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BASIC RULES

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TABLE OF CONTENTS TOP PAGE TITLE
Failed Magic...................................................18
HOW TO PLAY
HOW TO PLAY
The System .......................................................3
Verdigris Spell Examples..............................18 VINDICTA
Levels of Success and Difficulty ....................4 COMBAT
"In Vindicta, magic is not just a tool,
Bonus and Penalty...........................................4 The Flow of Combat......................................21
it's a ticking time bomb…"
The Power of Resolve ......................................4 Attempting Magic during Combat..............22

The Power of Luck ..........................................4 Damage ...........................................................23

Enemy Morale................................................23 FOREWORD THE SYSTEM


CHARACTER CREATION
Distance ..........................................................24 reetings adventurers! Welcome to the The core mechanic of the game is the d100
Core Attributes ................................................6 world of Vindicta, where danger and system, where players roll a percentile die (a
glory await you at every turn! Let me take d100) to determine the outcome of various
Health and Spirit Points.................................6 CHARACTER GROWTH you on a journey through my own personal story of actions and skill checks. In order to succeed a
how I fell in love with tabletop RPG’s. check, players will need to roll a number
Skills..................................................................7 Improving Skills ............................................24 lower than their skill or attribute value. For
It all began with a curious young boy (in his example, if a character has a skill value of 75
Combat Skills ...................................................8 thirties), armed with nothing but his imagination in First Aid, they would need to roll a 75 or
ABOUT THE WORLD and a love for adventure. I discovered the world of lower on the d100 to succeed a First Aid
Trades................................................................8 RPG’s and it was like a door to a whole new realm check. This means that the characters should
Vindicta Setting.............................................27 had been opened. The thrill of rolling the dice, the aim to roll as low as possible to succeed their
Starting Equipment.........................................9 camaraderie of a group working together to checks, which adds an extra layer of tension
Foes .................................................................28 overcome obstacles, and the rush of combat it was and excitement to the gameplay. About the
Armor & Combat Bonus .................................9 all too irresistible. d100 dice rolls:
Terrible Foes ..................................................29
Wealth.............................................................10 As I grew older (like two years older), my passion 00 & 0 = 100
for the game only intensified. I delved deeper into
Backstory ........................................................10 ADVENTURE the mechanics, the worldbuilding, and the 00 & 1 = 1
storytelling. And with each new discovery, my love
Items & Encumbrance ..................................11 Shadow of Ironhold: for the game only grew stronger.
The Abduction of the Verdigris Prodigy .....31 IS THIS BRP?
Ancestries .......................................................11 So, I decided to take my passion to the next level,
and set out to design my own game. A game that In the creation of this game, I must admit
Alignment.......................................................12 would capture all the elements that made me fall that I have drawn a great amount of
in love with RPG’s in the first place, but with a inspiration from the Basic Roleplaying
unique twist. And thus, Vindicta was born. system by Chaosium. However, I have taken
MAGIC those concepts and molded them into
I poured my heart and soul into crafting this something entirely new, a unique and original
Verdigris .........................................................15 game, ensuring that it was filled with passion, game that stands on its own. I have added my
love, and a dash of madness. And now, I present it own ideas and mechanics, and have put a
Magic in Vindicta..........................................15 to you, my love letter to the world of tabletop great deal of thought and care into the design.
roleplaying games. This game is not simply a copy of BRP, but
How to use Magic ..........................................16 rather a new and exciting experience that I
May your adventures be epic, your battles be hope will bring players countless hours of
Verdigris Mutation.........................................16 fierce, and your stories be remembered for adventure and enjoyment.
generations to come. So grab your dice, your
Verdigris Types..............................................17 character sheets, and your sense of adventure, and
let's dive into the world of Vindicta!

2 3
HOW TO PLAY VINDICTA HOW TO PLAY VINDICTA
LEVELS OF SUCCESS THE POWER OF RESOLVE
AND DIFFICULTY The Willpower skill check is a way for
players to push themselves beyond their
Vindicta features a system of success levels normal limits in order to achieve success. If a
that represent various degrees of success. A skill check fails, a player can choose to roll a
roll that is lower than 50% of the skill value Willpower skill check one time only. If the
is considered a Grand Success, indicating roll is successful, the player can turn a failed
exceptional performance. An Expert Success skill check into a success. However, if this
is achieved with a roll lower than 20% of the roll fails, the consequences will be severe. the
skill value, indicating extraordinary GM may choose to impose penalties such as a
performance. A Critical Success is achieved temporary reduction in one or more
with a roll of 5 or lower on the d100, attributes, physical or mental strain, or even
indicating a truly remarkable achievement. temporary loss of consciousness. The
Willpower roll is a high risk, high reward
On the other hand, if the roll is higher than mechanic that adds an extra layer of tension.
the skill value, the check is considered a
failure. A Fumble is achieved with a roll of 96 To turn a failure into a success, the player must
or higher on the d100, indicating a always beat a Grand Success difficulty on the
particularly disastrous outcome. Willpower skill check.

The success levels in Vindicta can also be


used to define the difficulty of a task. For THE POWER OF LUCK
example, if the GM sets a task with a Grand
Success difficulty, the player would need to Optional: At the beginning of a campaign or
roll a number lower than 50% of their skill or story, the party starts with a pool of luck points.
attribute value to succeed. The number of luck points is determined by
rolling 1d10 for each party member. Players can
This means that the task is more difficult spend luck points to lower the result of a failed
than a regular success, as it requires the roll, or to nudge a combat roll to become a critical
player to roll much lower. Similarly, an Expert hit, or to make sure the character doesn’t fumble.
Success difficulty would require the player to Once per day or session, the party may attempt to
roll a number lower than 20% of their skill or replenish the luck points by having one player roll
attribute value, indicating an even more a d100. If the roll matches or is lower than the
challenging task. Finally, a Critical Success remaining number of luck points, the party can
difficulty would require the player to roll a 5 roll 1d10 for each party member to add to the pool
or lower on the d100, making it an extremely of luck points. The more luck points that are
difficult task that requires remarkable skill or spent, the harder it becomes to replenish the pool,
luck to achieve. By using these success levels as the roll needed to do so becomes lower.
to define difficulty, the GM can create a more
nuanced and challenging game that rewards The more luck points that are spent, the harder
players for exceptional performance. it becomes to replenish the pool because the roll

BONUS & PENALTY


needed to do so becomes lower. For example, if the
party has spent half of their luck points, the roll
needed to replenish the pool would be 50 or lower
2.
on the d100. If they have spent threequarters of
A bonus die means that you roll the 10s die
of the the d100 twice and use the lowest roll.
A penalty die means that you roll the 10s die
their luck points, the roll needed would be 25 or
lower on the d100. This adds an element of risk
and strategy to the use of luck points, as players
CHARACTER CREATION
twice and use the highest roll. must decide whether to spend them now for a
better chance of success, or save them for later
when they may be harder to replenish.

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TOP PAGE TITLE CHARACTER CREATION
CHARACTER Presence
SKILLS
CREATION There are 3 skills for each of the 8 core
• Intimidation (Presence): Threatening and
scaring others into submission.
attributes, Each skill has a base value of 50% of • Leadership (Presence): Commanding and
the corresponding core attribute. Additionally, inspiring others to follow.
"Create a character that you will love to see suffer, and players may invent one extra personal skill if it fits • Seduction (Presence): Enticing and charming
the setting, character background, and makes sense others into submission.
that your enemies will hate to face." in the story.

Muscle Finesse

Once the values for the core attributes are • Athletics (Muscle): Running, climbing, • Sixth Sense (Finesse): See hidden objects,
FOCUS ON IMMERSION generated, players can redistribute a total of jumping, swimming, and other physical dodge, sense danger.
20 points among the 8 attributes as they see activities. • Sleight of Hand (Finesse): Picking locks,
n Vindicta, character creation is a fit, but the attributes cannot exceed 85 during • Heavy Lifting (Muscle): Lifting heavy objects disarming traps, and pickpocketing.
deeply immersive experience that character creation. It's important to point out and breaking through barriers. • Stealth (Finesse): Moving silently and
allows players to create unique and that these values cannot be changed during • Restraining (Muscle): Holding and subduing a remaining undetected.
memorable characters that fully embody the the game. target.
spirit of the game. Players have the freedom
to create characters that fit their playstyle and Resolve
personality. HEALTH & SPIRIT POINTS Knowledge
• Concentration (Resolve): Focusing and
The process starts with the creation of a Health and Spirit points are calculated by • Academia (Knowledge): Researching and staying alert during stressful situations.
character’s build, which determines their dividing Physique and Muscle by 10 and analyzing information, identifying artifacts, • First Aid (Resolve): Treating injuries and
attributes. From there, players can customize adding these values together for Health and understanding ancient languages. stabilizing wounded individuals.
their character by selecting skills before Points. Faith and Resolve are divided by 10 • History (Knowledge): Understanding • Willpower (Resolve): Resisting mental and
deciding on their backstory and personality. and added together for Spirit Points. historical events and cultures, and emotional manipulation, manipulate
interpreting ancient texts. success.
One of the most unique aspects of character When a character is reduced to 0 hitpoints • Linguistics (Knowledge): Understanding and
creation in Vindicta is the use of they lose conciousness, when they take speaking foreign languages.
Verdigrisborn characters, who are imbued further damage they are killed. A character Faith
with magical powers from birth. These that takes all of its Health Points as damage in
characters have access to a wide range of a single hit, instantly dies. Wit • Incantation (Faith): Casting spells and
magical abilities that can be used to influence performing rituals.
the world around them, but they also face When a character is reduced to 0 Spirit • Deception (Wit): Lying, bluffing, and • Prophecy (Faith): Interpreting visions and
unique challenges and risks associated with Points, they feel empty, drained and out of disguising oneself. predicting the future.
their powers. power. A Penalty to all skillchecks is applied • Persuasion (Wit): Convincing others to take a • Healing (Faith): Healing injuries and curing
until their SP is replenished. certain course of action. diseases with divine power.
• Streetwise (Wit): Gathering information,
CORE ATTRIBUTES navigating urban environments, and dealing
with shady individuals.
During character creation in Vindicta,
players use 8 core attributes to determine
their character's abilities. These attributes Physique
are Muscle, Knowledge, Wit, Physique,
Presence, Finesse, Resolve, and Faith. • Endurance (Physique): Withstanding physical
hardship and pain, and resisting fatigue.
To determine the value of each attribute, • Resistance (Physique): Resisting poisons,
players roll 4d6 dice, remove the lowest roll, and diseases, and other harmful substances.
then multiply the result by 5. • Survival (Physique): Finding food and shelter,
tracking, and navigating natural
The resulting value represents a percentage. environments.

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CHARACTER CREATION CHARACTER CREATION
Endurance (Physique), Leadership (Physique), Leadership (Presence), Stealth
COMBAT SKILLS (Presence), Stealth (Finesse), Concentration (Finesse), Willpower (Resolve), Prophecy STARTING EQUIPMENT
(Resolve), Prophecy (Faith), Blades, (Faith), Blades, Firearms
The base value for combat skills is always a Firearms All characters start out with a set of items,
minimum of 20. • Smuggler: Athletics (Muscle), Deception what they take with them is up to them and
• Doctor: Academia (Knowledge), First Aid (Wit), Intimidation (Presence), Endurance whatever the GM allows:
Melee skills: (Resolve), Persuasion (Wit), Endurance (Physique), Leadership (Presence), Sleight
(Physique), Leadership (Presence), of Hand (Finesse), Willpower (Resolve), 1. A set of clothing appropriate for the
• Fistfight Concentration (Resolve), Healing (Faith), Healing (Faith), Blades, Firearms character’s profession or background
• Blades: swords, knives, katanas, scimitars, Resistance (Physique), Fistfight, Firearms
rapiers • Soldier: Athletics (Muscle), Restraining 2. A backpack or satchel for carrying items
• Blunt: maces, hammers, clubs, staves, flails • Engineer: Academia (Knowledge), (Muscle), Endurance (Physique),
• Piercing: spears, lances, pikes, tridents, Restraining (Muscle), Survival (Physique), Leadership (Presence), Stealth (Finesse), 3. A bedroll or camping gear for overnight
halberds Leadership (Presence), Sixth Sense Willpower (Resolve), Healing (Faith), stays
(Finesse), Willpower (Resolve), Incantation Resistance (Physique), Blades, Firearms
(Faith), Blades, Marksmanship 4. A belt pouch or purse for holding money
Ranged skills: • Spy: Academia (Knowledge), Deception and small items
• Journalist: Academia (Knowledge), (Wit), Persuasion (Wit), Stealth (Finesse),
• Marksmanship: bows, crossbows, Deception (Wit), Persuasion (Wit), Sleight of Hand (Finesse), Concentration 5. A set of tools or equipment specific to the
slingshots, blowdarts Endurance (Physique), Seduction (Resolve), Willpower (Resolve), Prophecy character’s profession or skill set
• Throwing: throwing knives, throwing stars, (Presence), Streetwise (Wit), Willpower (Faith), Piercing, Marksmanship
throwing hammers or axes, boomerangs (Resolve), Prophecy (Faith), Throwing, 6. A weapon appropriate for the character’s
• Firearms: pistols, rifles, shotguns, muskets, Firearms • Technologist: Academia (Knowledge), combat skill (max 1d6 damage from the
revolvers (if the setting allows it) Restraining (Muscle), Concentration start)
• Law Enforcer: Athletics (Muscle), Deception (Resolve), Endurance (Physique),
(Wit), Intimidation (Presence), Endurance Leadership (Presence), Stealth (Finesse),
TRADES (Physique), Leadership (Presence), Willpower (Resolve), Incantation (Faith), ARMOR & COMBAT
Streetwise (Wit), Willpower (Resolve), Piercing, Firearms
Choose one Trade, then divide 320 percentage Healing (Faith), Blades, Firearms BONUS
points to the specializations listed. After this, • Thief: Athletics (Muscle), Deception (Wit),
double your Knowledge value, these points can be • Mercenary: Athletics (Muscle), Restraining Sleight of Hand (Finesse), Endurance Each piece of armor can have a value
assigned to skills outside of your specializations, (Muscle), Endurance (Physique), (Physique), Stealth (Finesse), Streetwise between 1 and 3. A character's natural
including combat skills. Intimidation (Presence), Sleight of Hand (Wit), Willpower (Resolve), Prophecy defense is calculated by adding their Muscle
(Finesse), Willpower (Resolve), Healing (Faith), Blades, Firearms and Physique, and can have a value between 0
Remember that skill values during character (Faith), Resistance (Physique), Blades, and 3. If a character has three armor pieces,
creation may not exceed 85. Firearms • Urban Explorer: Academia (Knowledge), each with a value of 3, their total armor value
Athletics (Muscle), Survival (Physique), is 9. When the natural defense is added to the
• Archaeologist: Academia (Knowledge), • Musician: Academia (Knowledge), Seduction (Presence), Streetwise (Wit), armor value, the character's total armor is 12.
History (Knowledge), Linguistics Persuasion (Wit), Seduction (Presence), Stealth (Finesse), Willpower (Resolve),
(Knowledge), Survival (Physique), Endurance (Physique), Leadership Prophecy (Faith), Piercing, Throwing Without spells to increase armor, 12 is the
Seduction (Presence), Stealth (Finesse), (Presence), Stealth (Finesse), Concentration highest value a character can have. If a
Concentration (Resolve), Incantation (Resolve), Prophecy (Faith), Piercing, • Vigilante: Athletics (Muscle), Restraining character has such a high armor rating, early
(Faith), Blades, Firearms Throwing (Muscle), Endurance (Physique), enemies won't be able to damage them.
Intimidation (Presence), Stealth (Finesse), Therefore, for balance reasons, the GM
• Bounty Hunter: Athletics (Muscle), • Verdi-Tech Pilot: Academia (Knowledge), Willpower (Resolve), Healing (Faith), should be careful when giving out armor early
Deception (Wit), Streetwise (Wit), Athletics (Muscle), Persuasion (Wit), Resistance (Physique), Blades, in the campaign.
Resistance (Physique), Intimidation Endurance (Physique), Leadership Marksmanship
(Presence), Sleight of Hand (Finesse), (Presence), Stealth (Finesse), Willpower During damage calculation, subtract the total
Willpower (Resolve), Prophecy (Faith), (Resolve), Incantation (Faith), You may create your own Trade, by choosing 8 Armor Value from the damage total.
Fistfight, Marksmanship Marksmanship, Firearms skills and 2 combat skills.
Here is a simplified table for the Combat
• Detective: Academia (Knowledge), • Senator: Academia (Knowledge), Persuasion Bonus based on the sum of Muscle and
Persuasion (Wit), Streetwise (Wit), (Wit), Seduction (Presence), Endurance Physique:

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CHARACTER CREATION CHARACTER CREATION
and are known for their fierce nature. This
Sum of Muscle and Combat bonus /
WEALTH ITEMS & ENCUMBRANCE ancestry is ideal for players who have
Physique Natural defense chosen combat skills such as Blunt,
Vindicta uses a fantasy currency called In Vindicta, characters have two types of Fistfight, or Throwing during character
Less than 100 0 Sceats. Wealth is an important aspect of any inventory slots: equipment slots and item creation.
character's journey, and it's important to slots. Equipment slots are reserved for
100 - 129 1 understand how it works in the game. To weapons and armor, while item slots are for 2. The Tailed: Members of this ancestry have
determine how much money a character has, everything else, such as potions, trinkets, and a long, slender tail that extends from their
130 - 159 2
roll 2d10. The result is the amount of money other useful items. lower back. They are often skilled in
160 or higher 3 your character has on their person in Sceats. acrobatics and are known for their Finesse
A character can carry one main and one and Wit. This ancestry is ideal for players
To better understand the value of Sceats: offhand weapon, a helmet, a chestpiece, legs, who have chosen skills such as Stealth,
Here is a list of some armor pieces, ranked on and boots. These are the equipment slots. The Deception or Sleight of Hand during
armor value (low to high). The Armor Value is Currency Value total number of additional trinkets that can be character creation.
at least one and max 3. equipped, such as rings and earrings, is six.
Sceat $100 Finally, a character can equip one necklace or 3. The Fanged: Members of this ancestry
1. Leather Jerkin (AV 1) amulet. have sharp teeth that protrude from their
2. Leather Hat (AV 1) Pennyweight $10 mouth, much like those of a predator. They
3. Mail Coif (AV 1) During their adventures, characters may often have high Resolve and are known for
4. Leather Gloves (AV 1) Copperspar $1 find all sorts of carrying gear, such as their tenacious attitude. This ancestry is
5. Buckler Shield (AV 1) backpacks. A basic backpack has eight slots, ideal for players who have chosen skills
6. Gambeson (AV 2) The roll to determine a character's wealth is an and each item takes up a certain number of such as Concentration, Willpower or
7. Steel Cap (AV 2) important aspect of their backstory in Vindicta. slots. For example, a dagger takes up one slot, Persuasion during character creation.
8. Steel Gauntlets (AV 2) If a character rolls low, it could indicate that as does a potion. Anything larger, such as a
9. Mail Hauberk (AV 2) they come from humble beginnings or a poor large weapon, will take up two slots. Bedrolls 4. The Clawed: Members of this ancestry
10. Mail Sleeves (AV 2) family. On the other hand, if a character rolls and camping gear can be tied to the backpack. have sharp claws that extend from their
11. Mail Coif with aventail (AV 2) high, it could indicate that they come from a fingertips, making them deadly in combat.
12. Steel Cuisse (AV 2) wealthy or noble background. This can add an When a character attempts to carry more They are often skilled in hand-to-hand
13. Steel Greaves (AV 2) extra layer of depth to the character's story and items than their available slots, they will need combat and are known for their tenacity.
14. Breastplate (AV 3) motivations. to hold the extra items in their hands. This This ancestry is ideal for players who have
15. Full Plate Helm (AV 3) means that they cannot hold their weapon chosen combat skills such as Blades,
16. Gauntlets with Plate Fingers (AV 1) and must drop whatever they are holding Piercing, or Fistfight during character
17. Plate Cuisse (AV 3) BACKSTORY before brandishing their weapon. It is creation. The Clawed are often found in
18. Plate Greaves (AV 3) important for players to manage their regions where fighting is prevalent.
19. Plate Mail Hauberk (AV 3) To establish a backstory, the player needs to inventory carefully and plan ahead to avoid
20. Plate Mail Sleeves (AV 3) answer these: being caught off guard in combat. 5. The Winged: This ancestry is
characterized by feathered wings that
While the Armor Value is an important factor • What was the character’s family like? extend from their back, giving them an
in determining a character's defensive ANCESTRIES angelic appearance. Though they cannot
capabilities, it's not the only parameter for • What was the character’s childhood & fly, their free spirit reflects a constant
armor. Different types of armor may have education like? Ancestries are meant for players who prefer longing to take to the sky. This ancestry is
different effects on a character's skills or to give the game a more high fantasy feel. ideal for players who have chosen skills
attributes. For example, heavy armor may lower • What was the character’s occupation before They provide humans with distinct physical such as Leadership, Survival, or Athletics.
a character's stealth skill by 20%, and plate or becoming an adventurer/explorer? traits and characteristics that are passed
mail armor may impact the Sixth Sense skill. down through generations, creating a unique 6. The Scaled: Members of this ancestry
Similarly, armor may have positive effects as • What event caused the character to become appearance for each ancestry. Here are 8 have tough, scaly skin that provides a
well, such as increasing the character's an adventurer/explorer? ancestries in total, each with their own rich natural armor. They are often skilled in
resistance to certain types of attacks. It is up to history and lore: defense and are known for their resilience.
the GM to create fascinating items for the • What is the character’s name, birthplace and This ancestry is ideal for players who have
players. A general rule of thumb would be that age? 1. The Horned: Members of this ancestry high Physique and chosen skills such as
it’s best to not let characters start out with the have small horns that protrude from their Resistance and Endurance during
best armor, but a basic set of clothes that doesn’t forehead, often resembling those of a ram character creation.
grant any AV bonus. or goat. They are often skilled in combat

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CHARACTER CREATION TOP PAGE TITLE
7. The Glowing: Members of this ancestry fascinating aspect of their backstory. They
have hair that emits a soft, glowing light, should not be viewed as limiting. Players
or skin that faintly crackles with should feel free to create characters that look
electricity. They are often skilled in magic and feel however they want, regardless of
and are known for their mysterious nature. whether or not they fit into one of these
This ancestry is ideal for players who have categories. These ancestries are simply meant
chosen skills such as Incantation, as guidelines and inspiration for creating a
Prophecy, or Concentration during character's backstory, and should not restrict
character creation. players from creating the character they want
to play. Player advocacy is key in creating a
8. The Mystic: Members of this ancestry fun and inclusive gaming experience.
have a third eye that sits in the center of
their forehead. They are often skilled in
divination magic and are known for their ALIGNMENT
insight. This ancestry is ideal for players
who have chosen skills such as Prophecy, Player characters may have a specific
Concentration, or Willpower during alignment or ethical compass, but it is
character creation. important to remember that this is not
necessarily fixed. Certain circumstances or
Ancestries in Vindicta are purely for events can impact a character's worldview
roleplaying purposes and do not impact and lead them to shift their alignment or
character stats. They are a way for players to perspective. This means that alignment can
explore the unique cultural and historical be seen as a fluid spectrum, influenced by
background of their character. The people of both emotion and intellect.
Vindicta are a diverse and eclectic mix, with a
rich blend of cultures and histories. Much like For example, a character who starts the
the real world the ancestors of Vindicta game as lawful good may face a difficult
represent a wide range of these cultures, with decision that conflicts with their moral code.
physical traits and characteristics that reflect This event could cause them to question their
their unique backgrounds. Whether a beliefs and ultimately lead them to a different
character has horns, wings, or glowing eyes, path. Similarly, a character who starts the
their ancestry game as evil may experience compassion or
should be a empathy for another character, causing them
to have a change of heart.

It is up to the player to determine how their


character's alignment may shift throughout
the game. The GM should encourage and
facilitate these changes through engaging
storytelling and decision-making
opportunities. By allowing characters the
freedom to explore their own moral and
ethical landscapes, the game becomes more
immersive and dynamic.
3.
VERDIGRIS & MAGIC

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VERDIGRIS &
MAGIC
"Verdigris is a mysterious blue substance that has
emerged in the world of Vindicta, bringing with it the
power of magic."
children grew up as the first Magi, using their
VERDIGRIS unique gifts to restore order to the world and
contain the dangerous effects of Verdigris.
agic in this world is still very young and
mysterious. Only half a century ago, an The mysterious blue substance changed the
explorer returned with a strange blue world. No one knows where it came from, but it
dustlike substance with peculiar properties. embedded itself in the soil and waterways of the
The substance was called Verdigris and it populated world. To this day, Verdigris remains
seemed to make the land more fertile, it made it a mystery, but its impact on the world is
possible for people to enhance their abilities, undeniable.
and it could cure diseases that were once
incurable. The discovery of Verdigris opened
up a new age of exploration and discovery, as MAGIC IN VINDICTA
people sought to unlock the secrets of this
powerful substance. In the world of Vindicta, magic is not simply
a tool that can be wielded by anyone to achieve
The name of the explorer who discovered their goals. It is a powerful, yet malevolent force
Verdigris is uncertain, but some believe that it that can have severe consequences for those
was a man by the name of Arcturus Emm, a who attempt to use it. One of the catalysts of
legendary adventurer from the city of these consequences is the blue dustlike
Eldertree. substance called Verdigris.

However, the story of Verdigris had a darker Verdigris is the source of magic in this world,
side to it. As the substance became more and using it comes at a cost. Firstly, because
widespread, its properties began to flare wildly magic in this world is unpredictable and
out of control. The crops grown on the uncontrollable, even the most experienced
Verdigris-infused lands began to wither and magic users cannot always predict the exact
die, becoming poisonous in time. People who outcome of a spell or ritual involving Verdigris.
had used the substance began to go mad, This means that there is always a risk of
turning into aggressive and unpredictable unexpected side effects, such as injury or death.
madmen. Even animals affected by the Secondly, the use of magic can have a negative
substance began to transform into monstrous impact on the user’s physical and mental health,
creatures. causing exhaustion, injury, or even insanity.
The strain of channeling magical energy using
Despite the chaos and devastation caused by Verdigris takes a toll on the body and mind.
Verdigris, there was a glimmer of hope. It
seemed that the substance was not solely a force Finally, magic can also be dangerous because
"Only through faith can one manipulate the Verdigris with patience and skill. of destruction. In rare cases, children were it can attract unwanted attention from powerful
But he who cannot master this art shall suffer great difficulty and misfortune.” born with bright aquamarine eyes, indicating and dangerous beings, or it might be forbidden
First line in the Book of the Magi that they possessed the ability to manipulate by certain entities or organizations. People who
the elements and wield divine powers. These use magic might be hunted by these groups.

14 15
VERDIGRIS & MAGIC VERDIGRIS & MAGIC
All in all, Verdigris magic is not something to If a character runs out of Spirit Points, they • Elementalism: Verdigris is directly involved in
be taken lightly, and those who attempt to use it can still attempt to cast magic, but at the cost VERDIGRIS TYPES Elementalism, as it is the source of the elements
must be prepared to face the risks and of their Health Points instead. If a character that are manipulated and controlled.
consequences that come with it. loses all their HP this way, they will lose Players who wish to play as a magic character in Elementalists use Verdigris to summon flames,
consciousness and temporarily lose their ability Vindicta must choose which Magi type they are freeze water, create gusts of wind, and cause
The Magi, the only ones capable of using to channel magic until they have a safe rest and born as. This choice determines which type of earthquakes. By channeling their spiritual
magic without succumbing to its wickedness, pass a successful Faith check. magic the character can use. There are seven types energy, elementalists can control the elements,
actively search for the rare and gifted of magic in the world of Vindicta, and each has either by intensifying or calming them down.
Verdigrisborn children. These children are If a character fails their Faith check while unique properties and consequences. After a player However, the use of Elementalism can have
plucked from their families and forced into casting a spell, they have the option to push the chooses a type of Magi, they can only attempt to catastrophic consequences, such as causing
Magi schools, where they are trained in the art spell through by rolling a Willpower check. If cast spells within that type. natural disasters or attracting the attention of
of magic. It is said that the Magi seek out these successful, the spell still goes through, but if the powerful beings.
children not just for their abilities, but also to Willpower check fails, the character will The seven types of magic are:
prevent them from falling into the hands of instantly lose consciousness and suffer the same • Illusionism: Verdigris is not directly involved in
those who would use them for their own dark consequences as mentioned before. (see’The • Necromancy: Verdigris is used in Necromancy to Illusionism, but it is believed that Illusionists use
purposes. Power of Resolve’) manipulate and control the spirits of the dead. Verdigris to create and manipulate illusions and
Necromancers use Verdigris to create a bridge phantoms. This can include disguising oneself,
Nations and armies are built on the strength To replenish SP, the player needs to succeed between the living and the dead, allowing them creating darkness, and generating phantom
of their Verdigris, and the race to control this another Faith check to recover 1d6 of Spirit to communicate with and even reanimate the sounds. By manipulating energy using Verdigris,
powerful substance is fierce. The Magi are not points, but this can only be used once per day. spirits of the departed. By manipulating the illusionists can create realistic illusions that can
the only ones who seek to harness its power, Spirit Points represent the character's energy spiritual energy with Verdigris, Necromancers deceive the senses of others. However, the use of
and the competition can be deadly. Those who and wellbeing. If depleted, the character will can control the behavior of the spirits, forcing Illusionism can lead to confusion and deception,
control the Verdigris have the power to control feel weary and ill, resulting in a penalty die on them to perform tasks or to provide information. causing unintended consequences for the user or
the world, and the cost of this power is often skill checks. However, the use of Necromancy can have severe others.
paid in blood. consequences, such as attracting malevolent
Finally, a character can only learn a spirits or disrupting the balance between life and • Chronomancy: Verdigris is not directly involved
maximum of six spells. If a character already death. in Chronomancy, but it is believed that
HOW TO USE MAGIC knows 6 spells and wishes to use another spell, Chronomancers use Verdigris to manipulate and
they may attempt to cast it with a possible Faith • Divination: By channeling their spiritual energy control time. This type of magic is incredibly
To use magic in Vindicta, a character must penalty and if successful, they may replace it through this blue dustlike substance, diviners difficult and dangerous, and can include
first state the desired effect of the spell and then with a known spell. can gain knowledge through supernatural stopping time, slowing time, and accelerating
make a Incantation skillcheck to determine if means, such as prophecy or psychic visions. the passage of time for a person. By channeling
they succeed. The difficulty of the check Magical damage ignores Armor! Unless the However, the use of Divination can also be their spiritual energy, chronomancers can
depends on the complexity and power of the armor has resistance if mentioned on the dangerous because it can attract unwanted manipulate time and space. However, the use of
desired effect, as well as any penalties imposed equipment. attention from powerful and dangerous beings, Chronomancy often comes with divine
by the GM based on the character's current or it might be forbidden by certain entities or repercussions, such as disrupting the balance of
Spirit Points. For example, if a character wishes organizations. People who use Divination might time or attracting the attention of powerful
to conjure a flame to start a campfire, the GM VERDIGRIS MUTATION be hunted by these groups, so it is important to beings.
might ask for a regular successful Faith check be cautious when performing this type of magic.
and tell the player they need to spend 2 Spirit There is a possibility that a spell may mutate if Despite the risks, the ability to detect evil, break • Vodou: Verdigris is directly involved in Vodou, as
points, additionally imposing a penalty of 5 to a character uses it often enough. However, this curses, and provide magical healing is invaluable it is the source of spiritual energy that is
the Faith attribute for every point of SP that is a rare occurrence and should be decided by in the world of Vindicta. manipulated and controlled. Vodou involves the
the character has already spent that day. the GM to prevent players from abusing this manipulation of spiritual energy to influence
feature. When a spell mutates, it can become • Transmutation: Verdigris is used in reality and gain control over natural and
If a character successfully casts a spell for the stronger or gain an additional effect. The exact Transmutation to change the properties or form supernatural forces. Attempting to bend reality
first time, they learn how to cast that spell in details of how a spell mutation works are up to of matter and energy. This can include through Vodou will attract the attention of
the future and how many Spirit Points it the GM, but it should be something that adds to transforming water into wine, controlling blood, malevolent beings, and the use of this type of
requires. A successful Faith check is still the story and gameplay experience. It's and altering the shape of objects. Through the magic is incredibly difficult and dangerous. By
needed to safely cast the spell. Bad things can important to note that not all spells will mutate, manipulation of energy using Verdigris, channeling their spiritual energy, vodouists can
still happen if the Faith check fails. There is no and the chance of mutation should be transmuters can change the physical properties manipulate reality, create and control spiritual
penalty to the Faith attribute when attempting determined by the GM based on the character's of matter. However, the use of Transmutation entities, and cast spells to influence the material
to cast a known spell. usage of the spell and the complexity of the spell can also have unintended consequences or world.
itself. attract the attention of malevolent entities.

16 17
VERDIGRIS & MAGIC TOP PAGE TITLE
• Divination: Detect Magic: The caster can
FAILED MAGIC sense the presence of magical energy
within a short range. This can be used to
If a player character attempts to cast magic detect magical traps or hidden
and the skill check fails, there are a few enchantments. The caster needs to spend
possible consequences that can occur. 1 Spirit Point and pass an Incantation
check with a Regular Success.
• Verdigris Feedback: The spell backfires,
causing harm or injury to the caster. This • Transmutation: Purify Water: The caster
can manifest as physical damage, such as can remove impurities from a nearby
burns or cuts, or as mental strain, such as water source, making it safe to drink.
temporary insanity or loss of However, the spell can only purify a small
consciousness. amount of water at a time. The caster
needs to spend 1 Spirit Point and pass an
• Magic Drain: The failed spell drains a Incantation check with a Grand Success.
significant amount of the caster’s energy,
leaving them fatigued or weakened. This • Elementalism: Create Flame: The caster
can manifest as a temporary reduction in can summon a small flame in their hand,
one or more attributes, or as a reduction in which can be used to light candles or start
the number of spells that can be cast in a a campfire. However, the flame is not
day. powerful enough to be used as a weapon.
The caster needs to spend 1 Spirit Point
• Magic Surge: The failed spell causes a surge and pass an Incantation check with a
of magical energy that can disrupt nearby Regular Success.
magical effects or cause harm to nearby
creatures. • Illusionism: Disguise Self: The caster can
alter their appearance in a minor way,
• Verdigris Corruption: the spell goes wrong such as changing their hair color or
and the magic starts to corrupt the caster, adding a fake scar. However, the illusion is
the corruption can manifest itself in many not strong enough to fool anyone who is
ways, such as physical mutations, paying close attention. The caster needs to
madness, or possession. spend 2 Spirit Points and pass an
Incantation check with a Grand Success.
• Misfire: The spell is cast, but with
unintended or unpredictable effects. This • Chronomancy: Slow Time: The caster can
can range from a spell fizzling out and slow down time within a small area,
having no effect, to causing harm to the making it easier to dodge attacks or avoid
caster or nearby allies. obstacles. However, the spell has a short
duration and cannot be used to slow down
time for an extended period. The caster
VERDIGRIS SPELL needs to spend 3 Spirit Points and pass an
Incantation check with an Expert Success.
EXAMPLES
• Vodou: Healing Touch: The caster can use If a player states an effect that is beyond their capabilities as a caster, the GM may choose to allow
Here are spell examples for each magic type: their spiritual energy to heal minor the character to attempt the spell anyway, with increased difficulty or consequences. For example, if
injuries, such as cuts or bruises. However, a character attempts to cast a powerful fireball spell with only a basic knowledge of elemental magic,
• Necromancy: Animate Simple Dead: The the spell cannot heal more serious the GM may require the player to pass a very difficult Incantation check or suffer a penalty to their
caster can reanimate a nearby corpse for a injuries, such as broken bones or internal health or Spirit Points. If the character fails the check, the consequences may include injury, loss of
short duration, allowing it to follow simple bleeding. The caster needs to spend 2 SP, or even a backlash of magical energy that harms the caster or the people around them. It is up to
commands. However, the corpse is not truly Spirit Points and pass an Incantation the GM to determine the exact consequences of such an action, but it is important to maintain a
alive and can be easily destroyed. The caster check with a Regular Success. sense of balance and fairness in the game.
needs to spend 2 Spirit Points and pass an
Incantation check with a Grand Success.

18 19 19
THE FLOW
OF COMBAT
“Fluid, and immersive, allowing players to fully
immerse themselves in the action and experience the
thrill of battle.”

THE FLOW EXAMPLE OF COMBAT


ombat is not purely based on specific GM: You're walking down a dimly lit alley when
skill checks but on descriptions of the two bandits suddenly appear from behind a stack
players' actions and intentions. This of crates. They're brandishing daggers and
means that players must describe their actions in demanding that you hand over your valuables.
detail, including any movements or What do you want to do, [player character name]?
environmental factors that may affect their
actions. Combat rounds last about 6 - 10 seconds, PC: I draw my dueling sword and take cover
during which players explain their actions and behind a nearby wall. I want to try to take out one
the GM determines the difficulty of the action of the bandits from here.
and provides a vivid description of the outcome.
GM: Alright, that's a good plan. You take aim
Players should keep in mind that the GM's and lunge towards the closest bandit. Roll a
decision is final, and that they should be prepared Blades check.
to accept the consequences of their actions.
Combat in Vindicta is designed to be immersive PC: (rolls dice) I got a 74.
and dynamic, allowing players to fully engage
with the action and experience the thrill of battle GM: Your sword slices through the air, but the
while being challenged by the GM's decisions. bandit manages to dodge your attack. He's now
During combat, the player characters are not just aware of your location and is moving to flank you.
passive targets, but active participants who can
respond to attacks in creative ways. This allows PC: I want to move to the other side of the alley
for more engaging and dynamic gameplay. and attempt to take cover behind a stack of
crates.
To illustrate, instead of saying "I attack with my
sword," a player might describe their action in GM: Okay, you move to the crates and take
detail, saying "I step forward and swing my sword cover. The bandit is now on your heels, but he
in a wide arc, aiming to strike the enemy's head hasn't seen where you've gone yet. What do you
now that it’s being distracted by the noise." This want to do now?

4. level of detail allows the GM to determine the


difficulty of the action and provide a more vivid
description of the outcome.
PC: I'll wait for him to come closer and then
strike him with a quick thrust of my sword.

COMBAT Combat initiative is decided based on the


Finesse core attribute. The highest Finesse goes
first. If two participants have the same Finesse
GM: Alright, roll a Stealth check to make sure
he doesn't see you.

the one with the highest Combat Bonus goes PC: (rolls dice) I got a 15 that is an Expert
first. If that is also the same, they roll a Finesse Success!
check against eachother, winner goes first.

20 21
THE FLOW OF COMBAT THE FLOW OF COMBAT
GM: Perfect. You wait until he's close enough, people have never faced magic before and may be dropping the weapon or having a ranged
then jump out and strike him with your sword. in shock or extremely fearful, which can cause DAMAGE weapon jam. This additional failure emphasizes
Roll a Blades check. them to lose morale or even flee. the risky nature of combat in the game.
Combat in Vindicta is not for the faint of
PC: (rolls dice) I got a 38 that is a Regular Successful use of magic should be dramatic and heart. It is designed to be realistic and deadly,
Success! I do 6 blades damage. vividly described, especially if the player has a with characters having a limited amount of ENEMY MORALE
Expert or Critical success. health points (HP). In fact, the average healthy
GM: Nice! Your sword pierces through his human only has 10HP, which means that even a Typically, enemy morale starts at 100 and can
leather armor, and he falls to the ground. The Example of magic in combat in Vindicta single well-aimed arrow or bullet can prove be affected by various events during combat. For
other bandit is now inching closer. What do you fatal. example, if an enemy sees an ally killed or is
want to do now? GM: You're facing a group of bandits, and one unexpectedly hit by magic, their morale may
of them is brandishing his sword. What do you A simple damage flow in combat involves the drop. When morale drops to 0, the enemy will be
PC: I want to know who they work for, so I’m want to do, [player character name]? attacker rolling to hit the target with a combat blinded by fear and may attempt to flee or
going to try to disarm and restrain him. skill check (like Fistfight, Blades,…), then rolling become extremely desperate. Players can
PC: I want to cast a spell to create a wall of fire for damage if the hit is successful. If the target attempt to drop enemy morale by rolling a
GM: Alright, you’ll need to first succeed in between us and the bandits, to stop them from has armor, the armor is subtracted from the Persuasion or Intimidation check, depending on
disarming him by succeeding a Fistfight check attacking us. I'll spend my turn doing this. damage dealt. If the damage dealt is greater than the situation. The GM sets a difficulty level
followed by a successful Restraining check. the target's remaining health points, the target based on the strength and number of enemies,
GM: Okay, you begin to chant and channel is defeated. as well as their level of determination. If the
PC: (rolls dice) I got a 3 on the Fistfight check, your energy into the spell. The bandits are player succeeds in their check, the enemy
which is a Critical Success! But I rolled a 89 on my surprised by the sudden appearance of fire, and Examples of damaging equipment: morale drops, making it harder for them to fight
Restraining check, which is a failure. some of them begin to panic. They're not used to effectively.
facing magic, and this has thrown them off • Fistfight: Fists 1d4
GM: During the scuffle you manage to disarm balance. Roll an Intimidation check to see how In addition, players can also influence enemy
the Bandit, because of your Critical Success you many bandits are affected. Also roll your • Fistfight: Brass Knuckles 1d4+1 morale through other means. For instance, they
manage hit him hard in the head which visibly Incantation check to see if the spell is successful. can utilize certain spells or abilities that are
dazed him, roll the 10s die of your d100 again to • Blades: Short Sword 1d6 specifically designed to target an enemy's
see if you now manage to restrain him anyway. PC: (rolls dice) I got a 52, which is a success for morale. These abilities are particularly useful
casting the Wall of Fire, but I failed the In addition to standard damage, attacks can when facing particularly strong enemies or
PC: (rolls 10s die) Yes! that’s a 19, a Grand Intimidation check. A 62. also induce negative effects such as poisoning, when players are outnumbered. Furthermore,
Success! burning, or bleeding. These effects can cause players can also attempt to exploit enemy
GM: Your spell is successful, and a blazing wall additional damage at the beginning of the weaknesses or vulnerabilities, such as using a
GM: You manage to work him to the ground, of fire appears between you and the bandits. Two affected character’s turn. To counter these weapon that an enemy is particularly afraid of,
combat is now over and you can start questioning of the bandits are visibly shaken and begin to effects, characters can attempt to put out a or using a spell that targets an enemy's specific
him. back away, while others look like they're about to burning target, or use the First Aid or Healing phobia. By exploiting these weaknesses, players
run. You've managed to create a barrier that will skill to treat bleeding and poisoning can cause significant damage to an enemy's
PC: That was a close one. I need to be more stop them from attacking you for now, but it respectively. morale, making it much easier to defeat them.
careful in the future. won't hold forever. What do you want to do now?
In combat, a critical hit is when an attack is Another way to affect enemy morale is
GM: You handled yourself well. Good job! PC: I want to take advantage of the bandit's especially effective, dealing maximum damage through the use of tactics and strategy. Players
confusion and try to sneak away while they're and ignoring the target's armor. This is can use their knowledge of the enemy's
distracted. determined by rolling particularly high on a die, strengths and weaknesses to gain an advantage
ATTEMPTING MAGIC such as rolling in the top 5% of a d100 roll. The on the battlefield. For example, they can set
GM: Alright, roll a Stealth check to see if you damage dealt is the maximum damage on the traps or ambushes that catch the enemy off-
DURING COMBAT can slip away unnoticed. weapon's damage dice, plus any additional guard, or they can use diversionary tactics to
bonuses from the character's combat skills. distract the enemy while they attack from a
When attempting to cast magic during combat, PC: (rolls dice) I got a 81... different direction. By using these tactics,
a character must spend their entire turn doing On the other hand, a critical fail represents an players can sow confusion and chaos among
so. This means that they won't be able to move or GM: You try to slip away, but one of the bandits attack that goes spectacularly wrong. This can their enemies, causing their morale to drop
perform any other action or reaction during this notices you and starts to give chase, he takes be represented by a particularly low roll on a die, rapidly.
time, leaving them vulnerable to attacks from some fire damage but shrugs it off. You're now in such as rolling in the bottom 5% of a d100 roll. A
enemies. However, if the spell is successful, it a footrace with him, and you'll need to use all critical fail usually results in a miss, but can also Overall, there are many ways to affect enemy
may turn the odds in the player's favor. Most your skills to avoid being caught. lead to additional negative effects such as morale in combat. By utilizing a combination of

22 23
THE FLOW OF COMBAT THE FLOW OF COMBAT
spells, abilities, tactics, and strategy, players can
gain a significant advantage over their enemies DISTANCE
and emerge victorious in even the most difficult
battles. In combat, there are four levels of distance:
Melee, Near, Ranged, and Far.

IMPROVING SKILLS • Melee means the character can attack an


enemy without moving from their position.
Character growth is an important part of any
RPG, and Vindicta is no exception. In order to • Near means the character must first move
improve their character's skills, players must closer to the enemy to get in Melee range.
have used them successfully during gameplay.
This means that players need to keep track of • Ranged means the character is too far to
which skills their characters have performed attack with Melee but can hit the enemy
successfully. with a ranged attack, this also applies to
flying enemies, or on higher up places like
During periods of rest or downtime, players ledges, cliffs, etc...
can reflect on their experiences and train their
skills to improve themselves. This training • Far means the character is too far to attack
involves passing a Training Check by rolling a and must either move closer or use other
d100 and getting a result equal to or higher than tactics such as scouting, distracting, or
their current skill level. If successful, the player luring the enemy. The GM may allow a
can increase their skill level by any amount of ranged attack, but the player will require to
experience points they’ve accumulated. succeed a Grand or Expert difficulty check.

For example, suppose a player has an Academia These levels of distance are used to simplify
skill level of 68 and wants to increase their skill combat and prevent players from having to
to 75. In that case, they must spend 7XP to count squares or measure distances. The levels
improve the skill. The amount of experience of distance are also a way to encourage creative
points players receive after each session or quest thinking and tactical gameplay.
is decided by the GM. However, since the system
is based on skill usage, player characters may not
grow at the same rate. GMs should emphasize
that even though characters may become more
skillful, they are still mortal and subject to the
dangers of the world.

24 25
LORE AND
MONSTERS
“Steel and cunning were the tools of those who sought
power and wealth. But the winds of change are blowing,
and the world is not what it once was.”
As the industrial revolution gained
THE WORLD momentum, the Magi and the common folk
found themselves at odds with one another.
n Vindicta, a world where ancient The Magi saw the potential of Verdigris as a
kingdoms that had long ruled the land limitless source of energy, but the common
were struggling to adapt to the new folk saw it as a dangerous and unpredictable
era of power, one that was fueled by magic and force.
technology. The discovery of Verdigris had
ushered in a new age of innovation, and the Despite these differences, the industrial
common folk were wary of its dangers. revolution continued to spread across the
land. The steam engine became the symbol of
The Magi, however, had recognized the this new era, a powerful and awe-inspiring
potential of this new energy source and had machine that could do the work of a hundred
begun to experiment with it immediately. men. The once-quiet countryside slowly
They had developed new ways to harness the transformed into a landscape of smokestacks
power of Verdigris, and had used it to create and machinery, and the world had been
steam engines, airships, and other marvels of forever altered by the power of Verdigris.
technology. But the power of magic was not
without consequences, and the Magi
had to be careful when working
with the substance, as even the
slightest mistake could lead
to catastrophic results.

5.
LORE & MONSTERS

26 27
LORE & MONSTERS LORE & MONSTERS
Use common sense, lower AV for easy enemies 7. Summoning: The creature can summon
CREATING MONSTERS & and higher AV for more challenging ones. TERRIBLE FOE ABILITIES 1d4 smaller creatures to fight alongside it.

ENEMIES Step 4: Determine its Attributes 1. Poisonous Bite: On a successful bite attack, 8. Healing Factor: The creature can regain
the creature deals an additional 1d4 1d8 hit points at the start of its turn.
As a result of overusing Verdigris, supernatural • For generic and weak foes just apply 50 or less to all poison damage per round for the next 3
foes came to be, posing a serious threat to those attributes (danger level 1 and 2) rounds. 9. Camouflage: The creature has advantage
who dared venture into the unknown. These foes on stealth checks in natural environments.
possess unusual powers and abilities, making them • For challenging and dangerous monsters apply 60- 2. Fire Breath: The creature can breathe fire,
a challenge for even the most skilled adventurers. 70 to all attributes (danger level 3 and 4) dealing 2d6 fire damage to all creatures 10. Flight: The creature can fly, giving it
within a 15-foot cone. advantage on attacks from above and a
To create such foes, follow these steps: • For very dangerous and extremely dangerous bonus to its movement speed.
monsters apply 70-85 to all attributes (danger level 3. Ice Shards: The creature can launch ice
Step 1: Establish Ranged and Melee Skill 5 and 6) shards from its body, dealing 1d10 11. Hardened Skin: The creature has an
Proficiency piercing damage to a single target within additional 2 points of natural armor.
• For Lethal, deadly and Terrible foes apply 85-95 to 30 feet.
• Roll 2d10 and multiply the result by 5 for its Ranged all attributes (Danger level 7) 12. Paralyzing Touch: On a successful melee
skill. 4. Electric Shock: The creature can shock its attack, the creature can leave the target
enemies, dealing 1d8 lightning damage on paralyzed for 1d4 rounds.
• Roll 2d10 and multiply the result by 5 for its Melee TERRIBLE FOES a successful melee attack.
skill. 13. Fear Aura: Creatures within 30 feet of the
In the world of Vindicta, there exist a class of 5. Acid Spray: The creature can spray acid, creature must make a willpower save or
Step 2: Determine Weapon or Ability monsters and foes, awakened by the Verdigris, that dealing 1d6 acid damage to all creatures become frightened.
are unlike any others - Terrible Foes. These are within a 10-foot cone.
Give the creature a weapon or ability that suits its creatures of immense power and ferocity, often 14. Mind Control: The creature can take
skill proficiency (melee or ranged). ancient and steeped in legend. They are the stuff of 6. Invisibility: The creature can turn invisible control of a creature’s mind with a
nightmares, capable of laying waste to entire towns at will, gaining advantage on stealth successful intelligence vs willpower
Determine the creature's danger level based on and armies. Examples of such foes include ancient checks. check.
its damage die/dice: dragons, giant beasts, and other monstrosities that
are far beyond the capabilities of mortal men to 15. Acid Blood: If the creature is wounded, it
• 1d3 = Danger level 1 (mostly unarmed combat or defeat. can spray acid blood, dealing 1d8 acid
weak monsters) damage to any creature within 5 feet.
To create a Unique or Terrible Foe in Vindicta,
• 1d4 = Danger level 2 (Improvised weapons or the GM should use the monster creation steps but 16. Teleportation: The creature can teleport up
normal monsters) with a few modifications. to 30 feet as a bonus action.

• 1d6 = Danger level 3 (Swords, Maces, or • The creature’s danger level should always be 17. Multiple Heads: The creature has an
challenging monsters) set to “Danger level 7”. additional head, giving it advantage on
perception checks and an additional
• 1d8 = Danger level 4 (Greatswords, halberds or • These creatures also have 2 or more special action per turn.
dangerous monsters) abilities, that are unique to them. These special
abilities can be generated using the d20 table. 18. Acid Spit: The creature can spit acid,
• 1d10 = Danger level 5 (Strong weapons or very dealing 2d6 acid damage to a single target
dangerous monsters) • Their HP is always at least 50 points. within 30 feet.

• 2d6 = Danger level 6 (Exceptional weapons or Note: These monsters are meant to be endgame 19. Regeneration: The creature can regain 1d6
extremely dangerous monsters) content, and should be used sparingly in a hit points at the start of its turn.
campaign. The players should be warned in
• 2d10 = Danger level 7 (Lethal weapons or deadly advance of the encounter and should be prepared 20. Energy Drain: On a successful melee
monsters) for a grueling battle. Even with the best attack, the creature can drain 1d6 spirit
preparation, it’s unlikely that the players will be points from its target
Step 3: Determine its armor 06 able to defeat a Unique or Terrible Foe and the goal
of the encounter should be to survive, not to win.

28 29
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