akani Munajé The Death Spirit Enu Sutu The Song Spirit
▪ If you chose a city as your background, you know Andume
the language Ishtan and can also choose one Zebado The War Spirit Balkepi The Fire Spirit
Budume
secondary language from the subregion the city
Obima Uru’Massari Zanpak-Zeri
is located in, or, alternatively, Ethennian (spoken in The Sky Spirit The Hunter Spirit
Badawo Wilds
cities across Ethennia), or any of the six languages Siltoe
Waniga The Monster Spirit Saidori The Lake Spirit
spoken in the kingdoms of Evandyr. Ewera
62 63
Character Creation
▪ You know the language spoken on the island more spiritual Athraki. All are suspicious, hardened by scorn, as the subject of whatever woe has befallen the
GODS this tough life, and many look down on those who grew speaker. The most common are listed here. Others are
you were born on or spent most of your life. known and named, but feared less.
Most Roshani believe in the ‘One True God’, who is up in softer, kinder climes.
If you hail from a city on one of the Trinity worshipped as a trinity of aspects that together form
Islands (Omara, Sionto and Arosha), you can also one entity: Jigao (‘The Body’), Gaoya (‘The Mind’), When you choose Sundered as your Origin, follow Orthar The Blood God
and Aoji (‘The Soul’). Every home and business on the these steps:
choose a secondary language from the following:
Ethennian (spoken in the major cities of Ethennia) Islands has a small shrine to the One Who Is Three
within its confines.
▪ You hail from either of the cities Faru Sadin, Nhakai, Rhak The Gluttonous
or Ishtan (spoken in most cities in Ishta). or Asreja, or are a member of the many hunter-
▪ You can choose to either worship the ‘One True gatherer tribes (Kayachi or Athraki) that roam the
Kamano The Beast King
God’ or, alternatively, choose between one and five Sundered Wastes’ barren landscape. A lot more
Diredja The Lustful
gods from the Ethennian pantheon that you have details on these cities and many of the Kayachi and
devoted yourself to. Athraki tribes will be included in Blood and Doom’s Silnami The Judgmental
final release.
▪ Choose a name for your Character. Wazini The Trickster
▪ Whether from a city or living as a tribe member,
you know a handful of Kayachi and Athraki dialects Arakrex The Great Scorcher
and can make yourself known in most places across
Milandre The Depraved
the wastes. Additionally, you know one other
64 65
Character Creation
EVANDYRIAN ▪ Choose between one and six gods from the GODS
Most folk from Evandyr worship one or more of the
The folk of Evandyr are a mix of many cultures that Ethennian pantheon that you have a particular
twenty-two gods that make up their pantheon. Favor
have been at war and mingled with each other equally affinity with. Keep in mind that worshipping Bhalion for a specific god or gods over others usually stems
for time out of mind. The primary kingdoms are Solnos,
and/or Ekashi is considered forbidden. More details from personal choice and what someone might want
Oskolim, Lhandor, Vahlia, Karchova, and Orthoss, and
on all gods and spirits will be included in the final or desire at any given time.
they are culturally distinct from one another, but to
those from the mainland they all seem to be of a piece. release of Blood and Doom.
Each realm has its own king or queen, duke or duchess, Vanorra The Earthmother
or tzar or tzarina, but for the most part, the most COMMON NAMES
important figure is the elder of the village. Aisha, Amara, Belu, Daylen, Drystan, Eliarra, Eluvian, Melorra The Wielder of Chaos
Gendral, Gorvas, Gidea, Haldi, Idrim, Jeras, Kayla,
There are several cities of note dotting the fertile lands
Lorelei, Mirabel, Nayreena, Oleram, Savian, Syrdar, Anagdir The Courageous
of Evandyr, but even more hamlets and towns amongst
Tirgan, Vasilius.
its dark forests, and the royal families of each realm
Felnor The Bringer of Justice
are tied to one another by blood and oath, pact and COMMON LANGUAGES
promise. The people are generally superstitious and Although a select few scholars and nobles across Evandyr
Erathis The Knowledgeable
suspicious of outsiders, for good reason, as this land is are somewhat familiar with the ancient language Old
rife with ancient beast-folk, embodied spirits, undead, Evandyrian, most people speak only their home kingdom’s
and changelings. Acanthe The Bestower of Power
language and perhaps that of a neighboring kingdom
When you choose Evandyrian to be your Origin, follow they trade with.
Shaeida The Harbinger of Death
these steps:
MOSTLY
▪ Choose one of Evandyr’s six kingdoms you hail LANGUAGE SPOKEN IN Persemos The Voice of Reason
from. Then, choose either a city on the map in that
Vahlian Vahlia Yadira
kingdom, or think up of a small town or village not The Deceitful
shown on the map together with your Doomsayer.
Lhandorian Lhandor Gorshag
Alternatively, you can choose to be from a rural The Lord of War
area, to have lived in the mountains, etc. Karchovan Karchova Fortubo The Dreamer
▪ Choose a name for your Character.
▪ You know the language of your kingdom and one Orthosi Orthoss Lirr The Illuminating
adjacent kingdom or your choice. If you grew up
in large city, you may choose one more common Osho Oskolim Bhalion The Prince of Darkness
language spoken anywhere else on Athyr that
Solno Solnos
you have studied and know. This excludes the Jergal The Envious
many languages spoken throughout Ishta, but may
Torin The Valorous
include Ishtan (spoken in the region’s major cities).
66 67
Character Creation
68 69
Character Creation
4. A PPEARANCE 8. H ABITS
Describe your Character’s appearance in a few short sentences. You do not need Your Character has likely developed some visible habits or even flaws that are obvious,
to define every little detail, but you should try to provide a quick impression and perhaps get them into trouble. These are not so much personality traits as they are
of what someone else might see if they looked at your Character. Your realm visible manifestations of those traits. Your Character might be meticulous about their
of Origin may provide some guidelines on how your people generally look, but gear or their physical person, always trying to keep clean and wearing fine clothing.
such is the world of Athyr that your Character might look entirely unlike those They may be prone to overindulgence in alcohol, sex, or other pleasures of the flesh,
they grew up around. Things you might want to include here are height, build, or they might be strictly religious and make a point of noting how others’ behaviors
attitude, coloration, clothing style, etc. to give your Doomsayer and other fall short.
players a good idea what your Character looks like. Perhaps they are impatient and leap into reckless violence quickly and without much
hesitation or are willing to gamble even when odds are against them and money is low.
The Doomsayer can use these as prompts to get you involved with adventure, and even
as potential lures to get you to take notice of something. As with Ideals, every Class
5. PERSONALITY
offers some suggestions on Habits that you could use to take inspiration from.
Everyone has some sort of personality, and your Character should have some
traits or emotional characteristics that set them apart from everyone else. You
9. SIGNIFICANT PEOPLE
can write this as a few sentences that describe their overall personality and how
it manifests, or you can write some simple descriptive words. This is highly useful
for everyone in the group, so that they can color their dialogue towards your Throughout your Character’s life, they have likely grown up with family and kin, and
Character, but also so your Doomsayer knows how the world might perceive have been trained or learned from others. Describe up to three people—living or
your Character, and shape interactions accordingly. dead—who your Character finds significant enough to have influenced them at some
point in their lives, and write their names on your Character sheet, perhaps with a brief
explanation about the relationship.
This does not always need to be someone they love or like, either. It can be a bitter
6. PARTY VOW enemy or a childhood rival. Perhaps it is the leader of an evil cult who murdered your
Character’s family, or the wise master who trained you in the art of the sword. For
This should be determined with your gaming group together, as mostly already longer campaigns, these figures may emerge in gameplay, or their influence be felt, as
covered in the Session 0 section. A Party Vow determines what it is your group the Doomsayer crafts adventures with personal stakes that matter to you.
of heroes is focused on doing. It can be a saying, a motto, an oath, or simply
a declaration of what drives you to adventure and to stick together. It may be
that you have sworn allegiance to a particular figure and pledged your fealty,
If desired, your Character has one keepsake that is important to them. It can be
something relatively functional, like a small weapon or piece of ornamentation, or it
7. IDEALS can be something practical. It may be a religious symbol or icon, a piece of jewelry
once worn by a loved one, a lucky coin, a favorite throwing knife or special arrow, or
What drives your Character? What has sent them on the path to adventure and even some minor trinket that only matters to you.
what goal do they have? Is it vengeance for a past wrong committed against It cannot be something you can easily sell, as its value is almost entirely to you and
them or their loved ones, or is it a more mercenary desire to get rich and retire not to some random merchant. However, it may be taken from you, or something you
in comfort? Do they want to achieve some goal, or perhaps are they driven by might accidentally lose. How far would you go to get it back? You Cherished Possession
a religious calling? Or are they fatalistic, believing that they are chosen by fate has Load 0 and doesn’t require to be added to the Equipment section or Treasure &
to do great or terrible things? Each Class’s chapter provides some suggestions Trinkets section of your Character Sheet, unless you happen to cherish a bag of bricks.
for Ideals fitting for such a Character. Feel free to select one or several of those,
come up with your own ideas, or a combination of both.
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Class & Archetype
CHAPTER 4:
CLASS &
A RCHETYPE
72 73
Class & Archetype
BARBARIAN
PLAYING There are two Barbarian Archetypes:
A BARBARIAN
THE NOMAD was raised in Athyr’s vast wilderness;
whether running through the trees of a dark forest,
riding on horseback across the steppes, or stalking
CLASS TYPE: Warrior silently through the jungle, their families or tribes rarely
stayed in one place for long. Instead, they traveled,
COMPLEXITY: Low
either by necessity or because of they were driven to
do so by some other motivation, always looking for new
Deep within your veins flows an untamed force that
pastures for their livestock or new challenges to face.
sets you apart from the confines of society. Born
and raised outside the sheltered walls of civilization, The nomadic life leaves many superstitious, but others
betrayed by a society that was supposed to protect its deal with the unknown in a more logical, pragmatic
own, or abused for the gleeful entertainment of others, manner. Whatever the case, tracking, survival skills and
you have survived the harshness of the wilderness or physical feats are the Nomad’s craft. Their knowledge
have otherwise grown up beyond the controlled set of of – and capabilities in – their preferred terrain are
rules most ‘civilized’ people are expected to adhere to. unrivaled, as is their ability to deal with the unexpected
Instead, you hail from a place where only the strongest and the unknown. There are many types of Nomads: the
and most cunning prevail. heavily muscled brute wielding an over-sized weapon,
whipcord-lean desert wanderers equipped with bow
You are a paragon of freedom, bound by no laws or
and arrow, tattooed mountain-dwelling fighters, ship-
customs but your own or the tribe that you belong to.
borne raiders, and more.
Your very existence defies the expectations of those
who dwell within the cities of men, who often fail to THE GLADIATOR is trained to combat their adversaries
comprehend the raw power and unbreakable will that in brutal, spectacular manner, and was shaped by
drives you forward. a lifetime of servitude and violence in the arena. Many
Gladiators have abandoned their fear of death a long
You rely on the guidance of your own insights, the
time ago, while others are motivated by it, driven
knowledge shared within the group that you belong
forward by their unrelenting refusal to die.
to, and the strength of your unyielding muscles
to navigate the trials and tribulations of life. Your Stoicism, resilience, showmanship, skill with any kind of
community is forged through the shared struggle weapon put in their hands, and a willingness to kill if
and hardship of those who have faced the untamed required define the life of many a Gladiator. Some did
wilderness and emerged victorious. not choose this life and were forced into it by their
captors or owners, others resolutely chose to step
Many may call you a ‘barbarian’ or ‘savage’, simply
into the arena to match their martial prowess with
because you weren’t raised within the patronizing
whoever – or whatever – that was thrown at them.
confines of a metropolis, but they do so at their own
Most Gladiators must endure the paradox of being
peril. For they have yet to witness the sheer ferocity
simultaneously praised as celebrities whose exploits are
and indomitable spirit that fuels your being. You are
sung about and being despised as the dregs of society,
a force of nature, unstoppable and unrelenting, a true
feared as the deadliest of manslayers, and trusted
embodiment of primal power and raw survival instinct.
as the capable leaders needed to guide their allies
through the toughest of battles.
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Class & Archetype
LEVEL TABLE
CHARACTER
LEVEL PROGRESS
1 You get what you get. Check back here once you are Level 2.
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Class & Archetype
A RMOR PROFICIENCIES
be useful for a Nomad to have a decent score in. What 1d10 Cleaving Damage, 1d4 Slashing Damage, Vicious),
each Ability is used for during the game is explained in Brutal, Shatter) Bandolier (Load 1)
the ABILITIES CHAPTER ON P. 136 , including several You are proficient in wearing Light and Medium armor.
benefits you can gain for some of your Ability Scores. Armor and Armor Proficiency are both covered in the
EQUIPMENT CHAPTER ON P. 152 .
A BILITY SCORES
Body 5—4—4—3—3 TRAITS & POWERS IDEALS & H ABITS
To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Next, choose 2 Standard Nomad Traits (Level 1-6) and 2
Mind 5—4—3—3—2 Below are a few examples of Ideals and Habits fitting for a Nomad to take ideas from.
Standard Nomad Powers (Level 1-6) from the ones listed
in this chapter. Take some time to go over them and
Soul EXAMPLE IDEALS: EXAMPLE HABITS:
4—4—3—3—2 choose those you think would really fit your Character.
You’ll gain more as you Level Up. The open road is your home, and the wind your When you take a life in a battle well-fought, you paint
constant companion. The horizon is your only limit, your face with the blood of those you have slain as
More information about using Traits and Powers can
SKILLS be found in the TRAITS, POWERS & MAGIC CHAPTER
and the next adventure your only plan. a sign of respect or take a token to remember them
Your Character starts with the 4 Adventuring Skills People reveal their true nature when facing the by and honor them.
ON P .
shown here and you can choose 4 more from the dangers of the wilderness. People dwelling in cities
Whenever possible you are silent, listening to your
A DVENTUR ING SK ILL LIST ON P. 141 for a total of
hide their nature behind walls, gates, doors, and locks.
surroundings and the language of the land. This way
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
FEATS Freedom is worth fighting for, even if it means spilling
blood. No chain, no collar, no crown should ever hold
neither man nor beast can surprise you.
You can choose one Warrior Feat from the FEATS LIST you down. When you enter an enemy lair, you sometimes say an
▪ Balance & Acrobatics ON P. 149 . You gain another Warrior Feat at Level 5
The world is a dangerous place, but it is also full of
ominous yet ridiculous thing like: ‘You’ve come to the
▪ Hunting & Tracking and Level 9.
wonders. Seek out the beauty in every corner of it, and
wrong place’, even though you just entered their castle.
▪ Poison & Disease let it fill you with inspiration. When in camp it is great fun to silently sharpen your
▪ Wilderness Exploration STARTING EQUIPMENT Honor your word, but never forget that your loyalty weapons for hours, staring menacingly at anyone who
interrupts you or asks a question.
lies with your tribe or your compatriots. They are your
You also gain the following Combat Skills, showing Roll 1d6 and multiply its result x10. This is how much
family, and their well-being is paramount. You always carry a small pouch of dirt from the land
how you are trained in using certain types of Gold you have at the start of the game. You also gain
the Equipment listed here. More details can be found The call of the wild is a siren song that cannot be of your birth, to remind you of where you come from
weapons or other combat techniques. Each is
in the EQUIPMENT CHAPTER ON P. 152. ignored. Follow it wherever it takes you, and you will and keep you grounded.
already marked as Skill Rank ‘Novice (1)’. You can find yourself in the heart of adventure.
▪ Hide Armor (Load 1. Tags: Light, Durability 3,
then choose 2 more Combat Skills, all of which are You are a skilled storyteller, and often regale your
shown on your Character Sheet. Make sure to mark Your strength is not just in your arms, but in your heart companions with tales of your adventures or the myths
Protection s1, c0, p1, b2, e1) and your mind. Use your wit and your intelligence to and legends of your people.
those as well.
▪ Adventurer Pack (Load 1) outsmart your enemies and emerge victorious.
▪ Unarmed ▪ Bows ▪ Rope (60ft) (Load 1) Do not dwell in one place too long lest you become
You just love playing up stereotypes and sometimes
▪ Daggers ▪ Throwing ▪ 3 Rations (Load 1. Tags: Supply 3) attached to it. Travel the land, see the land, learn the
grunt, groan, or make up weird animalistic noises just
▪ Axes
to see your friends’ reactions.
land, master the land.
▪ 3 Torches (Load 1. Tags: Supply 3) When you make camp for the night, you take care
to set up traps and alarms to alert you of potential
threats. You are always vigilant and ready for what the
night may bring.
78 79
Class & Archetype
NOMAD TRAITS UNBREAKABLE WARRIOR suffer up to 2 less Madness respectively. An Injury still
counts as such for the purposes of other rules and
Gain 3 Charges at the start of an Encounter. During
STANDARD TRAITS (LEVEL 1-6) that Encounter, you can call upon inner reserves of
requires to be healed, eventually.
IMPROVEMENT
strength to overcome the effects of being hurt. When
You can heal Injury and Trauma when you get
BORN IN HARDSHIP RAGING WOLF you suffer an Injury or any amount of Madness, you
a chance to Rest for a minimum of 6 hours, in
When you succeed at an attack while two or more allies can spend 1 Charge to ignore the Injury’s effects or
a similar way as when you Recover.
You have Resistance to damage from environmental are within Near range, you can spend 1 Momentum to
effects, such as extreme heat, cold, sandstorms, toxic Boost both allies.
air, and so on. This includes not just natural phenomena
NOMAD POWERS
but similar forms of attack, such as an opponent RAGING LION
creating a deadly sandstorm, or a spell that causes When you brutally kill an opponent (e.g., chop of
intense winter temperatures to affect an area. a limb, or crush their body), up to three opponents
within Far range become Frightened of you until the
Additionally, you can sustain yourself by eating things
that disgust more “civilized” people. Once per day end of your next Turn. STANDARD POWERS (LEVEL 1-6)
when you Rest, you do not need to consume a Ration. IMPROVEMENT
This does not affect travel Rations. Gain the benefits of one additional rage type. VICIOUS WOUND 1 BP You can also destroy wooden doors, furniture, and
You can only use one type at a time. similar objects with a single blow from this weapon,
IMPROVEMENT LIMIT: Once per Attack
or you deal 2d4 extra damage instead of 1d4 per
You gain Resistance to fire, ice, lightning, and
ANCESTRAL GUIDANCE You know how to make particularly effective, deadly Momentum spent to destroy brick walls and stone
acid damage from any source.
attacks by targeting vulnerable spots. Activate Vicious objects that have a significant Resilience.
Gain 6 Charges per Rest. When you come upon ancient Wound to gain Edge to a melee weapon attack and IMPROVEMENT
FOR MY BLOOD! ruins, primeval woods, burial mounds, or similar sites, inflict an amount of Bleed equal to your Skill Rank to You can likewise destroy iron locks, cell doors,
you can look to your ancestors to give you guidance. one opponent on a success, applied after you have a drawbridge mechanism and other similar
When you take the life of a worthy adversary in combat When you make a Wisdom or Awareness Roll while at dealt damage. This Bleed is not added to other Bleed metal constructions with a single blow from your
(and you dealt most of the damage required to kill it), you such places, you can spend Charges to gain Edge, up to caused by this same attack, if any. weapon.
can shout out “For My Blood!” to make your ancestors a maximum of 3 per roll. IMPROVEMENT
proud and possibly be granted a boon. Roll 1d10.
IMPROVEMENT After you have made a successful attack using SAVAGE STRIKE 1 BP
▪ On a 1-3, your ancestors are not impressed. Gain 9 Charges per Rest. In addition to Wisdom Vicious Wound, you brutally rip back your
▪ On a 4-7, your ancestors see you have potential. and Awareness Rolls, you can also use Ancestral
Guidance with Lore and Courage Rolls.
weapon and immediately deal an amount of
extra damage equal to Bleed inflicted.
LIMIT: Once per Attack
Heal up to 3 damage. When you fail a melee attack by a margin of only 1
▪ On a 8-10, your ancestors are appeased. Heal up
DEADLY HUNTER ENDLESS STAMINA 2 BP
success, activate Savage Strike to still deal Basic Damage
to one opponent. This damage cannot be increased in
to 6 damage and gain 1 Blood Point.
Few people, even those raised in the wilds like you, any way and the attack is considered a failure. You
IMPROVEMENT USE: Bonus Action / Any Time
can match your skill at killing prey. While hunting in cannot use Savage Strike if you suffer a Setback.
On a 8-10, you can choose to cure A lifetime of fighting and surviving in the wilds has
a wilderness area (see below) you can make a Wisdom IMPROVEMENT
a Condition instead. made you tough and hardy. Roll a number of d4
Roll (Difficulty 2) using your Hunting & Tracking Skill You can deal Basic Damage when you fail a melee
when an Encounter starts or is about to start. For each equal to your Toughness Score and heal an amount of attack by a margin of up to 2 successes instead.
PRIMAL RAGE Momentum rolled up to a maximum of 3 you deal damage equal to the outcome. You also cure Bleed.
LIMIT: Once per Turn 1 extra damage whenever you successfully attack an IMPROVEMENT
MIGHTY STRIKE 1 BP
opponent for the remainder of the Encounter. You are also cured of either Poisoned, Slowed
When you fight, you can call upon the bestial rage of or Withered. LIMIT: Once per Attack
an animal spirit who holds special significance for you When you gain Deadly Hunter, choose 3 wilderness
(and your people). When you gain this Trait, choose areas / terrain types from the following for this Trait to Your attack is so powerful that few opponents can
one of the rage types listed below and gain its benefits. apply: Arctic, Coastal, Desert, Forest, Grassland, Jungle, DESTROYER 2 BP resist it. When you activate Mighty Strike, you gain
Mountains, Swamp, Wasteland. Discuss with your Edge to one melee weapon attack using a weapon’s
Doomsayer what terrain types might be expected in DURATION: 1 Minute
RAGING BEAR Brutal, Massive, or Shatter attributes and gain 1d4
When you successfully attack an opponent in the adventure or campaign. Your powerful strikes have the ability to damage, even extra Momentum on a success.
a weaponless brawl, you can choose to take up to 6 IMPROVEMENT destroy, an enemy’s weapons and armor. When using IMPROVEMENT
damage and deal that amount of extra damage. You can choose 3 more wilderness areas / terrain a weapon with the Shatter attribute, every Momentum The same applies when using the Impale or
types for Deadly Hunter to apply to. spent causes 2 Dented to your opponent’s armor Powerful Weapon Attributes.
RAGING TIGER
instead of 1, or you can spend 3 Momentum to destroy
Gain Edge to melee attacks during your Turn. Until
their weapon.
your next Turn, you defend with Challenge.
80 81
Class & Archetype
▪ Intimidation mistake, if they betray you, they will feel the sting of weapons. That way no one can take much from you.
82 83
Class & Archetype
When you defeat an enemy in a particularly bloody You know weapons like no one else - especially the big
and gruesome way while having dealt the brunt of the and powerful ones. Gain 6 Charges per Rest. When you
damage to them, heal 3 damage and make a Courage successfully attack with a melee weapon that has the
Roll using your Intimidation or Olympian Skill. On Powerful or Massive Weapon Attributes, you can spend
a success, gain 1 Blood Point if another enemy witnessed 1 or more Charges as Momentum for the purpose of
you. It helps if you show off, flex your muscles, and let activating those Attributes’ effects.
them know they are next. IMPROVEMENT
IMPROVEMENT Weapon Master also applies to weapons with the
Instead of gaining a Blood Point, you can choose Brutal or Impaling Weapon Attributes.
to gain a Doom Point.
84 85
Class & Archetype
86 87
Class & Archetype
GUARDIAN
PLAYING
A GUARDIAN There are two Guardian Archetypes:
THE WARDEN is a personal bodyguard dedicated to
CLASS TYPE: Warrior
the welfare and protection of their companions, willing
COMPLEXITY: Low to sacrifice their very life to defend them. They may
stand peacefully alongside their charges for months
Trained by the best war masters in the land, you have or even years, eyes alert for a blade from the dark
dedicated your life to helping those who cannot protect or a crossbow bolt from an alley, only to pour over
themselves. Sometimes, this means being a personal an emergent threat in a wave of aggression when the
bodyguard to someone you’ve been entrusted to, time comes. Often trained in the subtleties of court
sometimes it means selflessly representing an entire intrigues and state politics, and well-versed in history,
community in the frontlines of a battle as it is attacked the Warden will also seek to protect the interests of
by their enemies. Maybe you do this because you are their companions from the dangers that flow from pen
driven to do so by a past trauma or by the morals and tongue, in addition to those of the flashing blade
passed to you by your elders; maybe you are more of
THE VANGUARD leads the charge into battle, waving
a mercenary, bound by both honor and coin to defend
the banner of their glorious cause above them and
the sovereignty of an entire village, city, or realm.
exalting others to follow in their wake. They are
Whatever your motivation, as long as you are able to
inspiring leaders with a keen military mind and a vast
wield a weapon, you will always stand between your
understanding of strategy, tactics, and warfare. In
allies and their foes.
childhood, a Vanguard’s toys were often tin soldiers or
The Guardian Class is a good choice for players who sticks and rocks representing monsters and fearsome
wish to play an honorable knight or hireling who knows beasts, and their only friends were likely veterans
their way around the societal skirmish as well as on the dedicated to instructing them in discipline. As an
battlefield. A Guardian has been subjected to countless adult, they inspire friends, followers and even entire
hours of physical conditioning and weapons training by regiments to perform feats of bravery none would
experts often from an early age on, before they ever otherwise be capable of, their courage giving hope to
drew a blade or fired an arrow in combat, and wears others against seemingly impossible odds. When the
the best and heaviest armor gold can buy. Their ability sky blackens with arrows and the air is filled with the
to kill is tempered only by a code of honor and sincere screams of dying horses and soldiers, Vanguards charge
devotion to a cause, whether that of a god, kingdom, forward while inspiring others to follow their lead and
employer, or simply loyalty to their friends. protect those they have vowed to defend.
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Class & Archetype
LEVEL TABLE
CHARACTER
LEVEL PROGRESS
1 You get what you get. Check back here once you are Level 2.
90 91
Class & Archetype
A RMOR PROFICIENCIES
useful for a Warden to have a decent score in. What
each Ability is used for during the game is explained in
You are proficient in wearing Light, Medium and Heavy
IDEALS & H ABITS
the ABILITIES CHAPTER ON P. 136 , including several To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
benefits you can gain for some of your Ability Scores. armor. Armor and Armor Proficiency are both covered Below are a few examples of Ideals and Habits fitting for a Warden to take ideas from.
in the EQUIPMENT CHAPTER ON P. 152 .
A BILITY SCORES EXAMPLE IDEALS: EXAMPLE HABITS:
Body 4—4—3—3—2 TRAITS & POWERS The well-being of your allies more important than
your own. They are more important than your own
You never enter a place you cannot leave. You are
always on the lookout for escape routes, exits, and
Next, choose 2 Standard Warden Traits (Level 1-6)
Mind 5—4—3—3—2 gain or glory, and you would lay down your life to potential avenues of ambush.
and 2 Standard Warden Powers (Level 1-6) from the
protect them.
ones listed in this chapter. Take some time to go over Whether it is the mantra of your teachers or the
Soul 5—4—4—3—3 them and choose those you think would really fit your Not all battles are fought on a battlefield. The most names of those you wish to protect, the first thing in
Character. You’ll gain more as you Level Up. dangerous ones are being fought in courts and out of the morning you do after waking up is repeat them
plain sight. You consider both wherever you go. three times.
More information about using Traits and Powers can
SKILLS be found in the TRAITS, POWERS & MAGIC CHAPTER You hold the belief that everyone deserves protection, When meeting new people, you always observe and
Your Character starts with the 4 Adventuring Skills ON P. 145. no matter their background or religion. You are assess any potential threats or dangers, and may be
shown here and you can choose 4 more from the a defender of the weak, the outcast, and the inclined to interrogate whoever you talk to for the first
A DVENTUR ING SK ILL LIST ON P. 141 for a total of downtrodden, even if it means standing against those time. This habit is not born out of fear, but a sense of
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
FEATS in power. responsibility to keep those around you safe.
You can choose one Warrior Feat from the FEATS LIST You understand that sometimes, to truly protect Each morning, when you wake, you review your words
▪ Courts & Politics ON P. 149 . You gain another Warrior Feat at Level 5 others, you must make sacrifices. Whether it is a foe, an and deeds from the day before. You do so to ensure
▪ History & Culture and Level 9. ally, or even a family member, you will give up whoever your actions did not sully your honor or bring harm to
▪ Perception & Investigation and whatever is necessary to make good on your vows. those who depend on you.
▪ Unarmed ▪
Polearms ▪ Round Shield (Load 2. Tags: Str, Fragile, 1d6 also to teach and guide. You seek to pass on your You have a strict training regimen that you follow every
▪ Swords ▪ Shields Bludgeoning Damage, Shield, Wieldy) knowledge, skills, and wisdom to the next generation. day. You believe that discipline is the key to success
▪ Bludgeons ▪ Adventurer Pack (Load 1) Your armor and weapons are the conduits of your and that only through hard work and determination
▪ 3 Rations (Load 1. Tags: Supply 3) combat prowess. You treat both with great care and can you truly achieve great deeds.
▪ 3 Torches (Load 1. Tags: Supply 3) are always interesting in improving their capability to
serve you well.
You never let a companion go into battle alone. You
will always stand by their side, even if it means risking
your own life.
92 93
Class & Archetype
94 95
Class & Archetype
Located on your Character Sheet are three columns Adventuring Skills to ‘Adept (2)’ by marking the
with Abilities: Body, Mind and Soul. You can allocate second box and do the same for any 3 of your Bludgeoning Damage, Tactical) Near, Two-Handed, Reach, 1d8
the Ability Scores shown below to the Abilities in each Combat Skills. You’ll be able to increase more as Slashing / Piercing Damage,
column as you want. you Level Up. Impale, Vicious)
Strength or Dexterity, Focus and Courage are Abilities
A RMOR PROFICIENCIES
that can be useful for a Vanguard to have a decent
score in. What each Ability is used for during the game
is explained in the ABILITIES CHAPTER ON P. 136 , You are proficient in wearing Light, Medium and Heavy
including several benefits you can gain for some of armor. Armor and Armor Proficiency are both covered IDEALS & H ABITS
your Ability Scores. in the EQUIPMENT CHAPTER ON P. 152 . To finalize your Character, create a Character Path as described in the CHARACTER PATH SECTION ON P. 60.
Below are a few examples of Ideals and Habits fitting for a Vanguard to take ideas from.
A BILITY SCORES
Body
TRAITS & POWERS EXAMPLE IDEALS: EXAMPLE HABITS:
5—4—3—3—2 Next, choose 2 Standard Vanguard Traits (Level 1-6)
The path of a vanguard is a lonely one, but it is also You make sure your armor is in the most pristine
and 2 Standard Vanguard Powers (Level 1-6) from the
Mind 4—4—3—3—2 the most honorable. You bear the weight of your state as possible. When you look sloppy, it affects the
ones listed in this chapter. Take some time to go over
comrades’ lives on your shoulders, and you will do message you’re sending across during battle.
them and choose those you think would really fit your
Soul everything in your power to ensure their survival, even
5—4—4—3—3 Character. You’ll gain more as you Level Up. Before each battle you reach down, grab a handful
if it means sacrificing your own. of dirt, and let it run through your fingers while you
More information about using Traits and Powers can
You do not fear death, but you fear the thought of silently recite a warrior’s prayer.
be found in the TRAITS, POWERS & MAGIC CHAPTER
SKILLS ON P. 145.
your death being in vain. You will fight tooth and nail
to ensure that your legacy lives on, and that your
You always carry a small journal with you, in which
Your Character starts with the 4 Adventuring Skills you jot down your thoughts, battle strategies, and
cause is remembered.
shown here and you can choose 4 more from the even reflections on past battles, maybe in a language
A DVENTUR ING SK ILL LIST ON P. 141 for a total of FEATS It is your duty to fight for those who cannot and for others can understand, maybe in code. You use this to
8. Each is already marked on your Character Sheet You can choose one Warrior Feat from the FEATS LIST those who fall. And when you fight, you fight until you continually improve your tactics and hone your skills.
as Skill Rank ‘Novice (1)’. ON P. 149 . You gain another Warrior Feat at Level 5 cannot or until you fall. You are early to rise, so you can exercise and train
and Level 9.
▪ Balance & Acrobatics In your eyes, the world is a dark and dangerous place.
But that doesn’t mean you have to be. You believe in
in weapon craft. You also work late into the night to
ensure your wargear is in the best shape possible.
▪ History & Culture bringing light to the darkness, hope to the hopeless,
▪ Leadership & Command STARTING EQUIPMENT and courage to the fearful.
Before each battle, you make sure that your allies
are in the best mindset for the fight ahead. You give
▪ Strategy & Warfare Roll 3d6 and multiply the total result x10. This is how The best way to win a battle is to know your enemy. them a pep talk that inspires them to be great, fierce
much Gold you have at the start of the game. You also You will study their tactics, their weaknesses, and and invincible.
You also gain the following Combat Skills, showing
gain the Equipment listed here. More details can be their strengths, and you will use that knowledge to
how you are trained in using certain types of You always carry a small pouch of herbs and spices to
found in the EQUIPMENT CHAPTER ON P. 152. your advantage.
weapons or other combat techniques. Each is cook a hearty meal for your comrades. You believe
already marked as Skill Rank ‘Novice (1)’. You can ▪ O-Yoroi Armor (Load 7. Tags: Heavy, Noisy, Bulky, Strategy and commitment win half the battle. Training that a well-fed and rested army fights better.
then choose 2 more Combat Skills, all of which are Durability 5, Protection s2, c4, p2, b3, e2) and discipline win the other half. You always carry a lucky charm or a totem of your
shown on your Character Sheet. Make sure to mark
those as well.
▪ Round Shield (Load 2. Tags: Str, Fragile, 1d6 Be the first on the battlefield and the last to leave, or deity with you into battle. It may be a small trinket,
Bludgeoning Damage, Shield, Wieldy) do not leave at all. but you believe it provides you with divine protection
▪ Unarmed ▪ Polearms
▪ Adventurer Pack (Load 1) You believe that the greatest victory is not defeating and gives you the strength to overcome any challenge.
▪ Swords ▪ Throwing ▪ 3 Rations (Load 1. Tags: Supply 3) your enemies but turning them into allies. You are You constantly survey the battlefield, looking for
▪ Bludgeons ▪ Shields always willing to extend a hand of friendship, even to potential ambush points, chokepoints, and strategic
those who have wronged you in the past. locations that you can use to your advantage. You
make sure to communicate this information to your
allies, and adjust your plans accordingly.
96 97
Class & Archetype
STANDARD TRAITS (LEVEL 1-6) least Combat Skill Rank Adept (2) in, you can choose to IMPROVEMENT
do any one of the following, decided before you make In addition, you can:
98 99
Class & Archetype
A SSASSIN
PLAYING Assassins thrive on obscurity, manipulation and surprise;
good Assassin can kill a victim before they even know
100 101
Class & Archetype
LEVEL TABLE
CHARACTER
LEVEL PROGRESS
1 You get what you get. Check back here once you are Level 2.
102 103
Class & Archetype
▪ Intimidation STARTING EQUIPMENT yourself, the primal instincts that drive you to kill. You
accept this part of yourself without hesitation, knowing
you glide through the shadows. This is disconcerting even
to your allies, who may often be spooked by your ability.
▪ Perception & Investigation
Roll 2d6 and multiply the total result x10. This is how that it is what makes you a truly unstoppable force on
much Gold you have at the start of the game. You also the battlefield. Physical training is essential to your life path. Every
You also gain the following Combat Skills, showing gain the Equipment listed here. More details can be day when possible, you practice climbing, running,
The mark of a great Ninja is their ability to think on
how you are trained in using certain types of found in the EQUIPMENT CHAPTER ON P. 152. their feet and adapt to any situation. You are constantly swimming, and other useful physical skills.
weapons or other combat techniques. Each is
already marked as Skill Rank ‘Novice (1)’. You can
▪ Leather Armor (Load 2. Tags: Light, Durability 3, studying and training, honing your skills in combat,
deception, and subterfuge so that you can always stay
You always want to prepare for a job and will
meticulously create maps and draw up plans that
Protection s2, c1, p2, b1, e0)
then choose 2 more Combat Skills, all of which are one step ahead of your enemies.
▪ Adventurer Pack (Load 1)
will help you to finish whatever needs to be done. Be
shown on your Character Sheet. Make sure to mark Every great Ninja masters a particular weapon for careful, though, as notes one day may turn out to be
those as well. ▪ Cloak (Load 1) killing. You strive to become one with your preferred evidence the next!
▪ Unarmed ▪ Swords ▪ Rope (50ft) (Load 1) weapon, whether odachi, shuriken, or crossbow.
You take drugs every night to keep the nightmares at
▪ Grappling ▪ Esoteric ▪ 3 Rations (Load 1. Tags: Supply 3) Killing is a subtle art, but other subtle arts also bay. You may be addicted to them, and suffer from
▪ Daggers ▪ Throwing ▪ 3 Torches (Load 1. Tags: Supply 3) matter. Master one, whether singing, dance, poetry, withdrawal symptoms if you choose to cut down.
▪ 3 Spools of Thread (Load 1. Tags: Supply 3) calligraphy, or painting.
A true Ninja knows that survival depends on adaptability.
Finally, you can increase the rank of any 4 of your ▪ Spider Venom (Load 1. Tags: Apply, Inject, Slow, A true Ninja is a master of disguise. You revel in
being a chameleon, able to seamlessly blend into any
You are always willing to think outside the box, to use
Adventuring Skills to ‘Adept (2)’ by marking the Uses 9) unconventional methods to achieve your goals, and to
environment or social setting, from the opulent palaces
of the wealthy to the grimy back alleys of the slums. improvise when the situation calls for it.
104 105
Class & Archetype
You are familiar with several techniques and moves You are so nimble and agile that you can easily evade
STANDARD TRAITS (LEVEL 1-6) that mimic animals and monsters to control the flow of danger and somehow always seem to land on your feet
energy when you are in a fight. When you gain this Trait unharmed. Whenever you make an Action Roll to do
MASTER OF SHADOWS BLOOD OATH choose 2 techniques that you have mastered. You can as described and fail, you can reroll all Action Dice that
use a technique you know by spending 1 Blood Point. didn’t result in a success to try and succeed instead,
You are one with the shadows, blending into Your word is your bond, sealed in blood and held once.
darkness as if you were molded by it. You gain the sacred, never to be broken. When you make a promise WAY OF THE TIGER
You cannot use Agile Evasion if you suffer a Setback,
following benefits: to anyone to help defeat, capture or kill a ‘target’ who As an Action, leap onto an opponent up to Near
and you cannot spend a Doom Point to reroll another
wronged them, or as part of an agreement or contract, range and gain Edge to attack them immediately. On
▪ Gain Edge to hide while in darkness or a dimly you gain 9 Charges. You can spend a Charge at any a success, deal damage and knock them Prone.
time when you use this Trait. You can reroll when you:
lit environment. time to gain Edge to any Action Roll to further your ▪ Evade attacks and other harmful effects that
▪ You do not suffer the effects of Blinded while in goal and hold your promise.
WAY OF THE HIRIKU
Increase your Speed to fast until the end of your Turn,
don’t target you directly.
darkness, though you do so by relying on your IMPROVEMENT allowing you to move up to twice Far range. ▪ Avoid traps or similar harmful effects, like falling
intuition as opposed to sight and cannot make Gain 12 Charges instead of 9. rocks or quicksand.
out details. WAY OF THE DRAGON
▪ Attempt to prevent from slipping or falling.
▪ You cannot suffer Madness as result of being in
SMOKE BOMBS
Activate before you make a melee attack. When you
deal damage, you deal fire damage instead of your IMPROVEMENT
darkness in any way.
weapon’s damage type. For any of the above, if you suffer a Setback, you
Once between Rests you can spend an hour making fail normally instead, but cannot reroll any failed
IMPROVEMENT
Smoke Bombs using readily available materials and WAY OF THE TURTLE Action dice to try and succeed (including by
When you kill an opponent while in darkness or
according to a secret recipe only you know. When you Brace yourself against incoming attacks as a Bonus spending a Doom Point).
a dimly lit environment, you gain 1 Blood Point.
do, gain 6 Charges representing your Smoke Bombs Action on your Turn. When you do, gain Resistance to
(Load 0). You can never carry more than 6 for danger all Weapon and Elemental Damage until the start of
THE ART OF KI of exploding. Spend a Charge to use a Smoke Bomb your next Turn.
and do one of the following:
You have mastered the art of controlling your Ki WAY OF THE HYDRA
energy to strengthen yourself or destabilize and ▪ Use a Bonus Action on your Turn to throw it on Activate before you make a melee attack. When you
confuse an opponent when you make unarmed the ground before you and immediately attempt deal damage, roll up to 3 Damage Dice twice and keep
attacks. Gain 6 Charges per Rest. Before you make to hide in a situation where you otherwise the highest result of each.
an unarmed attack, you can spend Charges to gain
wouldn’t be able to.
one of the following benefits on a success: WAY OF THE MALIN
▪ Use a Bonus Action on your Turn to throw it on When you make an attack using this technique, you
▪ 1 CHARGE: You push an opponent back several the ground before you and move undetected to are considered Huge size for the purpose of attack and
steps. a space up to Far range away from you. grapple requirements. On a success, you deal damage
▪ 2 CHARGES: You inflict Confused to ▪ Use a Bonus Action at Any Time to throw it and knock your opponent Prone.
one opponent. before an ally up to Near range who is about to IMPROVEMENT
▪ 2 CHARGES: You deal force damage instead of be attacked, granting them Edge to defend. Choose 2 more techniques that you
have mastered.
bludgeoning damage.
▪ 3 CHARGES: You inflict Stunned to one opponent. IMPROVEMENT
You can make a ranged attack as an Action on
IMPROVEMENT your Turn to throw a Smoke Bomb up to Near
Gain 9 Charges instead of 6. Additionally, before range in the face of an opponent, inflicting
you make any Body Ability roll you can spend 2 Blinded on a success.
Charges to use Focus instead. This is not limited
to attacking, and can include things like lifting
heavy objects, resisting poison, or climbing
a castle wall.
106 107
Class & Archetype
NINJA POWERS
STANDARD POWERS (LEVEL 1-6)
CUNNING STRIKE 1 BP LEAF ON THE WIND 1 BP
While hidden or when you approach an opponent who When you are hidden and do anything that gives away
is distracted or engaged, you can activate Cunning your position or when you are about to be spotted,
Strike before you make a melee weapon attack to deal you can activate Leaf On The Wind to remain hidden
3d6 extra damage to one opponent on a success. You and unnoticed. You can do so any number of times
cannot also spend Momentum to deal extra damage per Round.
for this attack, though it can still be used to trigger IMPROVEMENT
other effects. You can choose an ally Close to you to gain this
IMPROVEMENT benefit instead.
You deal 4d6 extra damage instead of 3d6.
ASSASSINATE 1 BP
108 109
Class & Archetype
▪ Deception & Trickery gain another Expert Feat at Level 5 and Level 9. no evidence of your passing. Your kills are whispered
about in hushed tones, but no one knows for sure that
You have an almost obsessive attention to detail. Every
▪ Mechanisms & Traps they were the work of the Viper.
trap you set, every poison you brew, every disguise you
▪ Poison & Disease STARTING EQUIPMENT You love being in the spotlight and the persona you
create is done with painstaking precision and care. This
obsession may spill into other habits as well, potentially
You also gain the following Combat Skills, showing Roll 2d6 and multiply the total result x10. This is how have adopted has become famous. Maybe you have infuriating your allies.
much Gold you have at the start of the game. You also cast your false identity as your true self’s worst nemesis,
how you are trained in using certain types of
as a philanthropist, or as an investigator, and you You know that fear is a powerful weapon. You are not
weapons or other combat techniques. Each is gain the Equipment listed here. More details can be
love the paradoxicality of the admiration you garner above using psychological tactics to intimidate your
already marked as Skill Rank ‘Novice (1)’. You can found in the EQUIPMENT CHAPTER ON P. 152.
this way. targets, instilling a sense of dread that can be even
then choose 2 more Combat Skills, all of which are
shown on your Character Sheet. Make sure to mark
▪ Leather Armor (Load 2. Tags: Light, Durability 3, The world is full of secrets, and the key to power more effective than physical harm.
Protection s2, c1, p2, b1, e0) is knowledge. You collect and hoard information, You take delight in using a signature poison, trap,
those as well.
▪ Adventurer Pack (Load 1) keeping it close to your chest until the moment it can or modus operandi, and you get excited when you
▪ Unarmed ▪ Bows ▪ 3 Rations (Load 1. Tags: Supply 3)
be used to deadly effect.
hear your name being whispered, whether it be in
▪ Daggers ▪ Throwing ▪ 3 Torches (Load 1. Tags: Supply 3) The ultimate goal is not just to kill, but to do so with admiration or fear.
▪ Swords ▪ Trapper Tools (Load 1)
style and grace. You approach every assassination as
a work of art, seeking to create a masterpiece of death You test out all poisons you make on yourself first,
▪ 3 Repair Caches (Load 1. Tags: Uses 3) that will be whispered about for years to come. starting with a low dosage. You do this just as much
to learn about its effects as you want to immunize
yourself. Your stubbornness has taken a toll in the past,
though, and you’ve accidentally paralyzed or even
almost killed yourself on numerous occasions.
110 111
Class & Archetype
For years you’ve trained crafting poisons and You possess a collection of small, venomous animals a person you have heard speak before. BEAR TRAP
exposed yourself to them while doing so. As which you have trained (to the extent possible) to ▪ When asked, know details only the person you You place a camouflaged bear trap on the ground
a result, you have built up a strong tolerance and do your bidding. Gain 3 Charges per Rest. Spend are disguised as could know, provided you did that shuts its jagged, metal rings around the foot of
are Resistant to poison damage. You have also a Charge to release one of these deadly creatures some minor research or are familiar with them. anyone who steps on it on a success. The trap deals
112 113
Class & Archetype
FACELESS MENACE
114 115
Class & Archetype
DRUID
PLAYING A DRUID with the clouds or to be a steward of the earth, bound
to the ebb and flow of the seasons.
CLASS TYPE: Magic There are two Druid Archetypes:
COMPLEXITY: High THE KINDRED , a primal force to be reckoned with,
are Druids who have forged a deeper connection to
Beneath the shadowy boughs of an ancient forest, you the natural world. They use their wild Magic to shape
breathe in the heady aroma of dew-drenched leaves the natural world to their will, controlling both plant
and mossy earth. The whispers of the spirits of the and beast. The Kindred are not merely protectors of
wood call out to you, a symphony of voices as intricate the wilds; they are a part of it, a force to be feared and
as the dance of the leaves. You know the true divinity respected. Most move with the grace of a predator,
lies within the wild embrace of nature and all its secrets. their eyes reflecting the wisdom of ages. They dress in
The worship of gods is a folly of mortals, for the primal garments woven from natural fibers and adorned with
forces of the world are the only truth. symbols of the elements they are attuned to.
You are a Druid, bound to the earth and all its wonders. To those who cross them, the Kindred are a fierce
You perform your rituals in the sacred groves, on adversary, capable of calling upon the might of the
mountain peaks, by crystal-clear streams, and among animals that roam Athyr to crush their foes. But to those
the standing stones of ages past. The spirits of Athyr, who show them respect and honor the balance of nature,
guardians of the wild and the unseen, are yours to they are a steadfast ally. These Druids are not a force to
summon and command. The sound of a distant herd’s be trifled with, but those who share their ideals will find
thundering hooves, the roar of the ocean’s waves, and a loyal companion in their fight to protect the natural
the rustle of the forest’s leaves are your lullabies. world from the greed and destruction of civilization.
As a master of the ancient magic, you have studied the THE STARGAZER a druid of rare talent and insight,
language of the skies or of the land and the creatures that is intimately familiar with the secrets of the cosmos.
dwell within it. You research celestial movements or walk They wield their magic with the power to control
with the animals, speak with the plants, and listen to the the elements, calling forth the deafening thunder and
whispers of the wind. Your power is born of the untamed dazzling lightning with ease. A true alchemist of great
wilderness, and your wrath is swift and terrible to those skill, they can weave potent elixirs that grant unearthly
who seek to harm it. For you are the druid, and the might abilities. Their eyes are constantly turned skyward,
of Athyr courses through your veins like a raging river. gazing deep into the infinite night sky to draw forth
To be Druid is to be a guardian of the natural world, knowledge and prophecy. They are masters of astrology,
a sentinel of Athyr’s delicate balance. You know that deciphering the movements of the planets and stars to
the rhythms of nature are not to be tampered with, and divine the future and warn of impending danger.
that the actions of humankind can upset the harmony Unlike their Kindred brethren, Stargazers are not
of the world. Your heart aches with the knowledge of content to hide away in the forests. They embrace the
the damage wrought by the greed of men, as they cities with equal fervor, seeking out ancient tomes and
seek to dominate and exploit the earth. priceless knowledge to further their understanding of
For those who would join your ranks, there is no the celestial realm. But despite their love for learning,
greater honor than to stand as a protector of the skies they remain a mystery to most, shrouded in the mystical
and the wild places of Athyr. To be a Druid is to be one lore of their ancient order.
116 117
Class & Archetype
LEVEL TABLE
CHARACTER
LEVEL PROGRESS
1 You get what you get. Check back here once you are Level 2.
118 119
Class & Archetype
120 121
Class & Archetype
When you gain Natural Explorer, choose 3 wilderness Choose a beast to be your Spirit Animal. Once
STANDARD TRAITS (LEVEL 1-6) areas / terrain types from the following for this Trait per Rest you can take on one physical attribute of
to apply: Arctic, Coastal, Desert, Forest, Grassland, this animal, such as antlers, vertical pupils, a furry
BEAST SHAPE Jungle, Mountains, Swamp, Wasteland. tail, scales, and so on. This attribute isn’t normally
You can find a list of beasts and their Stat Blocks in While in one of your chosen terrain types you gain visible, though you can choose to make it appear
USE: Bonus Action / On Turn APPENDIX A ON P. 290 . Information included Edge to all Action Rolls made related to travel, when you want.
DUR ATION: 10 Minutes replaces your Character’s statistics while you are exploration, foraging, navigation, hunting and keeping When you do, gain 6 Charges you can spend to use
LIM IT: Twice per Rest. a beast, except your Wounds, Blood Points and watch. Additionally, you cannot suffer a Setback for the attribute’s benefits for an instance. Discuss with
You spend most of your time out in the wilderness, Doom Points. Unlike a Character, a beast is skilled any such Action Rolls while in your chosen terrain. your Doomsayer what these might be. For example,
allowing you to have formed a special bond with at most things they can do. Therefore, they have antlers could grant you a special attack, vertical
certain beasts; hunting with them, learning their only one Skill Rank instead of multiple ranks in IMPROVEMENT pupils might increase your sight in the dark, and
ways or even becoming part of a pack for a while. different Skills. When attempting anything the You can choose 3 more wilderness areas / terrain scales might improve your armor.
At the start of the game, pick 3 such beasts to be beast would naturally be skilled at, you add its types for Natural Explorer to apply to.
Once you are out of Charges, or when you Rest
your Kindred Beasts. They must be of medium size Skill Rank to the relevant Ability Score to roll
or Recover, you lose all remaining Charges and
or smaller, and exclude beasts that can swim or fly. Action Dice as usual. WILD WHISPERS the attribute ceases to be visible. You can always
During the game, you can transform into one of A beast’s Skill Rank is based on your Character choose to end the effect early.
You have the ability to communicate with animals.
your Kindred Beasts and do anything the beast is Level as follows: Level 1-4 (Rank 1), Level 5-8 (Rank
Animals do not converse as readily or clearly as
capable of. You can only spend your Character’s 2), Level 9-12 (Rank 3). IMPROVEMENT
humans do, but you can always get a sense of
Blood Points to use a beast’s Powers and cannot use Anything you wear or carry with you disappears You gain 9 Charges instead of 6. You can take
their meaning or get a simple message across.
the beast’s Doom Points. Blood Points and Doom on two physical attributes of your Spirit Animal,
while transformed into a beast, and appears Additionally, you gain 6 Charges per Rest to do
Points gained in any way go to your Character. You though you can only reveal and use the benefits
exactly how it was before when you transform the following:
Like your Character, you can perform any action of one attribute between Rests.
back. You can still understand human speech as
the beast would be capable of and attack using You can spend a Charge to make a Wisdom Roll
a beast but are unable to talk. You keep your own
claws or fangs for example, or climb and forage, using your Animal Handling Skill and convince
mind and thoughts, though you are also partly
without requiring to spending Blood Points. an animal to perform a simple task for you, after BY NATURE SUSTAINED
driven by the instinct of the beast. This means
which they’ll go their separate way. The Difficulty
While you are transformed into a beast you mark for example, that social adeptness and recalling Whenever you are outdoors and attune to your
is always 2, though you may suffer Challenge for
its Bruises when taking damage instead of your human-learned knowledge is temporarily natural surroundings, whether it be a desert,
example if the animal is sick, enraged, or under
own, but not its Wounds. Any damage taken as clouded, though you always retain a sense of forest, mountain region or any other (non-toxic)
some malevolent influence.
Wounds is marked for your Character, though you purpose. While transformed you cannot use any environment, you can heal up to 6 damage of
can remain in beast form if this happens. Madness is of your Traits, Cantrips or Magic unless specified. When you attune yourself to the frequencies Wounds whenever you Rest in addition to its usual
also directly applied to your Character. Whenever emitted by trees and other medium-sized plants, benefits. To gain this benefit, you are required to
The effects of Conditions and Afflictions are
you transform into a beast again at a later time, you can spend a Charge to make a Wisdom Roll rest on soil, grass, in a tree, or on another natural
the same as when in human form, and they are
their Bruises, Armor, Blood Points and Doom Points using your Nature & Spiritualism Skill to attempt surface and cannot sleep in a tent or on a bedroll,
retained whether you transform into a beast or
are always all restored. and learn about threats, danger or any unnatural so nature may heal you.
transform back. Some Conditions and Afflictions
presence within a half-mile radius that the plants
You can transform back to human form any time may need to be slightly altered to be fitting
might be alarmed by. The Difficulty is always 2, IMPROVEMENT
you choose. You also transform back when your for a beast. Discuss with your Doomsayer when
though circumstances may impose Challenge. You can instead choose to be cured of one Injury
Wounds are fully marked, after 10 minutes pass or there is any doubt.
You can use Wild Whispers while in beast form, or Trauma this way.
when you Rest or Recover.
using the beast’s Wisdom Score and Skill Rank,
IMPROVEMENT spending any Charges you have at that time.
Whenever you spend a day forming a bond
with a beast, it can replace any of your current IMPROVEMENT
Kindred Beasts if you wish and you can have up When you make an Action Roll as described, you
to 5 Kindred Beasts instead of 3, which can also can spend Momentum to ask an animal, plant or
be of large size. Additionally, you can use Beast tree to rally to your cause, as long as it doesn’t
Shape as a Bonus Action at Any Time. harm nature in any way. When you do, multiple
animals and plants within a 10-mile radius will be
notified as this message spreads wide, and all of
them will converse with you, give you hints and
clues, and provide warnings for up to a number
of hours equal to Momentum spent.
122 123
Class & Archetype
▪ CRAFT: Wisdom 3, 4 Hours. Set A: 6 Makalim Whenever you find ingredients for making MOMENTUM INTENSITY
mixtures, you may roll a die of one size larger
Root. / Set B: 2 Ibani Moss + 1 Gladestone.
than normal to determine the quantity you —
You see through the MOMENTUM INTENSITY
can collect. Additionally, whenever you craft beast’s eyes.
AMENAK’S EYE Roots and Thorn Bushes are
a mixture and fail to add an Ingredient Set, only + you hear, smell and feel (skin) —
Rubbing this pitch-black and extremely fine dust in one’s 1 the size of a human, or you
half the quantity of ingredients of each type is
eyes causes a soft stinging sensation, but also grants the as the beast does. create 3 Vines.
lost (with a minimum of 1 of each type).
ability to see in darkness for up to 10 minutes. + you experience the beast’s Roots and Thorn Bushes are
2
▪ CRAFT: Wisdom 3, 3 Hours. Set A: 12 Amenak emotions and thoughts. 1 the size of a wagon, or you
Dust. / Set B: 4 Nightcaps. + you remember whatever the create 6 Vines.
3 beast experienced during the Roots and Thorn Bushes are
K INDRED CANTRIPS
last hour. 2 the size of a shed, or you
create 9 Vines.
SETBACK
Roots and Thorn Bushes are
A distorted mix of senses all around plague you. Suffer
QUICK ROOT MIMIC 3 the size of a house, or you
1d4 Madness.
Make a single root grow from the ground within Near Mimic any vocal sound an animal makes with your create 12 Vines.
IMPROVEMENT
range, grabbing an opponent and causing Restrained. own voice with full impact and realism. You must have In addition to beasts, you can choose any willing,
The root has 3 Resilience. heard the sound once before. unwilling or hostile creature / human and SETBACK
experience its senses. If unwilling or hostile, the You are engulfed by plant growth and become
Difficulty is determined by your target. Restrained. The growth has 6 Resilience.
SPORE BURST SOUL GUARDIAN
IMPROVEMENT
You release poisonous spores from your hand, targeting Gain 3 Charges once per Encounter. Spend a Charge Double all Resilience. You can also make Roots
WILD GROWTH 2 BP
to use Wisdom and the Nature & Spiritualism Skill grow denser to grab larger creatures. To do so,
an opponent within Near range. The spores deal 1d4
when you defend yourself against an attack. USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA) spend 1 Momentum per size category above
poison damage.
DURATION: 3 Rounds LIMIT: One Active Medium. Additionally, Thorn Bushes now deal
2d6 slashing damage initially, then 1d6.
THORN VINE You create, twist and shape Roots, Thorn Bushes or
GROWTH
Vines up to Far range away from you, growing from
Summon a thorned vine from your hand and strike an
Make a small flower up to the size of a knife grow on a surface you choose. This cannot be part of a creature,
opponent within Near range with it. The vine deals
any natural surface within Far range that is not part or anything worn or carried. Roots or Thorn Bushes
1d6 slashing damage.
of a creature. only target your opponents (as described) and each
patch affecting an opponent (grabbing or attacking)
BIRD CALL has 4 Resilience. A Vine has 2 Resilience.
SHIVERS
Make any bird call sound audible from a point you
Make someone within Far range get goosebumps and
choose up to Distant range away from you.
shivers as if a cold draft touched their skin.
124 125
Class & Archetype
NIGHT CEREUS
a mansion. IMPROVEMENT
You can choose both yourself and someone
▪ Gain Edge to cure Withered or save someone
from Dying.
An area the size of a house turns dark and cannot
▪ Someone you touch heals 4d4 damage.
SETBACK within Near range, or two items.
be illuminated.
BLUE ROSE
Nature rejects you. You cannot use Nature’s Stride
again until you Rest.
INSECT SWARM 2 BP
▪ Someone you touch is cured of Bleed
Anyone within Near range of this flower takes or Poisoned.
IMPROVEMENT
2d4 psychic damage. USE: Action / On Turn DIFFICULTY: 2 (WIS / HEA)
The duration increases to 10 minutes and range IMPROVEMENT
WHITE LOTUS increases to Distant. DURATION: 10 Minutes LIMIT: One Active Gain the following methods of sustaining life to
No one within Near range can tell a lie for choose from:
You summon a swarm of insects the size of a wagon
1 minute.
and gain Charges as detailed below. You can spend up ▪ Someone you touch heals 6d4 damage.
to 2 Charges as a Bonus Action on your Turn (requiring ▪ Someone you touch is cured of Withered.
one free hand to make gestures) and command the
insects to perform an action per Charge, but not the
▪ Someone you touch is cured of an Injury or
common Disease.
same action twice: 1. Move up to Far range. 2. Attack
everyone inside. 3. Form shapes. 4. Perform a simple task.
The swarm has 16 Resilience. Anyone inside is Blinded
temporarily and when the swarm attacks it deals 2d4
piercing damage. Once out of Charges, the swarm
disappears.
126 127
Class & Archetype
SKILLS You can choose one Magic Feat from the FEATS LIST
ON P. 149 . You gain another Magic Feat at Level 5 You believe that the divine is found through meditation,
stones can help you tap into the power of the cosmos.
Your Character starts with the 4 Adventuring Skills People are impressed by cryptic utterances – and they
and Level 9. study, ritual, and music, and will do your best to involve
shown here and you can choose 4 more from the expect them from you. Make one at least once a day.
others in these endeavors.
A DVENTUR ING SK ILL LIST ON P. 141 for a total of Writing down observations of the stars is important.
You know that the universe is filled with divine energy
8. Each is already marked on your Character Sheet
as Skill Rank ‘Novice (1)’.
STARTING EQUIPMENT that can be harnessed for good or for ill. You work to Letting others read them is not! Once a day you
Roll 2d6 and multiply the total result x10. This is how align yourself with this energy in order to help others. inscribe your daily observations of everything in secret
▪ Alchemy & Science much Gold you have at the start of the game. You also Every person has a destiny written in the stars. You spend
code into a diary you carry with you at all times.
▪ Meditation gain the Equipment listed here. More details can be hours reading these signs, looking for clues that might You language is convoluted and verbose. Never use
▪ Perception & Investigation found in the EQUIPMENT CHAPTER ON P. 152. help you guide others towards their true purpose. simple sentences. This may be quite annoying during
▪ Study & Research ▪ Leather Armor (Load 2. Tags: Light, Durability 3, You believe everything should be done according to combat encounters but on the other hand, your
enemies sometimes stop whatever they’re doing to
You also gain the following Combat Skills, showing Protection s2, c1, p2, b1, e0) the seasons and may have made up a list of things you
should and should not do at specific times of the year. scratch their heads.
how you are trained in using certain types of ▪ Crystal Ball*
Ball (Load 1)
weapons or other combat techniques. Each is
▪ Adventurer Pack (Load 1) You know that the true nature of the world lies beyond
what is visible to the eye. You seek to awaken this hidden
You have difficulty deciding anything without first
consulting the celestial alignments.
already marked as Skill Rank ‘Novice (1)’. You can
then choose 1 more Combat Skill, all of which are ▪ 3 Rations (Load 1. Tags: Supply 3) world in others, revealing the interconnectedness of
shown on your Character Sheet. Make sure to mark ▪ 3 Torches (Load 1. Tags: Supply 3) all things. You never miss an opportunity to gaze at the stars.
▪ Hourglass (Load 1)
When you travel, you always choose a route that allows
that one as well. The phases of the moon determine your actions. You you to see the most celestial bodies possible.
▪ Daggers ▪
Polearms ▪ Alchemist Kit (Load 1. Tags: Uses 9) plan your travels and transformations based on the
Your natural time of activity is at night, not during the
▪ Swords ▪ Throwing
lunar cycle, for Athyr’s five moons hold the secrets of
the wild. day. You use powerful herbs and spells to stay awake
* Your Crystal Ball is a unique item that fits in your if forced to take actions during the day. If you’re not
A LCHEMY M AGIC hand and enhances your Magic as long as you have careful, some of these may be addictive.
As a Stargazer you use your knowledge of alchemy and it with you. When you don’t, you do not add Action
You are a collector of rare and unusual rocks. You
astronomy to transform and channel nature’s essence Dice from your Alchemy & Science Skill to use Magic.
believe that every mineral has its own unique properties
as a form of Magic. You use Wisdom or Lore when you Should you ever lose it, you can spend time during
and uses, whether physical or metaphysical.
make an Action Roll to use magic, and the ‘Alchemy
A lchemy Recovery to craft a new one from glass and gemstones
& Science’
Science Skill. or obtain a new Crystal Ball another way.
128 129
Class & Archetype
Your knowledge of alchemy allows you to brew When you hold in your hand a crystal or gemstone
STANDARD TRAITS (LEVEL 1-6) some unique and powerful potions. When you gain and concentrate on it for a moment, you can etch
this Trait you get 3 Supply of two potions of your a sequence of thoughts or memories into it. These
RUNE SCRIBE ORACLE OF THE STARS choice. You also gain Edge to make these potions thoughts and memories can be about 10 seconds
(whose recipe is known only to you) and any other in length and will display themselves visually on
You know a number of runes that you can draw The stars in the night’s sky show you patterns that similar potions that grant beneficial effects. All the crystal or gemstone’s surface in a loop, lacking
or engrave onto any natural surface to gain their allow a glimpse of the future. You can use Oracle Of potions listed here have the tags: Supply 3, Load 1. both color and sound.
mythical effects. You can do so twice per Rest as The Stars once per Rest if you were able to gaze into
an Action. Their effect is immediate after you finish the night’s sky for a dedicated moment. When you IMPROVEMENT
POTION OF RESISTANCE
drawing and affects the area or region you draw do, gain 3 Charges. You can spend a Charge at any The thoughts and memories you etch can be up
Drinking this pink, grainy potion grants Resistance to to 30 seconds long and cause small vibrations in
the rune in. When a rune is used indoors or inside time during a Scene to invoke foresight retroactively
fire, ice, lightning and acid damage for 1 minute. It the air, allowing someone close to also hear the
closed spaces, it reaches as far as adjacent rooms and change a small detail as how it could have been
smells faintly like cedar wood but has almost no taste. sound of the thought or memory. Additionally,
only instead if its listed range. Choose two runes with your prior knowledge.
that you know and can use: For example, you can find you brought an item that ▪ CRAFT: Wisdom 3, 6 Hours. Set A: 6 Fakaru Seeds. the loop is now visible in soft, subdued color-
tones.
you need even though you didn’t, you can obtain / Set B: 2 Obsidian Ash.
SOUL RUNE information useful to you that an NPC might have
Learn if anything living is or was present within Distant told you, or you can even have visited the location ELIXIR OF VITALITY KEEPER OF LORE
range during the last 6 hours and what or who. you are at to set something up in advance to help you This dark-green, milky elixir gives its drinker 8
out. Discuss with your Doomsayer what could work or Resilience along with a sharp, cinnamon-like flavor and You have with you at all times a leather-bound
BLOOD RUNE not. If you desire a particularly impactful change the a hint of bitterness. tome that appears like it’s at least 1.000 years old.
Anyone can transfer 1 Blood Point once to an ally Doomsayer might ask to spend 2 Charges instead of 1. In it, you have written notes from all the countless
within Close range. ▪ CRAFT: Wisdom 3, 2 Hours. Set A: 8 Sarkan hours spent in arcane libraries, consulting ancient
IMPROVEMENT Leaves. / Set B: 2 Arrin Stones. scriptures, star-charts and other accounts of
CIRCLE RUNE You can use your foresight and spend Charges history, mythical events and occult practices. The
For up to 10 hours, when anyone passes through an during an Encounter as well. You can do so as DECOCTION OF INSIGHT information in your book is written in a coded
invisible circle that reaches up to Distant range, the a Bonus Action on your Turn. This thick, golden decoction increases the Insight Score language only you can read.
rune will make a soft chime sound. of anyone who drinks it by 1 for an hour. It bears the Gain 6 Charges per Rest. When your tome of lore
VERSATILE MAGIC taste of honey but is less sweet and slightly earthier. could provide clues on any subject matter related
STAR RUNE
Illuminate an area the size of a house with faded, blue When you Recover you can swap one Magic for ▪ CRAFT: Wisdom 3, 3 Hours. Set A: 6 Zavrik’s to the above, you can spend a Charge to consult
your notes and gain Edge to an Intellect or Lore
starlight for 1 hour. another as long as they are from the same tier Butter. / Set B: 4 Trickle Oil.
Roll. You can choose to spend multiple Charges to
(Level 1-6 or Level 7-12). Any Improvements remain
EYE RUNE gain Edge to the same Action Roll, up to a maximum
tied to the Magic they were originally chosen for. AMBROSIA OF THE GODS
See what events transpired within Distant range during of 3.
Whoever drinks this delicious, deep purple, glowing
the past 10 minutes. These events present themselves
IMPROVEMENT ambrosia has their maximum Blood Points increased
as a series of colorless and silent dream-like images. IMPROVEMENT
You can do so whenever you Rest. by 1 for one day. They also gain 1 Blood Point.
Gain 9 Charges per Rest. You can also spend
POWER RUNE
Anyone making an Action Roll to use Magic within
▪ CRAFT: Wisdom 3, 4 Hours. Set A: 10 Amanita a Charge to use your tome to impress others, act
as though shrouded in mystery, or even consult
Spores. / Set B: 1 Tunam Bark.
Far range can choose to gain Edge, up to a total of 3 it to see through illusions and trickery that
times combined. IMPROVEMENT might be described in it. You then gain Edge to
Whenever you find ingredients for making a related Mystique or Insight Roll.
IMPROVEMENT
Choose two more runes that you know and can potions, you may roll a die of one size larger
use. than normal to determine the quantity you can
collect. Additionally, whenever you brew a potion
and fail to add an Ingredient Set, only half the
quantity of ingredients of each type is lost (with
a minimum of 1 of each type).
130 131
Class & Archetype
COLOR STONE HEAT & COLD Close range of you are also pushed back to Near range.
STARGAZER M AGIC
+ you automatically detect
2d4 lightning damage.
2 similar secrets and magic until
1 IMPROVEMENT: Creatures you Rest.
of Tiny and Small size are
STANDARD M AGIC (LEVEL 1-6) knocked Prone.
3
+ you can end one magical
effect, unlock a secret door, or
CONTROL ELEMENTS 1 BP Everyone inside the area takes similar, once.
MOMENTUM INTENSITY 3d4 lightning damage.
USE: Action / On Turn DIFFICULTY: 2 (WIS / LOR) 2 IMPROVEMENT: Creatures of SETBACK
You control an area the size of
You can control the elements of fire, water, earth or — The next time you use Moonlight, it costs 1 extra Blood
a backpack. Medium size and smaller are
air as long as the element is not carried or worn by Point. This lasts until you Rest.
knocked Prone.
anyone and up to Far range away from you. You can You control an area the size of IMPROVEMENT
1
only control one chosen element any time you use a human. Everyone inside the area takes You can use Moonlight to detect magical abilities
this Magic and are able use one specific method of 4d4 lightning damage. and similar on opponents, making them radiate
You control an area the size of
control. You can never create more of the element 2 3 as described, visible to only you. When you do,
a wagon. IMPROVEMENT: Creatures
or reduce its mass below what originally exists. use the opponent’s Difficulty to cast this Magic.
of Large size and smaller are
Whatever new form the element takes on is retained You control an area the size of You can spend Momentum to achieve much the
3 knocked Prone. same effects, though instead of ending a magical
indefinitely, or until changed again. a shed.
effect by spending 3 Momentum, you gain Edge
to resist any magical abilities you detected until
Choose Fire
Fire, Water
Water, Earth or Air and a method of control: If you wish to control the element to directly harm
you Rest.
an opponent(s), you use your target’s Difficulty to
▪ Shape cast this Magic. It can deal anywhere between 1d6
▪ Move (Average Speed up to Far range) and 3d6 damage of an appropriate type and / or
▪ Strengthen / Solidify can cause an opponent(s) to suffer a Condition.
▪ Weaken / Vaporize Strengthening / Solidifying or Weakening /
132 133
Class & Archetype
134 135
Abilities & Skills
CHAPTER 5:
Rules cannot cover all situations, but knowing the Risk Character and determining your Ability Scores, check
and Reward before you do a thing can remedy this. the overview below to see what benefits you might
When you do something that requires an Action Roll, gain. They apply only once.
A BILITIES
consider asking your Doomsayer what the Risk and Whenever an Ability Score is increased or decreased
Reward is. temporarily due to any effect, such as from a Trait,
Lets say you are closely studying a scroll with secret Power, Injury or Curse, these benefits are unaffected.
symbols and are trying to decipher their meaning. Whenever your Ability Score is increased or decreased
& SKILLS
Failing your Action Roll could mean you simply learn permanently, these benefits are affected and should be
nothing and the symbols remain a mystery you. adjusted accordingly.
The Doomsayer might however tell you the scroll is
STRENGTH
extremely delicate, and inches away from crumbling
to dust. Failure in this case could mean it crumbles ▪ +2 Equipment Slots if your Strength Score is 4.
away in front of your eyes from handling it, and the ▪ +4 Equipment Slots instead if your Strength Score
meaning of the secret symbols lost forever. is 5.
Whether you get a straightforward answer or a mere
TOUGHNESS
clue; having an idea of the consequences of anything
you attempt can help you make decisions and keep ▪ +2 Maximum (x1) Bruises if your Toughness Score
the game fair. As with above example, the Doomsayer is 4.
can give a hint that it doesn’t look like it would survive
much handling or investigation, probably crumbling to
▪ +2 Maximum (x1) Bruises and +1 (x2) Bruises
instead if your Toughness Score is 5.
dust if not careful.
It is then up to you to decide to go through with your WISDOM
investigation, keep the scroll safe, copy its symbols
onto a fresh piece of parchment, or bring it to the
▪ +1 Skill (any) increased to Rank Adept (2) if your
Wisdom Score is 4.
A BILITY BASICS
nearest town where an expert can help with a smaller
chance of destroying it. ▪ +2 Skills (any) increased to Rank Adept (2) if your
Wisdom Score is 5.
Your Character has fifteen Abilities that influence how good and experienced they are at Whether failing or succeeding, the consequences
performing certain actions or overcoming challenges. They are grouped into three categories; should never be unfair, or unclear, unless the element
LORE
of surprise is intentional and you as a Player know and
Body, Mind and Soul.
expect it. ▪ +1 Ancient Language known if your Lore Score
Abilities are at the core of your Character, and they show what your Character excels at. is 4
When you create your Character, they will have an Ability Score for each Ability ranging
between 2 and 5. Unlike in some other tabletop roleplaying games, your Ability Scores don’t
▪ +2 Ancient Languages known instead if your Lore
Score is 5.
increase when you Level Up. Instead, you can increase the rank of your Skills and gain new
Traits, Powers, Magic and Feats (improving some of those as well). (SEE P. 68 for more information about Ancient
Languages.)
When you make an Action Roll the number of Action Dice you get to roll equals the Ability
Score of a relevant Ability as determined by the Doomsayer, added to by the Skill Rank of INSIGHT
any Skill that might apply. You then add to (Edge) or subtract from (Challenge) this total
depending on situational circumstances.
▪ +1 Maximum Madness if your Insight Score is 4.
You can of course propose a different Ability to use if the approach you take to your action
▪ +2 Maximum Madness instead if your Insight
Score is 5.
justifies it. Feel free to let your Doomsayer know about this and tell them how and why this
other Ability may work better for you. The Doomsayer has the final say.
The CHARACTER CREATION CHAPTER ON P. 56 takes you through everything necessary
to create your Character, which includes determining their Ability Scores. The ACTION ROLL
SECTION ON P. 18 describes in more detail how Action Rolls are made.
136 137
Abilities & Skills
A BILITIES IN-DEPTH MIND Abilities of this category are all mental attributes, determining how intelligent, learned, or
focused your Character is, among other things.
B O DY Abilities of this category are all physical attributes, determining how strong, fast, resilient and
stealthy your Character is, among other things.
EXAMPLES: Study an ancient text for clues, investigate an object or scene, do math and
calculations, scientific knowledge, come up with a plan, learn by reading, recall a building’s
lay-out, think logically, strategize, memorize, tie together clues, figure out a plan of action.
STRENGTH (STR) Physical Strength & Muscle Power
EXAMPLES: Lift heavy objects, fight with brute strength in melee range, push, pull or WISDOM (WIS) Practical Knowledge & Survival
break something, wrestle and engage a grapple, climb a rope, run or swim for short EXAMPLES: Find food and water in the wilderness, navigate a journey, use medicine
distances, jump far or high, hold on to someone after they slip and fall. and healing, know how to tie a knot, intuitively get a grasp on something, knowledge
about nature, herbs and poison, handle animals, learn by doing.
DEXTERITY (DEX) Finesse, Balancing & Crafting
EXAMPLES: Handle delicate objects, pick locks, fight with finesse in melee range, fire LORE (LOR) Knowledge about Culture, History & Myth
ranged weapons, balancing and other acrobatics, climb a rock wall, craft and repair EXAMPLES: Recall details about history, lands and its people, languages, tradition,
items, free yourself from a grapple, make a difficult jump, do a card trick. religious practice, rituals and myth, knowledge about monsters and their lairs, knowing
the value of treasure and rare items, knowledge about the arcane and magic.
TOUGHNESS (TOU) Stamina, Resilience & Constitution
EXAMPLES: Brace against incoming melee attacks or grapples, block or shield yourself AWARENESS (AWA) Perception & Awareness of Surroundings
and others from harm, manage prolonged physical activity, hold your breath, go without EXAMPLES: Spot danger or clues, take watch and notice hidden enemies, find traps and
food or sleep, resist poison or disease, endure extreme weather, maintain a grapple. secret passages.
REFLEX (REF) Reactiveness & Speed FOCUS (FOC) Stability of the Mind
EXAMPLES: Dodge melee or ranged attacks and other dangers, avoid getting caught EXAMPLES: Keeping a clear mind under duress, withstand magical attacks on the mind,
during a chase, jump out of the way of something harmful, quickly find your balance after memory and logic, resist mind-control, resist your mind being pried for information and
a misstep, react fast when you fall into a trap. secrets, concentrating on something for an extended time.
138 139
Abilities & Skills
SKILL R ANKS
NOVICE ADEPT EXPERT MASTER LEGEND
(1) (2) (3) (4) (5)
+1 Action Die +2 Action Dice +3 Action Dice +4 Action Dice +5 Action Dice
140 141
Abilities & Skills
ARCHEOLOGY & STONEWORK experienced in, including the use of any related tools prepare animals for cooking and have experience to suffering madness or feeling despair resulting from
You have experience in digging up secrets from or kits: in curing hides, leatherworking and using the witnessing such aberrations and magical effects.
the earth, dating historical objects and structures,
▪ blacksmith/armorer
associated tools.
understanding or devising layouts and floorplans, and NATURE & SPIRITUALISM
identifying minerals and precious metals. You have ▪ leatherworker/trapper INTIMIDATION You are familiar with nature and natural magic. You
knowledge of stonework and ancient ruins and their ▪ bowyer/fletcher You are persuasive and intimidating in ways subtle or are at home among druids, shamans and other natural
purpose, and know how to identify secret areas and
▪ woodworker/carpenter rife with displays of force. You know how to threaten healers and spiritualists, and have a deep connection
other hidden features of human-built complexes.
▪ weaving/cooking people without others noticing, but at the same time
have the audacity and might to scare a crowd into
with Athyr. You know death, rites of passing, the cycle
of life, and even to some extent what lies beyond. You
BALANCE & ACROBATICS ▪ mason/jeweler submission, and possess the skill to back up your words have some experience in communicating with those
Your adventuring experience has made you alert and ▪ calligraphy/painting with action. As a result you don’t scare easily yourself, who passed away and can sense unnatural presences
both adept and quick to respond to slipping, falling,
dodging traps and other similar sudden, physical
▪ glassblowing/pottery. and fear and backing down is largely unknown to you. whether malevolent or benign. If you are a magic-user
such as a Druid Kindred or a Shaman, your ability to
threats. You are skilled at performing stunts, balancing DECEPTION & TRICKERY LEADERSHIP & COMMAND channel nature’s essence is enhanced by this Skill.
and escaping restraints. You know how to land on You cannot be trusted - at least sometimes - or when You have commanded military regiments, bands of
your feet like a cat in any situation and have a way to you choose not to be. You have spent your life lying, mercenaries, or groups of tribal warriors. You know OCCULT & ARCANE
escape when being chased and throwing down objects keeping secrets, practicing trickery, and engaging in how to take the lead, inspire others to follow you into You have seen unexplainable things and peered beyond
to block opponents’ paths when being pursued. manipulation, impersonation and forgery. You are combat and convince people to aid your cause. You are the veil shrouding the world in its fragile, material shell.
skilled at all such activities and know how to get things experienced in raising or breaking morale, and know You have knowledge about cults, obscure traditions
CLIMBING & CAVING when it is time to retreat or take a loss. You can uplift and orders, occult practices, dark rituals, forbidden
done with people using false promise, diversion, sleight
You have experience and training in mountain climbing, others even in between action and are experienced tomes and spells, and experience with the supernatural,
of hand, playing games of chance, rigging probabilities,
caving, and similar activities and know the risks and with others relying on your help, encouragement demonic possession, banishment, corruption of the
and any kind of related scheme, whether verbal or
challenges involved. You are familiar with the tools and bravery. soul, alien dimensions and mystical events. If you are
a contrived and elaborate plot of your design and
and preparation required, including improvising under also a magic-user such as a Sorcerer, the knowledge of
execution.
duress and making quick repairs, and are adept at MECHANISMS & TRAPS your arcane spells comes from this Skill.
finding pathways and safe routes in such environments HERBALISM & HEALING You know simple and complex mechanisms and their
and those similar. You have practical knowledge of plants, medicinal cogs, wheels, springs and triggering devices, whether OLYMPIAN
herbs, treating wounds, illness, disease and injury. You it be a drawbridge, clockwork, alarm system or trap. You are skilled at performing feats of strength and
CLOAKS & SHADOWS You can craft and repair such mechanical devices (and endurance, like running, jumping, swimming, climbing
know what is required to treat wounds and infection
You are a master of the silent approach. You can move those similar), and are adept at spotting traps, setting and heavy lifting. You have trained for such activities
properly and can identify plants, roots, fungi and even
around stealthily, use shadows and dimly lit areas to traps, dismantling traps, designing traps, dodging specifically and are resistant to exhaustion and injury
have rudimentary and intuitive insight into flora not of
your advantage, and are able to spot the perfect triggered traps and deactivating traps. possibly resulting from them. You are physically
this world. You know how to make potions and brew
places to hide. You survey a room or area immediately extremely healthy and know a lot about nutrition,
teas that have alleviating effects on a variety of qualms
upon entering to find the best places to take cover if MEDITATION exercise, meditation and rest, and are accustomed to
and pains, and even some to soothe the mind and cure
need be. Because you know what to look for, you can You are the master of your own mind and soul. putting your body through extremes without breaking.
trauma.
also spot enemies who are hiding or lie waiting in an Through extensive training you have learnt to shield
ambush fairly easily. HISTORY & CULTURE yourself from magical harm that directly influences PERCEPTION & INVESTIGATION
You have a deep knowledge of history, cultures, your thoughts, emotions, and personality. You can You have a knack for spotting danger and suspicious
COURTS & POLITICS observe your inner self and emotions from a distance surroundings, and know how to properly investigate
religion, laws, philosophy and traditions from all over
You have dabbled in the goings-on of courts, lords, and let them pass by easily, retaining your sanity and clues, look for hidden objects, find traps or pinpoint
Athyr. You know many languages, their origin and
ladies and their laws, politics and schemes. You know poise. You are able to concentrate for an extensive important information. Your methods of deduction
dialects and recognize and know how to respect local
the daily operations of city organization, councils, and amount of time, and nothing and no-one can distract are refined, and you have a way of questioning suspect
customs, even if only recently introduced to them.
their associated conventions. You are quick to spot you in such moments. individuals that can reveal their hidden motives to you.
You know your way around libraries, temples and
when the gentry is lying and know how to get on their You pay attention to the smallest details overlooked by
other places of worship and are versed in the deeper
good side and get things done in higher-up circles, MONSTERS & MYTH most and are adept at making shorthand notes.
philosophical truths that humanity has been seeking
striking bargains and good deals for contracts, quests You have delved deeper than most into the chasms
since the dawn of time.
and rewards. where horrors make their home and gathered PERFORMANCE
HUNTING & TRACKING knowledge about monsters, their habits, lairs, and facts You are an actor, singer, dancer, mime, poet and
CRAFTING & REPAIRS and myths relating to them. Your experience has made writer. You have grown up knowing how to play various
You are an experienced hunter and tracker, and know
You have studied as an apprentice or even worked as you resistant to fear, charms, mind-control, curses, and instruments, write music and theater plays, and are
how to hunt small game (or your enemies!), set traps,
an artisan for some time, learning how to craft and other similar odious effects. You have encountered skilled at entertaining people and putting up a show.
track animals, people or monsters, spot danger in
repair various items and weapons or armor. When you creatures and monsters both mundane and those ‘that You know how to charm people, recite poems by heart
the wilderness. and make your way around stealthily
gain this Skill, choose 3 of the artisan fields from the should not be able to exist’ and have become resilient and can sing serenades as well as conduct an orchestra
without making noise. You know how to skin and
following, which determine the specific craft you are
142 143
Traits, Powers & Magic
CHAPTER 6:
that you know how to play fairly well. organization. You know how to handle logistics,
accounting, personnel management, registration and
POISON & DISEASE general provisioning like no other. Your experiences
You have knowledge of poisons, how to make and use also allows you to easily manage treasuring, secure
TR AITS, POWERS
them effectively, treating someone affected by poison, beneficial deals, barter for items, and gain insight into
diseases, and injury. You have acclimated your own the logistics of any organization you come across.
body through exposure to resist and withstand poisons,
infection, exhaustion, necrotic influence, withering and STRATEGY & WARFARE
& M AGIC
other similar effects that affect physical health. You have studied and trained in the art of warfare.
Tactics, logistics, strategy and planning related to
PSYCHOLOGY combat or battle are your second nature. You are
You have extensive knowledge of the psyche and know able to communicate and direct movement on the
how to tell when someone is telling the truth or is battlefield like a seasoned battle master. Because you
outright lying to you. You can spot ulterior motives know how you would act, you are able to anticipate
veiled by social nicety and you know the telltale signs of enemy actions, break their morale, examine the lay-
concealed truths, blatant lies and clever misdirection. out of fortified castles and fortresses and compromise
Through counsel and hypnosis, you are able to treat their escape routes.
people plagued with afflictions of the mind, and can
say what needs to be said to calm someone in distress. STUDY & RESEARCH
You have spent many days and nights studying scrolls
SAILING & SHIPS and tomes doing research and gathering information
You have spent significant amounts of time on or near for all manner of purposes. Libraries are your second
USING POWERS
the water and know how to sail different kinds of ships. home, and you are able to navigate them easily to find
While a lot of things make Blood and Doom
You are able to navigate these over rivers and seas and the books and papers you need. You are able to learn
Characters unique, the Traits and Powers you pick and
have had your share of combat on the water. You know and absorb copious amounts of information in a short
the Magic you choose to wield contribute heavily to Unlike Traits, Powers need to be called upon, fleeting
the strong and weak points of ships or a fleet and can amount of time and decipher ancient manuscripts and
making them feel like distinctive individuals – not but formidable abilities that need focus, exertion,
adjust combat strategy accordingly. You have experience gather clues from them.
only in game terms, but also in how they impact your a certain state of mind, or a set action to activate.
with all tasks required to row or sail, like tying knots and
THIEVERY & CRIME Character’s history, personality, and mannerisms. Let’s The cost for doing so is steep, for it requires the
raising sails, and even posses some knowledge of how to
You are a talented thief who knows their way around delve a little deeper into how everything works! sacrifice (or spending) of one’s own Blood Points.
build all manner of river- or seafaring vessels and rafts.
unfamiliar places. You are adept at lockpicking, stealing, Those who wield Magic are not granted the luxury
SEDUCTION & CHARM bribing, and burglary and other forms of crime. You of Powers, as they have chosen a different path that
You have this way about you that charms people into know dark street corners inside out and are able to already stretches their inner reserves to the utmost.
TRAITS
getting what you want. With wit, smooth-talk and build report with other criminals and the circles they Like Traits and also Magic, Powers are fully unique to
sometimes downright manipulation, you are able to mingle in. You know how to get to a settlement’s black your Character’s Class and Archetype. Powers often
steer conversations your way, to get things done or to markets and where to fence stolen goods. You know mean the difference between defeat and victory, and
defuse the precarious position you find yourself in. You thieves’ codes and secret words that let allow you Contrary to Powers and Magic, Traits linger like using them wisely can win an argument, turn the tide
do not shy away from using any means at your disposal communicate with others who do not always abide by a haunting whisper, ready to be unveiled at a moment’s of battle, or even save an entire city. In Athyr, Power
to persuade or seduce others into doing your bidding the law. notice. They are not mere skills to be honed, but gifts is a double-edged sword, capable of great triumphs
and are quite experienced in the art of romance. bestowed upon a Character, forever woven into their and crushing defeats. The question remains: will you
WILDERNESS EXPLORATION being by their training and the experiences they have pay the price to wield it?
SOCIALIZE & CONNECT You feel more at home in the wilds than in an urban accumulated as a member of their Class. Unlike the
You have a gift for identifying social organizations and environment. You are capable of navigating through flashy displays of Powers and Magic, Traits are a subtle
important goings-on wherever you find yourself. You dense forests or barren wastelands with no landmark force that courses through every Character, specific USE POWER = SPEND BLOOD
are able to connect to the right people at the right in sight, hiking for hours on end. You can spot danger to their Class and Archetype. They have become POINT(S).
place at the right time and know how make small talk from afar and even in the most desolate places you procedural knowledge, habits, and actions that can
while at the same time getting the information you know where to forage food and water. You can study be performed at a moment’s notice without the need TRIGGER EFFECT AS DESCRIBED
need. You can easily find the places and people you the sky and weather patterns to anticipate your to bring their execution into memory, or sometimes
seek in a settlement and can build networks within next move and are able to survive in the harshest of are even ever present in the background. They have,
a small amount of time, from noble houses to black environments. in a sense, become inherent. Some Traits do have
market operations. Charges that need to be spent in order to activate
them, which is explained in the Charges section.
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Traits, Powers & Magic
USING M AGIC
once you have completed a Rest and gain new COMBAT & ENCOUNTERS CHAPTER ON P. 199 . different Magic with the ‘One Active’ tag active at
Charges, any remaining ones are replaced as just the same time as long as they are not the exact
described. Charges gained ‘Per Encounter’ indicate same Magic. You can choose to cast the same Magic
you gain Charges whenever an Encounter starts and To cast Magic, you first have to pay its Blood Point again at any time, ending its current iteration and all
lose whatever is left at the end of it. Charges may also cost and then make an Action Roll to determine if it remaining benefits automatically, then gaining them
be gained ‘Per Day’, ‘Per Week’, any other indication succeeds. Each Magic’s description lets you know how anew again if you succeed your Action Roll to cast it.
of a period, or for example when (x) happens. much Blood Points need to be spent and what Ability
should be used to make the Action Roll. You can add
Action Dice from an Adventuring Skill as well, though
which specific Skill depends on your Character’s Class
SETBACK
When you make an Action Roll to use Magic and fail,
and Archetype. For example, the Druid Kindred uses you suffer Setback if your Setback Die results in a 1,
Nature & Healing to cast Magic. 2 or 3, just like any other Action Roll. Such a Setback
Using Magic requires one free hand to make gestures represents the arcane forces you attempted to
and the ability to speak. If either one or both isn’t possible harness to be twisted in ways that were never meant
you cannot use Magic. When wielding a two-handed to be, causing a negative consequence. Each Magic
weapon or both a one-handed weapon and a shield, you has a unique Setback effect listed in its description,
can temporarily adjust your grip to make gestures, but letting you know what exactly will happen. As usual,
suffer Challenge when using Magic this way. you cannot use a Doom Point to reroll when you
suffer a Setback.
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Feats
CHAPTER 7:
ally if your Magic somehow helps them. You can split
up spending Momentum any way you see fit, for area of effect is also roughly the height of a wagon,
example, if you gain 3 Momentum, you can spend and so on.
FEATS
1 Momentum to Boost an ally and 2 Momentum to Some Magic fires off an effect in either a ‘line’ or
increase the intensity of your Magic. ‘cone’ from a point of origin (usually your Character).
Some intensities provide benefits easily applied and A line or cone is always described in terms of ‘up to (x)
decided upon after you have cast your Magic. For range, for example, ‘a line up to Far range’, or ‘a cone
example, if it increases the number of Damage Dice up to Near range’. A line always runs straight and is
you can roll. Other times it might affect the size of an about as thick and wide as an arm. A cone is thinnest
affected area for example, which could influence some at its point of origin and widens straight out up to its
of the decision making involved when casting such maximum range at 90 degrees.
Magic. After all, what you describe your Character to
do might be different if the affected area is the size
of a human as opposed to the size of a house, but you
CANTRIPS
won’t know until after you have made the Action Roll
and can possibly spend Momentum.
In such cases it is recommended to roll Action Dice
When you create a Druid, Shaman or Sorcerer
to cast Magic first, and then continue by describing
Character you can choose several unique Cantrips to
what your Character (and the Magic unleashed) does
learn as described in each of these Classes’ chapters.
exactly, spending any required amount of Momentum
Cantrips are minor magic tricks and illusions, less
(if any) to achieve it.
powerful than other Magic but often very effective.
You can use a Cantrip as an Action on your Turn Every Character starts with one or two Feats and gains another at Level 5 and Level 9. Depending on your Class
without spending any Blood Points. When used at any Type (Warrior, Expert or Magic) you have access to specific Feats only, as indicated with each Feat. Some Feats
GAINING EDGE time not during an Encounter you can do so at will, may have overlap with a Class Archetype’s Traits or Powers, in which case you don’t gain the same benefits twice.
Unlike most actions, using Magic isn’t something requiring about 3 seconds to execute. Discuss with your Doomsayer when in doubt, and they can decide on whether it might still work with a minor
others can help you with or easily gain a situational adjustment to the written rules. More Feats will be added when the final game is released.
Cantrips only require an Action Roll if they target an
advantage for. You could still gain Edge for example
opponent (the Difficulty being that of your target,
if an ally has an opponent grappled or cornered and
as usual) or when you somehow try to use it in an
you target it with a destructive blast of energy. This
unconventional way. In such cases the Doomsayer
FEATS LIST
only applies to Magic where the Difficulty is that of
may ask for a roll to determine whether it works as
the target opponent.
intended or not. When you make this Action Roll you
use the same Ability and Skill as when using other
148 149
Feats
150 151
Equipment
EQUIPMENT
to defend yourself against an attack or other danger
your armor might be affected by and your Setback
Die’s result is a 1, 2 or 3.
There are other ways in which your armor can
become Dented, including some attacks from powerful
monsters such as a Dragon. In this case, simply failing
to defend yourself will cause your armor to become
Dented, regardless of suffering a Setback. If your armor
is Dented a number of times equal to its Durability
Rating, you can no longer subtract any damage as
just described until you get a chance to repair it. Any
number of Dented you accumulate up until that point
has no effect.
SHIELDS
USING A RMOR Shields function much the same as any weapon, in that
they can be used to both attack and defend against melee
152 153
Equipment
R EPAIRS Replenishing Uses can only be done if it makes sense silver and 249 gold without it taking up any Load, and
you don’t add up silver or gold to calculate Load but
154 155
Equipment
to you. It may happen its value needs to be assessed HOARDING ITEMS EXAMPLE On a success, you find what you were looking for
by an expert first to determine this. In addition, selling Regardless of Slots and Load, it wouldn’t make sense and the Doomsayer lets you know what die to roll
The ‘Potion of Examples’ has a recipe made up
gemstones and treasure for gold or items can turn out or be possible to carry a whole bunch of the exact to determine how much (a d4 or d8 for example). To
of 3 Ingredient Sets. First, 6 Tuova Leaves are
differently depending on where you try and gemstones same item. For example, a Round Shield is Load 2, but collect herbs, dangerous plants, venom, chemicals and
or treasure aren’t accepted as a payment method you wouldn’t be able to carry more than maybe 2 or crushed into a bowl and treated according to other similar ingredients you need an appropriate Kit
everywhere. Exchanging gemstones for gold and 3. The same applies to items like armor, large two- this potion’s secret recipe. Once successful, this (like a Herbalism Kit, Poisoner Kit or Alchemist Kit) and
bartering for items and services is common practice handed weapons or a ladder or tent for example. Load part of the potion is done. At another time, 1 deplete 1 Use for each instance you find something,
for adventurers who travel to exotic places and delve is on average kept low so you can carry quite a bit Orun Berry and 2 Gadja Herbs must be added to regardless of quantity. For materials like iron ore,
deep into the chasms of the earth to acquire riches. of diverse items when you go adventuring but making you’ll need a pickaxe to extract it from the rock it is
the now existing brew, which completes another
a realistic estimation of the size and weight of any item found on. You can also collect valuable or useful parts
part of the crafting process. Finally, 1 Drop of
is still recommended. from a Monster you have slain, though it is up to the
Malin Blood is to be added when the nearly- Doomsayer to determine whether anything useful
finished potion is at just the right temperature, might be salvaged and what or how much exactly.
and has not moved an inch for an hour. Very small ingredients and materials collected can be
SET A: 6 Tuova Leaves. stored as 1 Supply (of a maximum Supply of 9 equaling
1 Load), while larger materials are 1 Load each. For
SET B: 1 Orun Berry + 2 Gadja Herbs. example, you can carry 9 Tuova Leaves taking up
1 Load, or bring 1 chunk of Iron Ore with you also
CRAFTING
SET C: 1 Drop of Malin Blood.
taking up 1 Load. When collecting ingredients, keep
in mind that you need at least all of what is included
in one Ingredient Set before you can even attempt
To craft or brew an item, like for example a weapon, ▪ The Ingredient Sets required to craft the item. EXAMPLE to start crafting an item, and that you’ll need to start
suit of armor, potion, ointment, or poison, you’ll first
need either a recipe, some instructions, or possess the
▪ The type and quantity of an ingredient or The ‘Armor of Examples’ has a recipe made up with the first Ingredient Set specifically. Additionally,
collecting some extra quantities of each ingredient or
material that makes up each Ingredient Set. of 2 Ingredient Sets, and unlike the Potion of
▪
knowledge on how to make it. You’ll then know what kind material is recommended, as chances are some of it
The time required per Ingredient Set to add or Examples, they include some identical material.
of ingredients and materials to collect, which of course will go to waste.
takes some time and effort to do, as does the crafting apply it to the item you are crafting. It would be possible to have all Ingredient
of the item itself. Success isn’t always guaranteed, and ▪ What Ability is used to make an Action Roll to do Sets made up of several quantities of the same
some of the ingredients might go to waste as you hone so and the Difficulty to succeed. material, which should still be added as separate DOING THE WORK
your crafting skills to make an item instead of spending sets to an item. The same crafting process is In order to work on crafting any item you’ll need to
hard-earned coin to buy it or barter. But the experience be at a place that facilitates the craft and have the
followed here, each time making an Action
can be rewarding, and save gold or bartering items in
the process. Basic rules and guidelines for crafting are
INGREDIENT SETS Roll to apply one of the sets to the (legendary)
proper Tool or Kit available. Usually, crafting items like
weapons or armor cannot be done unless at a smithy
Every item that can be crafted is made up of one or ‘Armor of Examples’.
presented here and will be expanded upon for the final or armory. Working on potions or similar items could
(usually) multiple Ingredient Sets. An Ingredient Set
release of the Core Rulebook. SET A: 8 Lumps of Iron + 1 Lump of Carbon feasibly be done wherever there is some room to do
includes a very specific quantity of one or more types of
ingredients or materials, which, after you have collected concentrated and precise work, though unless it is
SET B: 1 Lump of Copper done in a laboratory or at another dedicated location,
R ECIPE them and can start crafting, are all added or applied to
the item you’re making during one crafting session. each time an Ingredient Set is added (and an Action
Aside from having a recipe, instruction set or the Roll made) it requires the depletion of another Use of
The quantity of the ingredients within an Ingredient Set
knowledge of how to craft a common item there are
also many recipes to be found across Athyr that describe cannot be split up, and you make an Action Roll (as COLLECTING INGREDIENTS the appropriate Kit. If everything is set up properly you
can start crafting as follows:
the crafting of unique or even secret and mythical described later) to determine if the entire Ingredient You can either find and extract ingredients and
items that cannot be bought anywhere. Alternatively, Set is added to your item successfully, bringing you one materials from the natural world or buy them at ▪ Deplete the full quantity of all ingredients and
you and the Doomsayer could even come up with step closer to completing the item. Ingredient Sets must a vendor where they can be purchased. Depending on materials of the Ingredient Set to add.
unique and innovative recipes together depending always be added to an item in a particular order, from
the first to last set. This also means that you could finish
the time available and effort spent to find the right
ingredients or materials, the Doomsayer can allow
▪ Spend the required amount of time crafting (that
on ingredients and materials you already collected, part of) the item.
a Wisdom Roll to be made at the end of every day or
▪ Make an Action Roll using the required Ability
working the other way around and perhaps even selling crafting an item at another time, adding one Ingredient
a newly discovered recipe for top gold! Set to an item one day, and another set perhaps a week the end of every week for the purpose of finding one
later (collecting more of the required ingredients in type of ingredient or material. and an appropriate Skill (if any).
Any recipe or instruction always includes at least the the meantime). An item is then completed once all its
following information: Ingredient Sets are successfully implemented.
156 157
Equipment
CRAFTING R ESULT ▪ FAILURE: You made a mistake, spilled WEAPON ATTRIBUTES IMPALE
Every recipe has an Ability, Difficulty and required Time ingredients, or ruined materials. This part of the Every weapon has one or more Weapon Attributes, T Y PE: Attack COST: 1-3 Momentum
listed, which is usually the same for adding or applying item remains unfinished and the ingredients and showing what that weapon is capable of and the kind
You impale your opponent with this weapon, possibly
each of its individual Ingredient Sets. Depending on of unique actions you can execute with it by using it
materials included for this Ingredient Set are moving them in a direction of your choice as they are
the outcome of your Action Roll, any of the following a certain way. For most Weapon Attributes this requires
wasted. You can try again if or when you have Restrained, or even pinning them to a wall or another
can happen: spending Momentum as described, up to a maximum
the same ingredients and materials available. opponent if you can spend 3 Momentum. You can let
of 3.
▪ SUCCESS: The Ingredient Set is added or applied ▪ SETBACK: Not only did you ruin this part of the There are three types of Weapon Attributes: ‘Attack’,
go of your weapon to keep your opponent Restrained
to a wall, requiring them to spend an Action on their
successfully, and you are one step closer to crafting process, but you messed up so badly ‘Defend’ and ‘Special’, letting you know when they apply. Turn to free themselves. Each Momentum spent also
finishing your item! If this was the last Ingredient that all progress made before has been rendered You can only use one ‘Attack’ or ‘Defend’ attribute per deals 1d6 extra damage.
Set to be added, you’ve done it, and your item is useless. If this happens on your first Ingredient Set, Action Roll and must choose which you want to use
completed. it’s not too bad. When halfway or nearly done, it before you roll your Action Dice. ‘Special’ Weapon
Attributes on the other hand can be combined with MASSIVE
means you lose everything you worked on.
either of the other two types of attributes any time. T Y PE: Attack COST: 1-3 Momentum
Some Weapon Attributes allow you to do things like This massive weapon can be swung in a wide arc
chop off an arm or monstrous appendage, knock and around you, possibly hitting multiple opponents. For
opponent down to the ground, or impale an opponent each Momentum spent, hit another opponent within
and pin them to a wall. Of course, Monsters come in Close range of your initial target. Deal damage to all
many different sizes and common sense should be used opponents you manage to hit this way. Any extra
WEAPONS regarding if such actions can apply, possibly altering damage that applies to ‘one opponent’ is dealt to
the Weapon Attribute slightly together with your your initial target only.
Doomsayer to make it work.
WEAPON R ANGE For example, no matter how well you roll, you will not PENETRATE
Most melee weapons are only useful for fighting within DAMAGE T YPES be able to impale and pin (using the Impale attribute)
T Y PE: Attack COST: 1-3 Momentum
Close range, to attack an opponent right next to you a Dragon to a wall, though you might be able to do so
Damage that slashes open targeting only one of its claws or its tail. Likewise, you This weapon can penetrate your opponent’s armor
or defend against any kind of melee attack. Polearms or can easily find a weak spot or small opening.
Slashing flesh or an object by cutting will have a hard time knocking over a Hydra (using the
and some Esoteric weapons have a greater reach You ignore an amount of their armor equal to
and can be used to attack opponents at Near range and slicing. Powerful attribute) but might still deal extra damage
as described. You can always discuss this and other Momentum spent and deal damage as usual.
instead. Most such weapons have the ‘Reach’ Weapon Damage that cleaves into
Attribute, detailing some rules as to how to fight with ways to spend Momentum using these attributes with
Cleaving flesh or an object by hacking
them specifically. your Doomsayer. POWERFUL
or chopping.
Some melee weapons with the ‘Thrown’ Weapon T Y PE: Attack COST: 1-3 Momentum
Damage that pierces flesh or
Attribute and many ranged weapons can be thrown or You knock an opponent back a step, possibly causing
Piercing an object usually by stabbing ACCURATE
fired up to Far range, while some other ranged weapons them to fall (out of a window for example) or be
(bows mostly) can even be fired up to Distant range. or thrusting. T Y PE: Attack COST: — slammed against a wall. The more Momentum you
Any bow that has a listed range of Far can still be fired Damage that bludgeons This weapon is so precise that when you take some spend, the farther away you can knock back your
up to Distant range, but the attack suffers Challenge Bludgeoning a body or object by bashing time to focus, your attack achieves exceptional opponent. 3 Momentum causes them to fall Prone,
when doing so. This does not apply to other weapons accuracy. You can spend your Bonus Action to gain or even be Stunned. Each Momentum spent also
or striking.
(of any range). Edge whenever you attack with this weapon. deals 1d6 extra damage.
When an attack succeeds, you deal damage by rolling
WEAPON DAMAGE Damage Dice. The type and number of Damage Dice
is determined by the weapon used to attack (unarmed
BRUTAL PULL
A weapon can deal one of four types of damage. Each T Y PE: Attack COST: 1-3 Momentum T Y PE: Special COST: —
attacks use 1d4). Damage Dice are indicated in the
type not only lets you know in what way such a weapon You cleave into, crush or bash down on your When you have an opponent Restrained with this
Equipment List as 1d6, 1d8, and so on. The outcome is
functions in the fiction, but also when it might be most opponent’s body, shoulder, arm, leg or head. The weapon, you can use a Bonus Action immediately
then added to by a static damage bonus equal to your
effective. Some Monsters or NPCs wearing a particular more Momentum you spend, the greater the to make a Strength Roll and pull them closer to
Skill Rank, which at the start of the game is usually 1 or 2.
kind of armor may be more resilient against a specific brutality. If you can spend 3, you sever an arm, leg you on a success or do so as an Action during any
type of damage for example. or monstrous appendage. Each Momentum spent subsequent Turn as long as they are Restrained. If
also deals 1d6 extra damage. your weapon has ‘Reach’, you can instead pull and
step back, keeping Near range distance.
158 159
Equipment
READY
T Y PE: Special COST: —
SWIFT
T Y PE: Attack COST: 1-3 Momentum
EQUIPMENT TAGS
Below is an overview of equipment tags that are used in the Equipment List.
This weapon can be sheathed or unsheathed while This weapon allows you to make two swift attacks
you hold a two-handed ranged weapon such as a bow on your Turn by spending Momentum. When you
(temporarily adjusting your grip), while engaged make an attack with this weapon as an Action and
in a grapple, or in other similar situations where succeed, spend 1 Momentum to make a Basic Attack R ANGE A RMOR PROFICIENCY
grabbing or stowing a larger weapon is impossible. against the same target as a Bonus Action. For each Up to an arm-lengths away
Close Light Light and flexible armor.
Doing so requires a Bonus Action. You can then use Momentum above 1 that you spend you gain Edge to or closer.
this weapon to attack or defend against an opponent this attack.
Medium Sturdy and protective armor.
normally. Additionally, you are never required to Near A few steps away and around you.
make an Item Use Roll to draw a weapon with the TACTICAL Heavy Bulky and very resilient armor.
Ready attribute in any situation. Far A short sprint away and around you.
T Y PE: Special COST: —
This weapon makes it hard for opponents to disengage A distance requiring some time and
RESTRAIN Distant
from. When an opponent Close to you moves away effort to cross.
T Y PE: Attack COST: — from you on their Turn, you can make a Basic Attack PROPERTIES
against them as a Bonus Action. Two-
Before you attack with this weapon, decide if you
Requires both hands to wield.
want to deal damage or Restrain your opponent. On USAGE Handed
a success, you do as intended. When an opponent THROWN This item is immediately destroyed
Needs to be applied to something to Fragile
tries to free themselves on their Turn, you can T Y PE: Attack COST: — Apply when it becomes Dented.
make a Toughness Roll to resist them getting free. have effect.
This melee weapon can also be thrown up to Far
This item can be Dented twice
range using the weapon’s required Ability. This can Consume Needs to be consumed to have effect. Resilient before being destroyed after
RIPOSTE be Strength, despite being a ranged attack.
a third time.
T Y PE: Defend COST: 1-3 Momentum
Inhale Needs to be inhaled to have effect.
THRUST When wielding this weapon you can
When you defend against an attack using this weapon Variable easily switch between its listed range
T Y PE: Attack COST: 1-3 Momentum Touch Needs to be touched to have effect.
and succeed, you can deal your attacker 1d4 damage Range and any closer range to attack or
per Momentum spent. If you spend 3 Momentum, When paired with a shield you gain Edge to attack an Needs to pierce skin or enter the defend without suffering a penalty.
you also gain Edge to attack them on your Turn if you Inject
opponent you just successfully defended against using bloodstream to have effect.
act immediately. your shield. This weapon also deals 1 extra damage per Some special combat rules apply to
Momentum spent, regardless of how it is used. An Item Use roll is required to weapons with this tag relating to its
Reach
use this item. On a Failure, the reach and opponents moving within
Dangerous
SHATTER Doomsayer can introduce a negative closer range. See P. 234 for details.
VERSATILE
T Y PE: Attack COST: 1-3 Momentum consequence for handling it.
T Y PE: Special COST: — Items or weapons with this tag have
This weapon has the capacity to damage your Duration The item’s potency lasts an amount Special some unique properties and special
opponent’s armor. Inflict Dented equal to This weapon can either be wielded with one or (x) of time equal to (x). rules listed in their description.
Momentum spent. Then deal damage as usual. with two hands easily. When wielded with two
hands, increase its Damage Die by one size. Can be used an (x) amount of times When taking damage against which
When attempting to destroy a static object using Uses (x)
before it is depleted. Protection armor would be effective, subtract
this weapon, you deal 1d4 extra damage per
Rating (x) the relevant value from the damage
Momentum spent to lower its Resilience. VICIOUS Number of Supply of this item
Supply (x) taken of the indicated type.
T Y PE: Attack COST: 1-3 Momentum adding up to 1 Load.
(x) is the number of times this armor
SHIELD This weapon has a way of targeting arteries or organs to Uses up Ammo that is fitting for Durability
Ammo can be Dented before is has become
cause a vicious wound. Inflict Bleed (x) where (x) equals the Weapon. Rating (x)
T Y PE: Defend COST: 1-3 Momentum too damaged and beyond use.
Momentum spent, after having dealt your damage.
When you defend against an attack using your shield Takes a couple of minutes to
Slow
and succeed, you can spend 1 Momentum to push use properly.
WIELDY
your attacker back several steps, or 2 Momentum Requires using Strength
to trip them, causing Prone. Alternatively, spend 2 T Y PE: Special COST: — Str
when wielding.
Momentum to make a counterattack using your This weapon can be wielded in combination with any
shield, or 3 Momentum to do so with a weapon other one-handed weapon at the same time. When you Requires using Dexterity
Dex
you hold. Both require a Bonus Action. attack or defend, choose which of the two weapons when wielding.
to use.
160 161
Equipment
PENALTIES
Reflex Rolls suffer Challenge while
TWO-HANDED
wearing or carrying. Challenge does Some Two-Handed Weapons could reasonably
Bulky
not increase if wearing or carrying be used with just one hand as well, though
multiple items with this tag. usually not for long without reverting to
Stealth Rolls suffer Challenge while a two-handed grip. Using a Two-Handed
wearing or carrying. Challenge does Weapon like this also sacrifices accuracy
Noisy
not increase if wearing or carrying and power. Attacks made this way suffer
multiple items with this tag. Challenge, the weapon’s Damage Die is
reduced one size, and no two subsequent HIDE ARMOR LEATHER ARMOR JAZERANT
Automatically fail all Item Use rolls
Clumsy attacks can be made like this.
while wearing or wielding this item. Armor made from several thick Armor made from leather that has Armor made of lightweight
layers of rhino, dinosaur or been stiffened by being boiled. chainmail sewn between cloth.
similar hide.
EQUIPMENT LIST
A RMOR
AVG. PROTECTION
LAMELLAR CHAIN MAIL SCALE MAIL
NAME PRICE TAGS S/C/P/B/E DURABILITY LOAD Armor made of small rectangular Armor made from countless small, Armor made from overlapping
plates of sturdy leather reinforced sturdy metal rings individually steel or bronze scales sewn to
Hide Armor 10 g Light 1 / 0 / 1 / 2 / 1 3 Load 1 with iron, steel or bronze. linked together. a cloth or leather undercoat.
Splint Armor 430 g Heavy, Bulky, Noisy 4 / 3 / 2 / 2 / 3 5 Load 8 O-YOROI SPLINT ARMOR PLATE ARMOR
Armor made of various plates Armor made from overlapping Armor made from large
Plate Armor 700 g Heavy, Bulky, Noisy 4 / 3 / 3 / 4 / 3 5 Load 9
and scales laced together and metal plates attached to an metal plates with thick
lacquered to prevent corrosion, underlayer of leather and chainmail. padding underneath.
with thick padding underneath.
162 163
Equipment
SHIELDS DAGGERS
AVG. AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Round Shield 20 g Str, Fragile 1d6 Bludgeoning Shield, Wieldy Load 2 Ready, Swift,
Kukri 3g Dex, Close 1d6 Slashing Load 1
Thrown, Wieldy
Kite Shield 30 g Str, Clumsy 1d8 Bludgeoning Shield, Wieldy Load 3 Penetrate, Ready,
Sai 6g Dex, Close 1d6 Piercing Load 1
Thrown, Wieldy
Bulky, Clumsy,
Tower Shield 40 g — — Load 4 Accurate,
Resilient, Special
Pesh-Kabz 6g Dex, Close 1d6 Piercing Penetrate, Ready, Load 1
Wieldy
ROUND SHIELD KITE SHIELD TOWER SHIELD
1d6 Piercing / Ready, Swift,
Jambiya 7g Dex, Close Load 1
Small shield made of a combination Large, kite-shaped shield made of Human-sized, rectangular shield Slashing Vicious, Wieldy
of wood and leather. a combination of wood, leather made of wood and metal,
and metal. frequently used in mass combat. Ready, Riposte,
Barong 10 g Str / Dex, Close 1d6 Slashing Load 1
Special: Requires Heavy Armor Wieldy
Proficiency. While carrying, your Ready, Vicious,
Cinquedea 8g Str / Dex, Close 1d6 Piercing Load 1
Speed is halved. Provides Cover Wieldy
when carried (gaining Edge to
defend). Can also be put on the
ground, used as Cover, considered
an object with 24 Resilience,
16 if Dented once, or 8 if
Dented twice.
Dagger with a broad, flaring head Dagger-shaped weapon with Long, narrow, pointed dagger,
that curves forward. three prongs. perfect for piercing armor.
Broad-bladed, extremely Short, leaf-bladed dagger almost Dagger with a very broad,
curved dagger. the length of a shortsword. triangular blade tapering to
a point.
164 165
Equipment
SWORDS
AVG. SCIMITAR KATANA FALCHION GLADIUS
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
One-handed sword One- or two-handed One-handed sword with A straight-bladed
Scimitar 20 g Str, Close 1d8 Slashing Vicious Load 2 with a long, curved sword with a gentle curve a broad, slightly curved double-edged
single-edged blade. and a single-edged blade. single-edge blade and shortsword great
Katana 50 g Dex, Close 1d8 Slashing Swift, Versatile Load 1 Extraordinarily sharp a rough knuckle guard. for thrusting.
and light.
Falchion 24 g Str, Close 1d8 Slashing Swift Load 2
A XES
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Ready, Swift, HANDAXE PARASHU TABARZIN
Handaxe 5g Str / Dex, Close 1d6 Slashing Load 1
Thrown, Wieldy
A small, one-handed axe that can A long-handled single- or double- An extremely long-handled
Parashu also easily be thrown. bladed axe suitable for use with axe, often with two heads or an
20 g Str, Close 1d8 Cleaving Versatile, Vicious Load 2
one or both hands. Those with opposing hammer head.
single blades are often set with
Tabarzin 25 g Str, Close 1d8 Cleaving Accurate, Versatile Load 2
a spike on the reverse.
Panabas 30g Str, Close 1d8 Slashing Penetrate, Versatile Load 2
Str, Close,
Battleaxe 50 g 1d10 Cleaving Brutal, Shatter Load 3 PANABAS
Two-Handed
A relatively plain long-
Str, Close, Clumsy, GREATAXE
Brutal, Massive, handled weapon resembling
Greataxe 70g Resilient, 1d12 Cleaving Load 4 BATTLEAXE
Shatter a combination of a sword An immense two-handed, usually
Two-Handed double-bladed war axe, often
and axe, with a wide, A heavy, two-handed,
forward-flaring blade. single-bladed war axe. with a wide, rounded blade.
166 167
Equipment
BLUDGEONS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Mace 10 g Str, Close 1d8 Bludgeoning Shatter Load 2 MACE MORNINGSTAR FLAIL WARHAMMER
POLEARMS
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD JAVELIN SPEAR QUARTERSTAFF
Str / Dex, Close, A light spear, balanced for throwing A long-shafted spear, often with A wooden stave, often the
Javelin 5g 1d6 Piercing Thrown, Wieldy Load 1 and often used expendably. a leaf-shaped iron head used for height of the wielder, used one-
Supply 3
close and ranged combat. and two-handed as a primarily
Impale, Thrown, defensive weapon.
Spear 15 g Str / Dex, Close 1d6 Piercing Load 1
Thrust, Versatile
168 169
Equipment
E SOTERIC
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
KAMA TEKKO-KAGI WHIP TESSEN
Ready, Riposte,
Kama 10 g Str / Dex, Close 1d6 Piercing Load 1 A short-handled weapon A handle with long claws A long, coiled and A deceptively sturdy fan used
Wieldy
with a perpendicular extending from it at right braided length of leather, for close combat fighting,
1d6 Slashing / scythe-like blade protruding angles, held with the blades sometimes with metal disguised for beauty but
Tekko-Kagi 10 g Str / Dex, Close Ready, Swift, Wieldy Load 1
Piercing from it. protruding through the gaps woven into the end. allowing the wielder to
Dex, Near, between the fingers. Often defend, distract, and strike.
Whip 5g 1d6 Bludgeoning Pull, Restrain Load 1 used in pairs.
Variable Range
1d6 Slashing / Accurate, Swift,
Tessen 20 g Dex, Close, Fragile Load 1
Bludgeoning Wieldy
Str / Dex, Near, Riposte, Swift,
Bo 10 g 1d8 Bludgeoning Load 1
Variable Range Versatile
Dex, Near, Clumsy, 1d8 Slashing
Kusarigama 30 g Two-Handed, / Piercing / Pull, Restrain, Vicious Load 2 CHAKRAM
Variable Range Bludgeoning KUSARIGAMA NUNCHAKU BO
Special: Hold one half of
Dex, Close, Restrain, Swift, A long-handled scythe- Originally a grain-threshing Similar to a quarterstaff, a Chakram in each hand to make
Nunchaku 5g 1d8 Bludgeoning Load 1 like weapon paired with
Two-Handed Tactical tool, this consists of two but slightly lighter and a melee attack with it, counting as
a chain at its base, attached mid-length smooth handles more flexible, also used two one-handed weapons with the
Dex, Close, to a spiked ball. Use often connected with a rope or for whip-like attacks. Wieldy tag. Connect both halves
Chakram 20 g 1d8 Slashing Tactical, Thrown Load 1
Two-Handed, Special involves using the chain chain, used in whirling and and throw it to make a ranged
to strike or entangle, then whipping attacks. attack. The Chakram returns
pulling the target down and to your hand after you attack
or into the blade. whether successful or not. When
BOWS you suffer a Setback, it is lost.
AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD
Dex, Far,
Athraki Bow 20 g 1d6 Piercing Accurate Load 1
Two-Handed, Ammo
Dex, Far,
Valdyrian Bow 25 g 1d6 Piercing Swift Load 1
Two-Handed, Ammo ATHRAKI BOW VALDYRIAN BOW LONGBOW CROSSBOW
Dex, Distant, An extremely flexible A particularly complex A stout, relatively plain A short and powerful bow
Longbow 35 g 1d6 Piercing Vicious Load 1
Two-Handed, Ammo composite bow made of composite short-bow made bow made of a single set at a T-angle at the end of
wood and horn, usually of many layers of wood piece of wood and a stock with an integral trigger
Dex, Far, wielded on horseback. and horn. capable of immense range. and channel for the bolts.
Crossbow 40 g 1d8 Piercing Penetrate Load 1
Two-Handed, Ammo
Dex, Distant,
Recurve Bow 45 g 1d8 Piercing Accurate Load 2
Two-Handed, Ammo
Dex, Distant,
Eshi Bow 60 g 1d8 Piercing Penetrate, Swift Load 2
Two-Handed, Ammo
ARBALEST
Dex, Distant, Clumsy, A thicker, heavier crossbow that can
Arbalest 65 g Two-Handed, Ammo, 1d10 Piercing Penetrate, Vicious Load 3
RECURVE BOW ESHI BOW often only be drawn with a cranequin or
Special foot-mounted lever. Special: Requires the
A complex composite of wood and An immensely long bow, used
use of a Bonus Action and spending half
horn, usually used for hunting. asymmetrically with the wielder
movement on a Turn to load / reload
grasping only the bottom third,
after each shot.
rather than the bow’s middle.
170 171
Equipment
THROWING A MMUNITION
AVG. AVG.
NAME PRICE TAGS DAMAGE ATTRIBUTES LOAD NAME PRICE TAGS LOAD
Throwing Dex, Near, Arrows 9 (9) g Supply 9 Load 1
Darts 5 (9) g 1d4 Piercing Accurate Load 1
Supply 9
Crossbow Bolts 9 (9) g Supply 9 Load 1
Shuriken 5 (9) g Dex, Far, Supply 9 1d6 Piercing Penetrate, Swift Load 1
Darts 9 (9) g Supply 9 Load 1
Dex, Far, Supply 3,
Boomerang 24 (3) g 1d6 Bludgeoning — Load 1
Special Sling Bullets 3 (9) g Supply 9 Load 1
Dex, Far,
Sling 5g 1d6 Bludgeoning Accurate Load 1
Two-Handed, Ammo
Str / Dex, Far,
Throwing Axes 15 (3) g 1d6 Slashing Vicious Load 1
Supply 3
Dex, Far,
Dart Blowgun 10 g Two-Handed, 1d8 Piercing Accurate, Penetrate Load 1
Ammo, Special
Dex, Far, Supply 3,
Bola 5 (3) g 1d8 Bludgeoning Restrain Load 1
Special
Str / Dex, Near,
Throwing Net 15 g — Accurate, Restrain Load 1
Special, Supply 3
Long, metal-headed fletched Short, metal-headed bolts, Narrow, weighted throwing darts,
arrows, sold in a bundle of 9. sold in a bundle of 9. sold in a bundle of 9.
THROWING DARTS SHURIKEN BOOMERANG SLING
A small, weighted throwing A flat, throwing blade Special: The Boomerang A loop of cloth or leather
needle, primarily used made of a single piece of returns to your hand used to throw sling
against unarmored targets star-shaped metal. These after you attack whether stones or bullets with
and/or to deliver poison. can be easily concealed successful or not. When you tremendous force.
Usually sold in groups of 3. almost anywhere. suffer a Setback, it is lost. CARRYING
A MMUNITION
You require to have a specific type of container
to be able to carry Ammo or Throwing Weapons.
The Adventuring Equipment list offers a choice of
five such types of containers, each suited to hold
one or multiple types of Ammo and Throwing
THROWING AXES DART BLOWGUN BOLA THROWING NET SLING BULLETS
Weapons. Having a container does not reduce
Lightweight axes A long narrow tube suitable Two or more ropes The throwing net is a round Small, walnut-sized lumps of an Ammo or Throwing Weapon’s Load and they
balanced for throwing. for blowing wide-feathered attached at a central point, net with weights woven into lead, sold in batches of 9. (Slings should still be listed in their own Slot on your
darts with silence, tremendous with weights at each end. its outside ring. It does no can also throw rocks, which are
Character Sheet like any other item.
force and accuracy. Often used When thrown, the Bola damage but entangles and/or free but deal 1 less damage.)
in conjunction with poison for whirls through the air and restrains the target, making
assassinations. can strike or immobilize them vulnerable to further
a target. Often used attacks.
for hunting.
172 173
Equipment
TENT: Offers shelter for up to 3 people, or comfortably CLOAK: A thick draping cloak, suitable for wrapping
R EGULAR ITEMS for up to 2. Includes collapsible frame, ropes and stakes. gear in, as a makeshift blanket.
FISHING NET: A weighted fishing net, either thrown
AVG. AVG. BEDROLL: A blanket and sleeping pad rolled together
and bound. and pulled or hung and dragged to catch fish.
NAME PRICE TAGS NAME PRICE TAGS SPOOL OF THREAD: Roughly 20 yards of tough, thick
REPAIR CACHE: Used up when using tools to repair or
Adventurer Fishing Net 5g Load 3 thread, with a needle.
50 g Load 1 craft something that uses general resources like cloth,
Pack
leather, metal, string, dye, and so on. DICE SET: A small assortment of polyhedral dice,
Spool of Thread 1g Supply 3, Load 1
Tent 20 g Load 2 RATION: Must be consumed to heal Bruises during suitable for most games of chance.
Dice Set 3g Load 1 Rest, or Wounds during Recovery. Also used to stay MESS KIT: A metal bowl-like plate, utensils and cup.
Bedroll 5g Load 1
alive and not starve to death. A ration is considered
COOKING POT: A metal pot suitable for hanging over
Repair Cache
Mess Kit 3g Load 1 a portion of food and amount of water to sustain
5g Supply 3, Load 1 a cookfire or sitting on a heated stone.
a human, though water is only included as long as
Cooking Pot 5g Load 1 you have a waterskin on your person (included in the SLED: A lightweight wood and leather sled capable
Ration 1g Supply 3, Load 1
Adventurer Pack). of carrying 200 lbs of goods, with an attached rope
Sled 15 g Load 3 harness.
Torch 1g Supply 3, Load 1 TORCH: Requires free hand. Illuminates surroundings
up to Far range dimly. MINER’S PICK: A standard tool for rock-hewing, with
Miner’s Pick 10 g Load 1
Rope (60ft) 2g Load 1 a pointed metal head atop a long shaft.
ROPE (60FT.): A coil of rope sturdy enough to suspend
Chain & Lock 15 g Load 1 one or more Characters. (Length: twice Far range) CHAIN & LOCK: A length of stout metal chain with
Grappling Hook 5g Load 1
a padlock and key.
Manacles GRAPPLING HOOK: A small metal multi-pronged
Iron Spikes 1g Supply 3, Load 1 15 g Load 1
hook designed to be thrown at the end of a rope, for MANACLES: Metal cuffs for affixing around the wrist.
Bag of Sand Free Load 3 climbing. BAG OF SAND: A small canvas bag with a drawstring,
Wooden Stakes 1g Supply 3, Load 1
IRON SPIKES: A bundle of 3 iron spikes suitable for filled with fine, dry sand.
Chalk 1 (9) g Supply 9, Load 1
Ladder (10ft) 10 g Load 4 securing ropes while climbing, securing doors, or other CHALK: Nine small pieces of chalk in a variety of colors.
uses.
Pitons 3 (9) g Supply 9, Load 1 PITONS: Nine narrow metal nails with bent or ringed
Crowbar 5g Load 1
WOODEN STAKES: A bundle of 3 thin wooden stakes, heads, suitable for rock-climbing.
Pole (10ft)
Hammer 5g Load 1 useful for many things.
3g Load 3 HAMMER: A standard tool.
LADDER (10FT): A lightweight but sturdy ladder; some
Wood Axe 10 g Load 1 WOOD AXE: A two-handed double-bladed wood axe.
Ball Bearings 3 (300) g Supply 300, Load 1 types are hinged and can fold.
It can be used as an improvised weapon but is not
Climbing Gear 20 g Load 2 CROWBAR: A curved metal bar suitable for prying up balanced for combat.
Steel Mirror 3g Load 1
nails or spikes, prying open doors, or as a club in an
Shovel CLIMBING GEAR: Several variable lengths of
Large Tent 20 g Load 3 5g Load 2 emergency.
lightweight but sturdy rope, clawlike grips for hands,
POLE (10FT): A useful length of wood, lighter and less stout leather gloves, and a sling bag for easy access.
Iron Nails 3 (30) g Supply 30, Load 1
Cloak 5g Load 1 sturdy than a staff.
SHOVEL: A small digging tool.
BALL BEARINGS: Bag of up to 100 round metal
IRON NAILS: A bundle of 30 flat-headed iron nails
bearings, often used to make ground difficult to walk
upon, or sometimes melted down for other purposes. held together by a blob of wax.
174 175
Equipment
CONTAINERS HOURGLASS: A small sand-filled sealed glass vial MAP CASE: A leather cylinder with caps at each end,
flared at top and bottom and pinched in the middle. watertight enough to keep rolled maps intact.
AVG. AVG. Takes exactly one hour for sand to trickle from top to MAGNET: A small metal magnet, roughly the size of
NAME PRICE TAGS NAME PRICE TAGS bottom. a thumb.
Quiver 3g Load 1 Backpack 10 g Load 1 SCALE: A small metal scale with counterweights, for SCISSORS: A pair of shears, capable of cutting through
getting exact weights of items. all but the toughest of cloths or leathers.
Bolt Case 6g Load 1 Wooden Crate 1g Load 2
MAGNIFYING GLASS: A polished magnifying loop BIRDCAGE: A small cage with a door and carrying
Ammo Belt Barrel and leather case for protection. handle.
3g Load 1 10 g Load 3
SPYGLASS: Required to carry up to 9 Supply of PERFUME: A tiny glass or metal bottle of some exotic
Bandolier 10 g Load 1 Sack 1g Load 1 Throwing Axes, Boomerangs or Bolas. scent, with a tiny stopper. Most are made from pressed
COMPASS: A small cannister with a magnetized arrow flowers, herbs or barks thinned with alcohol or oil.
Leather Pouch 2g Load 1 Bottle 1 (3) g Supply 3, Load 1
set upon a loose pivot, pointing northwards. FINE CLOTHES: A suit of clothing suitable for a noble,
Scroll Case 5g Load 1 Waterskin 5g Load 1 ENCYCLOPEDIA: A series of books listing a variety made of fine cloth and cut according to the most
of subjects in brief and/or depth, usually organized current fashion in the court of the land the clothes
Wooden Box 2g Load 1 Bucket 3g Load 1 were purchased in.
alphabetically, but sometimes by subject.
QUIVER: Required to carry up to 27 (3x9) Supply BACKPACK: A closeable leather bag with leather JOURNAL: A leather-bound booklet of blank pages
of Arrows. shoulder straps, stout and durable. with a clasp and small lock.
BOLT CASE: Required to carry up to 27 (3x9) Supply WOODEN CRATE: To store bulk items.
of Crossbow Bolts. BARREL: A wooden barrel, bound with iron hoops at
AMMO BELT: Required to carry up to 18 (2x9) Supply the top and bottom.
Throwing Darts / Darts, or Shuriken. SACK: A thick cloth sack with a drawstring close.
BANDOLIER: Required to carry up to 9 Supply of BOTTLE: A glass bottle with a cork stopper, able to
HEALING ITEMS
Most of these items come in small packets of folded paper or cloth or small containers, included in the price. The
Throwing Axes, Boomerangs or Bolas. hold roughly 3 Supply units wine or other fluid.
prices listed are the cost per individual item, not a Supply of 3, and they can be purchased individually.
LEATHER POUCH: Required to carry up to 27 (3x9) WATERSKIN: A waxed and oiled watertight bag with
Supply of Sling Bullets. a cork stopper. AVG. AVG.
SCROLL CASE: A cylindrical case made of hardened BUCKET: A thin-walled wooden bucket. NAME PRICE TAGS NAME PRICE TAGS
leather with a clasp.
Bandage
Apply, Slow, Medicine
Consume, Slow,
WOODEN BOX: To store delicate items. 12 g 40 g
Supply 3, Load 1 Supply 3, Load 1
Elderberry Consume, Slow,
Anti-Toxin
Consume, Slow, 20 g
16 g Seeds Supply 3, Load 1
SPECIALTY ITEMS Supply 3, Load 1
Consume, Supply 3, Apply, Slow, Supply
AVG. AVG. Coca Leaves 12 g
Load 1
Healing Aid 34 g
3, Load 1
NAME PRICE TAGS NAME PRICE TAGS Consume, Slow,
Consume, Supply 3, Sun Berries 45 g
Gadja Herbs 18 g Supply 3, Load 1
Hourglass 10 g Load 1 Map Case 5g Load 1 Load 1
Consume, Supply 3, Consume, Supply 3,
Scale 10 g Load 1 Magnet 6g Load 1 Mushroom Liquid Courage 8g
20 g Load 1
Load 1
Magnifying Scissors 2g Load 1 Apply, Inject, Supply
Glass 5g Load 1 Moonberry Consume, Supply 3, Adrenaline Shot 20 g
Juice
32 g 3, Load 1
Load 1
Birdcage 5g Load 1
Spyglass 20 g Load 1
Apply, Slow, Supply
Repellent 3g
Perfume 10 g Load 2 3, Load 1
Compass 5g Load 1
Fine Clothes 14 g Load 3
Encyclopedia 10 g Load 1
Journal 4g Load 1
176 177
Equipment
BANDAGE: This soft and oiled bandage cures Bleed MEDICINE: A combination of powders, herbs and SPIDER VENOM: Thin, diluted spider venom that BLOOD OF AGHMA: This repulsive, thick, dark-red
when applied to a wound. pills that cures 1 common Disease or Infection when causes the Poisoned Condition if applied to a weapon fluid deals 4d4 internal damage when mixed into
consumed in the right dose. or projectile and then pierces the skin. a drink and consumed.
ANTI-TOXIN: A brown powder made from a mix
of no less than 43 herbs can alleviate and cures the ELDERBERRY SEEDS: These rare seeds are known for QUARTAN’S BANE: A harmful mix of various venoms MIDNIGHT MALICE: This toxic gas deals 3d4 poison
Poisoned Condition. their de-aging effect and are the main ingredient for that can deal 1d4 extra poison damage when applied damage to whomever breathes it after being released
embalming bodies of the deceased to preserve them. to a weapon or projectile. from its bottle.
COCA LEAVES: Chewing these thick and juicy leaves
They cure Withered when consumed. MUNAGI OIL: Transparent, glowing oil extracted NECRO DUST: Inhaling this very fine, dark-brown,
can cure Slowed or Paralyzed.
HEALING AID: This set of bandages, straps, sedatives from the skin of a manifested Munagi spirit. It deals putrefied dust causes Withered 3.
GADJA HERBS: Small green-purple leaves that have an
and other medical tools can treat and cure 1 Injury, 1d4 extra radiant damage and causes Burning 1. VOID ESSENCE: This pitch black, dense fluid deals 2d4
invigorating effect on whoever consumes them. Heal up
after which it is depleted. RED DEATH: This vile mixture of inflammatory and null damage when touched. If 6 or more damage is
to 2d4 damage of Bruises.
SUN BERRIES: These bright pink berries have an infectious liquids causes Bleed 3 to whomever is attacked dealt, a target is banished to the void for 1 Round.
MUSHROOM: These small, glowing mushrooms heal
enlightening and calming effect on the mind and soul by a weapon coated with it. KISS OF DREAD: Anyone who touches this red powder
1d4 Madness when made into a tea or other hot drink
of whoever eats them. Cure 1 Trauma. SERPENT’S TEARS: These tears collected from the becomes Paralyzed for 1 minute and suffers 4d4 psychic
and consumed.
LIQUID COURAGE: These numbing spirits cause Ojune Snake causes whoever consumes them to fall damage as their mind is assaulted with nightmarish
MOONBERRY JUICE: This juice, extracted from the images for the entire duration.
anyone who drinks it to know no fear. Resolves asleep and become Unconscious.
extremely rare Moonberries heals up to 4d4 damage
Frightened when consumed.
of Bruises and/or Wounds.
ADRENALINE SHOT: A crude syringe the size of an
REPELLENT: This buttery salve bearing the scent of
arm with a thick needle dripping with life’s essence.
ginger can keep away biting insects when applied to
When thrust through a Dying Character’s chest straight
one’s skin.
into their heart, anyone who attempts to save their life
within 1 minute gains Edge to do so.
APPLYING POISON
POISONS Poisons with the Apply and Inject tags are only useful when they enter an opponent’s blood
stream. To do this, it should be applied to a sharp Weapon or Arrow after which a successful
Most poisons come in either a small bottle or vial, included in the price. The prices listed are the cost for the item’s
maximum uses (either 3 or 9) and cannot usually be purchased at a lower use-count. attack is required to trigger the Poison’s effect. Of course, other sharp objects or improvised
ways to achieve the same can always be discussed with your Doomsayer.
AVG. AVG. Once such a Poison is applied it remains potent for up to one hour, after which it dries up. Most
NAME PRICE TAGS NAME PRICE TAGS Poisons that require to be applied also have the Slow tag, meaning it can take a couple of
minutes to apply the Poison properly. Applying Poison to one or multiple Weapons or Arrows
Apply, Inject, Slow, Blood of Consume, Slow, Uses
Spider Venom 36 g 30 g doesn’t affect the time it takes by much and can be neglected.
Uses 9, Load 1 Aghma 3, Load 1
Midnight Inhale, Dangerous,
Every Poison has a number of Uses before it runs out. When applying Poison to Arrows
Quartan’s Apply, Inject, Slow, 18 g
24 g Malice Uses 3, Load 1 or similar projectiles, spend 1 Use per Arrow. When applying Poison to a Weapon, spend
Bane Uses 9, Load 1
anywhere between 1 to 9 Uses to coat the Weapon’s blade or tip. The number of Uses you
Apply, Inject, Slow, Inhale, Dangerous, spend equals the number of subsequent attacks made with the Weapon that can cause the
Necro Dust 30 g
Munagi Oil 34 g Uses 3, Load 1
Uses 9, Load 1 Poison to take hold on a success.
Apply, Inject, Slow, Touch, Dangerous,
Red Death Void Essence 48 g Poisons with the Consume, Inhale or Touch Tags always require at least one appropriate Action
30 g Uses 3, Load 1
Uses 9, Load 1
Roll to be made to prepare them to be consumed, held up or thrown to be inhaled, or make
Consume, Slow, Uses Touch, Dangerous, sure a target touches it. Similar to applied poison that requires an attack to succeed, putting
Serpent’s Tears Kiss of Dread 66 g
28 g Uses 3, Load 1
3, Load 1 any other poison to good use has a chance of failure, with the Ability and Difficulty for the
Action Roll depending on the situation or target.
178 179
Equipment
TOOLS K ITS
AVG. AVG. AVG. AVG.
NAME PRICE TAGS NAME PRICE TAGS NAME PRICE TAGS NAME PRICE TAGS
Smith Tools 12 g Load 1 Weaver Tools 6g Load 1 Herbalist 10 g Uses 9, Load 1 Lockpick 8g Uses 9, Load 1
Bowyer Tools
Jeweler Tools 16 g Load 1 Alchemist 16 g Uses 9, Load 1 Navigator 20 g Uses 9, Load 1
10 g Load 1
Woodworker Cooking Tools 8g Load 1 Disguise 12 g Uses 9, Load 1 Cartography 14 g Uses 9, Load 1
Tools
8g Load 1
Mason Tools 16 g Load 1 Forgery 20 g Uses 9, Load 1 Paint 8g Uses 9, Load 1
Carpenter Tools 8g Load 1
Glassblowing
12 g Load 1 CARTOGRAPHY KIT: Parchment or paper, notebook,
Pottery Tools 10 g Load 1 Tools HERBALISM KIT: A wide variety of dried herbs,
tinctures, salves, and tools for cutting and preparing compass, candle, magnifying glass, spyglass, ruler, ink,
herbs for herbal remedies. Includes small wooden etc. Required to make maps.
NOTE: These represent portable tool sets such as a tradesperson or Character with training in the trade might
containers and pouches. Required to collect and store PAINT KIT: Small vials of bright pigment, mixing board,
possess. These tool sets to not represent the items that would be found in a shop, such as smithy.
flora, make teas, potions, powders. canvasses to paint on, a variety of brushes, glaze or
SMITH TOOLS: A hammer and tongs, gloves and TRAPPER TOOLS: Animal traps, hammer, tongs, POISONER KIT: A small array of poisons (contact, lacquer and cleaning solution. Required to paint.
a leather apron, files and shaping tools, and cloth for prybar, oil, file, replacement parts. Required to craft or ingested, gaseous, venom, etc.), gloves, a mask, and
burnishing metal. Required to craft or repair metal repair traps (not just for hunting). some simple remedies. Includes distilling material, tiny
armor and weapons. bottles for storage, and various mediums for thinning.
JEWELER TOOLS: Fine chisels, files, buffing cloths,
Required to collect dangerous plants, venom, and
LEATHERWORKER TOOLS: Needles, knives, scrapers, magnifying monocle or standing glass, Required to
leather thongs, leatherworking stamps and etching craft or repair jewelry.
make poisons.
KIT USES & REFILLING
tools, and simple chemicals for curing and colored ALCHEMIST KIT: A variety of alembics, beakers,
COOKING TOOLS: Cooking pots and pans, spatula,
dyes. Required to craft or repair armor with leather bottles, candles, powdered and liquid chemical agents Each Kit includes items which are depleted when
cooking fork, tongs, cooking oil, ladle, knife, seasonings
and hides. and reagents, alcohol and purified water, along with you make use of the Kit and items that are not
(salt, pepper, more if available), etc. Required to
the tools to safely hold and mix various compounds. depleted. Depending on the situation you and
BOWYER TOOLS: Wood- and bone-carving tools prepare anything other than simple meals.
Includes, vials, bottles, corks. Required to collect fluids the Doomsayer can decide whether using the Kit
(knives, files, etc.) and strings. Glue for composite bows,
MASON TOOLS: Hammers, chisels, files, shovel, and chemicals.
and sealant or lacquer. Required to craft or repair requires a Use to be depleted. When replenishing
stoneworking tools, trowels, quicklime, bucket,
bows. DISGUISE KIT: Makeup, wigs, various props like eye- Uses for a Kit by purchasing one you already own
etc. Required to build, modify, and repair stone-
WOODWORKER TOOLS: Woodworking tools or brickwork.
patches, false teeth, a wide range of easily alterable you can do so at half the asking price, refilling
items of clothing, etc. Required to make a disguise. only the items that were depleted.
(hammer, files, awls, planers, saws, etc.), chalk or
GLASSBLOWING TOOLS: Pipe, tongs, glass shaping
charcoal for measurement, glue and lacquer, wood FORGERY KIT: Parchment and paper, a variety of pens
tools, glass cutter, mineral dyes, files, buffing cloths, etc. The Adventurers Pack and some Kits include
stain or other dyes, nails or wooden pegs. Required to and brushes, seals, envelopes, scroll cases, stains, and
Required to craft or repair items made of glass. items that are also listed separately. Should
craft or repair wooden weapons or items. waxes. Required to forge documents.
you need to replace an item that was originally
CARPENTER TOOLS: Carpentry tools (axe, saws, wedge, LOCKPICK KIT: Lockpicks, small metalworking tools, included in your Kit, it’s individual Load is
hammer, files, awls, planers, etc.), chalk or charcoal for a listening horn, files, pliers, blank keys, prybar, etc.
automatically included as a part of it and can be
measurement, glue and lacquer, wood stain or other REPAIR CACHE Required to pick locks.
ignored. If available during the game, purchasing
dyes, nails or wooden pegs. Required to craft or repair CALLIGRAPHY KIT: Parchment or paper, quills and
When crafting or making repairs without the a Kit is usually more efficient when it comes to
shields or wooden structures. steel-tipped pens, inks, wax, seals. Required to write.
required resources at hand, a Repair Cache can Load and Slots than buying any of the items
POTTERY TOOLS: Shaping tools, glue, sandpaper, files, included separately. Still, you may decide that
NAVIGATOR KIT: Compass, calipers, sextant, spyglass,
paint or enamel. Required to craft of repair pottery or be used instead in most cases. A Repair Cache
includes a combination of materials suited for
maps or charts, etc. Required to navigate. your Character would be more likely to carry
similar clay items.
crafting and repairing common Equipment. a compass but not a full Cartographer Kit.
WEAVER TOOLS: Small loom with many spools of
Some rare Equipment might still need additional
thread, needles, dyes, pins, etc. Required to craft or
repair clothing. resources, as discussed with the Doomsayer. How
many Repair Caches are required to repair items
of a specific type is listed in the REPAIRS section
on p. 154.
180 181
Adventuring
and some of them can blur into one another, but they TREASURER
each serve important functions during play. They also The Treasurer is the money-holder, keeping track of
blur the line between the real world and the fiction, as
CHAPTER 9:
any gold and silver earned or won by the group. They
the roles can both represent ways the Player and their know how much a particular expedition costs and how
Character behave. and where to store or keep funds and other valuables
If desired or possible, the players can switch up who takes so they are not lost between adventures. They know
A DVENTURING
these roles each session or every few sessions to make the market rates for hirelings and do the negotiating
sure that no one feels penned in or like they’re doing when the group is going to take on paid work. They are
a job on top of their primary assignment, which is to have often involved with selling any treasure of worth and
fun adventuring. handle the trivial part of commerce, such as currency
exchanges, local taxes, and any fees the group may
encounter, including bribes.
CHRONICLER For a smaller group, a player can take on more than
The Chronicler keeps a journal or record of some sort, one of these roles, and as noted above, they can often
keeping track of deeds done and achieved, loose ends blur together. Similarly, there are a few subsidiary roles
that might need to be revisited, noting any unresolved a Player might take in addition to one of the above.
issues that should be addressed later, and even making
note of where quests and rewards may be found,
SHOT CALLER
GOING ON AN
based on rumors or scraps of lore discovered while
to exploring Athyr: the thrill of discovery, the rush of adventuring. Rather than being the spotter, pointing out where to shoot,
combat, solving a mystery, meeting memorable people,
A DVENTURE
the Shot Caller is the decision-maker or tiebreaker. They
unravelling political intrigues, and the satisfaction of
are the arbiter of what to do when the Party disagrees
PLAYER ROLES
must be prepared to face unspeakable horrors, from determine the best directions and modes of travel. They other Players that a rules interpretation might not be
grim undead hordes to malefic demonic entities and draw any dungeon, catacombs, caves, or other adventure favorable. The Doomsayer generally has a great deal to
the cults of the dreaded Heralds of Doom themselves. areas as described by the Doomsayer and make careful handle during a Session, and someone on the Players’
When on adventures, Characters usually fall into
Going on an adventure typically requires careful planning note about places of interest on the map. Ultimately, side also keeping the rules in mind can make the game
particular roles, taking on tasks and assisting the group
and strategy. Your Party must gather information about they keep the group going in the right direction. run smoother and more enjoyable for everyone.
to the best of their abilities, based on their particular
the dangers that lie ahead, and equip themselves with
aptitudes and skills. But outside the game environment,
weapons, spells, and other tools that will help them
survive. You may need to form alliances with NPCs,
you, the Players, take on roles that contribute to the
overall play experience in ways that are not always like QUARTERMASTER SNACKMASTER
hire mercenaries, or recruit local guides who know When anyone in the group needs something on or The real-world version of the Quartermaster, they
what your Characters are doing. Just as the Doomsayer
the terrain. before an adventure, they talk to the Quartermaster. ensure that for face-to-face Sessions, everyone brings
is essentially the director of a gaming session.
They are the handlers and procurers of gear and adequate snacks and drinks, if shared, and collects funds
Once the adventure begins, you may encounter
Identifying and naming these roles makes life easier for supplies. They make sure everyone has proper for things like food ordering. They should not need be
traps, ambushes, and other obstacles that can derail
both you and the Doomsayer and can help to keep your equipment, mounts, rations, etc. and do the haggling paying for everything, but simply making sure everyone
your quests. You must be prepared to improvise and
group happy and functioning well. Player roles are not and shopping for an expedition into the unknown. The else contributes. The Snackmaster should respect dietary
adapt to changing circumstances, making split-second
Classes, but instead are informal roles taken on by the Quartermaster can also keep track of torches used choices and see that others are respectful, and be alert
decisions that could mean the difference between
Players during gameplay. They’re not straightjackets, while roaming through a dark dungeon, as one torch for allergies or dietary prohibitions, to avoid any hard
life and death. Despite the dangers, there is an allure
needs to be depleted when entering every room. feelings or illness.
182 183
Adventuring
184 185
Adventuring
WATER WIND
Characters may sometimes find themselves submerged Ordinary wind poses little problem for Characters, but
in water deep enough to hinder them (or cover them extremely fast, strong winds can wreak serious havoc.
entirely). Being submerged in water for half of your height This has several effects, as detailed in the accompanying
or more causes you to move at half your normal Speed if table, describing various wind levels.
you wade through the water across a solid surface.
First, winds heavier than moderate have a Strength
Once fully submerged and/or taking a swim while Rating for purposes of moving objects, causing damage
only partly submerged you move at a similar Speed. to structures, and so forth. This rating is comparable to
Your Character is assumed to be able to swim at least a Strength Ability Score and can be used (if desired) by
moderately well unless of course your Character Path the Doomsayer to make an Action Roll vs an object’s
describes otherwise, or if you think it appropriate for Difficulty to determine whether it would be damaged
your Character once it comes up during play. Actions or destroyed.
TEMPERATURE EXTREMES hindered by being under water suffer Challenge. For
example, attacking or defending. Though some things
Second, firing projectiles (such as arrows or bolts) or
Extreme temperatures can pose a hazard to any throwing weapons (like any dagger or handaxe) is much
may actually be easier to do (like lifting objects while
adventurer. Most of the time temperatures won’t get harder to do accurately in strong winds. The table lists
standing on the bottom of a lake), in which case you can
high or low enough to affect Characters adversely the Challenge suffered per wind level when attempting
Depending on the exact situation, an Event is then attempt it with Edge. When fighting an opponent who is
(though they may become mighty uncomfortable). such actions.
triggered, and if no Encounter was taking place, it will also under water and equally affected, any such Edge or
But if the temperature is too hot or cold, the situation Third, in environments with lots of sand or dust,
start now. You have a limited time to escape, and as you Challenge doesn’t apply.
becomes more dire. a sandstorm (such as the Rhogoon that rage across
and your allies each get one Turn per Round to act (as
usual), you will sink deeper into the ground at the end The accompanying table shows the effects that extreme Ethennia) may seriously impede vision or hamper other
of each Round. The Doomsayer will let you know what temperatures can have on Characters. This of course SUFFOCATING & DROWNING actions, and worse, cause serious harm to anyone caught
in them and not able to take shelter. The table shows an
happens, but on average you will be fully submerged also depends greatly on whether or not protective When your Character is fully submerged in water or
after 2-3 Rounds have passed. You can always choose to measures are taken (such as doffing armor in extreme another substance, they run the risk of suffocating and/ amount of Challenge suffered to actions hampered by
spend your Turn to try and succeed the Focus Roll should heat or wearing warm clothing to protect from the cold), or drowning. Any Character can hold their breath for such a storm (similar to firing projectiles) and also any
you have failed it at first. whether a Character is sheltered or out in the open, other a maximum of 30 seconds times their Toughness Score. particle damage (applied as a type of damage depending
circumstances like being wet, wind strength, and so on. After that they begin to suffer 1d6 Internal Damage per on the exact nature of the storm) suffered every Round
Suffocating doesn’t happen very fast, but there is a bigger
Round until the Character become Dying or reaches air. a Character is exposed.
problem to worry about once submerged: the chance Whenever exposed to temperature extremes as listed
that it will be impossible to be pulled back up and rescued, in the table, make a Toughness Roll every hour against These rules also apply to situations where a Character is
no matter what any of your allies might try at that point. the indicated Difficulty, using no Skill. On a success, your suffocating, has to hold their breath for some reason, or
As soon as your Character is fully underground, make Character remains unaffected. On a failure, they suffer otherwise doesn’t have access to air.
a Doom Roll. The number of successes you roll is the the appropriate amount and type of damage (ignoring
number of Rounds left during which attempts to save armor). The Doomsayer can allow to roll with Edge or
you can be made. After that, or if you roll no successes, instead impose Challenge to these rolls depending on the CHALLENGE PARTICLE
your Character dies. circumstances just described.
STRENGTH (R ELEVANT DAMAGE PER
WIND LEVEL R ATING ACTIONS) ROUND
TOUGHNESS
TEMPERATURES ROLL DIFFICULTY DAMAGE ON FAILURE Heavy 4 Challenge 1 1d4
186 187
Adventuring
TRAVEL BASICS The first Character in the marching order usually keeps
a wary eye out for dangers (whether they’re traps,
When you take watch, make an Awareness Roll to
determine whether you can spot possible threats on
attackers, or something else), makes Awareness Rolls to time. On a success, you do, and meet any opponents on
Whether by road, on water or through the wilderness, to the next waypoint or destination instead. There
survey the area or room ahead, and otherwise serves equal ground, or notice a threat on time. On a failure,
travel can be a dangerous, but rewarding ordeal. While are several more things to consider, like the terrain,
as the party’s “scout.” The next Character, who often you don’t, and notice any threats too late. As a result,
adventuring you will often travel from one exotic weather conditions and whether you have an accurate
follows at least a couple dozen feet behind the first you suffer Challenge to the first Action Roll you make
location to the next, in search of treasure, a cult lair, map or not. The Doomsayer will let you know about all
one so as not to interfere with the first’s stealthiness, is during the first Round of an Encounter. The rest of the
fame and glory, or simply to help those in need. More this once you plan on travelling.
often a strong, well-armored Character of some sort Party, unless asleep, suffers the same. Any Characters
detailed travel rules are covered in the Doomsayer Going on a Journey can involve discovering places you who’s ready to confront any danger and protect his who were asleep during the start of an Encounter must
Section of this book, but a brief overview of the game’s weren’t expecting to along the way, meeting interesting comrades from it. skip the first Round to wake up and get ready and join
two main travel types is provided here for Players. people, encountering monsters and challenges, or the action.
Behind them are other members of the group who
discovering landmarks. How this plays out is greatly
need to deploy to an attack quickly; the middle of the Some places you visit may be so dangerous and packed
dependent on the skill of your Character and others
TRAVEL ROLES in the Party, as you go about your way vigilantly and
marching order is also a good place for Characters with enemies that setting up camp isn’t possible.
When you travel, every Character takes on a specific who are easily hurt or otherwise need more defense The Doomsayer will let you know whether a place is
attempt to stay out of trouble as best you can.
role to fulfil. Each role should be fulfilled by at least from threats. safe enough at least to try and set up camp, or that
one Character, but it is also possible for one Character chances of an enemy walking by are so great it’s not
As just touched upon, the last Character in the
to take on multiple roles if your Party is smaller than
four. Two Characters can also share the same role, with
EXPEDITION marching order plays an important role also, since they
even worth trying until you reach a safer place. You
can however always choose to Catch Your Breath
This type of travel is used to explore the area you defend the rest of the Party against being attacked
exception of the Navigator. instead, as covered later.
are in, not going anywhere in particular. Travel itself from behind and are themselves in a very dangerous
becomes the adventure, and with it all the things you position. Another well-armored Character often fills
Navigator
Navigates travels and makes sure this position the best, but some groups prefer to have
might encounter and discover along the way. Instead
the Party doesn’t get lost. of choosing a destination, the general direction you a highly observant Character at this position so they
Scouts the area for obstacles, travel in, or an adjacent hex on a map, is chosen as can spot ambushes or things the rest of the Party I NTERRUPTED REST
Scout missed as it passed by.
danger and other activity and sites. the next waypoint during an Expedition. You can cover
Scenes and Encounters that interrupt a Rest
ground during the day and night, which are broken
Hunter / Hunts and gathers to provide food up into four parts for the purpose of an Expedition,
might take some time to play out at the table,
Forager and water to the Party. choosing what to do during every part as you either SETTING UP CAMP but often take only minutes in the fiction. For this
explore the area you are in deeper, or move on to In order to Rest or make Repairs, Characters will need reason, unless what happens takes Characters
Watcher
Keeps watch at camp at night or to set up camp and take a break from adventuring or completely away from their camp or interrupts
another to seek adventure there. While doing so you
any other part of the day. travel for some time. This doesn’t always require for their Rest until much later, every Character that
cover an average of 4 miles per day instead of 24.
tents to be put up and a campfire to be lit; simply continues resting for a total of around 3 hours still
An Expedition is the best way to discover all of Athyr’s
putting down your backpacks and equipment for a few gains a Rest’s benefits.
hidden ruins and secrets and getting to know the
JOURNEY people and settlements you encounter along every
hours can suffice.
This type of travel is used to reach a destination usually part of your travels, even those hidden away from plain When setting up camp in a dangerous place to Rest, it
several days or more away, during which the dangers sight. Treasure might be found in unexpected places, can be wise to have one or two Characters take watch
of travel and managing resources, such as rations, are and cults or monster lairs discovered where they would during this time so they can warn others of trouble.
important, as well as hunting, foraging, navigating, otherwise be overlooked if you didn’t spend the time Note that Characters who take watch must still get
scouting the area travelled through looking for exploring every square mile. at least 3 hours of Rest to be able to gain its benefits.
shortcuts and setting up a camp and keeping watch. Resting for 6 hours with two Characters alternating
a watch makes sure everyone can Rest properly. If not
If you plan to travel particularly far, perhaps for a week
or more, you are recommended to consult a map M ARCHING ORDER possible, then any Character standing watch have to
sacrifice those benefits.
and select one or two waypoints along your path. A In some situations, the Doomsayer can ask to know the
waypoint is usually a settlement or other place where marching order of your Party. This doesn’t necessarily
you can rest properly and stock up on supplies. Travel is have to be a literal representation of exactly where
then broken up into multiple Journeys that take place everyone stands in what order, but should at least
in between these waypoints. inform all the Players of who’s in the lead, who has
When using a map with hexes, each hex represents the chance to perceive something significant, the best
24 miles, which is the average distance that can be target for an ambush predator to choose, and so forth.
travelled per day on foot. When playing using a map Not only that but knowing who is at the back of the
without hexes, the Doomsayer can simply make an Party can also be important if something approaches
estimation of the number of days required to travel from behind, for example.
188 189
Adventuring
190 191
Adventuring
192 193
Dungeons
TORCHES SPLITTING UP
ACTIVITY DEPLETED When any Character strays away far from
CHAPTER 10:
the rest of the Party, make sure to check
Entering a dark Room or Area 1 who is carrying torches; it may be necessary
DUNGEONS
for another torch to be lit when Characters
Taking on any activity requiring
get separated from the rest of the group.
a decent amount of time.
Examples: Make repairs, dig 1
a tunnel, thoroughly study an
object or cryptic tome. LIGHT R ANGE
When Resting for 3 hours or more,
& COMPLICATIONS
A torch provides light up to Far range
unless you make a campfire. /
from the source, but needs to be held
When keeping watch beyond 3 with one hand or otherwise be set on
a campfire’s radius for 3 hours
a fixed position on the ground (giving
or more.
Monsters an opportunity to grab, break
or extinguish it!). It is enough to provide
a decent amount of light in most rooms
or areas.
& LIGHT
and Players as well as the Doomsayer should
be aware of this. Extra effort may still have
194 195
Dungeons
M ADNESS M AGIC
Being the target of diabolical spells cast to twist and
When you fail an Awareness Roll while opponents are
hiding or waiting in ambush, you suffer Challenge to
If such a situation is difficult to set up, the Doomsayer
can ask to make an Action Roll to determine how well
Aside from spending time in total darkness as just bend your very soul, Magic fueled by sacrifice of blood react to anything a hidden opponent does until they you prepared. This is usually a Wisdom or Intellect Roll.
described there are several other circumstances and or human life, or a powerful mind-altering artifact can have revealed themselves. Most of the time this is You are then considered to be successfully hidden, but
events that may trigger your Character to suffer Madness. potentially cause Madness. In fact, Magic might be something like attacking or casting a spell, and you depending on the success of the rolls made opponents
Adventuring can be a terrifying and dangerous affair, the most dangerous of all madness-inducing events suffer Challenge to defend against the attack or resist may be more or less likely to sense something is wrong
possibly crossing paths with all manner of atrocities. In described in this section, and it isn’t unheard of that it the spell. Not only that, but at least one of the hidden once they arrive at the scene.
such cases the Doomsayer can ask for everyone in the can leave an adventurer a dribbling pile of insanity. The opponents gets to take a Turn first, before anyone else
Party to make an Action Roll to determine if a Character Ability used to withstand such effects vary depending can pitch in and Turns continue to be taken as usual (in
suffers Madness. Abilities used are most often Focus, on the Magic’s source, as does the amount of Madness any order). HIDING FROM OPPONENTS
Heart, Courage, Insight and Willpower, as determined you might suffer. When none of the above applies, you can make
It is always possible that one or multiple opponents
by the Doomsayer. As usual, the Doomsayer also sets the a Stealth Roll to actively hide or move unseen past
have revealed themselves while others are still hidden
Difficulty, and the amount of Madness suffered can vary opponents that you are aware of. You do not make
(the same is true for Characters when the situation
from 1 up to a d2, d4, d6, or more. Some of the most INCOMPREHENSIBLE is reversed) and in that case, anyone still hidden can a Stealth Roll in advance, but only at the time when you
common examples are:
EVENTS still benefit from it. Most of the time though, hidden actually attempt to hide or sneak past an opponent. The
Difficulty of the Action Roll is that of the opponent with
Some things are beyond mortal understanding, and opponents will have revealed themselves during the first
Round of an Encounter. the highest Difficulty in any given group of Monsters
DARKNESS when you encounter living manifestations of the
Heralds of Doom, strange and terrible environments Because not all Players are actively making Awareness
or NPCs. Unlike when making an Awareness Roll as
While in complete darkness, you require to make described in the ‘Hidden Opponents’ section, all Players
where the laws of physics do not hold sway, freakish Rolls all of the time, the one Character who did survey
a Willpower roll every hour. The Difficulty is usually 2 make a Stealth Roll individually.
occurrences, or apocalyptic events, the Doomsayer can the surroundings plays an important role here, as when
but can be raised by the Doomsayer depending on how
ask for an Action Roll to determine if your Character they fail to spot hidden opponents it will have negative On a success, you are considered hidden from all
threatening the situation is at the time aside from the
suffers Madness. consequences for the entire Party. For this reason, it is opponents until you do anything that could draw
darkness itself. On a failure, you suffer 1 Madness. The
usually a good idea that a Character with keen senses attention to you, or if the situation around you changes.
Doomsayer can estimate when an hour has passed or
takes the lead and scouts ahead for potential danger. When this happens, you may have to roll again to
decide that every 3 rooms or areas you pass through
remain hidden.
equals one hour spent.
STEALTH
Doomsayer on a failure. The Ability to be used depends course use the opportunity to sneak past your enemy
Player makes an Awareness Roll. Hopefully this provides
on the specific circumstance. Generally, Characters are and avoid conflict altogether!
clues for a narrower search, or to possibly study and
& HIDING
accustomed to death and mayhem, and those who make investigate something you discovered. Once an opponent has become aware of your presence
fighting their trade might be more-or-less immune to after you’ve acted, for example by attacking them, you
Similarly, you can make such a roll to spot hidden clues,
some of this unless the circumstances are unexpected, are no longer considered hidden until you hide again.
listen for noises, look for traps, or attempt to detect When attempting to move around stealthily or hide
involve someone they knew, or are exceptionally If any Character has already attacked an opponent and
hidden enemies or other dangers. As an exception, yourself it is only required make an Action Roll when
gruesome and rife with evil. given up their concealed position, it is still possible for
the Doomsayer doesn’t always reveal the Difficulty of you know an opponent is present, or if there are signs
of trouble or danger that you can act upon. Until that other (still hidden) Characters to gain Edge on their
Awareness Rolls beforehand or whether you succeed
time, you can simply let the Doomsayer know that you Turn. You can also actively hide (again) during an
MONSTERS afterwards. They only take note of the outcome and let
you know what you find out. are taking a stealthy approach, and how. ongoing Encounter. How this works is covered in the
Athyr is full of strange and horrible creatures, the sight HIDING DURING ENCOUNTERS SECTION ON P. 202 .
Similarly, if you are able to set up a situation in advance
of which can cause mortal minds to suffer and break.
that allows you to be unseen by potential enemies, you
Most of the time, though, Characters are not required to
make an Action Roll when seeing natural animals, beasts,
HIDDEN OPPONENTS do not need to make an Action Roll to hide, but are MOVE STEALTHILY OR HIDE =
or common types of Monsters. There are those however
Opponents usually don’t lie waiting in ambush or actively simply considered hidden. For example, when you set STEALTH ROLL
try to hide from approaching Characters unless they up an ambush and hide in bramble bushes, waiting for
that are so unspeakably terrifying, twisted, unnatural,
have good reason to. Because of this, you don’t require an enemy caravan to pass by.
alien and incomprehensible that Madness might be
to make Awareness Rolls all the time from fear of being
suffered. The Doomsayer will let you know what Action
attacked by an unseen opponent. The Doomsayer will
Roll to make when you Encounter such a Monster.
usually provide some clues in advance.
196 197
Combat & Encounters
CHAPTER 11:
operations can proceed without the meddling of brave immediately. You and several of your allies
and righteous Characters, especially within their own will have to make a Reflex Roll or any other
lairs. An Awareness Roll is required to spot traps and appropriate Action Roll to determine how badly
COMBAT &
a Dexterity Roll is required to dismantle a trap you you are affected.
managed to spot.
A great example are arrows that shoot from slits
in a wall as soon as you move against a tripwire
ENCOUNTERS
SPOTTING TRAPS = or set foot on a floor tile that triggers the trap.
AWARENESS ROLL Usually, any Character that might be affected
still gets a chance to dodge out of the way,
DISMANTLING TRAPS =
making a Reflex Roll. Failing this means you likely
DEXTERITY ROLL
take damage.
2. Something harmful slowly starts to unfold, taking
a certain amount of time to complete. A trap
SPOTTING & DISMANTLING that takes time to complete could still be stopped
Several risks are involved when dismantling a trap that halfway, requiring quick thinking and usually
you spotted. Let’s start by assuming you discovered several Action Rolls to get done.
a trap before it was triggered. The design of some traps
Think of a room slowly filling with water while
might allow you to circumvent them as soon as you
entrances are barred, or walls that start to close
learn where they are placed and what their workings
are. However, many traps are designed to prevent this,
leaving you with several options:
in. Such Traps are handled exactly the same way
as an Event and is usually played out using Rounds ROUNDS The only time when either an opponent, you or one
of your allies is certain to take a Turn first is while
1. You can turn back to find another route to get
where you were headed, leaving the trap intact.
and Turns.
& TURNS hidden at the start of an Encounter. This applies only
to the first Turn taken during the first Round. After
Whenever a Scene escalates into conflict, or that, Turns continue being made again as described.
2. You can carefully attempt to set-off the trap a particularly threatening situation presents itself,
while trying to avoid harm; though this requires it is considered an Encounter. Usually this happens
some knowledge of what to expect as well, when you fight an opponent, but it may just as well ON YOUR TURN
and an appropriate Action Roll to be made be a trap or harsh weather conditions that trigger an During your Turn, you can move up to your Speed
Encounter. Encounters have some special rules that and take one Action. You can do this in any order,
by one or multiple Characters to avoid any
provide structure and make running them easier. and split up your movement into one part before
negative consequence.
Every Encounter is made up of Rounds and in each taking an Action, and one part after.
3. You can attempt to dismantle the trap, requiring
Round every participant gets to take one Turn. Alternatively, you can use your Action to move up
a successful Dexterity Roll as just described. Some
Everyone is free to take Turns in whatever order they to your Speed again, allowing you to cover a greater
traps impose negative consequences if you fail wish; or team up to take Turns together and help one distance on your Turn. You are also free to do less
to dismantle them. What kind of mechanics are another. Once everyone has taken a Turn, the Round than described, for instance by not moving at all, or
built into each trap and how dangerous it is to ends and a new one begins, repeating this process skipping your Action. You are always considered to
dismantle it differs per trap. until conflict has been resolved. have taken a Turn by the end of any Round, even if
When exactly you, your allies, or any of your you do nothing.
opponents take their Turn flows naturally from the
fiction of what is happening during the Encounter
TURN = MOVE + ACTION
and when it started. Any action usually leads to
a response, whether from an ally coming to your aid,
or from an opponent countering an attack. Players
and the Doomsayer can discuss and plan ahead, or
simply let things happen as feels right.
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Combat & Encounters
Some more examples of what typically is considered MOVEMENT SPEED ask for a Strength Roll to knock over the table. On
TIME an Action: Every Character has average Movement Speed, a success, you get to make a Dexterity Roll to fire
your bow from cover. On a failure, your Action ends
Each Round represents about 10 seconds of ▪ Attack an enemy to deal them damage, throw which equals moving up to Far range and is referred
to simply as your Speed. This applies only during as you struggle to move the table.
them, or push them.
action and things happening in a very fast-paced Encounters, as outside of an Encounter the exact
▪ Throw a torch into a pile of flammable objects to
Sometimes you can make just one Action Roll and
sequence of events, like a fight in a movie scene. distance a Character can move is rarely relevant. spend Momentum to do add something to your
Unlike in some other games, Turns are not set a room ablaze. Action. Discuss what you want to attempt with your
As described in the On Your Turn section, a Character
interpreted to all take place simultaneously, but ▪ Barricade a door with a table. can use their Action to move their Speed again, Doomsayer first and they can let you know how
play out just as how it happens at the table, each ▪ Intimidate your opponent with threats to break covering Far range twice. There are Monsters and much Momentum is required to get it done. For
action leading to the next, etc. their morale. NPCs in the game that have a slow or fast Speed, which example, you want to attack an opponent while at
Considering an entire Encounter rarely lasts ▪ Grab an item stored in your backpack and use it equals half or double average Speed respectively. the same time pushing them back into a brazier to
set them ablaze. You could make your attack as usual,
(unless it has the Slow tag).
more than 6 Rounds, most are finished within and spend 1 Momentum to push them closer to the
a timespan of only a minute in the fiction of the ▪ Hide yourself from your enemy if possible. DOING MORE brazier, and 2 Momentum to push them into it and
game. At the table however, this might play ▪ Get out of the fray to take cover and apply There are times when you may want to do more set them ablaze, dealing 1d4 extra fire damage and
out over the course over anywhere between ten a bandage. than just described or do something that is far more inflicting Burning.
minutes up to half an hour or so. ▪ Switch a weapon for a shield you carry on your challenging. If so, you can simply let your Doomsayer These are just a handful of examples to show that
back, or vice-versa. know what you would like to attempt and have an Action can be much more than just doing one
▪ Use Magic or a Cantrip. a conversation about how to work it out. This includes straightforward thing. Try and let the fiction inspire
▪ Swing a torch around you to keep monsters at talking about what is required to succeed, what the
desired or possible outcome is, and what happens if
you to come up with something to do on your Turn
given what is happening around you and talk to your
a distance.
ACTION ▪ Grab a weapon or item off the ground within
you fail. Usually, this means resolving your Action in
one of the following ways:
Doomsayer to find a way and make it work.
You can do anything you want when you take an
Close range.
Action, as long as it reasonably possible within the
Fiction of the game and can be done in the span of
▪ You can try what you intend using just one BONUS ACTION
Action, but the Difficulty of your Action Roll
a few seconds. You can attack an enemy, attempt A Bonus Action can be taken once per Round and
to discover secrets, interact with your foes and FREE ACTION is increased. requires a Trait, Power or Magic that specifies it can
environment, and so on. This is usually done by You can do something that requires very little time ▪ You require to make two Action Rolls as part be used as a Bonus Action. Some Weapon Attributes
roleplaying, making an Action Roll, and spending and add it to the above, both still being considered of one Action. If the first fails, your Action allow you to use your Bonus Action as well. Unless any
Blood Points when using Powers or Magic. one Action. This is referred to as a Free Action and ends early. of the above is the case, you cannot normally take
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Combat & Encounters
you can make an Awareness Roll on your Turn as an ground. However, it is assumed that during combat all
first Action Roll you make after re-entering a fight.
The REPOSITION ROLL SECTION ON P. 212 offers
Action. On a success, you discover their position and ▪ Causing a large curtain or tapestry to fall over participants are alert and looking not just at who
they are engaged with, but at the same time at the
you or your allies can act against them normally. On your foe(s).
more details on how this works. entire situation around them. The same is true for any
Opponents can of course seek Cover as well. Any
a failure, they remain hidden and cannot be targeted
directly, as you are only able to guess where they
▪ Throwing something of medium weight at your direction a combatant faces; in a dangerous situation,
attempt to target them with ranged attacks or other foe to hinder them. continuously being aware of what is happening
might be.
harmful effects from a distance suffer Challenge, or ▪ Pushing another person into their way. around you is essential. For this reason, you usually
▪ Toppling something at them that they need
Similarly, when an opponent spends a Turn to don’t gain Edge to attack an engaged or distracted
if fully obscured from sight and out of reach, they
try and discover where you might be hiding, you opponent (or suffer Challenge if the situation is
cannot be targeted. to dodge.
require to make a Stealth Roll. On a success, you reversed) unless effort has been made to draw their
remain hidden and cannot be targeted. On a failure, attention away deliberately.
At the Doomsayer’s discretion, successful use of the
HIDING you are discovered, and opponents can act against
you normally.
object may also impose a Condition onto your foe.
As long as you are hidden, you gain Edge to act against Common Conditions might include Blinded, Prone,
an opponent and do things that benefit from this in Restrained, Slowed, or Burning.
some way. If what you do gives away your position,
you are no longer hidden after that.
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Combat & Encounters
THREATS & INSULTS At the Doomsayer’s discretion, Edge gained this way When you want to brace yourself and block incoming a ranged attack you roll either Action Dice from your
Not all combat or conflict is physical, and sometimes or Challenge suffered may last more than one Round, melee attacks (for example, by using your weapon Reflex Ability alone, or Reflex + Shield Skill. The same
fierce epithet, threatening gesture, or cruel insult can with each Momentum spent from making the threat or a shield), you make a Toughness Roll and use applies to traps that trigger shooting arrows or other
serve just as easily to cause an opponent to doubt or insult adding another Round it being effective. a relevant Combat Skill, such as that of the weapon projectiles, or attacks or traps that target an entire
themselves, hesitate, intimidate, or even distract and Momentum gained from this attempt could even you block or parry with or your shield. When you area and require you to dodge out of harm’s way. No
demoralize them enough to hinder their actions. be spent to impose a temporary Condition such as want to try and dodge or deflect a melee attack, you Combat Skill can be used in such situations except
Similarly, a foe can use those same tactics against Confused or Frightened on the target for as long as it make a Reflex Roll instead, and you can still use your a shield’s.
you, and many intelligent opponents will use these seems relevant. In the event of multiple Characters or weapon’s Combat Skill as you step aside and deflect
methods to their advantage as well. foes offering insults, these do not stack. the incoming attack. You cannot use a shield this way
though, as it requires using Toughness to block. When DEFEND VS RANGED = REFLEX
The Doomsayer usually requires a successful Action Attempts at threats, intimidation, insults, etc. are
defending unarmed, depending on the approach you (+ SHIELD SKILL IF EQUIPPED)
Roll for these attempts, such as Strength for physical also best delivered in character rather than in the
take, use either Toughness or Reflex.
intimidation, Mystique for manipulating words or abstract. When roleplaying, deliver the words to the
threats, Insight to notice what their weakness might Doomsayer in character rather than saying ‘I issue There are situations in which one of these two Abilities
a cruel insult’, for example. can have an advantage over the other however, or
be, or Courage to emphasize one’s willingness to
deliver. On a success, you gain Edge to an action is even required to be used. For example, dodging ONE-H ANDED WEAPONS
that makes use of these threats and insults, or suffer an extremely fast opponent using the Reflex Ability The advantage of fighting with a one-handed melee
Challenge if an opponent has done something similar may impose Challenge while using Toughness to weapon is that you can use a shield at the same
to you. block its attacks wouldn’t. Likewise, defending against time, or keep your other hand free to carry a torch,
an opponent with massive and powerful attacks may another item, or more easily perform minor actions
suffer Challenge when you block using the Toughness in between attacks.
Ability, while jumping out of the way using Reflex
wouldn’t. The Doomsayer will let you know when this
is the case, or whether one of the two is required to TWO-H ANDED WEAPONS
ATTACKING & DEFENDING
be used. A two-handed melee weapon deals more damage
than a one-handed weapon on average, and most
When you defend successfully, some Weapon
ranged weapons are two-handed also. You cannot
Attributes, Traits and Powers allow you to spend
however also hold a shield or torch while wielding
ATTACKING by rolling Damage Dice as covered in the next section, Momentum to gain various benefits. This is especially
true for shields, which have the Shield attribute, and
such a weapon and suffer Challenge to use Magic.
When making any kind of attack you use either Damage & Armor. When you fail an attack, none of Some Weapon Attributes, like Powerful or Brutal, are
the Strength or Dexterity Ability depending on the the above applies, but your Setback Die lets you know weapons with the Riposte attribute. When you fail
exclusive to two-handed melee weapons and used to
weapon you wield. Every weapon (or shield, as you if something bad happens, like causing your weapon the Action Roll, the Doomsayer lets you know how
perform the most devastating attacks.
can attack with those as well) has a tag letting you to become Dented. much damage you take by rolling the opponent’s
know which of the two applies, though some have Damage Dice. The Damage & Armor section explains
how damage taken can be reduced by applying
both Abilities listed, meaning you can choose which
one to use. Unarmed attacks can be made using either
ATTACK = STRENGTH OR your armor. Similar to making an attack, when you DUAL WIELDING
DEXTERITY + COMBAT SKILL fail to defend yourself and your Setback Die triggers To dual wield two one-handed melee weapons or
Strength or Dexterity.
a Setback, you could suffer a negative consequence. a melee weapon and shield, at least one of the two
The type of weapon used to attack lets you know requires to have the Wieldy tag. You can choose which
what Combat Skill applies, like ‘Swords’, ‘Polearms’ or of these you want to use whenever you attack or
DEFEND VS MELEE = TOUGHNESS
‘Bows’. Unarmed attacks and grappling also have their
own Combat Skill, ‘Unarmed Fighting’ and ‘Grappling’. DEFEND VS M ELEE OR REFLEX + COMBAT SKILL
defend. This offers a wider range of Weapon Attributes
that can be used without the need to switch weapons
Like with any Action Roll, when you make an attack Monsters and NPCs will of course not stand idly by for a dynamic and versatile fighting style.
you roll Action Dice equal to the relevant Ability and will attempt to execute attacks or other harmful
Score + relevant Skill Rank, if any. You can gain Edge actions of their own. The Doomsayer lets you know
or suffer Challenge as usual. when it’s time to defend yourself or avoid harm,
which usually happens during the Turn of one of your DEFEND VS R ANGED WEAPONS WITH ‘R EACH’
When you succeed at an attack, you can spend When someone makes a ranged attack against Weapons with the Reach tag have some special rules
opponents. In many ways, defending yourself works
Momentum to utilize one of your Weapon Attributes, you, you can only defend using your Reflex Ability. relating to their range. Usually found on polearm or
the same as attacking, and you can use the weapon
Boost an ally, or gain effects as described in any of Moreover, you cannot add Action Dice by using similar weapons, a weapon with the Reach tag can be
in your hand or a shield (if you have one equipped)
your Traits and Powers. Unarmed Fighting and a Combat Skill like when fighting in melee, except used to attack and defend at its listed range normally
to defend. You make an Action Roll and gain Edge or
Grappling have some options to spend Momentum as the Shield Skill if you have one equipped. After all, (which is usually Near range). Whenever an opponent
suffer Challenge when appropriate.
well, which are listed later. Finally, you deal damage a normal weapon won’t be of much use to defend attempts to move within closer range while wielding
against incoming arrows. In short, to defend against such a weapon, you can make a Basic Attack against
them as a Bonus Action.
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Combat & Encounters
However, you suffer Challenge to attack, and defend or Reflex, as you stand firm and block, or evade using your own suggestions if you want to do something specified, and the effect is automatically inflicted
against, an opponent within this range and any your reaction speed. There are two situations that else and discuss with your Doomsayer whether it upon all opponents as described.
Weapon Attributes the weapon has don’t apply. This can come up when fighting unarmed: could work.
If additional opponents are harder to attack than
is because even though a weapon like a halberd or
sodegarami offer some great advantages to fighting ▪ You are unarmed (or don’t use your weapon) 1 MOMENTUM: Make a grapple move as a Bonus
Action to throw your opponent to the ground.
your initial target however, this becomes trickier.
After all, successfully attacking an opponent at
an opponent at a distance, once they manage to get and face an armed opponent: You suffer
Cause Prone and deal unarmed damage but end Normal Difficulty cannot mean you automatically
close it actually becomes quite challenging to use Challenge to attack and defend. If the situation is
your grapple. succeed dealing damage to an opponent with Hard
these weapons effectively. reversed, gain Edge.
Difficulty as well. Instead, you’ll have to match the
When in this situation you can of course always ▪ You are unarmed and face an unarmed 2 MOMENTUM: Make a grapple move as a Bonus
Action in the form of a chokehold. Deal unarmed
other opponent’s Difficulty by using one or more
drop your weapon on the ground and draw another opponent: You attack and defend as usual. additional successes (if any), which cannot then be
damage. Your opponent remains grappled.
(smaller) weapon to continue fighting. Doing so used as Momentum.
requires an Item Use Roll, unless the weapon you 3+ MOMENTUM: Make a grapple move to take your
Any Traits, Powers or other rules descriptions that
draw has the Ready attribute. Picking your trusty
reach weapon back up however requires a full Action,
GRAPPLING opponent down to the ground and wrestle, possibly
breaking an arm, leg or monstrous appendage. Deal
refer to ‘a target’, ‘one target’ or ‘one opponent’ only
Grappling isn’t merely an attempt to hold or grab apply to the initial target of your attack, even when
and again (if opponents are still near or danger is all unarmed damage. Your opponent remains grappled.
someone with one arm, but instead resembles real- you attack multiple opponents at once.
around you) could warrant an Item Use Roll.
world wrestling and jiu-jitsu, requiring you to sheath
The same rules apply to NPCs wielding such weapons
or even Monsters with enormously large appendages
or drop your weapon and use your arms and legs.
To grapple someone, they must be the same size or
IMPROVISED ATTACKS R ESISTING
Don’t let yourself feel limited by just making an attack
that stretch up to Far range or beyond. If these have
the Reach tag, the Doomsayer can make a Standard
smaller than you.
with the weapon you hold in your hand each Turn. H ARMFUL EFFECTS
Initiating a grapple or making any grappling follow-up You can add flavor to your attacks however you When an opponent uses Magic or another form of
Attack as a Bonus Action when you move closer than
move is done using the Strength Ability. When trying like and can discuss with your Doomsayer how this attack against which a simple defense will not suffice,
their weapon’s listed range. You then attack and
to free yourself from an opponent’s grapple you can would play out at the table, including the amount of the Doomsayer lets you know what Ability to use.
defend with Edge as long as you remain there.
use either Strength or Dexterity, while maintaining damage it would deal. You can throw chairs, knock For example, Reflex to dodge out of the way of
a grapple when an opponent tries to free themselves over a heavy bookcase and smack it down on your a dragon’s fire breath, Focus to withstand an assault
UNARMED ATTACKS requires a Toughness Roll. opponent, set their hair on fire with a torch, push
their heads under water, kick them out of a castle
on your mind, or Willpower against Magic that aims
to corrupt your soul. Skills aren’t used when you avoid
Unarmed attacks are performed using Strength or When you successfully grapple an opponent, they
remain grappled (Restrained) by you until they can tower window, and so on. harm of this nature.
Dexterity, depending on whether you want to strike
with force, or agility. When defending unarmed manage to free themselves on their Turn, and you
or others gain Edge to attack someone Restrained
against an opponent, you can use either Toughness
this way or defend against the Restrained opponent, BASIC ATTACK OPPONENT GROUP ATTACKS
except when they try to break free. You can also Some Traits, Powers and Weapons Attributes allow When you get attacked by a group of similar
move around at half your Speed, forcing a grappled you to make an attack when it is not your Turn, or Monsters or NPCs you don’t always have to roll to
opponent to move along with you. an additional attack that is made immediately after defend against each individually, as decided by the
you already attacked. Sometimes such an attack is Doomsayer and depending on the situation. Instead,
When you have an opponent grappled, you can either
described as a Basic Attack or a derivation thereof, you can roll to defend once as follows:
follow up with a grappling move, using your Grappling
▪ For each opponent above one that attacks, suffer
like Basic ‘Counter’ Attack, or Basic ‘Melee’ Attack.
Skill, or make an unarmed attack, using your Unarmed
Fighting Skill. If you have a weapon with the Ready A Basic Attack means you make an attack as usual Challenge. You can (usually) only be attacked by
Attribute, you can also use it to attack an opponent but cannot spend Momentum, increase the attack’s
a total of 3 opponents at once.
grappled by you. This Attribute is reserved mostly damage or gain any other beneficial effects, like those
for daggers or similar weapons suited for such close from a Weapon Attribute. You can still gain Edge or ▪ When you fail to defend, take full damage from
combat situations, and can be unsheathed during suffer Challenge when you make a Basic Attack. A Basic one opponent and add 1d4 extra damage per
a grapple to attack your opponent, or others close Attack deals Basic Damage, unless specified otherwise. opponent above the first.
to you. (See also Basic & Extra Damage in the next section). ▪ If (similar) opponents vary in Difficulty, the
When initiating a grapple, you can spend Momentum Doomsayer decides against which opponent you
to follow up as described below, though you can roll and which opponent deals their full damage.
also perform each option listed as an Action on any MULTIPLE TARGETS ▪ Apply your armor as usual to determine how
subsequent Turn you have an opponent grappled. As Some Traits, Powers or Weapon Attributes allow
much damage is prevented, counting the total
with Weapon Attributes, feel free to come up with you to attack multiple opponents with one attack.
You don’t make another Action Roll to do so unless damage dealt as being from one attack.
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Combat & Encounters
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Combat & Encounters
BRUISES
point. See the DYING SECTION ON P. 191 for what
Below is an overview with guidelines to help determine ever rolling dice. The same principle applies as with
steps to take when this happens.
what might work and what not, but common sense Tasks; rolling dice is only relevant is there is time
& WOUNDS
Whenever a rule or description refers to ‘healing’, this should be used as to the weapon or tool used as pressure and other things happening in between, such
means you clear the indicated amount of damage well, regardless of the type of damage it deals. If as during an Encounter.
marked on your Character Sheet, whether these are you decide to bash a weapon like a sword against
Whenever you take damage you have a choice of Bruises or Wounds is up to you and the amount of
how to mark it on your Character Sheet. There are healing received.
various boxes that represent Bruises and Wounds.
Each has a number to the right of it letting you know
how much damage you can mark for each individual
box. To do so, simply draw a cross or checkmark
(whichever you prefer).
For example, when taking 3 damage, you could either
R ESILIENCE M ATERIAL R ESILIENCE
DAMAGE R ESISTANCE,
VULNERABILITY & I MMUNITY *
mark three (x1) boxes, a (x2) box and (x1) box, or a (x3) Some Traits, Powers and Magic can grant a Character
Cloth / Rope 4 Resistant: bludgeoning. Vulnerable: fire
box. You can mark damage this way as you see fit, Resilience, which functions like temporary Bruises.
but there’s a difference between marking Bruises or By default, a Character doesn’t have any Resilience.
Ice 6 Immune: cold. Vulnerable: cleaving, fire
Wounds that may influence how you go about this. Whenever you take damage and do have Resilience,
you always mark damage as Resilience first over Bruises Dry Wood 8 Vulnerable: cleaving, fire
The main difference is that Bruises can be easily
or Wounds. Rules that apply to marking Bruises and
healed, for example by taking a Rest. Wounds on the
Wounds similarly apply to Resilience, though it can Brick 10 Vulnerable: force
other hand are more serious and harder to get rid
never be ‘healed’.
of. They can only be healed by Recovering or healing
When you gain Resilience multiple times, you replace Live Wood 12 Resistant: bludgeoning
items and magic. More about Resting and Recovery
can be found in the REST & RECOVERY CHAPTER ON its maximum if it exceeds your current maximum
Gold 18 Resistant: cold, slashing, piercing
P. 190 . only, but never add to it. For example, if you have 4
Resilience and gain 2 or 4 Resilience, nothing happens.
In addition, whenever all (x3) Wounds boxes are Solid Stone 20 Resistant: slashing, piercing, force, fire, cold
If you gain 6 Resilience, your maximum Resilience
marked, you suffer an Injury. Similarly, when both (x6)
becomes 6 instead of 4. Any Resilience already Iron / Steel 24 Resistant: slashing, piercing, fire.
Wounds boxes are marked, you also suffer an Injury.
marked with damage at that time isn’t cleared.
This is indicated on your Character Sheet below these
You can never have more than 10 maximum Resilience Minerals 30 Resistant: slashing, piercing, force, fire, cold
boxes as a reminder. Even though Wounds can be
used to mark quite a bit more damage than Bruises, at any time, with each box representing 2 Resilience
Diamond 40 Resistant: slashing, piercing, fire, cold
doing so can have serious consequences! and able to be marked for 2 damage each (similar
to x2 Bruises). Resilience can only be gained as 2, 4,
Whenever you take 1 damage and all (x1) boxes are
6, 8 or 10. Your Resilience and any damage marked
already marked, you still have to mark a box to take * Most objects are Immune to all types of Special Damage, with the notable exception of Null Damage.
as Resilience are always fully cleared and removed
this 1 damage. In this case, the best option would be Depending on the situation, the Doomsayer can rule that using other types of Special Damage, such as
10 minutes after you gained it or at the end of an
to mark a (x2) box instead. If those are also all marked, Necrotic Damage, may have some effect on certain objects.
Encounter, whichever comes first.
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Combat & Encounters
ITEM USE ROLL R EPOSITION INITIATIVE ROLL Each Character can add CP toward breaking Morale as
an Action on their Turn (starting after the first Round
When you use an item, switch weapons, pull a lever,
open and close a door or do similar things as part of ROLL An Initiative Roll can be made when it isn’t obvious
narratively who should take their next Turn during an
of the Encounter has passed), but in order to do so
the situation requires to be set up properly first. When
your Action, the Doomsayer can ask for an Item Use A Reposition Roll can be made whenever there Encounter; one of the Characters, or an opponent. In things are looking to take a turn for the worse for your
Roll if the situation around you is particularly lethal is doubt about whether your Character can reach this case, when the Doomsayer prompts an opponent opponents, you can engage with them socially or in
and risky. This is especially true when you have already a certain space or target on their Turn when moving, to take their Turn, but you think it would be important any other way to try and let them know their game
used your Action to also do something else, like attack or when you attempt a challenging reposition during and feasible that your Character gets to act first, you is up and they better surrender, make a run for it, or
an opponent. But just the same it can apply if you a fight, such as when re-entering combat from Full can roll to decide what happens. whatever else you have in mind.
spend a full Action to use an item while engaged with Cover. It could also be used when you are engaged To make an Initiative Roll, use your Focus Ability. You can intimidate them by using physical force and
an opponent or another threat close by. with multiple enemies and attempt to get away. The Difficulty is always Normal, requiring 2 successes making a Strength Roll for example, deceive and
To make an Item Use Roll, use your Dexterity Ability. To make a Reposition Roll, use your Reflex Ability. to succeed. An Initiative Roll is a special roll and not manipulate them by making a Mystique Roll, or show
The Difficulty is always Normal, requiring 2 successes The Difficulty is always Normal, requiring 2 successes considered an Action Roll. You don’t use a Skill, cannot your unfaltering bravery by making a Courage Roll. Of
to succeed. An Item Use Roll is a special roll and not to succeed. A Reposition Roll is a special roll and not gain Edge, or improve an Initiative Roll in any way. course, just making these Action Rolls isn’t sufficient.
considered an Action Roll. You don’t use a Skill, cannot considered an Action Roll. You don’t use a Skill, cannot On a success, you take a Turn first, then your opponent. You’ll need to either describe and/or roleplay this to
gain Edge, or improve an Item Use Roll in any way. gain Edge, or improve a Reposition Roll in any way. On a failure, your opponent takes a Turn first, and make it work.
On a success, you do as intended without issues. On On a success, your attempt works out as planned. On you can still decide after that to take a Turn then When you pull off a particularly intimidating stunt,
a failure, you still get to do what you set out to do, but a failure, you either cannot cross the distance you or let someone else take theirs. If you fail and suffer such as decapitating the leader of a group of cultists,
the Doomsayer can introduce a negative consequence. intended and might need to spend your Action to move a Setback, you are forced to take your Turn at the very setting a corrupt noble on fire and throwing him
For instance, an enemy might immediately make further. In case of a tricky situation like re-entering end of the Round. from a castle tower as the guards are watching, or
a Standard Attack against you or could disarm you. combat or escaping from a group of opponents the completely crushing the largest Monster in a pack, the
If your Setback Die results in a 1, 2 or 3 when you fail Doomsayer can introduce a negative consequence Doomsayer can rule that you gain Completion Points
an Item Use Roll, consequences could be more severe.
INITIATIVE ROLL = FOCUS as a result of that action instead of making another
as described in the Item Use section (including more
You don’t make another Action Roll to decide what severe consequences if your Setback Die rolls a 1, 2 or (NO SKILL) Action Roll to do so. You then gain Completion Points
exactly happens when you suffer a consequence like 3 as well). equal to the Ability Score used to perform the stunt.
this. Instead, they happen as result of failing your Item A group of enemies’ Morale, and number of Completion
A Reposition Roll is not used when you simply move
Use Roll. If this involves getting dealt damage, you may Points required to succeed, equals 10x the Difficulty of
around and come across obstacles or other elements
apply your armor as usual. the most powerful opponent still actively participating
during an Encounter that may hinder you. In such
Some examples of when an Item Use Roll may
be required:
cases, depending on your approach the Doomsayer
will ask for an Action Roll using an appropriate Ability. BREAKING in the Encounter. For example, 20 CP if that Difficulty is
2, 30 CP if the Difficulty is 3, and so on. It can of course
212 213
Combat & Encounters
Once successful, conflict ends and you and the before Turns are taken to do something else. Should
Doomsayer can come up with an appropriate and likely anyone be Unconscious, or worse, Dying, a minimum of
result together. This could mean that any opponents two Characters is required to drag or carry them along
left do what you propose, but it might also mean as they Retreat, or one Character who then makes the
they react in an unexpected manner. Every Monster Willpower Roll with Challenge.
and NPC has Reasoning and Instinct to help guide
a likely response should there be doubt, and only the
Doomsayer knows the nature of these. RETREAT = WILLPOWER ROLL.
SUCCESS = RETREATED + TROUBLED
R ETREATING
who Retreated becomes Troubled as a consequence
of having had to give up and flee the scene, which isn’t
the stuff that heroes are made of.
When an Encounter turns sour it can often time be
smart to retreat instead of fighting until you and you On a failure, you also become Troubled, and are unable
allies are all either unconscious or dead. Instead of to Retreat at this time. Subsequent attempts to Retreat
proceeding by the usual means of moving and taking after having failed incur no further penalty, and you
actions, you can do so by announcing that you wish can try again the next Round if you are still alive.
to Retreat.
Everyone in the party who wants to Retreat makes
a Willpower Roll on their Turn as an Action, possibly
using an appropriate Adventuring Skill as well if available RETREATING FORWARD
(for example, Leadership & Command or Strategy &
Warfare). The Difficulty is set by the Doomsayer, with In rare cases, there might be no other option than
a higher Difficulty being more likely the more dire the to Retreat into an unexplored area, or Characters
situation. might wish to do so voluntarily. Such a Retreat is
If several or all Party members wish to Retreat obviously risky; not knowing what dangers might
together, they can do so as well, all taking their Turns present themselves or getting stuck in a room
together as a group. Any Character who has already from which there may be no escape. Whatever
taken a Turn will have to wait until the next Round the case may be, players should always indicate
to do so. Therefore, attempting to Retreat together is beforehand where they wish to Retreat to.
best done planned ahead and at the start of a Round,
214 215
Conditions & Afflictions
BLEED (X) suffer the same and can be targeted with Edge by
the source of their charm.
You feel the bruises and wounds you’ve sustained
are starting to take their toll. When you take
CHAPTER 12:
DURATION: Until the end of the Encounter
damage from an attack while suffering Bleed, you unless specified otherwise. You can end it early by
take (x) extra internal damage. If Bleed is inflicted succeeding a Focus Roll, which you can attempt
multiple times or from multiple sources, replace at the end of each of your Turns.
CONDITIONS
current (x) only if a new value of (x) is higher.
CONFUSED
DURATION: Until you Rest or after applying
a Bandage. Someone can also make a Wisdom You took one hit to the head too many, or some
& A FFLICTIONS
Roll once to attempt to cure Bleed. magic is distorting your thoughts. Anyone who
suffers Confused cannot take an Action or Bonus
Action and is only able to move and react to
BLINDED danger (e.g. defending or evading harm, resisting
poison or magical effects).
Your eyesight is impaired momentarily. As
a consequence, you suffer Challenge to do anything DURATION: Until the end of the affected’s next
that relies on sight (e.g. attacking, spotting danger, Turn unless specified otherwise.
balancing). Affected Monsters or NPCs can be
targeted with Edge the same way. FRIGHTENED
Something seriously frightens you. You suffer
DURATION: Until the end of the affected’s next
Turn unless specified otherwise. Challenge to do anything while the source of your
fear is in the same room or area and cannot move
closer to it. Affected Monsters or NPCs suffer the
BURNING (X)
same and can be targeted with Edge the same way.
Some lingering, burning effect from fire, ice,
lightning, acid or radiant damage persists. When DURATION: Until the end of the Encounter
anyone suffers Burning, they take (x) damage at unless specified otherwise, or after consuming
the end of each of their Turns, ignoring armor. The Liquid Courage. You can end it early by
CONDITIONS type of damage is determined by the attack or succeeding a Courage Roll, which you can
Sometimes failing one Action Roll can be enough to attempt at the end of each of your Turns.
effect that caused it.
suffer a Condition. For example, if you get struck with
Whenever your Character, a Monster, or NPC takes a powerful melee attack, failing to defend yourself If Burning is inflicted multiple times for the same
damage type, replace current (x) only if a new value PARALYZED
damage or fails to resist certain harmful effects, they could inflict damage and cause you to fall Prone. In
can sometimes suffer a Condition. The overview below other situations, you might fail one Action Roll first of (x) is higher. You can however suffer Burning Your body stiffens completely and you are unable
shows the effect of these Conditions and how long and are then required to make a second Action Roll multiple times for different damage types, taking to move or act. You fail all Action Rolls involving
these last or how to commonly resolve them. For to determine if you suffer a Condition. For example, (x) damage of each independently. physical activity. Succeed on Action Rolls against
example, an attack that blinds you or an opponent, after a venomous bite, you first make an Action Roll an affected Monster or NPC the same way.
hinders your movement, causes you to be confused, to defend yourself and should that fail, you’ll take DURATION: You can make a Dexterity Roll
paralyzed, or even poisoned. damage and will have to make another Action Roll to (Difficulty 1) as an Action on your Turn to resolve DURATION: Until the end of the Encounter
determine if you become Poisoned. all Burning, or someone else can do this when unless specified otherwise.
There is no limit to the number of Conditions you, an helping you. A Monster or NPC can do the same,
opponent or anyone else can suffer, though suffering In case of this last example and similar situations, should but the Doomsayer rolls a d10 instead. Any result
a Condition you are already affected by has no the damage you suffer be reduced to 0 by your armor, of 4 or higher resolves all Burning.
POISONED
additional effect unless specified otherwise. If resolving the Poisoned Condition cannot apply and you won’t You are under the effect of a poison and suffer
a Condition involves making any kind of Action Roll, have to make a second Action Roll; the poison can CHARMED Challenge to physical activity (e.g. attacking,
the Difficulty depends on the source; usually the only take hold when the fangs that inject the venom climbing). Affected Monsters or NPCs can be
Your mind and soul are affected by whomever
Monster or NPC that inflicted it. actually penetrate the skin. targeted with Edge the same way.
charmed you. You cannot act against the source of
the charm and suffer Challenge to defend against
DURATION: Until the end of the Encounter
it or its harmful effects. Affected Monsters or NPCs unless specified otherwise, or after consuming
Anti-Toxin.
216 217
Conditions & Afflictions
PRONE
You are knocked off your feet and land on the ground
WITHERED (X)
Your body slowly withers away from some necrotic
A FFLICTIONS INJURY
Suffering Injury is often the direct result of failing a roll
face down. You suffer Challenge to do anything attack or magic, even more so if you exert yourself. Adventuring can be an ugly and dangerous business to protect yourself against certain harm. For example,
hindered by being in this position (e.g. attacking, Every hour, or when taking an Action or Bonus and Afflictions are an unfortunate part of it. There are the bite of an incredibly powerful Monster such as
defending, evading harm). Affected Monsters or NPCs Action, take (x) necrotic damage. If Withered is two common types of Afflictions: Injury and Trauma. a dragon, getting caught in an explosion, or when
can be targeted with Edge the same way. Someone inflicted multiple times or from multiple sources, Even though a Character will be exposed to many falling from great height. It doesn’t matter how much
who is Prone can still crawl at half their Speed. replace current (x) only if a new value of (x) is higher. dangers and will take damage frequently while Bruises or Wounds you have marked; you suffer an
adventuring, Injury and Trauma are meant to indicate Injury regardless. Anther common way to suffer Injury
DURATION: Spend half Movement on your Turn DURATION: Until you Rest or after consuming something more severe. As described in the REST & is when marking Wounds. Whenever you have marked
to stand back up and suffer Challenge to any Elderberry Seeds, unless specified otherwise. RECOVERY SECTION ON P. 190 , they do not simply all (x3) Wounds boxes, you suffer an Injury. Whenever
Action Rolls made during that same Turn (or gain Someone can also make a Wisdom Roll once to go away when you Rest, but require more downtime you have marked both (x6) Wounds boxes, you also
Edge vs a Monster or NPC). attempt to cure Withered. to cure using Recovery. suffer an Injury.
If you ever suffer more than a total of three Afflictions, Injuries can be anything from a broken arm, dislocated
RESTRAINED shoulder, deep-cut wound or shattered knee cap.
EXHAUSTED your Character becomes Dying. This not only includes
You cannot move freely and suffer Challenge to Injury and Trauma, but Disease, Infection, Curses and Each time your Character sustains an Injury, you and
do anything related, except attempting to get free You become extremely fatigued to the point of Possession as well. the Doomsayer can choose one fitting with how it
(e.g. attacking, defending, evading harm). Affected collapse. You suffer Challenge to Action Rolls was sustained. Some Injuries can be chosen multiple
Monsters or NPCs can be targeted with Edge the using any Body Ability. Monsters or NPCs do not times, which is indicated on the Injury Table. Each
same way. get Exhausted. SEVERITY OF A FFLICTIONS Injury has one or more negative consequences for your
Character that remain in effect until they get a chance
If the idea of suffering and roleplaying such severe
DURATION: Until the restriction is ended or DURATION: Clear no Bruises during Rest. Instead to Recover and possibly heal them.
afflictions as presented here is something you’d prefer
destroyed. remove either Exhausted, Troubled or Blemished. The consequences mentioned in the Injury Table
not to do you can choose to omit them from the
Recovery removes all three and clears all Bruises last until the relevant Injury is healed. Even though
game. You and the Doomsayer can have a conversation
SLOWED and Wounds as usual.
together about what you would be okay with and normally some Conditions could be ended in other
Your Movement Speed is halved. what not. ways, that doesn’t apply when they are the result of
TROUBLED an Injury. It should be noted that Injury effects are not
Blood And Doom is intended to be a tense, gritty
DURATION: Until the end of the Encounter Serious strain and worry take hold of your every all-encompassing, and the Doomsayer may rule that
game, not a gory or disturbing one. Afflictions are
unless specified otherwise, or after consuming thought. You suffer Challenge to Action Rolls some actions not mentioned here suffer Challenge, or
included to make danger feel more real as opposed to
Coca Leaves. using any Mind Ability. Monsters or NPCs do not that it is impossible to do a certain thing while you are
just marking Bruises and Wounds but should not cause
get Troubled. affected by the Injury. Common sense should be used
anyone to feel uncomfortable.
STUNNED to determine how this would play out.
DURATION: Clear no Bruises during Rest. Instead For example, you can choose to not use Injury and
You are shocked for a moment, unable to move Injuries are of course best roleplayed instead of only
remove either Exhausted, Troubled or Blemished. Trauma while still keeping Curses as part of the game,
or act, and suffer Challenge to all Action Rolls applying their effect as related to the rules of the game.
Recovery removes all three and clears all Bruises or any other combination. If you prefer to play without
involving physical activity. Affected Monsters or Not being able to wield your favorite weapon because
and Wounds as usual. Injury and Trauma, you can use a general penalty as
NPCs can be targeted with Edge the same way. of a broken arm might cause your Character to worry
shown here instead and can refer to them as Injury
as they are no longer able to protect those they love,
BLEMISHED or Trauma without being more specific about their
DURATION: Until the end of the affected’s next or a fractures collarbone may cause incredible pain
nature.
Turn or after taking any damage, unless specified Your very personality and soul become tainted and whenever they put on or take of your armor, and so on.
otherwise. corrupted. You suffer Challenge to Action Rolls using ▪ Per Injury, lower the Ability Score of three Body
any Soul Ability. Monsters or NPCs do not get Blemished. Abilities of your choice by 1.
UNCONSCIOUS DURATION: Clear no Bruises during Rest. Instead
remove either Exhausted, Troubled or Blemished.
▪ Per Trauma, lower the Ability Score of two Mind
You are unable to act in any way. You fail all Action and two Soul Abilities of your choice by 2.
Recovery removes all three and clears all Bruises
Rolls an unconscious creature would be affected
and Wounds as usual.
by but remain unaffected otherwise. Succeed on
Action Rolls against an affected Monster or NPC
the same way. If not already Prone, fall Prone to
the ground.
218 219
Conditions & Afflictions
INJURY TABLE
INJURY EFFECT INJURY EFFECT
The snap of bone sickeningly echoes through the air as your arm crumples under the You feel the sting of skin tearing as the blade strikes, leaving a deep gouge in your
Broken force of the blow. You feel a sharp pain shoot up your arm, and your hand hangs limply Deep flesh. The wound bleeds freely, but it’s the throbbing pain that really gets to you.
Arm (2) at your side. Abrasion (1) Mark 2 (x2) Bruises. These cannot be cleared until you Recover. For every (x2) Bruise you
(1) You lose the ability to use of one of your arms. (2) You lose the ability to use both arms. have marked or mark later you suffer Challenge to Body Ability Rolls.
You hear the sickening crunch of bone as your knee is struck, and you crumple to the You hear the snap of bone as your collarbone shatters under the force of the blow.
Shattered ground in agony. Your leg feels numb and moving is going to be painful. Your arm hangs limply at your side, and every movement sends waves of pain through
Kneecap (1) Fractured
your body.
You fall Prone, suffer Slowed and cannot get up from being Prone without help. Collarbone (2)
(1) Take 1 Internal Damage each time you use the affected shoulder or arm. (2) Take 1d4
The wound stings as you feel the warmth of blood trickling down your skin. But it’s not Internal Damage instead.
Festering the cut that worries you - it’s the sickly smell emanating from the festering wound.
Cut (1) You feel a cutting sting as the blade slices through bone, severing your finger from
Your (x1) Bruises become fully marked. You cannot clear (x1) Bruises except by Recovering. your hand. Blood spurts from the stump, and you feel a sense of loss and despair wash
You feel a sharp pain in your gut as the blow lands, and you realize something inside Lost Fingers (3) over you.
you has ruptured. Blood fills your mouth as you struggle to breathe. Hopefully Roll 1d3 to determine how many fingers are lost. Each finger lost causes Challenge to any
Internal minstrels will leave out the part about you choking in your own blood when they sing action made with that hand.
Bleeding (1) about your exploits. You feel a sharp pain shoot up your back as you twist awkwardly, and your muscles
You only clear half of your (x1) Bruises and half your (x2) Bruises when Resting or spasm in protest. Every movement sends waves of agony through your body, and you
Recovering, rounded down. Back Sprain (1) can barely stand.
Your vision blurs as the impact hits, and you feel a sharp pain shoot through your skull. You only clear (x1) Bruises and (x3) Wounds when you Rest or Recover and suffer Challenge
to all Action Rolls involving physical activity.
Skull This is going to be really bad…
Fracture (1) Your foot turns awkwardly as you misjudge your movement, and you feel a sharp pain
Lower all Mind Ability Scores by 1 and suffer 1 Psychic Damage whenever you make an
shoot up your leg. Every step is agony, and you can barely put weight on your injured
Action Roll using a Mind Ability. Twisted
foot. Maybe your opponents won’t notice?
Ankle (1)
You scream in agony as your flesh burns, searing it to the bone. Your skin blisters and
Third-Degree Suffer 1 Internal Damage whenever you move and/or physically exert yourself (e.g. attack,
chars, and you can smell the crispy odor of your own burning flesh.
Burns (1) block, evade, lift heavy objects) without help or support.
Take 1d4 Fire Damage every hour, ignoring armor.
You feel a sharp pain shoot through your body as the blow lands, and you know that
Nerve
You feel the air rush out of your lungs as the blow strikes your chest, and you hear something’s off, as the sting won’t subside.
Damage (1)
a crunch as your ribs break. Every breath is agony, and you struggle to keep the
Suffer 1 Internal Damage whenever you spend a Blood Point or Doom Point.
Broken Ribs (1) convulsions at bay.
The force of the impact shatters your jawbone, making it impossible to speak or eat
You cannot do anything every other Round except defend yourself and you suffer
without immense pain. Your words will be coming out as a guttural growl for a while,
Challenge to all Action Rolls relating to physical activity. Broken Jaw (1)
and your mouth hangs open in a grotesque rictus.
Your leg buckles under the force of the blow, and you feel a sharp pain shoot up your
Any Action Rolls involving talking suffer Challenge and you need assistance to eat or drink.
thigh. You have difficulty to stand and support your own weight and whatever you
Fractured The blow to your head leaves you dizzy and disoriented, with a splitting headache and
carry.
Leg (2) a ringing in your ears. You struggle to maintain your balance and focus, and your vision
(1) Your maximum Inventory Slots is halved. (2) You suffer Prone and cannot stand up
blurs and swims with every movement.
or crawl. Concussion (2)
(1) You suffer Blinded and automatically fail all Focus Rolls. (2) You also suffer Confused,
The blow opens a deep gash in your flesh, exposing muscle and bone. Blood spurts
though you can ignore the effects of this Condition by spending 1 Blood Point per Action
Gruesome from the wound in pulses, and you feel yourself growing weak and lightheaded. At least
you take.
Wounds (1) it feels a little like getting drunk, but less fun.
You don’t know what it is, but you don’t feel well. You and the Doomsayer can come up
Take 1d4 Internal Damage every hour. Just A Thing (1)
with something together.
220 221
Conditions & Afflictions
M ADNESS & TRAUMA Conditions imposed on your Character, a big part of EXAMPLE A MNESIA (D4)
Unlike Injury, Trauma is never the direct result of failing each is a narrative consequence that can be roleplayed
to great dramatic effect. Each Trauma provides some The strain of your experiences shuts down your memories. You forget who you
a roll to protect yourself. Instead, you slowly become
insane and unstable by suffering Madness. There are hints as to how they might make your Character feel are and how or why you ended up where you are today, and with what purpose,
several boxes that can be marked when you suffer or how they might behave while its effect has a hold causing you to despair and maybe requiring the help of friends to pull you
on them, as well as information on what parts of your 1. Retrograde through.
Madness, just like Bruises and Wounds. Each Madness
Character Path are affected, if any. Amnesia
box represents just 1 Madness, never more. All your Soul Ability Scores are temporarily lowered by 1 and you suffer 1 Madness
Whenever you Rest of Recover all Madness is cleared, when you wake up after every Rest.
just like Bruises. When Madness is fully marked, you D6 TRAUMA AFFECTS CHARACTER PATH: Personality, Party Vow.
suffer a Trauma. Each Trauma has one or more negative
1 Amnesia
consequences for your Character that remain in effect
until they get a chance to Recover and receive proper You forget not only the incident that causes your amnesia, but also critical aspects
2 Phobia
treatment to heal their Trauma. All Conditions and of your training and experience, not remembering much of what you were so
2. Dissociative
other effects mentioned in the Trauma Table last until good at.
3 Disorder Amnesia
the Trauma is healed. Choose 8 Skills you have Rank 2 or higher in and temporarily lower their Rank by 2.
Trauma can be anything from amnesia, a phobia, 4 Compulsion These Skills’ Ranks can end up being 0. You also cannot make use of any of your Feats.
mania, compulsion and more. It is usually the result
5 Mania
of powerful abilities of alien-like monsters or magic You forget who your allies are, and indeed, who everyone is except yourself.
that pierces your mind and thoughts, though it can Names, identities, relationships, etc. are all a mystery to you. This may even cause
6 Delusion
happen when you traverse into unimaginable darkness
you to mistrust or at the least be suspicious of people claiming they’re your best
and depths or when witnessing horrific events as well. 3. Localized
On the following pages, you will find example friends and allies.
Just like Injury, when you suffer a Trauma you and the Amnesia I
Doomsayer can choose one fitting with how is was manifestations of various types of Trauma. You become Troubled and cannot benefit from any your allies Traits, Powers, or Magic,
sustained. Trauma can also be rolled randomly on the and cannot gain Boosts.
Trauma table using a d6 and then a d4, leaving the
mental health of your Character up to chance. DISEASE, CURSES AFFECTS CHARACTER PATH: Party Vow, Significant People.
After suffering a Trauma, you immediately clear all & POSSESSION You lose all memory of your culture and only remember your native language (or
Madness sustained, and any Madness suffered at If Injuries and Trauma aren’t bad enough, the world one of multiple). You feel empty as though your existence has no roots, and it may
that instance above your Character’s maximum is of Blood and Doom is also rife with diseases that an
4. Localized even lead you astray from the morals you were taught from a young age on.
disregarded. The level of Madness you reached has adventurer might attract. Also, when dealing with cults
materialized itself in the form of the Trauma, giving and occult-related activity, artifacts or forbidden texts, Amnesia II Action Rolls that rely on your culture or heritage suffer Challenge and related Traits,
you some relief before accumulating Madness again it isn’t unheard of for adventurers to become curses Powers or Magic cannot be used.
and perhaps (though hopefully not!) suffer another or even get possessed by some sort of demon. For
AFFECTS CHARACTER PATH: Languages, Deities & Spirits, Ideals.
Trauma. the final release of this book, extensive rules for such
The Trauma Table below presents a variety of Traumas ominous and dark Afflictions will be added, though
and how they might manifest in your Character. Even a version update to this free Primer book may see
though every Trauma has one or more penalties or them included even sooner.
222 223
Conditions & Afflictions
The sharpness of blades, the point of a needle, the jagged edge of beast’s tooth: You are burdened with a weight that presses down on your every movement,
Each one a deadly threat, waiting to pierce your flesh and spill your blood. You making even the simplest tasks seem impossible. Your body feels heavy and
can no longer bear to touch a sharp object, to look at it, or even to think of it. sluggish, and every breath is a struggle. But beware, for in your weakness, you may
3. Aichmophobia You won’t be able to hold anything sharp or even carry it with you, and when become vulnerable to attack, and risk losing your life to the slightest misstep.
3. Weight of Atlas
encountering an opponent with a sharp object (or natural weapon), you suffer
You suffer Slowed. You may make a Toughness Roll (Difficulty 3) when in a dangerous
Challenge to all Action Rolls as long as they are within Near range of you.
or life-threatening situation. On a success, the Condition subsides for 1 minute.
AFFECTS CHARACTER PATH: Habits.
AFFECTS CHARACTER PATH: Personality.
The sight of blood makes you sick. The metallic scent, the sticky texture, the You endlessly yearn for a past that can never be recaptured. You long for a time
sickening knowledge of what it represents. Even a drop completely overpowers when things were simpler and more innocent, and you are haunted by memories
your senses. You cannot bear to see it. of what once was. In your nostalgia, you risk becoming stuck in the past and
4. Hemophobia
Make a Willpower Roll (Difficulty 3) when you see blood. On a failure, you cannot 4. Anemoia unable to move forward.
refrain from turning or moving away until it is out of sight.
Both your Blood Point and Doom Point maximum are lowered by 3.
AFFECTS CHARACTER PATH: Party Vow, Habits.
AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals.
224 225
Conditions & Afflictions
You are not entirely sure about the difference between your inner voice and the AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals.
one that speaks aloud, so you blurt out whatever is on your mind, regardless of the
risk it puts you in or the potential conflicts it creates for your allies. You have become completely swept up in some quixotic quest or obsession
3. Agorhea determined by the Doomsayer as appropriate to what caused this Mania. It
No penalties apply, but this Compulsion should bring you and your Party enough
trouble even without.
dominates your every waking moment. You talk about it incessantly and regard all
3. Obsession lesser goals as unimportant next to this fixation.
AFFECTS CHARACTER PATH: Habits.
Make a Willpower Roll (Difficulty 3) every time you wish to divert your path from
your goal. On a failure, and if you don’t follow your goal, you lose all Blood Points and
You are absolutely fascinated by bones! The yellower, the older, or the more
become Troubled.
unusual they are, the better! You feel the urge to collect and gather them into
nice, neat little piles. Each one is unique, a testament to the life it once belonged
to. You long to possess them, hold them close, and feel the weight of their history You are destined for greatness, and your every action is proof of your superiority.
in your hands. You might see yourself as a god, a conqueror, or simply the most important person
4. Osseous
in the world.
Hoarding As soon as you see bones, make a Focus Roll (Difficulty 3) to refrain from trying to
collect them as your first action. If you have bones in your possession, you will stay up Lower your Heart Score by 3 temporarily (minimum score of 1) Should you be in
4. Megalomania
late to study them, and become Exhausted until they are taken from you or you are a situation that would require you to hold back, disengage or retreat in any matter,
forced to rest. make an Insight Roll (Difficulty 3). On a failure, you continue on despite the odds
and dangers.
AFFECTS CHARACTER PATH: Habits.
AFFECTS CHARACTER PATH: Personality, Party Vow, Ideals.
226 227
Conditions&Afflictions
You become convinced that you are possessed by a demon, an utterly malevolent
presence that consumes you with a dark madness. It has taken root in your very
soul, driving you to commit unspeakable acts of evil unless stopped by your allies.
At the start of every new Scene and Encounter, make a Willpower Roll (Difficulty 2)
2. Daemonomania
On a failure, you do something twisted. Feel free to be creative about the evil you’re
trying to do! The delusion does not make you dumb, though, and you will refrain from
doing things that may get you in immediate trouble.
AFFECTS CHARACTER PATH: Personality, Habits.
The world around you is a foul lie, a twisted mockery of reality. Only you realize
that all other people, including your loved ones, are imposters, disguises worn
by dark spirts to deceive you. You are alone, surrounded by enemies, trapped in
3. Capgras a perpetual nightmare.
Syndrome You are constantly vigilant and suffer Challenge 3 to all Action Rolls related to social
interaction. Make an Insight Roll (Difficulty 3) to believe anything someone says unless
it conforms to your delusion.
AFFECTS CHARACTER PATH: Personality, Party Vow, Habits.
You believe you are someone else. An important historical figure, long-dead hero,
or someone with great significance to your ancestry. This makes you behave as
though extremely important, majestic even, to the annoyance of those around
you, who you view as being less important and only in your life to serve you and
4. Delusion of
your grand destiny.
Grandeur
Your Heart Ability Score is lowered by 2, but your Mystique Ability Score is increased
by 2. If people around you don’t go along with your delusional thoughts during
any time between Rests, make an Insight Roll (Difficulty 3). On a failure, you suffer
1d4 Madness.
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Doomsayer's Section
CORE PRINCIPLES
CHAPTER 13: 1. PREPARE YOUR GAME adventures require a certain sense of dread and
Before running Blood and Doom , make sure to horror not everyone is okay with or may include
familiarize with the rules and the core principles of difficult subjects that also form social or psychological
DOOMSAYER’S
the game. You also should also read through whatever problems in real life. Remind Players that this is a game
adventure you will be running. This could be any of the of make-belief, set in a world that isn’t meant to reflect
published pre-written adventures or a scenario of your an ideal society. There are many things horribly wrong
own making, although we strongly encourage new on Athyr, and slavery, discrimination, torture, and
SECTION
Doomsayers who have never run a tabletop roleplaying other distasteful things do exist in certain places within
game before to start off with a published adventure. this fictional world. Tackling them in a tasteful manner
These have the advantage of having everything you can be a very rewarding experience and doesn’t mean
need included (such as quests, maps, illustrations, etc.) you are promoting them as a person.
and will save you a great deal of time. Be willing to remove or adjust themes that might be
Two free Starting Adventures are available for you to offensive to one or more Players, but also keep the
download (or came bundled with this book): ‘Faces of option open to tell Players that this might not be the
Evil’ and ‘The Seven Jewels of Azul-Ra’, as are several game for them if too much doesn’t align with what they
Quickstart Characters to use with these adventures expect from the game. There are hundreds of TTRPGs
or any other. Quickstart Characters can be especially out there, and a limitless number of ways to play Blood
useful if Players ask to get a sense of the game and and Doom , and they might enjoy themselves better in
setting before investing the time and effort to create another group or campaign if themes central to the
their own Characters (although creating one in Blood plot do not sit well with them.
and Doom is a fast and easy process), if they don’t Most importantly, even though you may include
(yet) have the inspiration to come up with a concept difficult themes and immoral ideologies or actions in
of their own, or if they couldn’t be present while the your games, never present them as something positive.
other Players created their Characters. They are there to accentuate the ever-present strife
and danger on Athyr and to challenge the Characters,
not as something to aspire to. There is evil and
2. RUN SESSION 0 immorality in the world, and it should always be clear
Read the section on Session 0 and present a framework that this is something bad that no-one should wish for
for the Players to work in by telling them about the and is present in the game (most often) as something
setting and maybe the region where the Adventure for Player Characters to stand up against.
will take place in, then listen to their ideas and the
concepts they come up with for their Characters. The
best acting instructors and directors rarely tell their 4. PRESENT CHALLENGES,
students or actors exactly what to do, but rather let
them follow their intuition and then help them improve
NOT SOLUTIONS
Remember that a tabletop roleplaying game is
on their own instincts and plans. It’s a lot more fun for
a collaborative storytelling experience. Even though
secret and Players should feel free to read through this section as well. 3. BE R EADY TO A DJUST Try to create challenges and throw obstacles in the
Characters’ way and run with what they’re doing
If you feel a Player might not feel comfortable with
instead of railroading them back on the ‘right path’.
sensitive topics you know will be intrinsic to your
It can even be worthwhile to present Characters with
campaign, talk this over with them. Maybe your
situations you don’t necessarily know how they would
230 231
Doomsayer's Section
solve them. Usually, you can trust that Players will find
a way, and will pleasantly surprise you.
5. A FORCE FOR GOOD
No matter if Players create Characters that are a saintly
PLAYER-FACING ▪ Instead of gaining one or more Feats at Level 1,
ROLLS
these are gained at Level 2 instead. Any specific
Always keep the adventure or campaign’s story arc force for good, or shady, self-centered types who Feats gained by a Class (as opposed to choosing
in mind, but don’t force it on the Characters should aren’t averse to stealing, double-crossing, and bribing,
freely) should be kept, as they are an essential
the most important principle of Blood and Doom is In most tabletop roleplaying games, both the Players and
they decide to go in a different direction. Experienced part of that Class’s makeup.
that in the end, Characters work together to make the Doomsayer make rolls to see how well the Characters,
▪ For armor, use a Protection Rating of 2 (light
gamers are likely to tell you that some of their
world a better place, no matter what their method. Monsters and NPCs fare. Blood and Doom, however, is
most memorable sessions included non-scripted,
They could be looking out just for themselves or have a player-facing game, which means Players will be making armor), 3 (medium armor) or 4 (heavy armor)
totally improvised sessions, and maybe even had the
a shared higher purpose of rooting out injustice, but any most, if not all, of the rolls. This allows you to focus on and apply this to all damage types as opposed to
Characters follow a tangent not even mentioned in the
acts of pure evil executed by Player Characters have no orchestrating and directing evocative and challenging different values per damage type. This simplifies
adventure. Even more so, many Doomsayers (perhaps
place in Blood and Doom . Exceptions of crossing this Encounters, while shifting the action ever more into
including yourself) prefer to play open-ended games, armor, but also makes it a little better than it
line temporarily may be made if a Character is under the hands of Players. Player-facing rolls have the added
in which the Characters’ actions dictate the plot over otherwise would be, giving Characters a slightly
the influence of a curse or some malevolent power advantage of keeping Players alert and engaged at all
the course of many Sessions, instead of using any kind
that has taken hold of them, or when they are tempted times during the game, as even when it isn’t their Turn, better chance of surviving.
of a long-term plan.
That being said, you sometimes may want to help
by the notion of joining a cult. After a while though, they could be asked to roll to defend against attacks or ▪ Refrain from using detailed rules on Unarmed
should a Character become irredeemable, they can react to other things happening around them. Attacks (no Edge / Challenge depending on
Characters get back on track if they’re lost or if it perhaps live on in the fiction as a villainous NPC, there Instead of having to manage the Turns of a host of armed or unarmed opponents) and Grappling (no
becomes clear that their failure to act is going to for other Characters (or those in future Adventures) to Monsters during an Encounter, you as the Doomsayer Momentum spending; instead, a Grapple is simply
have dire consequences. You may want to present confront. In short, acts of evil and depravity are to be can focus on the narrative and describing what these to Restrain an opponent, nothing more).
them with the (possible) outcome of their (in)action, reserved for malevolent overlord NPCs (or the poor
▪ Use the simplified rules for Injuries and Afflictions
Monsters (or NPCs) do. There are still some dice for
have an NPC talk to them, throw an obstacle on their misguided souls who follow them) and put in the game you to roll of course, as rolling no dice at all wouldn’t
way that makes it impossible to continue what they for Characters to oppose, not to indulge in themselves. as found in the SEVERITY OF AFFLICTIONS
be much fun either! Whenever a Monster or NPC acts,
were doing, and so on. Just refrain from doing so
you can roll a d10 to determine what action they will SUBSECTION ON P. 219 .
when it isn’t absolutely necessary and never make such
take (though you can always simply choose an action
interventions too obvious.
yourself), and should a Monster or NPC deal damage,
you’ll roll Damage Dice to determine how much.
CREATING
INEXPERIENCED A DVENTURES
BLOOD VS D OOM
PLAYERS
Although not yet included in this Primer book, the final,
official release of Blood and Doom’s Core Rulebook
As an optional rule, you can impose a penalty on the number of Action Dice a Player may will include a section with concrete tips on how to
roll to regain Blood Points when they Rest, should you find their Character has willingly Some elements of the game can be left out or create immersive adventures both fast and easy and
indulged themselves too much in the dark arts and cult-like behavior. At the same time, adjusted when playing Blood and Doom for a group how to prepare your Sessions step by step.
such a Character may gain a bonus to the number of Action Dice they roll at the end of of Players who don’t have any prior experience with
tabletop roleplaying games. This allows such Players
a Session to gain Doom Points.
to get familiar with the basics first, and to expand on
This balancing act of Blood Points representing a force for good, and Doom Points
representing malevolence and the impending doom of Athyr can be a fun way of
these later, usually after having completed a starting
adventure or two. COMBAT AT
gradually showing a Player what the consequences and benefits are of such actions, up
until the point it may be too late for them to repent, and they turn into a villainous NPC.
Additionally, each Class is labeled with a Complexity,
varying from Low, Medium to High. Inexperienced YOUR TABLE
Players are recommended to choose a Class of Low or Combat and Encounters can be played out in several
This should not be presented as a form of punishment, but simply serve to show that Medium Complexity. Should you think it would help ways, each depicting the action differently. The
such actions do matter in Blood and Doom and can shift the balance between their your group learn the ropes, you can do some or all the method you choose depends on your and your group’s
available Blood Points and Doom Points. For the final release of the game, this mechanic following as you see fit: preference, and perhaps the circumstances in the
may be expanded upon depending on playtest results and input from the community. game and other factors. As a suggestion, consider
▪ Ignore all Weapon Attributes. Instead, trying each of the approaches described below in one
Momentum can be spent to deal 1 extra damage
or two Sessions, then choose one that appeals the most
per Momentum, up to a maximum of 3. Any to the group. You could even switch methods from
Traits or Powers that specifically refer to Weapon one Encounter to the next to keep things fresh and the
Attributes should not to be chosen until Weapon Players engaged.
Attributes are introduced.
232 233
Doomsayer's Section
THEATER OF THE M IND Both when using this method and theater of the mind, A LTERNATIVE SETTINGS
Theater of the mind means that all the action takes CREATURE SIZE a Reposition Roll can be a great tool to use when in Basic information about Blood and Doom’s setting,
place by describing it to one another at the table, doubt whether a Character might be able to reach Athyr, is included in this book, and greatly expanded on
Large About the size of a cow or a horse.
preferring to keep the focus on immersion and the a spot on the map or not. Though most of the time in the other core rulebooks, adventures, and upcoming
fiction rather than calculating or measuring distances. The size of an elephant, a shed or a fair estimation can be made by you as the Doomsayer supplements. If you’re not already doing so, consider
Let’s take an Encounter with Beastmen as an example. Huge (and whenever possible ruling in favor of the Players, as using the Doomsayer’s Codex: Guide to Athyr and
castle gates.
Blood and Doom is a hard enough game already!) of the Doomsayer’s Codex: The Twelve Pillars of Doom
It often doesn’t matter exactly how far away from
About the size of a sailboat or what distance might be considered fair for a Character to add hundreds of pages of additional regions, quest
a Character any Beastman is located. What matters Enormous
a modest house. to move, any doubts can be quickly resolved by having hooks, adventure ideas, NPCs, Monsters, cults, spells,
instead is whether the Character could hit it with their
the Player make a Reposition Roll. and more to your game.
bow, or whether the Beastman would be able to hit Somewhere around the size of
Massive
them with any ranged weapon they carry from where a castle tower or a whale. If you want to run a campaign that’s more oriented
GRIDDED M AP
they are positioned. towards a certain type of play, be it intrigue or espionage,
The size of a mansion, castle, or
Gargantuan exploration, warfare, romance, myth, or specific fantasy
& M INIATURES
Players may wonder if the Beastman even carries anything bigger.
a ranged weapon at all, and whether their Character or horror subgenres, chances are you’ll find a settlement
could make that out from where they are standing. Using a gridded map offers you the benefit of measuring or (sub)region that is extremely conducive to that kind
things precisely, using the guide provided below and of play without needing to adapt the game. If there are
Could they move up to the Beastman and still swing M ELEE DISTANCES counting any distance using the number of squares on Stat Blocks or rules that are distinct for that region, they
their sword in one Turn, or would they need to move
twice on their Turn and wait until their next Turn to Up to an arm-lengths away or the map, which usually represent 5 feet each. Likewise will be included there, and you’ll find that Athyr is a rich
take a swing at the Beastman? closer. Suited for fighting by it can be used to determine whether a distant target is and wondrous but dangerous world and the rewards of
Close adventuring in it will be huge, both for the Players and
biting, using claws, a dagger, axe, within range of Character, Monster or NPC’s weapon,
These kinds of abstractions are at the core of running an and so forth. It eliminates most disagreements about their Characters.
Encounter using theater of the mind. It can be helpful to or sword.
where a Character is and what they can accomplish Still, you may want to tweak the setting and make it
think of each element in a Scene or Encounter, whether A few steps away. Suited for on their Turn, though (and again, this depends entirely
the environment, structures, objects in it or Characters your own. An obvious change would be to add Elves,
fighting with a whip, spear, halberd on preference) it can lead to the fiction of the game
and Monsters, as being related to each other with Near Dwarves, or other non-humans as playable Character
or throwing a net. This is about 2 being reduced to something more akin to a board or options. An easy way to this would be to replace the
purpose, instead of exactly defined distances. strategy game as opposed to a story taking place in
times Close. listed Origins with the ones just mentioned, which
It is up to you as the Doomsayer to provide challenges everyone’s collective imaginations. will each have their own cultural heritage, known
while Characters and their opponents (under your languages, and maybe even pantheons. However, we
control) are moving around during an Encounter R ANGED DISTANCES CREATURE SIZE do advice not to start handing out bonuses to Ability
like this. Treacherous terrain and obstacles can make Scores, Skills, or anything else you may find in other
Only a short sprint away. Suited Medium
all the difference and moving freely may require an 1 square games, as Blood and Doom was created to have these
for throwing a handaxe, firing (or smaller)
extra Action Roll in some cases for instance. This way, Far tied to a Character’s Class, not their Origin.
movement and distance become real even if not a shortbow or throwing shuriken. Large 2 or 3 squares There are many other options, of course. Maybe you
directly visible on a map. This is about 3 times Near.
want to go back in time and present Athyr in an earlier
Huge 4 or 6 squares
Size, Speed, Distance and Range are meant as basic A decent sprint away, requiring age, or up the tech level and make gunpowder personal
building blocks of the above premise when using some time to cross. Suited weapons available. Maybe you want to include Ayaari
Distant Enormous 8 or 9 squares
theater of mind; they are merely a way for you for firing a longbow or heavy as a playable race, should some of these aliens have
and your Players to speak the same language and crossbow. This is about 3 times Far. survived and procreated. Maybe you’d like the gods
Massive 16 or 18 squares
understand one another when describing what anyone to be more active, or introduce a new faction. In the
sees or wants to do, but no more than that. Gargantuan end, Blood and Doom is your game. We just provide
30 squares or more
(or larger)
CREATURE SIZE
GRIDLESS M AP a framework to build upon and if you’d like to change
anything, please go ahead and do so – just make a note
& M INIATURES of it and stick to the new continuity you have created.
Somewhere around the size of For many gaming groups, using a gridless map and DISTANCES Of course, you can also use Blood and Doom ’s ruleset
Tiny a squirrel, a mouse or anything miniatures is the perfect “middle ground” between
Close 1 square 5 feet and Classes to play in an entirely different setting of
smaller. theater of the mind and using a more ‘exact’ gridded
your own creation – or even adapt the game engine to
map. It provides all the benefits of being able to
About the size of a goat, a chair or Near 2 squares 10 feet suit that of a third-party publisher. Even though certain
Small visualize an Encounter, the environment it takes place
the smallest person you know. settings might require some rules to be tweaked, the
in, and the relative positions of Characters and their Far 6 squares 30 feet Blood and Doom game engine is robust enough to let
The size of an average human, opponents. All the while doing so without getting
Medium you do that.
a tiger or a modest bookcase. bogged down by measuring exact distances or Distant 18 squares 90 feet
counting a number of squares on the map.
234 235
Doomsayer's Section
dark cavern the Characters just entered. Or, what 4. CATER TO YOUR PLAYERS
Characters might feel (not emotionally, but physically). Different players like different things. Some may love
You could describe how a cold draft softly blows acting out their Characters, rarely breaking the fourth
RUNNING
through the underground tunnel complex, and that wall when they’re speaking in their voices, while others
the air is most, or perhaps thick and suffocating. Smells prefer narrating what their Characters are saying in
are also important of course, and describing the stench third person. Some might be particularly excited by
of decay or dank, moldy air prevalent in a Scene can interacting with NPCs, persuading, manipulating,
THE GAME
add a lot to build suspense. Similarly, the smell of seducing, interrogating, coercing, or even challenging
spices and roasted meat can liven up any town or city’s them. Others might love the tactical aspects of the
marketplace in quite the opposite way! game and enjoy combat or other physical trials. And
The most important thing to remember is to refrain a lot of players really like mysteries and puzzles, or
from telling Players what their Characters might feel political intrigue.
or think as a result of what you describe. It can be Allow Players to do what they love most, whenever
tempting to say things like ‘the icy cold makes your possible, and let them know there is no right or wrong
legs stiffen’, or ‘the screaming sound of dozens of way to do things when it comes to what was just
prisoners makes you feel uneasy and afraid’, but that described. After playing with the same group for a while,
after all, is up to the Player to decide. You can merely you’ll learn what excites each of your Players the most,
present the situation to them, and it is their part of the and you can try and include something that appeals to
game to take the opportunity and describe what their everyone in your Sessions. It may happen that a Player
Character may feel or do as a result. interested mostly in action and combat wants to hurry
along a Scene involving lengthy conversations with NPCs,
but that might also be the moment when one of the
3. M AKE IT FEEL R EAL other Players gets a chance to shine. One Session might
One of your most important jobs as a Doomsayer will be more fun for some Players than for others, but over the
be to keep your Players’ suspension of disbelief. Make course of an adventure try and make it so that everyone
the world feel real by describing the results of their gets to experience something they specifically enjoy.
Now that you are familiar with the basics and know how to prepare for a typical game session, it’s time to delve actions. This includes humans reacting like humans,
a little bit deeper into actually running Blood and Doom at your table. The nuts and bolts of the matter so to speak. but also extradimensional entities maybe reacting in
entirely different, unfathomable ways. It also includes 5. M EMORABLE NPC S
not railroading your Players. By forcing them into One of the things that excites Players is encountering
236 237
Doomsayer's Section
narrative or the action if they should be able to do If Characters have a personal link to something or Atmosphere is everything when playing a game about
so. As the Doomsayer you have a lot of control over
the game and handing out this control to the Players
someone, the Players will probably end up being more
involved as well. Even if you’re running a published
high adventure and cults, rituals and unparalleled
danger. Use words and descriptions that reflect this
3. GREY A REAS
Including malefic extradimensional entities, baleful spells,
and simply letting them do their ‘thing’ for a while as adventure, look for NPCs, locations, or events that atmosphere and create a sense of foreboding from an
evil overlords, and amoral princes in the setting helps
you listen can be very rewarding. More often than not, you could tie to one or more Characters. Maybe early moment on. Be mysterious. Act like you know
create clear protagonists. There is no question that they
listening to Players discuss and plan ahead will provide Amalia’s grandfather used to tell her about this one secrets that may be the death of the Characters if they
bear ill will and that they probably should be stopped.
you with a host of ideas of how the adventure or a Scene tavern in Orthoss where he used to dance with her are not careful (and you actually do know these, of
Still, having everything be black and white by definition
might progress next and that you hadn’t thought of late grandmother. Maybe the artifact the heroes are course). Be a ‘Doomsayer’. Play in the evenings when it
doesn’t allow for a lot of nuance and may become
yourself. For the sake of not breaking immersion, when looking for is Hafaista’s long-lost family heirloom. Thalia is dark outside, dim the lights and light some candles.
a predictable. Presenting choices, items, locations, and
you decide to pursue one of the ideas a Player came could need the money she’ll make with her share of Maybe even get some props like a skull and leather-
NPCs that have faults but also have redeeming qualities,
up with, always tell them that was your plan all along, the treasure to get much-needed magical healing for bound books to display on your table.
or who’ve lived through traumatic events that have
and they simply guessed it right! her dying father. Upon examining the names engraved
Also consider playing some background music during caused them to become who or what they are often
in the golden amulet Fala recovers from a tomb, they
your Sessions. Video game soundtracks for games set ends up being more believable and engaging. It also
turn out to be those of her uncle and nieces. There are
in the same genre as Blood and Doom should work allows you to put forth paradoxes and dilemmas.
many ways to make sure the Players don’t start feeling
well, and as part of our Kickstarter campaign we have
like their Characters are running a simple errand and Should Characters kill a demon-possessed NPC, even
included a soundtrack composed specifically for Blood
to expand on the lore. though their mind might still be saved if they find
and Doom as one of its stretch goals. In particular,
a way to exercise the demon? After the party finds
this soundtrack and video game soundtracks will work
out that the royal family members an NPC has been
well because they are composed as background music
abducting approved his father’s hanging a decade ago,
that can be listened to over and over again on repeat
even though they knew he was innocent, will they still
without fluctuations in intensity and volume indicative
try to save the haughty king and princess?
of movie scores that cater to the exact, specific scenes
the music is written for. Making situations and NPCs more three-dimensional
this way is a good allows you to provoke emotion and
have your Players make tough choices, which may not
always have clearcut answers.
238 239
Doomsayer's Section
4. EMPHASIZE CORRUPTION,
NOT EVIL R EWARDING R EWARDING to replenish their Doom Points at the end of the Session
as well. You don’t want to have the Characters run
In the Blood and Doom books, we rarely identify an
NPC, creature, or Monster as ‘evil’. Even though evil BLOOD POINTS DOOM POINTS around with a maximum allotment of Doom Points all
the time, as this would make the Doom Roll mechanic
definitely exists in the setting and even though certain After a particularly challenging Encounter or The world of Athyr is full of perils. There are obscene a lot less exciting. Let them spend their points if they’re
NPCs most certainly are immoral and wicked, it is overcoming any other difficult obstacle or challenge in cults at work, gruesome monsters stalk the lands, and down on their luck – it’ll heighten the tension once
more engaging to emphasize other words that sound which Players had to spent quite a few Blood Points, you dark deals are made when no-one is watching. As a Doom Roll is called for!
less absolute, but that also appeal to our ‘unhealthy’ can roll Blood Dice to see if the gods may grant their Athyr etches closer to its doom, it is infused with dark It is also advised not to reward Doom Points for things
inquisitiveness. Cults spread their corrupting influences Characters a boon and gain back some Blood Points. energy, and those heroes who sometimes have to face one Player may naturally be better at than another,
and the Heralds of Doom are too alien, their motives Rolling Blood Dice should be reserved for moments in impossible odds can tap into this negative essence at such as good roleplaying for example. Even though this
too impossible to truly discern, to truly comprehend. which Characters have shown to be brave, work like their own peril. is a commendable skill and of course forms a large part
Almost all humans share some fear of the unknown and a team, and inspired to those around them, and when of what makes a roleplaying game what it is, it wouldn’t
Sometimes, Players may forget that they can use Doom
making something more difficult to get a grip on is Players have come up with inventive and original ideas be fair if extrovert Players who act out their Character
Points to twist their fates. If it seems like they could
often far more chilling than identifying an entity as to defeat their opponents or overcome obstacles. easily receive more Doom Points than Players who are
use the support of Athyr’s essence when things look
‘purely evil’ or ‘evil personified’, as we know that concept more introvert and may enjoy other aspects of the
On average you should find a way to roll Blood Dice particularly grim, remind them that they can still spend
all too well and thus may be a little desensitized to it. game just as much.
at least once or twice per Session, though this can a Doom Point. From time to time, also remind Players
be more if Characters are caught in the depths of that their Characters are using negative energy when
the earth to fight through a labyrinth of traps, soul- they are spending this resource, and that such may
5. EMBRACE THE DOOM corrupting aberrations and flesh-eating slimes for days eventually come with a cost. It’ll add to the atmosphere
A game can’t be called Blood and Doom without
DOOM ROLLS
on end in order to save a town from being sucked into that is so indicative of the game if the Characters are
a gloomy atmosphere hanging over the world. There
a vortex of anti-matter. The more Characters struggle conscient of the fact that they are playing with unseen
are twelve cults active on Athyr, all of which will herald
to do good deeds, the more frequently you can reward power that they cannot truly comprehend.
the end of mankind in its current form if they should As Characters continue to defy the odds and draw on
them Blood Points.
prevail. This means the chances of the world surviving Players will be able to regain spent Doom Points at the
Athyr’s negative energy by spending Doom Points, that
for much longer are slim, although the general Blood Dice are similar to Action Dice (d10). When end of every Session by rolling 6 Action Dice. Every
twisted form of power keeps coursing through their
populace is bound to remain ignorant of that fact until you think it appropriate, roll Blood Dice equal to the success rolled gains them a Doom Point. In addition,
bodies. This can come at a terrible cost, which becomes
the doom rises and it becomes more obvious how grim Difficulty of the most powerful opponent just defeated there are several situations in which you, as the
clear when you, as the Doomsayer, ask one or more
things are looking. Munagi come to reap the souls of or challenge that was overcome, and the Party, as Doomsayer, can give out Doom Points during a Session
Players to make a Doom Roll. There many situations in
Characters who have died. An entire alien race has a group, earns Blood Points equal to the number of as well, for example:
which you can ask a Doom Roll to be made (examples
successes you roll. Alternatively, you can let one of the
perished soon after landing on Athyr. Many of the stars
in the sky are, in reality, long dead, and only their light Players make this roll for you. Players can then divide ▪ When a Player has had a stroke of bad luck, provided below), but in general there are two types of
Doom Rolls:
Blood Points earned among their Characters as they for example after failing several Action Rolls in
remains for now. Most other worlds in the universe
have been subjugated, destroyed, absorbed, eaten, or see fit. a row, including one or more that caused their 1. When a Player or Players ask you something
wiped out of existence by the Heralds of Doom. Character to get into trouble. (or you want to know without them asking)
There is still a sprinkle of hope left, but it is just that: REWARD BLOOD POINTS = ▪ When a Player fails an Action Roll during a pivotal about the fiction of the game and you want to
a sprinkle. This creates a sense of urgency as well as moment of the game, when their Character let chance decide how it will turn out. In this
ROLL ACTION DICE EQUAL TO
a sense of scale, as many events already unfolded that went out of their way to save innocent people, case, one Player makes a Doom Roll at Normal
HIGHEST DIFFICULTY.
have changed the face of not only the world, but all of help their allies, or simply tried to do something Difficulty. On a success, the situation turns out
reality forever. Removing all possible good prospects EACH SUCCESS EARNS PARTY heroic. in their favor. If more than one Character is
▪
out of the equation might cause Player Characters 1 BLOOD POINT When a Player / Character did something very involved, still only one Player makes a Doom Roll.
to stop trying. That kind of inaction would also be
the death of your game, but as long as your Players cool that amazed you or the other gamers at the 2. When you want to know which of the Characters
keep believing that there’s a chance for improvement, table, or that made everyone laugh. are the target of a something bad about to
however small it is, chances are that they won’t ▪ When a Character became Dying and barely happen. In this case, all Players whose Characters
immediately run away from the challenges put in survived. are involved in the situation make a Doom Roll
front of them. After all, true heroes aren’t made by
defeating weak opponents, solving easy conundrums,
▪ When a Character suffered a horrible Setback. and the Player (or Players) who rolls the lowest
number of successes is targeted. On a tie, and if
or overcoming small obstacles, but by facing powerful Try and refrain from awarding too many Doom Points
enemies, unveiling ancient mysteries, and rising up during a single Session. A good guideline will be to you really need only one target, the Player with
when times are bleakest. hand out between 1 to 3 Doom Points per Character the lowest number of Doom Points is targeted.
per Session. Don’t forget that Characters can have
a maximum of 6 Doom Points and that they get to roll
240 241
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242 243
Doomsayer's Section
WHEN DEFENDING
D20 SETBACK Characters being on the receiving end of a Monster or NPC’s attacks lends itself even more to devastating
Setbacks and a lot can go wrong in the frenzy of pitched combat. Defending can mean the difference between
The Character drops their weapon on the ground within Close range, or spills 1d8 pieces of ammo as
12 life and death and these Setback examples certainly reflect that. Of course, depending on the size and power of
they try to reload their ranged weapon.
an opponent they can be adjusted accordingly, and you can always come up with your own ideas for Setbacks.
The Character misses their attack so clumsily that they scrape against their opponent’s weapon, or
13
the opponent quickly jabs them. They take 1d4 damage (ignoring armor).
D20 SETBACK
The Character makes the situation around them more dangerous to deal with for an ally within Near
14
range. They suffer Challenge to defend themselves or avoid any danger until their next Turn. The Character parries badly, causing their weapon to become Dented. When fighting unarmed, they
1
hurt themselves and take 1d6 extra bludgeoning damage.
The Character accidentally hurts themselves by striking their weapon awkwardly or against an object.
15
They take 1d4 bludgeoning damage (ignoring armor) and their weapon becomes Dented. The Character accidentally exposes themselves. Their opponent finds a weak spot and can ignore
2
any and all armor.
The Character strikes an object nearby, causing unwanted collateral damage and potentially
16 complicating the situation around them. For example, by destroying vials of acid that spill over them The Character’s opponent moves so skillfully and unexpectedly, it causes the Character to
3
or an ally, or hitting a lever that sets of a trap. become Confused.
The Character gets sand or dirt in their eyes or turns awkwardly to look directly into bright sunlight. 4 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.
17
They are Blinded until the end of their next Turn.
5 The Character slips (or gets knocked over) and falls Prone.
The Character misjudges the flurry of combat and makes a bad move, causing them to
18
become Confused. The Character collides with an ally. Both suffer Challenge on their next action or defense. If there
6 are no allies nearby, they just collided with their opponent, who gets a prime opportunity to spit on
The Character drops or spills something valuable to them, whether it be the leather bag of gems
19 them or curse.
they just pried out of a wall, 1d4 rations or torches, or that strange, mysterious amulet they just
looted from a tomb. 7 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.
The Character suffers an Injury as they make a seriously bad move either hurting themselves or The Character defends so badly that they open themselves up for even more harm than usual. They
20 caused by a relentless counterattack from their opponent. Appropriate Injuries could be: Broken 8
take 1d6 extra damage.
Arm, Fractured Leg, Broken Ribs, Lost Fingers, Back Sprain, or Twisted Ankle.
The Character needs to lean backwards to far to deflect the attack, they injure themselves. They
9
suffer an Injury: Back Sprain.
10 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury.
The opponent’s weapon causes a spark or splinters something while the Character is parrying or
11
blocking, causing the Blinded Condition.
The Character starts to feel the effects of fatigue if the Encounter is in the 3rd Round or later. They
12
suffer Exhausted. If not, their armor becomes Dented.
The Character damages their footwear while moving around, causing the Slowed condition until it is
14
removed or fixed.
The Character accidentally exposes themselves. Their opponent finds a weak spot and can ignore
15
any and all armor and deals 1d4 extra damage.
16 The Character bumps their own head while defending, causing them to become Stunned.
17 The opponent feinted their attack setup so well that the Character becomes Confused.
The Character twists in such a way that they won’t be able to use their own weapon to defend or
18
attack until the end of their next Turn.
The Character’s armor takes such a beating that it is Dented twice, or if wearing none, they take 1d6
19
extra damage and suffer an Injury.
Instead of deflecting a blow, the Character’s block actually allows their opponent to strike harder.
20
They take 1d6 extra damage and suffer an Injury.
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Doomsayer's Section
WHEN R ESISTING M AGIC WHEN A DVENTURING walking over a rope bridge, or knock over a brazier,
Many different things can go wrong when resisting Magic directly targeting a Character or when they attempt to Characters lockpicking doors, jumping over crevices sending sparks and hot coals all over the floor. Other
dodge an explosion caused by some arcane Spell, like a blast of fire. Magic often has a specific Setback included that run deep into the earth, balancing on top of a fallen times more severe and ‘mechanical’ effects are
for this very reason, but if not, you can use one of the Setbacks listed here. They apply not only to Magic, but also tree trunk to cross a dangerous river, or trying to win appropriate. For example, when a Character attempts
magical or near-magical abilities that a Monster might use. an argument with a local noble; all fit into this ‘loose’ to climb across a cliff, slips and falls. Any damage
category of adventuring. Anything you can think of they would normally take from such a fall can be
that doesn’t include any of the three former categories complemented by suffering an appropriate Injury
D20 SETBACK is also included here, whether it be winning a drinking if they roll a Setback, and Conditions such as Bleed,
The Character suffers more damage. Whichever Damage Dice are rolled, you roll one more for competition at a tavern, making repairs and crafting Burning, Frightened, Poisoned, Prone, etc. can also be
1
them. For example, 2d4 becomes 3d4, 1d6 becomes 2d6, etc. items, or communicating with spirits. considered in many other, similar situations.
The Character loses 2 Blood Points as they are overcome with the arcane energy that infuses the Most of the time it will be enough to come up with Most importantly Setbacks should always make sense
2
spell targeting them. a narrative consequence for a Setback, complicating within the fiction. In the first example of lockpicking
a Character’s situation and requiring to deal with a door, this would mean if Characters made an effort
The duration of any effect, such as a Condition suffered, or being banished to another plane of
3 the escalation. More often than not, Characters are to determine no guards are on patrol, they cannot
existence, is doubled.
together attempting such activities, and any Setback just appear from thin air. Setbacks are an escalation of
The Character’s fate has become sealed through the arcane essence of the magic that affects them. suffered may well influence the course of action for the things already present, events set in motion before, or
4
They lose 2 Doom Points. entire Party. something else that could plausibly happen when things
turn sour.
5 The Character suffers any appropriate Condition as an additional effect. For example, when they attempt to lockpick the
backdoor of a guarded castle, a Setback could mean Due to the wide range of possibilities and large variety
The Character suffers a temporary loss of memory and motor function. They cannot use any Skills of different situations to deal with, such Setbacks
6 they made too much noise, alerting several guards
until the end of their next Turn. cannot be summarized in a table lest it be 40 pages
and resulting in them passing around the corner and
The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect. putting the Party in a tough spot. Or when attempting long (and quite unusable at that). Instead, an extensive
7 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is to cross a rushing river, suffering a Setback could mean list of examples will be provided in the final release
shredded (hide, leather) beyond repair. the Character plunges into the water and is dragged of this book. Do keep in mind that Players who love
A total of 5 Equipment Slots worth of equipment is lost or destroyed. The Player may choose which away by a powerful stream, only to end up hanging to embrace their Character’s doom and dealing with
8 tough situations could be willing to help by offering
5, though they cannot be empty slots. from a slippery cliff where the water crashes down
a great depth. suggestions. Any tabletop roleplaying game isn’t about
9 The Character’s weapon is flung from their hand up to Far range away, sizzling with arcane energy. ‘winning’ after all, but about telling the most exciting
Many of the Setbacks for combat can also apply when
and heroic stories possible, especially those in which the
The Character suffers more damage. Whichever Damage Dice are rolled, you roll one more for out of combat but while in precarious situations.
10 Characters face great adversity.
them. For example, 2d4 becomes 3d4, 1d6 becomes 2d6, etc. A Character could accidentally drop their torch while
The Character’s fate has become sealed through the arcane essence of the magic that affects them.
11
They lose 2 Doom Points.
Surroundings collapse or some other obstacle presents itself, blocking a Character’s path to reach
13
their allies.
The spell creates a temporary rift in reality, attracting the attention of a Monster. It’ll jump or fly
14
through next Round.
The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect.
16 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is
shredded (hide, leather) beyond repair.
The Character’s weapon is destroyed as a result of a powerful blast or damage like fire damage, ice
17
damage, acid damage, or null damage.
The Character loses 3 Blood Points as they are overcome with the arcane energy that infuses the
18
spell targeting them.
246 247
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248 249
Doomsayer's Section
250 251
Doomsayer's Section
▪ LEVEL 1-6: 1d4+(x) Lesser Munagi, where (x) is This could for example mean the initiating Player
rolls for their Character to attack another, using their
NPC contests another without any of the Characters
being involved, you can simply narrate what happens
example roots created by a Druid’s ‘Wild Growth’
Magic, they automatically succeed in doing so if
the number of Characters alive.
and determine the outcome based on what is most reasonably possible. This still requires a suitable Action
▪
Character’s Dexterity Ability and Dagger Skill, while the
LEVEL 7-12: 1d4+(x) Heroic Munagi, where (x) is likely within the fiction of the game. If Characters are to be used, resulting in the Monster or NPC having
opposing Player rolls Toughness and uses the Shield Skill.
the number of Characters alive. The number of successes rolled is then compared and participating, any Monster or NPC that is helpful to to spend their Turn or part of it on actively working
whoever rolls more wins the contest. The difference whatever the Characters are trying to accomplish can toward destroying the object. The Monster or NPC
Make this Scene suitably heroic, as the outcome will grant a suitable advantage to one or more Characters, deals their damage as usual, and an object is destroyed
between the number of successes rolled can be spent
be definitive. Unsurprisingly, Munagi fight to the likely based off one of their Actions as represented on once damage has been dealt equal to its Resilience.
by the winning Player as Momentum as usual, and if
death and only if all are defeated will the Character’s their Stat Block.
applicable, Damage Dice are rolled, armor is applied,
soul be saved. No Munagi will return for it until the
etc. In the event of a tie, the Character with the most Alternatively, several Player-Facing NPC Stat Blocks
Character dies again. Munagi will not engage any
ROUNDING
Doom Points is successful. are provided in the back of this book, which could
other Character unless attacked themselves. They have
not come for anyone but the dead, and their anger In the above example, if the attacking Character gets (generally) represent a wide range of NPCs. One of
will subside if they manage to wound someone badly 4 successes and the defending Character 3, the attack these can be handed out to a Player to represent the
NPC, which will take Turns and operate in the same As cults raise more members and conduct their
enough to stop that person from interceding. As soon hits and 1 Momentum can be spent to trigger (for
way a Player Character does as long as they are willing unhallowed rituals, their Heralds’ influence grows.
as the path is clear, they will attempt to harvest the example) the Vicious attribute and cause Bleed 1, or the
and able to help, using Blood Points to activate their Major celestial events that might indicate a cataclysmic
dead Character’s soul again. This changes when they Penetrate attribute to ignore 1 armor of the defending
Powers and making Action Rolls based on their Abilities upset are portended to be looming over the future
kill another Character, who will now also have to Character. Damage Dice are then rolled to determine
and Skills, and so on. of the universe. Rifts in reality risk scarring existence
choose whether to relinquish the world of the living or how much damage the defending Character takes. If
forever. Evermore Monsters are spotted roaming the
try to stay. In the latter case, if there are currently less successes were reversed, the attack is deflected, and
lands and swimming through the oceans. Corrupted
Munagi than when they first appeared, more Munagi Momentum can be spent to push back the attacker.
magic is weakening the world and the gods seem to
will manifest to replenish their depleted numbers. Traits, Powers, Magic and Weapon Attributes can all be absent. Life on Athyr is tough. Needless to say, when
be used as they normally would, though for some Players need to divide a number or the result of a dice
improvisation may be required to make these work roll, always round down.
against another Character instead of a Monster or
CHARACTER
NPC. Many more situations than the one just described
can be thought of, for example using Stealth and
VS CHARACTER
Thievery & Crime to try and steal something from
another Character, with Awareness and Perception &
Investigation to oppose, or Mystique and Deception
Sometimes two or more Characters contest each other & Trickery to tell a lie, with Insight and (similarly)
instead of an NPC or Monster, for instance if they end Deception & Trickery to try and see through the lie.
up fighting each other or attempting to do a thing
without one of their party members seeing it. Such Magic is cast as usual, and in most cases no opposing
situations should be handled with care and are to be roll is required. A Druid Kindred could for example cast
acted out only if all Players are on board with having Wild Growth, and if successful, spend Momentum to
some friendly rivalry at the table but are otherwise increase the Magic’s Intensity. Any Character(s) in the
discouraged. middle of an area with thorn bushes can make a Reflex
Roll using Balance & Acrobatics to determine if they
When two Characters are at odds with each other, avoid the effects as described. If any Magic’s Difficulty
each Player rolls for what they attempt to do, but is that of its target, then opposing rolls can again be
instead of comparing the result to a target Difficulty, made to determine the outcome.
both Players’ rolls are compared. To do so, the Player
who initiates the action chooses an Ability (and Skill,
252 253
Doomsayer's Section
the relevant Protection Rating, but only if the armor chopped-off limbs often don’t grow back unless
would be effective against the attack or harmful effect. magic is involved). Players should be made aware of
Whenever armor is Dented, you lower its Durability this, realizing how retreating from an Encounter and
USING MONSTERS
Rating, until it is destroyed when it reaches 0. returning within one or two days could prove to be
beneficial, with their opponent still weakened.
Most Monsters and some NPCs have a special type
of armor, which can be either ‘Natural’, ‘Unnatural’
& NPC S
or ‘Magical’. Unlike an actual suit of armor that is
worn, this protective thick skin, shell or unnatural / R EASONING & INSTINCT
magical armor is part of the Monster or NPCs body, NPCs can often be reasoned with, especially if they
whether physical or metaphysical. Natural armor can realize they might not survive an Encounter with
be Dented and destroyed like other armor, though a group of Characters. They have lives of their own
Unnatural or Magical armor cannot (at least not by with family, friends, goals, and desires to consider. If
any ordinary means), and therefore does not have evil hasn’t darkened their hearts too much, they might
a Durability Rating. All three these types of armor do be able to see the wrongs of their ways and prove
offer a Protection Rating per damage type just like helpful or cease to be a threat to Characters when put
a regular suit of armor. on the spot.
The same cannot be said of most Monsters, like
a famished Velociraptor in search of its next meal for
BRUISES & WOUNDS example. Characters can talk to it all they want, but
Every Monster and NPC has a number of Bruises and reasoning isn’t likely to happen! A Velociraptor is also
Wounds it can suffer before it is defeated or killed, less likely to back down when on the losing end of
similar to any Character. This is summarized in the a fight, though it might be scared-off when it sees the
indicated section at the top of the Stat Block, but in ground littered with its pack’s carcasses.
A large part of a Doomsayer’s job during the game DIFFICULTY truth Blood and Doom ’s Stat Blocks are designed to Every Stat Block has a Reasoning entry, noting a simple
is portraying both Monsters and NPCs. Whatever A Monster or NPC’s Difficulty (shown at the top right be used with the Encounter Tracker in mind. Every Stat ‘yes’ or ‘no’ to give you a quick idea of whether the
Adventure or Campaign you are running, ultimately of its Stat Block) represents the base Difficulty of Block you find in the book is also included in a separate, Monster or NPC could be reasoned with or not, and
Blood and Doom (like many other tabletop RPGs) Action Rolls made by Characters to interact with the printer-friendly PDF for you to keep handy during how easily or in what way their morale might best be
wouldn’t be a game about adventure if at some Monster or NPC, whether to attack it, defend against your Sessions and mark Monsters or NPCs’ Bruises and broken if Players want to attempt to try this. Instinct,
point the Characters aren’t going to get attacked it, intimidate it, try to determine if they are lying, or Wounds, just like Players do for their Characters. covered next, also plays a part in how breaking morale
by some corrupted undead creature or bloodthirsty resist its Magic. It is also a good overall indication of may play out at the table.
Below each Stat Block in this PDF is an area to easily
monstrosity. And then there are the most horrible how ‘challenging’ it is to face. keep track of the damage suffered, usually enough for Instinct then, lets you know what base goals a Monster
monsters of all: human adversaries, or ‘villains’. These
Some Monsters and NPCs have Strengths and anywhere from 1 up to 8 such Monsters or NPCs. It or NPC has. These are suggestions like ‘capture’,
unfriendly NPCs aren’t simply going about their daily
Weaknesses, changing the Difficulty for specific also includes room to fill in a Name and/or Feature ‘enslave’, ‘protect’, ‘steal’ or ‘devour’ for example. It can
lives, but plot and scheme in the shadowy corners of
interactions with it, while others have a unique for each, pips to track Turns and Rounds, and space help you determine what actions a Monster or NPC is
Athyr to execute some (often) grand, delusional plan,
Difficulty listed as part of an Action described in their to write down Conditions and such. This is all covered likely to take, and what drives them. This is of course
endangering the lives of innocents.
Stat Block. Whenever either is the case, this Difficulty later in this section. a simplification to give you a basic idea only, and any
When you present your Players with an Encounter should be used instead of the Monster or NPC’s base Monster or NPC you throw at the Characters will more
If a Monster or NPC isn’t killed at the end of an
involving one or multiple Monsters and/or villainous Difficulty. often than not react in more complex ways based in
Encounter, their Bruises are cleared as soon as they
NPCs, you use Stat Blocks to determine what they are the adventure or story.
take a Rest (or when it can be assumed they have done
capable of. These Stat Blocks can be compared to
so, as they are often not the focus of Scenes played
a Character Sheet, except that it is designed specifically A RMOR out at the table, and some thought should be given
As an example, the aforementioned Velociraptor
usually wants nothing more than to kill and devour its
to be easy to use for a Doomsayer and shows only the This section lists the Monster or NPC’s armor, including instead to what might happen ‘behind the scenes’ as prey. It has no other use for the Characters besides
most relevant information. It lets you know what kind Armor Type, Durability Rating (the number on the Player Characters go about their business). this. Beastmen on the other hand would require good
of Actions a Monster or NPC can perform on their Turn, right, if any), and Protection Rating per damage type.
for example, or how difficult it is to spot them when Monsters and NPCs cannot ‘Catch Their Breath’ like reason to actually kill a Character; they are of much
they are hiding or have prepared an ambush. It also NPCs often wear the same kind of armor Characters Characters, but they could Recover and clear both more use to them alive and in captivity to help work
lets you know how many Bruises and Wounds they can do, such as ‘Leather Armor’, ‘Chain Mail’, Splint Bruises and Wounds if left to their own devices for toward whatever nefarious plan they are executing.
suffer before they collapse, or what kind of Conditions Armor’, and so on. These are usually shortened to several days or more, during which time they may The list below, while being far from definitive, includes
they might be immune to. This section of the book just ‘Leather’, ‘Chain’ or ‘Splint’ in a Stat Block. Such have had the opportunity to recuperate and heal fully, several Instinct Tags you can use as further guidelines.
explains step-by-step what each element of a Stat armor also functions the same: whenever damage is even getting rid of Injuries they sustained (though
Block means and how use them in your Encounters. taken of a given type, you subtract an amount equal to
254 255
Doomsayer's Section
256 257
Doomsayer's Section
CONSTRUCT and rugged features mark them as a breed apart A Monster or NPC’s ‘Standard Attack’ Action could REGENERATE (X)
Constructs are artificial in nature, created by magic, from mortal men. They possess incredible endurance, involve any of their listed weapons, which all have their Heals (x) Damage at the start of each Round.
technology, or a combination of both. These creatures resilience, and physical power, as well as a fierce pride range, Damage Die and damage type included in the
can include golems, clockwork automatons, and and independence that makes them formidable foes. Stat Block. Some Actions refer to specific weapons, in RESISTANT (X)
other constructs that are imbued with a measure of which case the damage dealt is usually described as Has resistance to (x) type of damage, halving the
intelligence and sentience by their creators. They part of the Action as well, as it potentially deals more damage taken after applying armor, if any.
often possess special abilities or resistances that
make them formidable opponents, such as the ability TERRAIN damage than the default for that weapon.
SPIDER CLIMB
to regenerate, resist certain types of damage, or Below are the different Terrain tags used in Blood
Can easily climb up smooth walls or along ceilings at
manipulate machinery. and Doom . Note that these are very broad categories
and indicate only the most prevalent type of Terrain TRAITS its listed Speed.
MYTHICAL
in a certain area. For example, Desert Terrain often A Monster or NPC’s Traits function the same as
STEALTH ATTACK
The Mythical type embodies the fabled beasts and includes some Mountains and Wasteland as well, but a Character’s, though they are mostly simpler and
as long as most of it is flat and sandy, it is referred to in Deals 1d6 extra damage when hidden and making
legendary creatures that haunt the dreams of mortals, easier to implement. A full overview below:
the game as Desert. a successful attack.
roam the Islands of Roshan, and make their lairs in
secluded places on Athyr. These beings are the stuff of AGGRESSIVE
The Terrain tag included in a Monster or NPC’s Stat TRAMPLE
ancient myths and epic tales, born of the primal fears Can move up to its speed toward a Character as
Block is by no means where they can solely be found, When moving its Speed toward a target to make
and aspirations of humanity. They are the great Dragons a Bonus Action.
but merely an indication of where they are most likely a melee attack, a Character suffers Challenge to defend
that hoard treasure, the beautiful Unicorns that heal
encountered, and in what kind of regions of Athyr they and falls Prone on a failure in addition to damage and
the sick, and the gargantuan Baikuda that defy reason ANTI-MAGIC
may be more abundant than in others. any other effects.
and logic. Mythical creatures possess otherworldly Immune to Magical effects or Magic attacks that
powers and abilities, beyond the comprehension of directly target it.
Arctic Arc Mountains Mou TRUESIGHT
mortal minds. They are often revered or feared by the
Can sense its surroundings supernaturally, even without
societies that encounter them, and their existence is BACKSTAB
Coastal Coa Swamp Swa eyesight or direct line of sight. In closed spaces this
shrouded in mystery and wonder. Mythical creatures Character suffers Challenge to defend against this
reaches only as far as the room or area it is present in,
represent the primal forces of nature and the mysteries Monster or NPC if the Character is distracted or
Desert Des Underground Und but out in the open up to Distant range. A creature
of the unknown, serving as powerful allies or fearsome engaged with another opponent.
with Truesight does not suffer any negative effects
adversaries to those who seek to unravel their secrets. Forest Urban
For Urb from the Blinded Condition.
DARKSIGHT
DEMONIC Grassland Gra Wasteland Was Can see in darkness fairly well and at least better than
TUNNELER
The Demonic type represents the infernal denizens of most humans.
Can dig through solid earth at its listed Speed.
the underworld, twisted creatures born of darkness and Jungle Jun Water Wat
malice. These beings are the archetypes of evil, driven CANNOT SUFFER (X)
VULNERABLE (X)
by an insatiable hunger for power and destruction. Cannot suffer (x) type of Condition.
Demonic creatures are often humanoid in form, but Is vulnerable to (x) type of damage, doubling the
their twisted features and malevolent aura reveal their WEAPONS CLIMB / FLY / SWIM
damage taken after applying armor, if any.
true nature. They possess supernatural strength, agility, Any weapons a Monster carries that are also included
This Monster or NPC can climb, fly or swim.
and resilience, as well as dark powers such as infernal in the Equipment List do not automatically include UNBREAKABLE
magic and the ability to corrupt and possess mortal the Weapon Attributes from that list. This is done This NPC or Monster’s Morale cannot be broken by
IMMUNE (X)
souls. The mere presence of a demonic creature is to keep Encounters and using Monsters during the any normal means. If the leader of a group of Monsters
Is immune to (x) type of damage. Ignore damage of or NPCs has this Trait, all those fighting alongside it and
enough to instill terror and despair in the bravest of game more straightforward for you, the Doomsayer.
this type. under its command share this effect.
heroes, for their essence is a corruption of all that is Relevant effects from Weapon Attributes that might
good and true. apply are included as part of the Monster or NPC’s
Actions instead. LIGHT SENSITIVITY
UNDYING (X)
When exposed to sunlight, Characters gain Edge to all Once per Round if Bruises and Wounds are fully
GIANT
Should a Character manage to obtain a Monster rolls against this Monster or NPC. marked, heal (x) damage.
The Giant type stands for the towering titans of the
or NPC’s weapon, it functions as described in the
natural world, creatures of immense size and strength
Equipment List, or, if it is a special weapon not included PACK TACTICS
that dwarf all who stand before them. These behemoths
in the list, it functions as a weapon closest to its type Character suffers Challenge to defend against this
are the guardians of the mountains and the lords of
and build. If it is a Magic Weapon or Item instead, its Monster or NPC if one or more of its allies are within
the wilderness, their footsteps shaking the earth and
specifications are usually listed separately from the Close range of it.
their roars echoing across the land. Giants are often
Stat Block and can be handed to a player for their
humanoid in appearance, but their massive frames
Character to use.
258 259
Doomsayer's Section
260 261
Doomsayer's Section
SEVERE for example, this affects gameplay and Players gain When appropriate, and only up to a number of times attacking or defending, or the Actions listed on their
Suffering a Setback against this attack or effect causes Edge to certain Action Rolls (to attack the Monster, equal to the Monster or NPC’s Nemesis Level, you can Stat Block. They could set off a trap, get weapons from
an Injury. for example). You can write down what Condition(s) call upon such forces and turn a successful Action Roll a weapon rack, search for hidden objects, barricade
a specific Monster or NPC suffers from so you won’t made by a Player into a failure, ignoring any and all a door, and so on. Just think of them in exactly the
SHATTER forget during the frenzy of combat being acted out harmful effects resulting from it, including those that same way as a Character.
A failed roll against this attack always causes armor to and roleplayed at the table. might apply when a failure is rolled. Any Blood Points,
be Dented. Doom Points, Charges and Momentum are still spent,
but have no effect.
USING LEADERS
M AGIC POINTS You can only do this when the Monster or NPC is at In the seven realms of Athyr, where danger lurks in
NAME / FEATURE Some NPCs have the ability to cast spells or use risk of harm as described, and not to aid in attacking every shadow, the prowess and cunning of the enemy
Included in the Encounter Tracker section of each other forms of magic. Whenever this is the case, the or harming Characters. It should also not be used to can spell the difference between triumph and despair.
Stat Block is a Name / Feature section. Here you can Encounter Tracker also includes a dedicated space simply prevent taking damage if no additional, serious Should the Characters encounter a leader among
write down the Names of NPCs you are keeping track to keep track of Magic Points. Magic Points function consequence is tied to it. It is recommended to have a pack of minions or a wicked NPC wielding eldritch
of or alternatively a Feature, which can be handy much the same as Blood Points, and NPC spells usually the narrative support such a feat, with you as the powers amidst a horde of Monsters, the thrill of battle
to distinguish the individual NPCs and (more likely) have a Magic Point cost that must be paid by you in Doomsayer describing how the Monster or NPC at becomes all the more exhilarating. The Players must
Monsters from one another in a group. order to cast the spell. Once out of Magic Points, the the last second managed to overcome the challenge be nimble of mind and swift of action, for only the
NPC can no longer cast spells until they Rest or can presented before them such as the best villains clever and the bold can hope to emerge from such
A Feature could for be, for example: ‘missing eye’, be assumed to have taken a Rest. The section is noted a struggle victorious.
sometimes do in a book or movie, even though the
‘horribly scarred’, ‘largest of the pack’, ‘white fur’, as MP, which is short for Magic Points. The number dice that were rolled say otherwise.
‘broken fang’, or simply anything else that gives indicated is the maximum number of Magic Points the A leader NPC brings a host of advantages to its minions,
a unique descriptor to similar-looking Monsters that NPC can have and is usually also the number they start 2. An opponent’s Nemesis Level also indicates how bolstering their morale, sharpening their tactics, and
would otherwise become hard to tell apart. This is an Encounter with. many times during an Encounter they can take an furnishing them with specialized arms and abilities. Yet
especially useful when using theater of the mind, extra Turn. On this Turn, the Monster or NPC can the leader can also be the fulcrum of the Characters’
without any tokens or miniatures for Players to see move half the distance they normally can on a Turn assault, forcing them to discern and prioritize their
who is positioned where during an Encounter. Letting targets and risking retaliation from the minions’
Players know about a unique Feature of each Monster NEMESIS LEVEL and take one Action. Regardless of Nemesis Level, they
still get only one Bonus Action per Round (if any), as onslaught. Likewise, the introduction of a spellcaster
will allow them to easily communicate to you and each Monsters of legendary status or NPCs who are usual. The Monster or NPC cannot however take two imparts a fresh layer of intricacy to the conflict, the
other who they want to attack, and of course for you powerful leaders or mighty adversaries featured in an subsequent Turns this way, and only one ‘extra’ Turn NPC’s sorcery empowering its allies (perhaps even
as the Doomsayer to do the same in return. adventure’s story have a Nemesis Level, indicated in the can be taken per Round. healing them) and unleashing attacks that can turn the
top left of their Stat Block, next to their base Difficulty. tide of combat.
Their Nemesis Level represents how such opponents Such legendary and formidable opponents that have
The Characters must work in concert to devise
TURNS & ROUNDS are so formidable that they can on occasion twist
fate and against all odds resist the Player Characters’
a Nemesis Level are often outnumbered by the Player
Characters (or at least, once their minions have been a winning strategy, scrutinizing the adversary’s
Also included in the Encounter Tracker section of each attempts at defeating them brutally and abruptly, and vulnerabilities and strengths and devising methods to
dealt with) and providing a few extra Turns during
Stat Block are pips that you can mark whenever an additionally, exert themselves to the extreme in the exploit them. They may resort to subterfuge to isolate
the climactic and decisive moment of an adventure
NPC or Monster has taken a Turn during a Round. That face of adversity. the leader or concentrate their assaults upon them,
or campaign can make all the difference, challenging
way, and if Players can keep track of their own Turns entice the minions away, or dismantle the sorcerer’s
Characters (as well as Players!) to their limits.
during any given Round, running Encounters becomes Whenever a climactic Encounter with such an magic ere it can be invoked. They must think creatively,
easy and intuitive. Every Player Character, Monster opponent takes place, a Monster or NPC’s Nemesis utilizing the terrain or other resources at hand to
and NPC participating in an Encounter gets one Turn Level represents two things: their advantage. They must also manage their own
per Round, after which a new Round begins. When you MONSTER & NPC TURN resources prudently, preserving their skills and magic
have marked all pips for the Monsters and NPCs in the 1. How many times during the Encounter they can Monsters and NPCs take Turns in much the same for the most propitious moment.
column of a Round, there’s no more Turns for them to ignore the effects of any of the Characters’ Traits, way Player Characters do. They can either move and
take until the next Round begins. Powers, Magic, Feats or Weapon Attributes, should perform an Action, or move up to twice the distance Above all, Encounters featuring any kind of leader
these result in the opponent’s immediate and they normally can and forego taking an Action. Moving to a group will test the Players’ mettle to the
premature death or severe debilitation. Unlike lesser and taking an Action can be split up in whatever way utmost, compelling them to hone their abilities and
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INJURY EFFECT
Fingers go flying through the air, or a hand drops to the ground. It’s not looking good.
If unclear what exactly happens, the Player may roll 1d4. The result is the number of
Severed
fingers lost, and on a result of 4 the entire hand is severed!
Fingers or
Hand The Monster / NPC loses the ability to use their hand or the tip of similar (monstrous)
appendage. This may affect what weapon(s) they can wield, or attacks they are able
to perform.
A target is impaled by a long, spiked weapon such as a glaive or by being smashed into
the sharp, metal protrusions of an enormous trap wall, for example. The realization is
quite horrific, as they look down (usually) at the thing sticking out their body on both
ends, preventing them from moving freely.
Fully Impaled
The Monster / NPC is Restrained until they manage to remove themselves from the object
sticking out their body. It takes them a full Turn to do so, and they suffer (x)d6 Internal
Damage from the gaping hole that now bleeds freely, and (x)d6 Internal Damage at the
end of every Round as a result of slowly bleeding to death.
A shoulder has been properly wrecked or crushed, leaving the attached arm to hang
down motionless or even bent backward at an anatomy-def ying angle.
Wrecked The Monster / NPC loses the ability to use their arm or appendage properly. This may
Shoulder affect what weapon(s) they can wield, or attacks they are able to perform. They can still
try and use this arm, but it causes unimaginable pain, and they take (x)d6 Internal Damage
whenever they do.
A deep gash across the gut causes skin and flesh to burst open and innards to start
falling out. The penetrating smell is horribly disgusting, as is the sight of the Monster /
NPC trying to keep their own body together as it falls apart, inside out.
MONSTER
Opened Gut The Monster / NPC takes (x)d6 Internal Damage at the end of every Round. An NPC who
wants to keep on fighting could hold their wound closed with one hand while wielding
a weapon with the other, but all Action Rolls made to attack them or defend against them
gain Edge.
In this section you’ll find in-depth information on the Monsters and NPCs included in
this book, as well as their Stat Blocks for use during play. This is but a small selection
of the more than one hundred Monsters and NPCs that will be included for the final
release of the Blood and Doom. Our other Primer book, the Doomsayer’s Codex:
The Twelve Pillars of Doom, already includes several more that you can check out
right now, with over a dozen cultists and cult-specific Monsters included there. As
the fate of Athyr hangs in the balance, it is now up to you to thrill, excite, and
surprise your Players with the Monsters and NPCs at your disposal. Enjoy!
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HUMANOID
BEASTMAN
NAMES to each other, their commander (usually a Beastmen
Aalzhik, Durlug, Gormag, Greldak, Krondar, Pongar, Warmonger) and their enemies.
Shulzon, Tarkash, Thongruk, Zarthuk. Beastmen loathe humans and subject them to the worst
sorts of indignity and torment if they get the chance.
Many a Beastmen’s slave has wound up dead on the
DESCRIPTION floor because something angered the Beastmen and
Beastmen, abhorrent beings that look like a man and it decided to take its rage out on the hapless servant.
gorilla hybrid. Their bodies are a grotesque mixture of
muscle and fur, as if some mad creator had stitched
together the most savage elements of both species. FLAWS
Their coarse, ebony skin is adorned with bristling hair Beastmen function best when led by a commander
that gives them a primal air, like some long-forgotten whom they respect (or who rules them through might
predator risen from the depths of time. and fear). Without strong leadership they often falter,
When they lumber through the shadows on their becoming a mob of individual soldiers motivated by
massive legs, they seem to loom over their prey like bloodlust rather than an effective fighting force.
titans of the jungle. Sanding fully erect they’re typically Beastmen have terrible tempers. They anger easily
7-8 feet tall, but many of them have a tendency to and can quickly start to fight among themselves unless
stoop slightly, so they don’t look quite so large. Their a leader puts a stop to it — and such fights inevitably
simian heads bristle with yellowed fangs, and their lead to the death of at least one of the Beastmen
beady, bestial eyes gleam with a feral intelligence that involved. A Beastmen whose temper gets the best of
is all too easy to underestimate. Though their bodies itself may make rash decisions or take risks that a more
are built for the wilds, many wear clothing and armor level-headed soldier never would.
made for humans, as if to mock the species that they
have so closely embraced.
While these monsters call the primal forests of Ishta TACTICS
their home, tales abound of their forays beyond their Beastmen fight in an aggressive, brutal fashion, using
native land. In far-off kingdoms and forgotten corners their size, strength, and ferocity to overwhelm their
of the world, they can be found plying their ferocious foe. They usually fight to kill and plunder (and some
trade, serving dark lords and cruel warlords, or simply stories claim they eat dead enemies), but they often
sating their brutal desires through raid and pillage. capture enemy soldiers and civilians to enslave them.
These unfortunate folk do all the menial labor in
Beastmen society and usually suffer horrific abuse in
INSTINCT the process. A lucky few are sold to human slavers and
Bred for war and destruction, Beastmen instinctively taken away from Beastmen’s lands.
do anything they can to display their formidable might
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LORE with ferocity, tearing him limb from limb and leaving
Legend has it that a warmongering warlock known as nothing but scattered bones and scraps of flesh.
MONSTROSITY
Andalva the Exile created Beastmen long, long ago. With their leader dead, the Beastmen scattered to the
It is said that the warlock, consumed by a thirst for winds, retreating to the deepest, darkest jungles and
power and conquest, delved into forbidden realms of remote, isolated regions where they could establish
magic to achieve his ultimate goal. He experimented their own societies. They became nomads, wandering
with spells and rituals until he discovered the key to from place to place in search of food, territory, and
crossbreeding humans with great apes, and thus the a sense of belonging. They were feared and reviled by
Beastmen were born. humans, who saw them as monsters to be avoided at all
The first Beastmen to emerge from Andalva’s foul costs. Over time, these bestial creatures became more
laboratory were twisted, deformed, and filled with an organized, developing their own societies and cultures.
unholy rage that no mortal could quell. They were They adapted human clothing, armor, and weapons to
larger and stronger than any human, with black skin as suit their needs, and learned to live off the land in ways
THOGUA
tough as leather and long, sharp teeth that gleamed that humans could not. They became masters of the
in the moonlight. Andalva reveled in his creation, jungle, using their brute strength and animal cunning to
gathering them to him like a twisted father to his survive in a harsh, unforgiving world.
malformed children.
With his army of Beastmen, Andalva set his sights on
Even now, centuries after Andalva’s death, the Beastmen
remain a force to be reckoned with. They continue to
DESCRIPTION Those who survived a Thogua attack often speak of first
Bereft of any grace usually associated with felines, being visited by their assailants in their dreams of the
neighboring kingdoms, hoping to conquer them and raid and pillage in distant lands, serving as mercenaries,
Thogua are rarely seen before they are heard, as night before, with the Thogua appearing as monstrous
extend his reign of terror. But the warlock’s hubris would and sometimes even forging alliances with humans
their presence is almost always announced by their entities chasing after them and – if they don’t wake
be his undoing. He soon discovered that the Beastmen who are bold enough to hire them. But their true
bellowing roar – a baritone, hollow clamor that easily up fast – maiming and mutilating them, before finally
were not the obedient soldiers he had envisioned. They nature remains unchanged: they are fierce, untamed,
reverberates for many miles in open air, penetrating feasting on their torn bodies.
were wild, unpredictable creatures, driven by primal and utterly savage, a constant reminder that the line
through even the best armor and the densest tissue to
urges and an unquenchable thirst for blood. As Andalva’s between man and beast is thinner than we might like
FLAWS
shake the very bones of anyone who is unlucky enough
grip on his army loosened, the Beastmen turned on him to think.
to be inside of a Thogua’s hunting territory. It is said
that once heard, there is very little time to flee the Once understood, Thogua can be tricked into
premises before a Thogua will appear, hungry for flesh attacking by simply entering their territory and staying
and single-minded in its pursuit of it. there for a few days. However, this tactic will only work
if the intruders manage to keep their own dreams
Once they reveal themselves, these night-time prowlers completely clear of their intentions, as those might
are frightening to behold, their furred chests towering give away what they are up to. Trespassers might
over any adult human, their paws more muscular than decrease their chances of getting noticed by refraining
even the hardiest warriors and their claws longer than from falling asleep, but obviously this will become very
those of the lions their appearance so often evokes. fatiguing rapidly.
However, it is not the size of their hands – each of
them easily capable of cupping two human ones, as
well as snapping them from their arms with less effort TACTICS
than it takes a toddler to shake a rattler – nor is it their Experienced adventurers and academics alike know
impressive maw with its razor-sharp teeth that impress that, even though a single Thogua will usually act as
the most: rather, it is their set of horns. Protruding out an advance scout, it will rarely be travelling alone, as
of the top of their heads, at the point where their huge these powerful creatures tend to roam the wilderness
ears meet the greyish-brown manes, are the cornua in prides: small family units, usually consisting of one to
that tend to remind onlookers of abyssal goats. three adults and anywhere from zero to six children.
Once a group of humans has entered a Thogua family’s
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LORE they use this ability to raise their children, cure mental
Thogua seem to be indigenous to Athyr. They spent problems and form bonds far stronger than those of
many millennia in magic-rich environments and most humans. Before a raid, however, Thogua often
eventually evolved into a species that is in tune with the using this ability to wear down their soon-to-be
dream world. Even though they seem to be awake for victims mentally, heralding their physical visit through
only three to five hours every night, Thogua don’t sleep gruesome night terrors.
like other beings do. Instead, while their eyes are closed,
THE LOGUA
they spend their lives in what is known as the ‘Mexiang
Yumah’ – the Living Dream. The Maxiang Yumah is There is rumored to be a subspecies of Thogua usually
a plane that is closely connected to the material one, referred to as the ‘Logua’ active on the plains of Ethennia.
but it is shaped by the dreams and nightmares of other These natural predators are said to be able to traverse
sentient beings. the sands as if they were part of the Living Dream itself,
which has led some academics to believe that the land
While most people have difficulty shaping their dreams, might once have been home to a lost civilization that
the Thogua are masters at it. In fact, they can even spent most of its time in Mexiang Yumah.
shape the dreams of others. Within their own pride,
Perhaps even more frightening is that Thogua can Unfortunately to the Thogua, human Sorcerers
project their nightmares in the waking world, confusing discovered the magical properties of their horns
and disorienting their opponents in combat (more centuries ago. Up until then, the Thogua were a peaceful
about how that works below) before rending them with herder species living in tight-knit family units, but their
their horns and claws. Also, they often pick up weaker numbers soon got thinned out by fanatic hunters
opponents, impaling them on their horns, leaving cruor motivated by greed and avarice. The surviving Thogua
and grume both on themselves and their environment. soon learned how to use their assailants’ dreams against
them and started to defend their remaining territories
with a fervor unheard of by even the most power-
ITEMS hungry of Evandyrian nobles, but this hasn’t kept their
Thogua horns are natural magical reservoirs that store horns from being a particularly valuable commodity to
a limited amount of life energy from people who are the mages of Athyr.
dreaming. This energy can be drawn from by Sorcerers
who have learned how to harness the power of the
horns to cast or enhance spells.
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UNDEAD
MUMMY
NAMES FLAWS
Amentep, Hetphor, Isenkore, Kerama, Khuti, Because Mummies sleep the slumber of death until
Mentusankh, Nefru, Sobekhar, Talumon. something awakens them, sometimes clever adventurers
can find a way to get the drop on them and weaken (or
even destroy) them before they come fully to unlife.
DESCRIPTION The more powerful the Mummy, the less likely this is
The smell of the stale air of the tomb assaults your nose to occur.
as you strain your eyes to see in the torchlight. You can A Mummy’s greatest weakness is fire. The preservatives
tell this burial place belonged to someone important in which the priests soak their bodies (and their
— valuable treasures are no doubt hidden somewhere. bandages) become highly flammable over time, so that
But you recoil in fear as the sarcophagus opens and the just touching a Mummy with a spark sometimes causes
mummified remains of its occupant return to life! With it to flare up like a torch and rapidly burn away to
the linen bandages that wrap its entire body scraping nothing — but as it dies a fiery death, it attacks with full
along the floor as it walks, it lurches toward you, arms vigor, and may burn its enemies to death along with it.
stretched out to grab you, and a horrific light shines
forth from its sunken eyes....
TACTICS
A Mummy’s attacks all require it to touch or grasp its
INSTINCT opponents, so its first move in combat is to close to
The drive to protect their tombs and themselves melee range (or find some way to make the Characters
governs most Mummies’ thoughts. While some lesser come to it). Most Mummies, including all lesser ones,
Mummies seem to have little more self-will than rely primarily on their physical strength and durability
a zombie, the most powerful of their kind have just as
much awareness and judgment as they did in life, and
to bash and smash their opponents, wield weapons
against them, or grab them by the throat and strangle
LORE that protect the tombs of the mummified. Many tales
react intelligently to any threats. If someone escapes In the world of Athyr, the dead are not always granted the describe the wrath of the Mummies against those who
them to death. (In some cases Mummies wear full
their tomb they may leave it to go in pursuit, tracking mercy to rest in peace. Many ancient cultures, and some would disturb their eternal slumber.
armor, and carry shields and weapons, making them
that person unerringly across land and sea until they that still exist today, practice the art of mummification.
even harder to harm.) ABANDON ALL HOPE, YE WHO ENTER...
get their revenge. This is even more likely to happen The preserved bodies of rulers, nobles, and great warriors
are laid to rest in elaborate tombs, their spirits believed Beware, ye who would dare to violate the sanctity of
if that person took something valuable or important
to protect and guide their descendants. Yet, there are a Mummy’s tomb, for the curses of the ancients still
from the tomb.
some who receive the gift of mummification in exchange hold sway in these hallowed chambers. Legends speak
for a great service to their king, or even as an ‘honor of curses so potent that they can wreak vengeance
guard’ to protect the tombs of their sovereigns. upon any who dare to disturb the slumber of the
undead. These curses can manifest in a multitude of
Unfortunately, the honor of mummification can come ways, each one more terrifying than the last.
at a great price, for legends abound of the dark curses
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FLAWS But it is not only those who feast on the flesh of their
Because of the horrible stench of rot and decay that own kind who are at risk. The second fate is more
DEMONIC
surrounds them, Ghuls have difficulty remaining hidden insidious, for it can befall anyone who does not receive
from their prey — the odor gives them away when they the proper rites and blessings upon their passing.
get too close. To counteract this, they try to approach Perhaps they were forgotten, or perhaps their final
prey from downwind; they know the wind and weather rites were mishandled by a careless or incompetent
patterns in the area where they live very well. hand. Either way, these unfortunate souls may find
themselves rising as Ghuls, driven by a hunger that only
the living can satisfy.
TACTICS As horrible as these destinies are, at least they are
Ghuls dislike open combat. Instead, they prefer to
preventable, yet the third way that leads to the
ambush, trick, or deceive their prey so they can get
hapless dead becoming Ghuls is not, as it is the result
close enough to strike a killing blow before the hapless
of a foul spell or ritual such as the Fetor of Flesh. A
FLESH DEMON
victim realizes what they really are. They rely on
perverse rite performed by the depraved cult known
their natural weaponry instead of wielding manmade
as the Yiukashin.
weapons. Their claws and fangs may carry diseases, so
Characters who survive a Ghul attack may want to seek Often, the battlegrounds of war provide the most
a healer’s care or cast curative spells on themselves. fertile ground for the rise of Ghuls. When armies clash
and the dead are left unburied, their souls may be
DESCRIPTION in the carnage they cause, and the methods they use
Flesh Demons are sinewy, thin and extremely agile, are precise and perfectly executed. This, of course,
doomed to return in this unholy form. The Ghuls that
LORE arise from such places are numerous and relentless,
impossibly fit beings from another reality with large
pointy ears and claws that are designed to rip through
makes them more dangerous than any drive for food
could do.
Alas, for those who would look for peaceful slumber roaming the earth in search of their next meal.
flesh and shatter bones with the ease of a Vahlian sword
during the darkest hours of the night, the dead do not
Beware, for these creatures are not to be trifled with.
LORE
cutting through lemon cake. These vile creatures are
always find eternal rest in the earth. Instead, they may
They are fast and strong, their limbs twisted and usually summoned through the Rituale Daemonum di
rise again in a form that few would welcome. Behold, the Outside of the Athyran reality, there exist many others,
gnarled with decay. Their eyes are dead and lifeless, Carne, but sometimes, there ethereal forms find other
Ghul, a wretched creature born of three fates most foul. most adhering to different laws of physics. The collision
and their hunger is insatiable. May whatever gods or ways to manifest physically after they have succeeded
The first fate is reserved for those who, in their lifetime, spirits they answer to have mercy on those who find in piercing the veil that separates Athyr from their between multiple of these planes of existence would
indulged in the dark practice of cannibalism. When themselves in the path of a Ghul, for they will find no twisted home realm. spill these other rules of nature into dimensions where
such a one passes beyond the veil, they may find mercy from these creatures of the grave. they would cause cataclysmic changes, but fortunately
themselves returning as a shambling Ghul, hungering they are kept from coexisting by veils that can only be
for the flesh of the living with a ravenous appetite. INSTINCT pierced by the strongest of magics – or the foulest of
Although many humans believe that Flesh Demons extradimensional abominations.
crave flesh and are driven by an insatiable hunger like There exist exceptions, too: realities that are
animals, they are sadly mistaken, as these supremely intertwined with each other, the shrouds between
cunning critters are driven by far more complex them thin enough to influence entire dimensions,
motivations. Infinitely curious, they are also obsessed invisible and intangible to anyone but certain arcane
with flesh and muscle tissue, and only looking at raw creatures, divine mediums, spirit-talkers, and trained
meat can satisfy them. Voyeurs of the skinless form, spellcasters. Out of all of those existences, there is
they are driven to watch and touch their subjects, and one that exerts an immense malefic effect on Athyr:
only those depraved enough to comprehend a Flesh a realm known by the Evandyrian church as Daramon
Demon’s desires can truly understand that they are, La, by Ishtan shamans as Xyrixus Quarom, and by the
in a sense, consumed by an intense love for whatever One True Religion of Roshan as Yua Qua Lem, a realm
husk of sinews and organs they can hold and cradle in of Demons and other hellish creatures.
their arms.
For all the intensity of their perverse compulsions, Flesh Contrary to the plane where the Outer Gods hail
Demons are easily bored, and after they have been from, Daramon La is knowable, and some, like the
able to gaze upon their handiwork for a few seconds, sage Taronuk Manir, whose soul is still there to be
they are ready to leave again, on to their next victim tormented for the rest of eternity for its transgressions,
and experiment. Thus is why a cult like the Yiukashin have even tried to chart its topography. Unsurprisingly,
is able to use them as silent assassins so successfully, as all such attempts have been incomplete at best, since
Flesh Demons rarely stay long enough to be caught it is as vast as the Athyrian solar system and as varied as
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anything near Aureya and Issira. It is a plane of horror, body. The most common way for them to visit Athyr,
of endless suffering and pain, of jagged mountains that though, is through a perverse ritual known as the
tear open any who try to scale them, of endless streams Rituale Daemonum di Carne, created by Evandyrian
of lava and searing heat as well as a cold so intense demonologists to summon these beings most foul,
that it burns the skin within seconds. Its features are and most often found in the dark tome known as the
a gross exaggeration of those found on Athyr, as if Daemonum di Carne Codex.
every single aspect that can make nature so beautiful In order to do so, a live victim is needed, and an arcane
has been perverted and twisted to the extreme. Signum di Continentia has to be carved into their
Here, the Flesh Demons dwell, intelligent critters with chest, allowing the Flesh Demon – up to that point
a foul demeanor who are obsessed with bare flesh and still an ethereal entity, at least when manifesting in
raw meat, with muscle tissue and tendons, with skinless Athyr’s reality – to take hold. Within 10 minutes, it rips
hulks and skinned creatures, drawn as they are to the through all remaining skin, and the muscles and tissue
pulsating sinew and slimy, viscous texture. of the hapless host slowly start to transmogrify into
the mishappen true shape of the Flesh Demon. When
Despite their power, Flesh Demons are rarely able to
the process is done, the host’s body cracks open and
manifest on Athyr, although extradimensional portals
the Flesh Demon has come into the world, ready to
and tears in reality sometimes allow them to come
gleefully follow anyone who has called it forth to prey
through, and failed experiments or flawed spells can
on the living and satisfy its ghoulish compulsions.
pull them into the world, where they appear in their
ethereal form until they are able to occupy a host
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everywhere and gifted with mortal denominators that Encountering a Munagi is an unsettling experience,
undoubtedly fail to properly grasp the true meaning for nothing about them quite adds up. They are
PLAYER-FACING
behind their existence. undead but not quite, vicious fighters yet their facial
expressions remain uninvolved. They are clearly
The ‘Lesser Soul’ Munagi appears when the soul of one
supremely intelligent but do not speak, and while
whose exploits have not yet attracted the attention of
NPC S
some are cruel and evil, others avoid battle altogether.
Death itself needs to be collected. Thus far, the souls
It is for these reasons that the people of Athyr fear
of these ordinary mortals, inexperienced adventurers,
the Munagi more than any other creature, and their
and minor heroes have not become intertwined with
most common natural reaction when one manifests
the essence of Athyr and the destiny of reality. They
alongside a fallen hero or a lifeless sovereign is to flee
do not seem to have attracted the attention of Death
for their lives.
itself, and their soul’s destination will most likely not
have a great impact on the future of reality. When a Character dies, a Munagi arrives to claim
their soul, typically right away, but sometimes these
When a great hero or powerful sovereign dies, however, Any one of these Player-Facing NPC Stat Blocks can be the Players. This is both fun and engaging for them
creatures wait for a few minutes or even days for
their soul will warrant the appearance of a ‘Heroic handed out to a Player should an NPC temporarily join and allows you to focus on the Monsters and Villains
reasons unknown. Once they take the soul, there is no
Soul’ Munagi and the might of these nigh-unstoppable the Party and fight alongside the Characters during in the adventure.
hope of reversing the events that led to the Character’s
ethereal forces should not be underestimated. one or multiple Encounters. You as the Doomsayer still
death. In the end, the Munagi’s task, whether imposed These Player-Facing Stat Blocks are general
Though they can see into and inhabit the ethereal upon themselves or by a greater power, is simple yet determine how an NPC behaves, what they say, and representations of NPCs of various backgrounds and
planes, when they appear in the physical realm, they daunting: to collect the souls of the living and deliver what their general course of action is during any given skill sets that can be used for any NPC that best fits
take on a tangible form with all the characteristics of them to a realm beyond mortal comprehension. They Scene or Encounter. However, taking Turns, rolling their description. As with all other Stat Blocks, many
a corporeal being. They can be hurt with weapons and are Soul Fetchers, Munagi, and their story will most dice, spending Blood Points and keeping track of the more will be included for the final release of the Blood
other forms of attack, but they do not need to sleep or probably continue long after the mortals of Athyr have NPC’s Bruises and Wounds can all be done by one of
and Doom Core Rulebook.
breathe. They are immortal, never aging or getting sick, passed from existence.
and never needing to eat or drink to sustain themselves.
WARRIOR
In all corners of the world, warriors stand ready to face whatever their motivation, all warriors share a fierce
any threat that may come their way. With their weapons determination to triumph over their enemies. Through
at the ready, they charge forward into battle or help blood and sweat, they push themselves to the limit,
hold the lines, their eyes fixed on victory. Some fight for never backing down from a challenge.
honor, others for glory, and still, others for survival. But
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Doomsayer's Section
ROGUE
Across Athyr, people quip that for every watcher or tongues, for these Rogues can be just as dangerous as
guard, there seems to be a Rogue. Amidst the shadows any sword-wielding knight. With their keen senses and
and dimly lit alleys, their nimble fingers deftly pick locks quick reflexes, they navigate the dangers of the night
and slide coins from unsuspecting pockets. The best with ease, always on the lookout for their next score.
of these masters of deception and subterfuge move Whether they’re running a con or pulling off a heist,
like cats stalking their prey, always ready to strike. But the Rogues of the seven realms operate beyond the
don’t be fooled by their charming smiles and silver confines of the law, and far away from public scrutiny.
288 289
Appendixes
COBRA
In the shadowed depths of the dense jungle, the cobra its path. This fearsome predator is known for its deadly
A PPENDIX A :
slithers silently through the undergrowth, its venomous accuracy, attack speed and hypnotic gaze.
fangs poised to strike any intruder who dares to cross
TIGER
The tigers of Athyr are fierce and formidable beasts, determination. A tiger’s claws can rend flesh and
their powerful muscles rippling beneath their striped its jaws can crush bone. Once a tiger has set its eye
coats. They move with fluid grace, their every on their prey, there is bit little chance the unlucky
movement calculated and precise. The gleam of creature will escape.
their eyes reveals a keen intelligence and ferocious
WOLF
Found everywhere in forested regions, wolves are often beyond human comprehension, willing as they are to
met in tight-knit packs. Their fur is sleek, their howls use their keen senses and rending teeth in service of
a haunting melody that echoes through the trees, and their masters.
those that bond with a mortal often prove to be loyal
290 291
Appendixes
WHEN ATTACKING
D20 SETBACK
A PPENDIX B: 1
The Character misses their attack so clumsily that they scrape against their opponent’s weapon, or the
opponent quickly jabs them. They take 1d6 damage (ignoring armor).
SETBACKS
The Character accidentally hits an ally within their weapon’s range. The ally suffers the Character’s Basic
2 Damage, which they should roll for. If no ally is within range the weapon becomes Dented or they suffer
1d4 bludgeoning damage.
The Character’s weapon becomes Dented, or, if wielding a ranged weapon, it becomes Dented and they
3
spill 1d6 pieces of ammo.
The Character strikes an object nearby, causing unwanted collateral damage and complicating the situation
4 around them. For example, by knocking over a lamp and plunging the room into darkness or shattering
glass that goes flying around.
WHEN A DVENTURING 5
The Character slips and falls as they miss their attack, causing Prone. When wielding a ranged weapon, instead
they lose their balance for a moment and suffer Challenge to defend themselves until their next Turn.
Characters lockpicking doors, jumping over crevices sending sparks and hot coals all over the floor. Other The Character drops their torch or slams against the torch a nearby ally is holding, dropping it onto the
6
that run deep into the earth, balancing on top of a fallen times more severe and ‘mechanical’ effects are ground and perhaps even extinguishing it.
tree trunk to cross a dangerous river, or trying to win appropriate. For example, when a Character attempts The Character puts themselves in a disadvantageous position, suffering Challenge to defend themselves or
an argument with a local noble; all fit into this ‘loose’ to climb across a cliff, slips and falls. Any damage 7
avoid any danger until their next Turn.
category of adventuring. Anything you can think of they would normally take from such a fall can be
The Character starts to feel the effects of fatigue if the Encounter is in the 3rd Round or later. They suffer
that doesn’t include any of the three former categories complemented by suffering an appropriate Injury
8 Exhausted. If not, their weapon becomes Dented, or they suffer 1d4 bludgeoning damage (ignoring armor)
is also included here, whether it be winning a drinking if they roll a Setback, and Conditions such as Bleed,
hurting themselves.
competition at a tavern, making repairs and crafting Burning, Frightened, Poisoned, Prone, etc. can also be
items, or communicating with spirits. considered in many other, similar situations. The Character’s awkward body movement sprains the muscles, causing them to be Paralyzed until the end
9
of their next Turn.
Most of the time it will be enough to come up with Most importantly Setbacks should always make sense
a narrative consequence for a Setback, complicating within the fiction. In the first example of lockpicking The Character’s weapon is Dented, or, if fighting unarmed or grappling, they hurt themselves and suffer 1d4
10
a Character’s situation and requiring to deal with a door, this would mean if Characters made an effort bludgeoning damage (ignoring armor).
the escalation. More often than not, Characters are to determine no guards are on patrol, they cannot The Character steps right into the arc of an opponent’s attacks. The opponent deals their Basic Damage to
11
together attempting such activities, and any Setback just appear from thin air. Setbacks are an escalation of the Character without a chance to defend.
suffered may well influence the course of action for the things already present, events set in motion before, or
The Character drops their weapon on the ground within Close range, or spills 1d8 pieces of ammo as they
entire Party. something else that could plausibly happen when things 12
try to reload their ranged weapon.
turn sour.
For example, when they attempt to lockpick the
The Character misses their attack so clumsily that they scrape against their opponent’s weapon, or the
backdoor of a guarded castle, a Setback could mean Due to the wide range of possibilities and large variety 13
opponent quickly jabs them. They take 1d4 damage (ignoring armor).
they made too much noise, alerting several guards of different situations to deal with, such Setbacks
and resulting in them passing around the corner and cannot be summarized in a table lest it be 40 pages The Character makes the situation around them more dangerous to deal with for an ally within Near range.
14
putting the Party in a tough spot. Or when attempting long (and quite unusable at that). Instead, an extensive They suffer Challenge to defend themselves or avoid any danger until their next Turn.
to cross a rushing river, suffering a Setback could mean list of examples will be provided in the final release The Character accidentally hurts themselves by striking their weapon awkwardly or against an object. They
15
the Character plunges into the water and is dragged of this book. Do keep in mind that Players who love take 1d4 bludgeoning damage (ignoring armor) and their weapon becomes Dented.
away by a powerful stream, only to end up hanging to embrace their Character’s doom and dealing with
The Character strikes an object nearby, causing unwanted collateral damage and potentially complicating
from a slippery cliff where the water crashes down tough situations could be willing to help by offering 16 the situation around them. For example, by destroying vials of acid that spill over them or an ally, or hitting
a great depth. suggestions. Any tabletop roleplaying game isn’t about
a lever that sets of a trap.
‘winning’ after all, but about telling the most exciting
Many of the Setbacks for combat can also apply when
and heroic stories possible, especially those in which the The Character gets sand or dirt in their eyes or turns awkwardly to look directly into bright sunlight. They
out of combat but while in precarious situations. 17
Characters face great adversity. are Blinded until the end of their next Turn.
A Character could accidentally drop their torch while
walking over a rope bridge, or knock over a brazier, 18 The Character misjudges the flurry of combat and makes a bad move, causing them to become Confused.
The Character drops or spills something valuable to them, whether it be the leather bag of gems they just
19
pried out of a wall, 1d4 rations or torches, or that strange, mysterious amulet they just looted from a tomb.
The Character suffers an Injury as they make a seriously bad move either hurting themselves or caused by
20 a relentless counterattack from their opponent. Appropriate Injuries could be: Broken Arm, Fractured Leg,
Broken Ribs, Lost Fingers, Back Sprain, or Twisted Ankle.
292 293
Appendixes
4 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury. The Character’s fate has become sealed through the arcane essence of the magic that affects them.
4
They lose 2 Doom Points.
5 The Character slips (or gets knocked over) and falls Prone.
5 The Character suffers any appropriate Condition as an additional effect.
The Character collides with an ally. Both suffer Challenge on their next action or defense. If there
The Character suffers a temporary loss of memory and motor function. They cannot use any Skills
6 are no allies nearby, they just collided with their opponent, who gets a prime opportunity to spit on 6
until the end of their next Turn.
them or curse.
The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect.
7 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury. 7 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is
shredded (hide, leather) beyond repair.
The Character defends so badly that they open themselves up for even more harm than usual. They
8
take 1d6 extra damage. A total of 5 Equipment Slots worth of equipment is lost or destroyed. The Player may choose which
8
5, though they cannot be empty slots.
The Character needs to lean backwards to far to deflect the attack, they injure themselves. They
9
suffer an Injury: Back Sprain. 9 The Character’s weapon is flung from their hand up to Far range away, sizzling with arcane energy.
10 The Character’s armor becomes Dented, or, if wearing none, they suffer an Injury. The Character suffers more damage. Whichever Damage Dice are rolled, you roll one more for
10
them. For example, 2d4 becomes 3d4, 1d6 becomes 2d6, etc.
The opponent’s weapon causes a spark or splinters something while the Character is parrying or
11 The Character’s fate has become sealed through the arcane essence of the magic that affects them.
blocking, causing the Blinded Condition. 11
They lose 2 Doom Points.
The Character starts to feel the effects of fatigue if the Encounter is in the 3rd Round or later. They
12
suffer Exhausted. If not, their armor becomes Dented. 12 The Character suffers any appropriate Condition as an additional effect.
13 Both the Character’s weapon and armor become Dented. Surroundings collapse or some other obstacle presents itself, blocking a Character’s path to reach
13
their allies.
The Character damages their footwear while moving around, causing the Slowed condition until it is
14 The spell creates a temporary rift in reality, attracting the attention of a Monster. It’ll jump or fly
removed or fixed. 14
through next Round.
The Character accidentally exposes themselves. Their opponent finds a weak spot and can ignore
15
any and all armor and deals 1d4 extra damage. 15 An appropriate Ability Score is lowered by 2 for the remainder of the Encounter.
16 The Character bumps their own head while defending, causing them to become Stunned. The Character’s armor is Dented due to soaring heat, freezing cold or some other extreme effect.
16 If this causes the armor’s maximum number of Dented to be reached, it explodes (metal) or is
17 The opponent feinted their attack setup so well that the Character becomes Confused. shredded (hide, leather) beyond repair.
The Character’s weapon is destroyed as a result of a powerful blast or damage like fire damage, ice
The Character twists in such a way that they won’t be able to use their own weapon to defend or 17
18 damage, acid damage, or null damage.
attack until the end of their next Turn.
The Character loses 3 Blood Points as they are overcome with the arcane energy that infuses the
The Character’s armor takes such a beating that it is Dented twice, or if wearing none, they take 1d6 18
19 spell targeting them.
extra damage and suffer an Injury.
Instead of deflecting a blow, the Character’s block actually allows their opponent to strike harder. 19 The Character suffers any appropriate Condition as an additional effect.
20
They take 1d6 extra damage and suffer an Injury.
20 The Character suffers an appropriate Injury, 1d4 Madness, or Troubled / Blemished.
294 295
Appendixes
POISONED UNCONSCIOUS
A PPENDIX C:
You are under the effect of a poison and suffer You are unable to act in any way. You fail all Action
Challenge to physical activity (e.g. attacking, climbing). Rolls an unconscious creature would be affected by
Affected Monsters or NPCs can be targeted with Edge but remain unaffected otherwise. Succeed on Action
the same way. Rolls against an affected Monster or NPC the same
CONDITIONS
DURATION: Until the end of the Encounter way. If not already Prone, fall Prone to the ground.
unless specified otherwise, or after consuming DURATION: After taking a decent nap or when
Anti-Toxin. something happens that would wake someone,
unless specified otherwise.
PRONE
You are knocked off your feet and land on the ground WITHERED (X)
BLEED (X) CHARMED face down. You suffer Challenge to do anything Your body slowly withers away from some necrotic
Your mind and soul are affected by whomever hindered by being in this position (e.g. attacking, attack or magic, even more so if you exert yourself.
You feel the bruises and wounds you’ve sustained are
charmed you. You cannot act against the source of defending, evading harm). Affected Monsters or NPCs Every hour, or when taking an Action or Bonus Action,
starting to take their toll. When you take damage
the charm and suffer Challenge to defend against can be targeted with Edge the same way. Someone take (x) necrotic damage. If Withered is inflicted
from an attack while suffering Bleed, you take (x) extra
it or its harmful effects. Affected Monsters or NPCs who is Prone can still crawl at half their Speed. multiple times or from multiple sources, replace
internal damage. If Bleed is inflicted multiple times or
suffer the same and can be targeted with Edge by the DURATION: Spend half Movement on your Turn current (x) only if a new value of (x) is higher.
from multiple sources, replace current (x) only if a new
source of their charm. to stand back up and suffer Challenge to any DURATION: Until you Rest or after consuming
value of (x) is higher.
Action Rolls made during that same Turn (or gain Elderberry Seeds, unless specified otherwise.
DURATION: Until the end of the Encounter
DURATION: Until you Rest or after applying Edge vs a Monster or NPC). Someone can also make a Wisdom Roll once to
unless specified otherwise. You can end it early by
a Bandage. Someone can also make a Wisdom attempt to cure Withered.
succeeding a Focus Roll, which you can attempt
Roll once to attempt to cure Bleed.
at the end of each of your Turns. RESTRAINED
You cannot move freely and suffer Challenge to do
EXHAUSTED
BLINDED CONFUSED anything related, except attempting to get free (e.g.
You took one hit to the head too many, or some attacking, defending, evading harm). Affected Monsters You become extremely fatigued to the point of
Your eyesight is impaired momentarily. As or NPCs can be targeted with Edge the same way. collapse. You suffer Challenge to Action Rolls using any
magic is distorting your thoughts. Anyone who suffers
a consequence, you suffer Challenge to do anything Body Ability. Monsters or NPCs do not get Exhausted.
Confused cannot take an Action or Bonus Action and is DURATION: Until the restriction is ended or
that relies on sight (e.g. attacking, spotting danger,
only able to move and react to danger (e.g. defending destroyed. DURATION: Clear no Bruises during Rest. Instead
balancing). Affected Monsters or NPCs can be targeted
or evading harm, resisting poison or magical effects). remove either Exhausted, Troubled or Blemished.
with Edge the same way.
DURATION: Until the end of the affected’s next SLOWED Recovery removes all three and clears all Bruises
DURATION: Until the end of the affected’s next Turn unless specified otherwise. and Wounds as usual.
Turn unless specified otherwise. Your Movement Speed is halved.
DURATION: Until the end of the Encounter
FRIGHTENED TROUBLED
BURNING (X) unless specified otherwise, or after consuming
Something seriously frightens you. You suffer Challenge Coca Leaves. Serious strain and worry take hold of your every
Some lingering, burning effect from fire, ice, lightning, thought. You suffer Challenge to Action Rolls using any
to do anything while the source of your fear is in the
acid or radiant damage persists. When anyone suffers Mind Ability. Monsters or NPCs do not get Troubled.
same room or area and cannot move closer to it. STUNNED
Burning, they take (x) damage at the end of each of
Affected Monsters or NPCs suffer the same and can be DURATION: Clear no Bruises during Rest. Instead
their Turns, ignoring armor. The type of damage is You are shocked for a moment, unable to move or
targeted with Edge the same way. remove either Exhausted, Troubled or Blemished.
determined by the attack or effect that caused it. act, and suffer Challenge to all Action Rolls involving
Recovery removes all three and clears all Bruises
DURATION: Until the end of the Encounter physical activity. Affected Monsters or NPCs can be
If Burning is inflicted multiple times for the same and Wounds as usual.
unless specified otherwise, or after consuming targeted with Edge the same way.
damage type, replace current (x) only if a new value of Liquid Courage. You can end it early by
(x) is higher. You can however suffer Burning multiple succeeding a Courage Roll, which you can DURATION: Until the end of the affected’s next BLEMISHED
times for different damage types, taking (x) damage of attempt at the end of each of your Turns. Turn or after taking any damage, unless specified
otherwise. Your very personality and soul become tainted and
each independently. corrupted. You suffer Challenge to Action Rolls using
DURATION: You can make a Dexterity Roll PARALYZED any Soul Ability. Monsters or NPCs do not get Blemished.
(Difficulty 1) as an Action on your Turn to resolve Your body stiffens completely and you are unable to DURATION: Clear no Bruises during Rest. Instead
all Burning, or someone else can do this when
move or act. You fail all Action Rolls involving physical remove either Exhausted, Troubled or Blemished.
helping you. A Monster or NPC can do the same,
activity. Succeed on Action Rolls against an affected Recovery removes all three and clears all Bruises
but the Doomsayer rolls a d10 instead. Any result
Monster or NPC the same way. and Wounds as usual.
of 4 or higher resolves all Burning.
DURATION: Until the end of the Encounter
unless specified otherwise.
296 297
Appendixes
INJURY EFFECT
A PPENDIX D:
The blow opens a deep gash in your flesh, exposing muscle and bone. Blood spurts
Gruesome from the wound in pulses, and you feel yourself growing weak and lightheaded. At least
Wounds (1) it feels a little like getting drunk, but less fun.
INJURY
Take 1d4 Internal Damage every hour.
You feel the sting of skin tearing as the blade strikes, leaving a deep gouge in your
Deep flesh. The wound bleeds freely, but it’s the throbbing pain that really gets to you.
Abrasion (1) Mark 2 (x2) Bruises. These cannot be cleared until you Recover. For every (x2) Bruise you
have marked or mark later you suffer Challenge to Body Ability Rolls.
INJURY EFFECT You hear the snap of bone as your collarbone shatters under the force of the blow.
Your arm hangs limply at your side, and every movement sends waves of pain through
Fractured
The snap of bone sickeningly echoes through the air as your arm crumples under the your body.
Collarbone (2)
Broken force of the blow. You feel a sharp pain shoot up your arm, and your hand hangs limply
(1) Take 1 Internal Damage each time you use the affected shoulder or arm. (2) Take 1d4
Arm (2) at your side.
Internal Damage instead.
(1) You lose the ability to use of one of your arms. (2) You lose the ability to use both arms.
You feel a cutting sting as the blade slices through bone, severing your finger from
You hear the sickening crunch of bone as your knee is struck, and you crumple to the your hand. Blood spurts from the stump, and you feel a sense of loss and despair wash
Shattered ground in agony. Your leg feels numb and moving is going to be painful. Lost Fingers (3) over you.
Kneecap (1)
You fall Prone, suffer Slowed and cannot get up from being Prone without help. Roll 1d3 to determine how many fingers are lost. Each finger lost causes Challenge to any
action made with that hand.
The wound stings as you feel the warmth of blood trickling down your skin. But it’s not
Festering the cut that worries you - it’s the sickly smell emanating from the festering wound. You feel a sharp pain shoot up your back as you twist awkwardly, and your muscles
Cut (1)
Your (x1) Bruises become fully marked. You cannot clear (x1) Bruises except by Recovering. spasm in protest. Every movement sends waves of agony through your body, and you
Back Sprain (1) can barely stand.
You feel a sharp pain in your gut as the blow lands, and you realize something inside
You only clear (x1) Bruises and (x3) Wounds when you Rest or Recover and suffer Challenge
you has ruptured. Blood fills your mouth as you struggle to breathe. Hopefully
to all Action Rolls involving physical activity.
Internal minstrels will leave out the part about you choking in your own blood when they sing
Bleeding (1) about your exploits. Your foot turns awkwardly as you misjudge your movement, and you feel a sharp pain
You only clear half of your (x1) Bruises and half your (x2) Bruises when Resting or shoot up your leg. Every step is agony, and you can barely put weight on your injured
Twisted
Recovering, rounded down. foot. Maybe your opponents won’t notice?
Ankle (1)
Suffer 1 Internal Damage whenever you move and/or physically exert yourself (e.g. attack,
Your vision blurs as the impact hits, and you feel a sharp pain shoot through your skull.
block, evade, lift heavy objects) without help or support.
Skull This is going to be really bad…
Fracture (1) Lower all Mind Ability Scores by 1 and suffer 1 Psychic Damage whenever you make an You feel a sharp pain shoot through your body as the blow lands, and you know that
Nerve
Action Roll using a Mind Ability. something’s off, as the sting won’t subside.
Damage (1)
Suffer 1 Internal Damage whenever you spend a Blood Point or Doom Point.
You scream in agony as your flesh burns, searing it to the bone. Your skin blisters and
Third-Degree
chars, and you can smell the crispy odor of your own burning flesh. The force of the impact shatters your jawbone, making it impossible to speak or eat
Burns (1)
Take 1d4 Fire Damage every hour, ignoring armor. without immense pain. Your words will be coming out as a guttural growl for a while,
Broken Jaw (1)
and your mouth hangs open in a grotesque rictus.
You feel the air rush out of your lungs as the blow strikes your chest, and you hear
Any Action Rolls involving talking suffer Challenge and you need assistance to eat or drink.
a crunch as your ribs break. Every breath is agony, and you struggle to keep the
Broken Ribs (1) convulsions at bay. The blow to your head leaves you dizzy and disoriented, with a splitting headache and
You cannot do anything every other Round except defend yourself and you suffer a ringing in your ears. You struggle to maintain your balance and focus, and your vision
Challenge to all Action Rolls relating to physical activity. blurs and swims with every movement.
Concussion (2)
(1) You suffer Blinded and automatically fail all Focus Rolls. (2) You also suffer Confused,
Your leg buckles under the force of the blow, and you feel a sharp pain shoot up your
though you can ignore the effects of this Condition by spending 1 Blood Point per Action
thigh. You have difficulty to stand and support your own weight and whatever you
Fractured you take.
carry.
Leg (2)
(1) Your maximum Inventory Slots is halved. (2) You suffer Prone and cannot stand up You don’t know what it is, but you don’t feel well. You and the Doomsayer can come up
Just A Thing (1)
or crawl. with something together.
298 299
Appendixes
normally. Additionally, you are never required to make an attack with this weapon as an Action and
make an Item Use Roll to draw a weapon with the succeed, spend 1 Momentum to make a Basic Attack
A PPENDIX E:
Ready attribute in any situation. against the same target as a Bonus Action. For each
Momentum above 1 that you spend you gain Edge to
this attack.
RESTRAIN
WEAPON ATTRIBUTES
T Y PE: Attack COST: — TACTICAL
Before you attack with this weapon, decide if you T Y PE: Special COST: —
want to deal damage or Restrain your opponent. On
a success, you do as intended. When an opponent This weapon makes it hard for opponents to disengage
tries to free themselves on their Turn, you can from. When an opponent Close to you moves away
make a Toughness Roll to resist them getting free. from you on their Turn, you can make a Basic Attack
against them as a Bonus Action.
ACCURATE PENETRATE
T Y PE: Attack COST: — T Y PE: Attack COST: 1-3 Momentum RIPOSTE THROWN
This weapon is so precise that when you take some This weapon can penetrate your opponent’s armor T Y PE: Defend COST: 1-3 Momentum T Y PE: Attack COST: —
time to focus, your attack achieves exceptional or can easily find a weak spot or small opening. When you defend against an attack using this weapon This melee weapon can also be thrown up to Far
accuracy. You can spend your Bonus Action to gain You ignore an amount of their armor equal to and succeed, you can deal your attacker 1d4 damage range using the weapon’s required Ability. This can
Edge whenever you attack with this weapon. Momentum spent and deal damage as usual. per Momentum spent. If you spend 3 Momentum, be Strength, despite being a ranged attack.
you also gain Edge to attack them on your Turn if you
act immediately.
BRUTAL POWERFUL THRUST
T Y PE: Attack COST: 1-3 Momentum T Y PE: Attack COST: 1-3 Momentum T Y PE: Attack COST: 1-3 Momentum
SHATTER
You cleave into, crush or bash down on your You knock an opponent back a step, possibly causing When paired with a shield you gain Edge to attack an
opponent’s body, shoulder, arm, leg or head. The them to fall (out of a window for example) or be T Y PE: Attack COST: 1-3 Momentum opponent you just successfully defended against using
more Momentum you spend, the greater the slammed against a wall. The more Momentum you This weapon has the capacity to damage your your shield. This weapon also deals 1 extra damage per
brutality. If you can spend 3, you sever an arm, leg spend, the farther away you can knock back your opponent’s armor. Inflict Dented equal to Momentum spent, regardless of how it is used.
or monstrous appendage. Each Momentum spent opponent. 3 Momentum causes them to fall Prone, Momentum spent. Then deal damage as usual.
also deals 1d6 extra damage. or even be Stunned. Each Momentum spent also When attempting to destroy a static object using VERSATILE
deals 1d6 extra damage. this weapon, you deal 1d4 extra damage per
T Y PE: Special COST: —
Momentum spent to lower its Resilience.
IMPALE This weapon can either be wielded with one or
T Y PE: Attack COST: 1-3 Momentum PULL with two hands easily. When wielded with two
T Y PE: Special COST: — SHIELD hands, increase its Damage Die by one size.
You impale your opponent with this weapon, possibly
moving them in a direction of your choice as they are When you have an opponent Restrained with this T Y PE: Defend COST: 1-3 Momentum
Restrained, or even pinning them to a wall or another weapon, you can use a Bonus Action immediately When you defend against an attack using your shield VICIOUS
opponent if you can spend 3 Momentum. You can let to make a Strength Roll and pull them closer to and succeed, you can spend 1 Momentum to push T Y PE: Attack COST: 1-3 Momentum
go of your weapon to keep your opponent Restrained you on a success or do so as an Action during any your attacker back several steps, or 2 Momentum This weapon has a way of targeting arteries or organs to
to a wall, requiring them to spend an Action on their subsequent Turn as long as they are Restrained. If to trip them, causing Prone. Alternatively, spend 2 cause a vicious wound. Inflict Bleed (x) where (x) equals
Turn to free themselves. Each Momentum spent also your weapon has ‘Reach’, you can instead pull and Momentum to make a counterattack using your Momentum spent, after having dealt your damage.
deals 1d6 extra damage. step back, keeping Near range distance. shield, or 3 Momentum to do so with a weapon
you hold. Both require a Bonus Action.
WIELDY
MASSIVE READY T Y PE: Special COST: —
T Y PE: Attack COST: 1-3 Momentum T Y PE: Special COST: — SWIFT
This weapon can be wielded in combination with any
This massive weapon can be swung in a wide arc This weapon can be sheathed or unsheathed while T Y PE: Attack COST: 1-3 Momentum other one-handed weapon at the same time. When you
around you, possibly hitting multiple opponents. For you hold a two-handed ranged weapon such as a bow This weapon allows you to make two swift attacks attack or defend, choose which of the two weapons
each Momentum spent, hit another opponent within (temporarily adjusting your grip), while engaged on your Turn by spending Momentum. When you to use.
Close range of your initial target. Deal damage to all in a grapple, or in other similar situations where
opponents you manage to hit this way. Any extra grabbing or stowing a larger weapon is impossible.
damage that applies to ‘one opponent’ is dealt to Doing so requires a Bonus Action. You can then use
your initial target only. this weapon to attack or defend against an opponent
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