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Ten Foot Pole House Rules

This document provides character generation rules and gameplay mechanics for an old school roleplaying game system. It outlines procedures for generating stats, choosing a class and religion, buying starting equipment, and tracking health, armor, and combat. It also covers character backstories that evolve during play, alignment, experience points from different activities, and living standards that impact health. The document aims to unify house rules for old school systems in a concise yet informative manner.

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0% found this document useful (0 votes)
586 views20 pages

Ten Foot Pole House Rules

This document provides character generation rules and gameplay mechanics for an old school roleplaying game system. It outlines procedures for generating stats, choosing a class and religion, buying starting equipment, and tracking health, armor, and combat. It also covers character backstories that evolve during play, alignment, experience points from different activities, and living standards that impact health. The document aims to unify house rules for old school systems in a concise yet informative manner.

Uploaded by

sepulchrah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

Ten Foot Polemic

Unified House Rule Document


For LotFP and Similar OSR Systems

By ​James Young
tenfootpolemic.blogspot.com

Version 1.4
Char Gen
Basically
● Roll 3d6 down the line for each stat. Higher is better. Swap one result for another if you want.
● Roll a ​random failed profession​. This will give you a weapon, another object, and two skill points.
● Pick a ​class
● Roll or pick your ​religion​ (see ​religion pamphlet​).
● Roll starting cash and optionally buy equipment
● Think of a name (the hard part!)

Stat modifiers
The numbers you rolled for stats give you bonuses or
penalties to the various stuff written under them.
Write them down in the little circles next to the scores.

Starting cash
You start with the stuff you got from your failed profession
and some random starting silver based on your charisma.
1 silver is worth 10 copper
1 gold = 50 silver = 500 copper

Equipment Packs
Optionally, you can buy stuff off the equipment list or get one or more of these equipment packs.
Each pack costs 5 silver pieces. ​Italics​ means non-encumbering. ​Bold​ is oversized.

Delver 10’ pole​, 50’ rope, 5 torches, ​3 iron spikes,​ ​stick of chalk
Lanternbearer Hooded lantern, 2 flasks of lamp oil, tinderbox
Wayfarer Bedroll, waterskin, cooking pots, fishing gear, 3 standard rations, ​soap

Consumables
Food and light are consumables you will often need to repurchase, the costs are given here.
Ammunition is not tracked unless something happens to make ammo tracking important.

Standard rations – ​Goes off after 1 week, must be cooked 5 copper​ ea. Stack up to 5 per slot
Iron rations – ​Never goes off, no need to cook 1 silver​ ea. Stack up to 5 per slot
Torches – ​Lasts about an hour 1 copper​ ea. Stack up to 5 per slot
Lamp oil – ​Lasts about 4 hours 5 copper​ ea. Stack up to 5 per slot
Arrows/Bolts 10 silver 1 item
Gunpowder and shot 20 silver 2 items
Scattershot – ​Deals 1d8 to all in radius, Save v Blast for half damage 1 silver ​ea. Stack up to 5 per slot

1
The Basic Basics
Hit Points:​ Hit points is more like Not Getting Hit Points. You avoid any major damage until you reach
0HP, at which point you start getting actual injuries. See ​Death and Dismemberment​ on page 8.
Hit Dice:​ The size of your HD is determined by class. Every level roll your Hit Die and add that much
to your maximum HP. Constitution modifier applies, but you always gain a minimum of 1HP per level.
Attack Bonus:​ All characters have a base +1 to hit. This does not reliably improve unless you are a Fighter.
Apply Strength modifier to hit with melee attacks and Dexterity modifier to hit with ranged attacks.
Armour Class:​ Base AC is 12, modified by your Dexterity modifier. This can be improved by:
- Wearing armour (+2 AC per tier - Light / Medium / Heavy)
- Using a shield (+1 to melee AC, +2 to Ranged AC)
- Wielding a stabby weapon like a sword (+1 melee AC, +1 to hit). See ​Melee Weapon Types ​on page 7.
Base Surprised AC is 10 + armour only.

Stats
Charisma:​ Leadership, apparent trustworthiness, and people’s reaction to your presence. Influences
reaction rolls and the loyalty of your followers. Note that this is not a Diplomacy skill - you must talk to
people with your actual voice - but it does colour their first impressions.
Constitution:​ Internal fortitude and sheer will to live. Influences your HP per level. Also helps you
survive when you’re poisoned or drowning.
Dexterity:​ Reflexes, agility and aim. Influences AC and ranged attack bonus.
Intelligence:​ Strength of will and your character’s pre-play knowledge. Influences Saves against magical
effects, Arcana and Languages. For most casters, applies to Spell Swap and Interrupted Casting rolls.
Strength:​ Raw power and skill at arms. Influences melee attack bonus.
Wisdom:​ Luck, strength of spirit, and the favour of Heaven. Influences Saves against non-magical
effects and Saves against Lawful magic. For Clerics, applies to Interrupted Casting rolls.

Saving Throws
The five saves are as follows. If in doubt, go down the list and pick the first that applies:
Stun:​ Movement-based effects.
Doom:​ Death, poison, drugs, and other effects that bypass HP to kill, maim and cripple.
Blast:​ Explosions, breath weapons, and other area of effect attacks.
Law:​ Magic of a Lawful nature, such as that used by Clerics.
Chaos:​ Magic of a Chaotic nature, such as that used by Magic-Users.
Int/Wis:​ Intelligence modifier applies to saves against Chaotic magic and effects.
Wisdom modifier applies to saves against non-magical effects and saves against Lawful magic.

Hazards
Many dangers are fairly unique, but these are common enough to need a consistent ruling.
Falling: ​Fall damage increases exponentially the further you fall. Damage is 1d6/10 ft/10 ft, up to 20d6.
Intentional falls or landing on something (or someone) soft counts as 10 ft less.
Fire:​ Someone set on fire by burning oil or similar takes 1d4 damage per round. If the die comes up a 4,
an extra 1d4 is added as the fire gets bigger. If the die comes up a 1, a d4 is taken away as the fire starts to
go out. Water puts out fire, obviously, and rolling around on the ground removes a 1d4 per round.
Drowning:​ You can hold your breath for 5 rounds. If you don’t have time to take a breath before going
under, you have 1d6-1 rounds of air left in your lungs. Constitution modifier applies.
When you run out of air, you start taking 1d6 damage/round until you can breathe again.

2
Failed Profession
Your Old Life: ​Your character starts with a ​Random Failed Profession​. It’s up to you to work out why
they don’t have that job anymore!
Fragments of the Past:​ You start with a weapon and another object based on your failed career. You may
also assign two skill points to your character, based on skills you think they’d have picked up in their job.

Retroactive Backstory
Origins: ​Every time you level up, roll 1d100 on the ​Backstory Table​.
Each result has a fragment of backstory and two potential outcomes. Everyone else at the table decides
which outcome must have occurred, based on how your character’s been acting in the game thus far.
Make up a story about what actually happened, it can be as sparse or detailed as you want. No pressure.
Skill up!​ You gain the character upgrade or ability associated with your backstory outcome. Score!

Alignment
You don’t choose your alignment and your alignment doesn’t affect who you are or how you act or
anything like that. It just shows where you get your power from and some magic can detect it.
If you use or are tainted by magic which causes chaos and corrupts reality you are ​Chaotic​.
If you use or are tainted by magic which preserves order and maintains reality you are ​Lawful​.
Everybody else (ie. the vast majority of humanity) is ​Neutral​.

Experience Points
Exp is an abstract measure of your character’s skill and power. Gain enough and you level up.
The main thing to note is you get lots of exp from loot and not much from killing monsters.
Adversity:​ Personally surviving danger and terror. You get individual bonus exp for things like getting
knocked down to 0HP and witnessing another character’s death.
Downtime Activities:​ Amongst the other downtime options, you can burn treasure on a big night out or
charitable works in exchange for exp. See the ​Downtime Activities​ section on page 4.
Events and Miscellaneous Bonuses:​ You get exp per interesting thing that happened during the session.
I also give out a bunch of ​silly bonuses​ which include such things as the Michael Bay bonus for causing
massive explosions and the PETA bonus for being unusually cruel to animals.
Exploration:​ Exploring the world, discovering secrets, boldly delving where no man has delved before.
Murder:​ The classic - defeating enemies. For exp purposes, “Defeating” includes killing, scaring off,
knocking out, befriending, or otherwise neutralising hostile entities. Stronger and stranger creatures are
worth more exp, and vice versa. Not a particularly lucrative source of experience.
Party Roles:​ Taking on a ​party role​ such as the Remembrancer who records what happens during the
session, and the Quartermaster who keeps an eye on the party’s resources. Optional but appreciated.
Theft:​ Valuable and otherwise useless treasure looted from uncivilised, abandoned or otherwise
adventurous locations on a 1:1 exp-for-silver basis. This is the main method of gaining experience.

3
Living Standards
Your character’s living conditions affect
how healthy they are and how they are
seen in society.
Costs are as specified in this table and
include the price of food and lodging.

Vagrant ​is living in a bin. If you have 1HP or more, gain your Bushcraft score in HP.
If you’re at 0HP you heal nothing. Get to Comfortable conditions as soon as you can!
In a city you may be flogged for vagrancy. Save vs Law (Cha applies) each night or be flogged to 0HP.

Comfortable ​is living at an inn. If you’re under half HP, heal up to half health.
If you’re between half and full HP, heal up to full health.
If you’re already at full HP, gain 1d6 bonus HP. HP over max wears off when you sleep.

Splendid​ is living like a king. If you’re under full HP, heal to full in a single night.
If you’re already at full HP, gain an extra 1d6+level bonus HP. HP over max wears off when you sleep.

Rations

Due to the way living standards work, you don’t usually need to buy rations to survive.
Rations are instead useful for healing during the adventuring day and to recover quickly in the wilds.
Standard rations​ go off after a week and require half an hour cooking time before you can eat them.
Iron rations​ never go off and don’t need to be cooked.

Take a break: ​You can consume a ration to heal 1d6 HP. This takes ten minutes and involves generally
chilling out, adjusting your bags, and pumping yourself up.

Camping Out:​ If you have shelter and food overnight you count as sleeping in Comfortable conditions.
This is why it’s good to bring a tent, rations and/or a good hunter for an extended trip out into the wilds.
If you don’t have a tent, you can take a day and a successful Bushcraft roll to build a temporary shelter.

Hunting : ​You can roll Bushcraft to hunt, fish and/or forage for food.
Success halves your overland speed that day and gathers 1d4 standard rations.
Failure takes all day and you get nothing.
Terrain type impacts this roll. Appropriate equipment and/or a relevant Failed Career can give bonuses.

Magical Healing

God’s Healbot: ​Various magics, particularly those available to Clerics, can be used to heal damage.
The chief advantage of magical healing is that it works quickly. Resting overnight and eating rations take
time, magical healing works fast enough to heal you in combat.

Poison:​ Poison is overpowered. See ​Poison​ on page 8.


The spell ​Delay Poison​ makes you immune to the effects of poison for 24 hours. You still gain Poison
Tokens, but you aren’t affected by them until the spell wears off. Hopefully the poison is gone by then!
The sell ​Neutralise Poison​ removes any and all Poison Tokens you have accrued.

4
Big Purple d30 Rule
Dice Booster: ​The d30 starts on the player’s side. You can expend the d30 to upgrade any single die by
one size. Of course, upgrading a d20 means you get to roll the Big Purple d30 itself!
Once used, it goes to the DM’s side. The DM can then use it in a similar way.
Declare before rolling. Anything outside the normal die’s range is the best possible result.

F​eed me beer: ​If you bribe the DM with a beer you can steal the d30 back to the player’s side.
You can, of course, bribe the DM in advance to stock up on “free” dice boosts.

Downtime Activities
Downtime activities are things you can do between days of adventuring, usually as something to do with
all that money!

Activity Benefit Downside


Carousing Turn cash into exp! Can cause complications.
Philanthropy Exp gain, boost reputation Can cause complications.
Banking Dependable interest! Taxed on death.
Construction Build stuff! Time, cost, upkeep.
Investments Earn cash over time! Can lose you money.
Magical Research More spells! Something of a gamble.

Carousing​: Swap sp for 100% of the value in exp. Carousing costs a random amount of money based on
the ​size of the town​, and a number of days equal to the highest number rolled by the carousers. Worth
10% more experience when you start carousing on a weekend. Carousers roll 1d20 on the ​What The Fuck
Did I Do Last Night​ table unless they pass a Save vs Doom.

Philanthropy​: Swap sp for 80% of the value in exp. Philanthropy has a minimum cost based on the ​size of
the town​, but you can otherwise choose the size of your donation. This means that it’s a little less
lucrative but quicker and a lot more predictable than Carousing. Philanthropists roll 2d10 on the ​Being a
Good Person​ table. Charisma modifier applies.

Banking​: You can put your money in the bank for safekeeping. Banks give a 2% p.a interest rate
compounded monthly and allow you to withdraw cash in any major city. In the event of your death a 10%
death tax is enacted on your savings, but your money may be withdrawn by anyone you choose such as
other party members or your successor character. Safest option, but a large penalty for dying.

Property​: Buy property or build structures and fortresses of your very own. Land must be acquired first if
building. ​List of costs​ available at request. Upkeep and land taxes apply.

Investments​: Make money! Choose something to invest in (or make a startup!) and we’ll work out
whether you’re making a stable, risky or wild investment. Higher risks mean higher rewards… but higher
chance the investment goes bust. See page 11 for ​more​!

Magical Research​: Spellcasting classes may spend time and money researching spells, copying spells
between spellbooks and scrolls, or creating scrolls and potions.
Clerics can create holy water, spell scrolls and protection scrolls.
See the ​Making Magic​ sheet for more!.

5
Basic Combat

Simple initiative​: Each side rolls a d6, highest goes first. PC’s win ties. Initiative is rerolled every round.

Actions:​ Each round you can move and do something. Doing something is called an Action.

Attacking​: Roll a d20, get equal to or better than the target’s AC. Add strength mod to melee attacks or
dex mod to ranged attacks. Roll damage based on weapon. Pretty standard.

Crits and fumbles:​ A natural 20 is a critical hit and a natural 1 is a fumble. Each has its own table.

Magic:​ In most cases, casters must declare that they are casting a spell at the start of the round before
initiative is rolled. The spell goes off at the end of the round.
If a caster is damaged or engaged in melee while casting, they risk the consequences of Spell Interruption.

Fancy Combat Options


Gambits​: If you want to do something extra fancy make two attack rolls.
If both hit, the thing happens!
If one hits and one misses, it’s a partial success or success at a cost.
If both miss there is some sort of ironic reversal, like you tried to trip them and got tripped up instead.

Aim​: Use an action to take careful aim. +4 to hit with a ranged weapon next round, but count as
Surprised this round. If you shoot into melee after Aiming you may double your chance to hit a specific
target, and if you accidentally target an ally you can choose to negate this Aim bonus.

Backstab​: When you hit a Flanked or Surprised opponent with an attack, roll Backstab.
On a success the attack is upgraded to a Critical Hit!
An enemy is Flanked if it is in melee range of an ally and not attacking you.
An enemy is Surprised if it was not aware of you before you attacked.

Evade:​ Use an action when in melee range of an enemy to meld into the chaos of combat. Roll Stealth, on
success you gain a +4 to hit them next round and they cannot target you on their next turn. Randomly
targeted or Area of Effect attacks might still get you though, so watch out!

Opportunity Attacks: ​If an opponent moves out of your melee range, you can make a free melee attack
against them. On a hit, deal damage and stop them moving.

Parry​: Use an action to defend yourself against enemy attacks. Gain +4 AC and immunity to
Opportunity Attacks until your next turn.

Shooting into Melee​: Roll to hit against a random combatant.

Wrestling:​ Roll off against your opponent. 1d20+melee attack bonus.


The winner decides whether they Brawl, Disarm, Hold, or Kick Away.
Brawl​ - deal damage with a Small, Minor or natural weapon (like fists).
Disarm​ - Grab something they’re holding, or throw it in the direction of your choice.
Hold​ - Attempt to pin them. Successfully Hold three times in a row to pin someone completely.
Kick Away​ - Kick them back in the direction of your choice.

Notes on Wrestling:​ Wrestling rolls usually happen twice in the same round, once on each side’s turn.
Multiple wrestlers roll off together - the winner chooses what they do to one of the losers.
A natural 20 gives +1000 to your roll and a natural 1 gives -1000 to your roll.

6
Melee Weapon Types
Melee weapons come in a variety of delicious flavours. The equipment list has various generic “weapon”
categories. When you buy one you also get to choose which type of weapon it is.

Choppy​: Axes. Against Light armour or less, increase damage die by one size.
Smashy​: Hammers. +2 to hit against Medium armour or better.
Stabby​: Swords. +1 melee AC and +1 to melee attack bonus.
Shanky​: Daggers. Minor weapons only. During a Wrestle, if your roll beats their AC you can make a free
Brawl attack. This is regardless of whether you win or lose the Wrestle roll.
Whippy: ​Whips only. Can be used to melee attack or initiate a wrestle from 10’ away. Brawl option is
replaced by Get Over Here which pulls the loser to the winner.

If you’re dual-wielding, the weapon in your main hand counts for the weapon bonus.
Remember: Fighters get additional bonuses per weapon. See ​The Fighter​ on page 13.

Melee Weapon Options


This is essentially a question of what you’re holding in your off-hand:
Dual wielding: ​Roll once to hit as normal, but then roll damage for both weapons and pick the highest.
Rolling doubles means double damage!
Reach:​ Can attack from the second rank.
If an enemy approaches into melee range you can make an Opportunity Attack against them.
Shield:​ Adds +1/+2 AC against melee/ranged. Sacrifice it to cancel all damage from a single attack.
Great Weapon: ​Apply your strength modifier to damage rolls.

Ranged Weapon Options


With ranged weapons you’ve got a trade-off between armour penetration and reload speed.
Note:​ The Sleight of Hand skill improves reload speed. See ​Sleight of Hand​ on page 10.
Slings and Bows:​ Shoot every round. No armour penetration.
Crossbows:​ Light Crossbows ignore 2 points of armour at close range and take 1 action to reload.
Heavy Crossbows ignore 4 points of armour at close range and take 2 actions to reload.
Guns:​ Ignore all armour at close range and deal exploding damage, but take 5 actions to reload.
Exploding damage means that if you roll max damage, roll again and add to the total.
A rifled barrel grants an additional +4 bonus to the Aim action, but doubles gun cost and reload time.
Pistol​ - Can be dual wielded. Cannot be rifled. 1d4 melee damage. ​Cost 50sp Urban, 100sp Rural.
Arquebus​ - Can be rifled. 1d6 melee damage. ​Cost 60sp Urban, 100sp Rural.
Musket​ - Can be rifled. Ignore armour at all ranges. 1d6 melee damage. ​Cost 80sp Urban, 160sp Rural.
All guns are treated as flintlocks.

7
Death and Dismemberment

The Grey Area:​ Generally in an RPG, you hit 0HP and you’re done. Whether that’s straight up death,
unconsciousness, death saves, whatever. Hit 0HP and you’re out of the game for a while.
This system is intended to let you keep moving when you run out of HP… if you’re willing to take a risk.

Hit points: ​HP is more like Not Getting Hit Points, a shield of luck and skill between you and physical
harm. You don’t die when you run out, you just start getting hit and hurt for real.
Real damage is represented by ​Death Tokens​. See the ​So It Looks Like You’re Gonna Die pamphlet​.

The Core Idea:​ ​As you get more hurt, you get more ​Death Tokens​.
More ​Death Tokens​ mean you roll higher on the ​Death Tables​.
Rolling higher on the ​Death Tables​ gives you more ​Death Tokens​, and so on until you get to the high
end results with all the broken bones and severed limbs and crushed skulls.

The Main Mechanic:​ ​When an attack goes through your HP and hits your flesh​ -
- Gain a ​Pain Token
- Roll 1d6 per ​Death Token​ you now have.
- Add however much damage got through your HP barrier
- Look up the result on the relevant ​Death Table​.

Death Token Effects: ​There are three kinds of ​Death Token -


Bleed Token​: Each makes you take damage at the end of your turn.
Pain Token:​ Each increases chance of being ​Knocked Out​.
Trauma Token:​ Each increases chance of ​Instant Death.

Stay Down: ​Fighting on is risky. If you don’t want to risk it you can choose to ​Stay Down​.
If you choose to ​Stay Down:
- You lose your turn and count as ​Surprised ​against all attacks..
- You don’t ​Tempt Fate​.
Note: This takes an action. ​Knocked Out​ characters are liable to die of B
​ leed​ or ​Trauma​ without help.

Tempt Fate:​ If you don’t use an action to ​Stay Down, ​you ​Tempt Fate​ at the end of the round.
When you ​Tempt Fate​, roll your class Hit Die:
Bleed:​ No matter what you rolled, take 1 damage per ​Bleed Token​ you have.
Pain:​ If you roll your total ​Pain Tokens​ or less, you are ​Knocked Out​.
Trauma:​ If you roll your total ​Trauma Tokens​ or less, ​You Die​. Choke out some last words if you wish.

Medic!:​ ​You can remove ​Death Tokens ​in two main ways:
HP Healing:​ Anything that heals HP can heal ​Death Tokens​. Remove 1 ​Death Token​ for each point
of HP healed, with any excess adding onto the patient’s HP as normal.
First Aid: ​A successful First Aid roll removes ​Death Tokens​. See ​First Aid​ on page 10.

Poison:​ Some creatures like ghouls and spiders are poisonous.


Poison is represented by ​Poison Tokens.​ These count as ​Death Tokens, ​and come in the same three
types, ie. ​Pain Poison​ knocks you out, ​Bleed Poison​ drains HP and ​Trauma Poison​ kills you.
The main difference is that ​Poison Tokens​ bypass HP and cannot be removed by healing or First Aid.

On your turn you have to choose between ​Tempt Fate​ and ​Stay Down,​ even if you have HP left.
Even worse, Poison affects you hourly no matter what.
Every hour, Save vs Doom. On success, remove a ​Poison Token​ of your choice.
Then roll to ​Tempt Fate​, but apply your Constitution Modifier to the roll. Good luck!

8
What to do when somebody dies
If you die or are too messed up to adventure for a while you have several options.
The new guy: ​You can roll up a new character at level 1 and get hand-waved back into the game asap.
The henchman:​ Occasionally picked up in adventures, Henchmen are classed characters who earn a half
share of the group’s exp. They make good backup characters.
The return: ​Fortress-City Fate offers reconstitution and revival services to those who pay its exorbitant
taxes. There is usually a six month waiting list, and high level characters may be subject to ​complications​.

Funerals
Goodnight Sweet Prince:​ Get a dead character’s corpse back to a church and you can hold a funeral.
Those present can “buy” the deceased’s experience points on a 1:1 silver-for-exp basis via memorials,
parades, bar tabs, lavish ceremonies, and otherwise giving them a proper send-off.
This is essentially carousing with no consequences, and encourages giving your friends a proper burial.

Running Away
Fly you fools!​ This is a dangerous game, it’s likely you’ll have to flee danger at some point.
Chases are enacted on a ​custom Snakes & Ladders board​. Each group moves 1d6+a Speed Die based on
the most encumbered person in the group. Pursued go first, and are caught if the Pursuers catch up.
Distance is abstract, after each roll the DM will yell a choice at you. If you don’t answer before the
Pursuer’s dice hit the table, your characters choose a route at random.
Speed Dice:​ This starts at 1d10 for Unencumbered and reduces by a die size per encumbrance tier, down
to 0 for someone who’s Over Encumbered.
You don’t have to outrun the bear…: ​You can split into smaller groups at will, but in the frantic chaos of
the pursuit you won’t be able to rejoin until the chase is over.

Wear and Tear


Notches: ​A Notch is an abstract measure of weapon and armour degradation.
Each Notch on your weapon reduces its damage die by one step. 1d10>1d8>1d6>1d4>1d1.
Each Notch on your armour reduces your AC by 1.
Weapon Breakage:​ If you roll a natural 1 on an attack, your weapon gains a Notch.
When you hit with an attack, you can sacrifice your weapon to roll its original un-notched damage die. If
you do this it falls apart and is irreparable.
This is generally more worthwhile when your weapon is so badly Notched it’s not worth using.
Armour Breakage: ​If an attack hits you with a natural 20, your armour gains a Notch.
If your armour takes so many Notches it’s worthless, it falls apart and is irreparable.
Firearms:​ A firearm that takes a Notch misfires, rolling 1d12 on the firearm mishap table in the appendix
of ​England Upturn’d​. If you don’t have that, roll on the normal fumble table.
Repairs: ​Repairs require an appropriate craftsman and cost 10% of the item’s price per Notch repaired.
A Dwarf can completely repair a piece of equipment given a day and even simple tools.
The ​Mending​ spell completely repairs an item it is used on.

9
Skills
Skills set Specialists apart, but other classes can pick up skill points from Failed Career and Backstory.
In most cases skills are rolled individually, but group checks are possible if, for instance, multiple people
want to sneak across a room or pick a lock. Roll once and use the same result for everyone in the group.
Knowledge:​ Your Intelligence modifier applies to the Arcana and Languages skills.
Tools: ​Specialist’s Tools grant a +1 to First Aid and Tinkering. Crampons grant a +1 to Climbing.
Arcana: ​Intelligence applies. Used to identify potions and scrolls, and to use scrolls and wands.
Identify ​- The DM rolls in secret. Either way they tell you what it is, but on a failure the DM is lying.

Scrolls and Wands ​- Roll Arcana.


Success means it works!
If you fail, check the result
against the table to the right.

A spellcaster who has cast ​Read Magic​ on a scroll or ​Identify​ on a wand can use it without rolling Arcana.
Awareness:​ A last minute danger-sense roll to spot an ambush or trap just in time.
On success, you get a single action to use before the bad thing happens. Dive away from the explosion,
tackle a friend out of the trap’s path, get your shield out before the monster pounces, that sort of thing.
Backstab:​ Grants critical hits against Surprised or Flanked enemies. See ​Backstab​ on page 7.
Bushcraft:​ Specifically for hunting, natural healing, constructing shelters in the wilderness, and not
getting lost. See ​Living Standards​ and ​Hunting​ on page 4.
Climbing:​ Rolled when climbing under pressure. This includes climbing at speed, climbing without
equipment, climbing while encumbered, and borderline-ridiculous feats like climbing monsters.
First Aid:​ First Aid is quicker than Cleric magic and can’t be interrupted, but doesn’t heal HP.
Success allows the healer to remove a number of ​Death Tokens​ equal to the number rolled.
Failing on a roll of 6 means the patient must ​Tempt Fate​. See ​Death and Dismemberment​ on page 8.
Languages:​ Intelligence applies. Roll Languages when you first encounter a language for the first time in
the game. On success, your character already knows it! Penalties apply to old or exotic languages.
Music:​ Requires an instrument. Likely to attract attention, obviously. A successful Music roll gives the
musician’s party a +2 to reaction rolls when encountering music-appreciating creatures.
Busking​ - To busk in town, roll Music. On success, earn 1d6sp multiplied by your whole Music score.

Sailing:​ This skill applies to all aspects of running, steering and maintaining a ship of any size.
Rolled most commonly when piloting a ship under pressure and during naval battles.

Sleight of Hand: ​Palm objects, pick pockets, and other tasks requiring quick fingers and misdirection.
Rapid Reload​ - Once per round you can roll Sleight of Hand to rapidly reload a crossbow or firearm.
On success, you count as having used an action to reload.
Stealth:​ Hiding in shadows, evading notice, moving silently, general sneakiness.
Evade​ - Gain an advantage against a Flanked or Surprised enemy. See ​Evade​ on page 6.
Tinkering:​ Manipulating small mechanisms with skill and finesse. Most commonly used to pick locks.
Invention:​ Creation of mechanical traps, devices and other strange inventions is covered by this skill.
Roll Tinkering at point of use, ie. when you’re using it for real and actually really need it to work.
On success, it works! +1 to these rolls with the device in future.
On failure, it fucks up dramatically. Be sure to ask what the consequences of failure are before you roll!

10
Investments and Business Ventures

Investments and business ventures work in the same way – you put money in, and hopefully get more
money out later.
The main gimmick is Risk Dice and the Risk Table. Safer investments get more dice, so you’re more
likely to get small but reliable profits over time. Wild investments only roll a single die, so you’re as likely
to go bankrupt as you are to roll massive profits.

When investing, choose the following:


- Initial Investment:​ Simply choose how much money
you’re putting in.
- Risk Level:​ Choose whether your investment is Stable,
Risky or Wild. You can use the table on the right and the
Risk Table at the bottom to weigh the risks.
- Business Type: ​Choose what you’re investing in!

Every month the following happens:


- ​Stakeholder Update:​ Whoever’s managing your investment for you sends you a letter updating you on
the business, its fortunes, its prospects and any pertinent local news. I write these.
- ​Risk Table​: Roll on the table at the bottom of the page to see how successful the business was this
month. What the actual event was is up to you!
- ​Profit and Loss:​ Roll the specified die to see how much value the investment lost or gained.

Outside Influence: ​You can influence the Risk Table through your actions. Setting up the business
personally or clearing the nearby area of threats might give you a bonus, for instance, whilst a change in
management or a hazardous work environment might impose a penalty.

Get an Accountant: ​Having an Accountant on staff grants a +1d10% bonus to the investment’s value per
month, but costs 5% of the business’ value per month. Usually worthwhile.

Liquidated Assets: ​If you want to get your money out you can withdraw an investment or liquidate a
business at the time of the monthly return.

Safe Risky Wild Risk Table


(3d6) (2d6) (1d6)
- - 1 Bankrupt! Lose every last copper piece.
- 2 2 Terrible Catastrophe. -1d20% value.
3-4 3 3 Major Calamity. -1d10% value.
5-6 4 - Mild Setback. -1d6% value.
7-8 5 - Bad Omens. -1d4% value. -2 to next risk roll.
9-12 6-8 - Business as usual. +1% value.
13-14 9 - Encouraging Signs. +1d4% value. +2 to next risk roll.
15-16 10 - Good Fortune. +1d6% value
17-18 11 4 Excellent Luck. +1d10% value.
- 12 5 Massive Windfall. +1d20% value.
- - 6 Huge Profits! +1d100% value.

11
Rune Magic
Rune Magic​ is a type of magic that anyone can use. It requires player skill. You have to physically draw
the runes in real life. If nobody in the group knows Rune Magic, you’ll have to seek it out in the world.
The five Master Runes are: Make, Take, Beam, Repel, Change
The five Minor Runes are: Light, Heat, Mass, Cold, Earth
A Master rune can be combined with any number of Minor runes to create a Glyph.
Touch a Glyph and power it with your life energy to activate it.
Drawing runes mid-combat takes a lot of time.
It takes one round to draw a single rune in chalk, dirt or similar and a further round to draw all the
connecting lines. More permanent runes made on, in or with different materials take longer.
Like spells, it takes a whole round to activate a glyph. Declare you’re powering a glyph at the start of the
round and the glyph activates at the end. It can thereafter be maintained indefinitely until you shut it off ,
you take damage, or the glyph is destroyed.
Spellcasters cannot cast spells while they are maintaining a glyph.
You get a penalty to AC and encumbrance level based on the number of Minor runes in the glyph and
distance from the glyph you’re powering, as per the tables below.
Penalties for complexity and distance can be shared among any number of characters, so two characters
powering a glyph containing two minor runes would have no penalty.

Distance/Complexity Penalties
1 ft or less: No penalty!
5 ft or less: -1 AC, +1 encumbrance level.
15 ft or less: -3 AC, +2 encumbrance level.
30 ft or less: -6 AC, unable to move at all.
Over 30 ft: Connection breaks
1 minor rune: No penalty!
2 minor runes: -1 AC, +1 encumbrance level.
3 minor runes: -3 AC, +2 encumbrance level.
4 minor runes: -6 AC, unable to move at all.
5 minor runes: Impossible to power.

Damage
Using effect runes used for direct damage is pretty common once those rune combinations are
discovered. A Spray usually requires two Glyphs - one to Make the element and another to Repel it out
in a wide area of effect.
Generally Glyphs deal 1d6 damage.
If the target is particularly vulnerable to that element the die size might increase to d8 or d10.
If the target is particularly resistant or wearing appropriate armour it might decrease to a d4 or d2.
Augmenting weapons:​ Adds glyph damage on top of normal weapon damage.
Beams:​ Roll to hit once against unarmoured AC. Ranged attack bonus applies. If you miss, roll the
Scatter Die – a Hit symbol means it misses safely, an arrow means the beam scatters in that direction. If
you Aimed first, don’t roll the scatter die, you just miss safely.
Sprays:​ Hits all targets in a 90 degree cone. Save vs Breath for half damage.

12
Class Tweaks and New Classes
Tweaks:​ All the base LotFP classes have received various extra bits and pieces.
New Classes:​ A bunch of extra classes have been added too, bringing the number of classes up to 14.
Most of these extra classes have been based on other people’s work, linked in the pdf where possible.

The Fighter
Core:​ 1d8 Hit Die. Minimum 8 HP at first level. Saves and Exp Track of the Fighter.
Combat Master:​ +1 to hit per level. This means Fighters have a base +2 to hit at level 1.
Critical bonus: ​A Fighter adds their level to crit/fumble rolls.
Weapon Mastery:​ Fighters gain additional bonuses based on weapon. This is on top of any other bonuses.
Choppy:​ Reroll damage results of 1 or 2.
Smashy:​ Daze on hit, giving the target Surprised AC until the end of the round.
Stabby:​ If you Parry and your enemy would have missed anyway, get a free counterattack.
Shanky:​ Your Brawl attacks always deal max damage.
Whippy:​ Additional option - Trip - which pulls your enemy’s legs out from under them.
Cleave: ​When a Fighter kills something they can immediately cleave through and attack something next
to it. They receive a +1 bonus to hit and damage for every enemy they cleaved through that round.
Martial bearing: ​A Fighter gains a +2 bonus to morale checks and reaction rolls when dealing with the
military, henchmen, retainers and other law-abiding citizenry.

The Magic User


Core:​ 1d4 Hit Die. Minimum 3 HP at first level. Saves and Exp Track of the Magic User.
Chaos Magick: ​Magic Users gain spells and spell slots as per LotFP. A Magic User can’t have the same
spell prepared twice. Free spells per level don’t require research.
Casting:​ Standard rules. Declare spell before initiative is rolled, the spell goes off at the end of the round.
Interrupted casting:​ If a Magic User casting a spell takes damage, is attacked in melee, or decides to
abandon the spell while mid-cast, they risk a Spell Collapse.
The Magic User makes a Save vs Chaos in an attempt to exert control. Int mod applies.
Failure requires rolling on ​Aura Twilight’s Chaos Burst table​.
Success means the Magic User still rolls, but after seeing the result they may choose to negate it.
Spell Swap: ​While casting, a Magic User can swap the spell for one of an equal or lower level.
Doing so requires rolling on ​Last Gasp’s Cast the Bones table​. Int mod applies.
If swapping for a lower level spell, they take a penalty to this roll equal to the difference in spell levels.
The caster may sacrifice HP to gain a bonus of +1 per point of HP sacrificed.
Cantrips: ​Minor magical effects can be manifested at will based on spells still in the magic user’s head, so
Sleep could make somebody drowsy or Identify could give a boost to Arcana.
Familiars:​ A Magic User can have a smallish animal as their familiar which holds an extra spell of any
level the magic user is able to cast and can cast it as normal. The familiar can be given simple instructions,
can communicate mentally with the caster, and cannot be killed. If its casting is interrupted it suffers an
automatic Spell Collapse.
If the Magic User dies their familiar erupts as a Summon spell of HD equal to the caster’s level.

13
The Specialist
Core:​ 1d6 Hit Die. Minimum 4 HP at first level. Saves and Exp Track of the Specialist.
Additional Skills: ​Skills have been added to and reworked from core LotFP. See ​Skills​ on page 10.

The Cleric
Core:​ 1d6 Hit Die. Minimum 4 HP at first level. Saves and Exp Track of the Cleric.
Heaven’s Grace:​ Clerics gain spells and spell slots as in LotFP
Swapping spells: ​A cleric can pray with a holy symbol in order to swap a spell for one of an equal or lower
level. Time taken is based on the holy symbol’s value. Wood means it takes 10 minutes. Iron means it
takes a combat round. Silver means it’s instantaneous.
Interrupted casting: ​Casters declare the spell they are casting at the start of the round before initiative is
rolled, the spell goes off at the end. A cleric who is hurt or attacked in melee while casting a spell is
interrupted. They can Save vs Law to avoid losing the spell as if they’d cast it.

Nonanism: ​There are six different denominations of Nonanism, this world’s equivalent of Christianity.
Each denomination has its own unique spell and relationship to the other faiths. See the ​Religion
Pamphlet​ for details!
Cleric Scrolls:​ Clerics can identify and use Cleric scrolls without a check.

The Dwarf
Core:​ 1d10 Hit Die. Minimum 6 HP at first level. Saves and Exp Track of the Dwarf.
Husky:​ Dwarves have a +1 bonus to Con mod. They have -1 Encumbrance, allowing them to carry more.
Low light vision: ​Dwarfish eyes are much like ours, the difference is that they adapt more quickly to
changes in brightness and can see in the dark. When seeing in the dark everything is greyscale and fuzzy
like when you wake up in the middle of the night.
Dwarf eyes reflect light like a cat’s which might be seen by someone with a light source.
From a land down under: ​Dwarfs instinctively know the direction they’re facing and sense changes in
elevation, but only when underground.
Natural craftsman: ​With half a day and even simple tools, a Dwarf can repair all Notches on a weapon or
armour. See ​Notches​ on page 9.
Runesmith:​ Dwarfs have an intrinsic grasp of the runes. Distance and complexity penalties for powering
glyphs are one step less severe. See ​Rune Magic​ on page 12.
Lorebonds:​ Every second level a dwarf may choose a new Lorebond which gives them strange and unique
powers. Unlocking the Lorebond requires the completion of a quest, and saddles the dwarf with a geas
that will cause them pain and torment if broken. See the ​Lorebond sheet​ for details.

14
The Elf
Core:​ 1d6 Hit Die. Minimum 4 HP at first level. Saves and Exp Track of the Elf.
The fey: ​Every elf was once a human. Each experienced the touch of the Fey Folk as a child, though this
experience differs from person to person and elf to elf.
They never sleep, but every night they cavort and yammer in the moonlight to regain their spells for an
hour per level. An elf somehow prevented from doing this does not regain their spells and associated
mutations and benefits.
Moondancers: ​An elf gains an extra spell slot of any level they are able to cast in the week preceding the
new moon and loses a spell slot during the week preceding the full moon.
At the time of the new moon they gain an extra spell slot of every level they are able to cast and vice versa
at the time of the full moon.
Heartspell: ​Each elf is defined by one of the first level spells, known as their heartspell. An elf can safely
swap any spell to their heartspell during casting.
Natural magicians: ​Elves follow the same spellcasting and spell swapping rules as Magic Users.
Their heart is effectively a spellbook, but learning a new spell takes the same time and cost in ritual
components as normal.
Interrupted Casting:​ Casters declare the spell they are casting at the start of the round before initiative is
rolled, the spell goes off at the end. An elf who is hurt or attacked in melee while casting a spell releases a
Spell Collapse, but may continue casting if they pass a Save vs Chaos.
Changeling: ​The more spells an elf has in their head, the more weird and alien abilities and
characteristics they exhibit. The abilities and characteristics are defined by their heartspell, and they lose
them as they cast their spells. An elf who has cast all their spells is functionally human.
Cold iron: ​Cold iron is elf bane. Cold iron is simply iron which is cool to the touch. It deals maximum
damage against Elves. Getting touched by cold iron negates Elf powers and prevents spellcasting for a
number of rounds equal to the number of spells the Elf has left in their head.

The Goblin
Core:​ 1d6 hit Die. Minimum 4 HP at first level. Saves and Exp Track of the Halfling.
Tricksy:​ Goblins have a 5 in 6 Stealth skill in urban and dungeon environments and a 3 in 6 Tinker skill
which progresses at the same rate as the Halfling’s Bushcraft.
Small and lucky: ​Goblins, like Halflings, get a +1 bonus to their Dexterity modifier and +1 to their AC
when not surprised. They cannot wield large weapons and must wield medium weapons two-handed.
Buddies:​ At second level the goblin gains the ability to bud off goblin buddies who act as foolish,
capricious and totally loyal 0-level henchmen. At second level they can control a maximum of one buddy
and this limit increases by 1 every level thereafter.
Each goblin, and each of their buddies, can grow one goblin buddy per night. Buddies in excess of the
level limit run off to make mischief.

15
The Halfling
Core:​ 1d6 Hit Die. Minimum 4 HP at first level. Saves and Exp Track of the Halfling.
Monster taming:​ Halflings have the ability to Dominate a creature and bring it under their complete
control.
Domination is a contested roll on a d20, highest wins.
- The Halfling adds their level and Charisma modifier to their roll.
- The targeted creature adds their level and Wisdom modifier to their roll.
- If the creature is about half HP they get a +2 bonus.
- If the creature is below 25% HP the Halfling gets a +2 bonus.
If the Halfling wins the creature will obey the letter and intent of their commands.
If the creature wins unintelligent beasts will be filled with madness and fear and intelligent creatures may
attempt to escape, protect themselves, or kill the Halfling before it can enslave their free will.
I will not: ​A creature can attempt to resist via a Save vs Doom if the Halfling forces them to do
something drastically against their will, treats them badly or is obviously vulnerable.
Two successful saves in a row means the creature has broken free of the Halfling’s control.
Attempting to dominate a new creature breaks the Halfling’s hold on the previous one.
Mind slave: ​A creature with HD less than half the Halfling’s level can never attempt to break free or
disobey orders. A freed creature will remember its treatment for good or ill.

The Muscle Wizard


Core:​ 1d4 hit Die. Minimum 3 HP at first level. Saves and Exp Track of the Magic User.
Punch-casting:​ Muscle wizards cast all spells on their turn and thus can never have their spells
interrupted. They can combine casting with an unarmed attack if they wish.
All spells have a maximum range of 10’ which is extra distance they run/jump/flash-step and punch.
Muscle magic: ​ A muscle wizard’s fist does d4 damage.
Their fists get a bonus to hit and damage based on the highest level of spell they have prepared. They can
use this bonus on other muscle-based activities like running, arm wrestling and kicking down doors.
They gain +1 HP for each level of each spell they have prepared.
They lose these bonuses as they cast the spells.
If they hit 0HP as a result of spellcasting they fall unconscious from the overexertion.
Still a wizard: ​Muscle wizards follow the same spellcasting and spell swapping rules as Magic Users. They
spend the same amount of time on research and transcription as a normal wizard.

16
The Necromancer
Core:​ 1d4 Hit Die. Minimum 3 HP at first level. Saves and Exp Track of the Magic user.
Spells: ​The Necromancer uses a ​unique spell list​ and draws their power from the souls of the Dead.
Ritual caster: ​The necromancer has no limitations on doubling up on spells. However necromancy
requires ritual components and offerings to attract, bind and satisfy the souls of the wayward dead.
It is the necromancer’s responsibility to locate and protect their spell components.
Casting:​ Necromancers, like most other casters, declare spellcasting before initiative is rolled and the
spell goes off at the end of the round.
Interrupted Casting:​ If a Necromancer casting a spell takes damage, is attacked in melee, or decides to
abandon the spell while mid-cast, they risk ghostly vengeance.
A burst of uncontrolled death magic, raw pain and vindictive ghosts deals 1d4 damage per spell level to
the necromancer and all living things within 10’. Plants and small animals in the radius wilt and die.
Undead creatures in range are healed by the same amount instead.
They may Save vs Chaos to prevent this.
Spell Swap: ​While casting, a necromancer can swap a spell for one of an equal or lower level.
There is a risk of death magic leaking out during the swap. The Necromancer and all living things within
10’ take damage equal to the sum of the spell levels being swapped. Undead creatures in range are healed
for the same amount instead. If they wish, the Necromancer may make a Save vs Chaos to prevent this.
Taking damage in this way does not disrupt the Necromancer’s casting.
Last Breath: ​Any spells which raise or control the dead require the dying gasp of a sapient creature. The
caster must breathe it in as they cast the spell in order to speak with the voice of the dead.
Last Breath must be collected at the moment of a creature’s death and is usually stored in glass vials.
Breathing in a single vial of Last Breath lasts for 10 minutes.

The Barbarian
Core:​ 1d8 Hit Die. Minimum 7 HP at level 1. Exp Track of the Fighter. Saves remain as a level 1 Fighter.
Unique: ​Even more so than any other class, every barbarian is different. At first level, and each level
thereafter, the Barbarian gets their hit points as normal then rolls twice on the ​Barbarian Level Up table​.
Fuck armour:​ Barbarians never wear armour. Luckily their toughness, luck and/or protective tattoos
grant them a natural AC of 14 and makes them immune to the effects of extreme weather.
Fuck magic: ​Barbarians hate magic. Back home all sorcerers are evil and old habits die hard.
A Barbarian’s fists count as magic vs creatures immune to mundane weaponry.
They may save vs any spell from a Chaotic source, especially those that usually grant no save.
Rolling a 20 on the save means the barbarian temporarily “eats” the spell. This negates the spell’s effects
completely, makes their tattoos and eyes glow a cool thematic colour, and lets them unleash the spell on
the next person they hit in combat. They may not necessarily know what the spell does though.
Fuck pain:​ Barbarians don’t feel pain. Once per day they can go berserk for one round/level. A berserking
barbarian gets +3 to their strength modifier, -3 AC, adds their strength mod to damage and cannot die.
If taken below 0HP they accrue Death Tokens as normal, except that they get +1 to their Strength
Modifier per Pain Token, don’t take damage from Bleed Tokens, and don’t roll to Tempt Fate.
It is possible for a Barbarian to take a mortal injury, keep fighting, then drop dead when the rage ends.
If they run out of enemies to kill while raging they will attack anything else nearby at random.

17
The Ratman
Core:​ 1d6 Hit Die. Minimum 1 HP at first level. Saves and Exp Track of the Specialist.
The Worst: ​A Ratman can have no ability scores above 12 at character generation.
Big Fat Rat: ​Ratmen have a 5 in 6 Climb skill, can swim as fast as they can run, and can fit through holes
as narrow as a human head. They can navigate darkness easily by sound and smell and whiskers. A
Ratman's tail is so long that it can be used as a whip. Their bite deals 1d6 damage when used to Brawl in a
Wrestle, and transmits any poison and disease afflicting the Ratman if the victim fails a Save vs Doom.

Rat Friend:​ The Ratman is beloved by all rats. They can call one rat per turn, and control a number of
rats equal to their level squared. Rats will obey all orders given, even if it’s suicidal.
Rat Swarms use ​Goblin Punch Minion​ rules. Thrown Rats use the G ​ oblin Punch Attached Weasel​ rule.
Rat Armour absorbs damage by killing one rat per point of damage negated.
Rat Mapping means you roll 1d6 per rat sent to scout - on a 1 or 2 they don’t return, on 3-5 they give a
general sense of whether it’s somewhere a rat would like to live (good if it’s dark and has food and places
to hide, bad if it’s bright and open and scary). On a 6 they give a better description of what’s in the room.

Hate Magnet​: Ratmen are hated by every beast, every creeping thing, and every fowl, and whatsoever
creepeth upon the earth. If they see a Ratman they will attempt to kill it, or at least draw attention so that
something else can kill it. In a combat situation involving animals the Ratman will be targeted first if
possible. The only exceptions are rats (obviously) and shelled reptiles.

The Extras
Core: ​1d12 Hit Die. Minimum 8 HP at first level. Saves and Exp Track of the Specialist.
The Mob:​ The Extras are a whole bunch of mooks played by one player. This is a very silly class.
There is no specific number of Extras. Ten? Twenty? More? Does it matter?
They have a shared HP pool and a single action per round. They can carry as much as a normal character,
and consume food and ammunition at the same rate as one person. Very strange.
Many Hands:​ They take up as much space as 4 characters. They count as ten people when doing menial
labour like digging and rowing.
They also count as ten people when buying equipment - you have to buy 10 swords or armours or what
have you to get the benefit of just one. As soon as you’ve got 10 identical items they suddenly count as a
single item for encumbrance though.
If you have less than ten of an item, it can only be used once per scene. So say you have only one bow, one
Extra can fire that bow before it becomes mysteriously unavailable for the rest of the scene.
By contrast, if you have 10 bows then the Extras can shoot arrows every round no problem.
Bit Parts:​ At first level the mob has a single Named Character who acts as the mob’s leader.
Once per scene a Named Character can take an action independent of the mob, effectively giving the
player two actions that round. After they use this ability they’re absorbed back into the crowd.
Every level the Extras get another Named Character with the same ability.
Death of the Mob:​ When the mob reaches 0HP it doesn’t roll onto Death & Dismemberment.
The Named Characters look around and realise that they’re the only ones left.
The leader survives as a half-health Fighter one level below the Extras’ level, and the other Named
Characters are simply 0-level mooks with 1d6HP.
Unless any of them die, they can reform back into the Extras when they reach any population centre.

18
The Inheritor
Core:​ 1d6 Hit Die. Minimum 3 HP at first level. Saves and Exp Track of the Magic-User.
Monstrovore:​ The Inheritor is a strange type of demon that can devour monsters to gain their powers.
A sort of monstrous and extremely omnivorous Blue Mage.
Mutable:​ In order to absorb a power or ability, the Inheritor must have been affected by that power or
ability. Then they must eat whatever part of the creature gave them that ability, like a ghoul’s claws for
paralysis or spider’s fangs for their poison bite.
That is, to steal a powerful attack you must survive that powerful attack. Then eat them.
In the case of passive abilities, like a Spider’s climbing or a Fire Beetle’s glow, you can steal the ability as
long as you’ve witnessed it in action.
During the absorption process the Inheritor collapses into a pile of randomly mutating flesh and mud
and strange organs. This process takes 10 minutes.
You can take multiple abilities at the same time if you wish, but each individual ability is a separate
Mutation.
Inheritance:​ Each ability the Inheritor has stolen is called a Mutation. Each Mutation grants the
Inheritor a minor passive ability based on the Mutation. Taking a Giant Spider’s climbing ability might
give a passive +1 to Climbing, taking a Gelatinous Cube’s paralyzing touch might grant soporific saliva.
The Inheritor’s Mutation Capacity is equal to their level, eg. a level 3 Inheritor has 3 slots for Mutations.
The Inheritor’s maximum MP is double their level. They regain all lost MP after 6 hours sleep.
Full Power: ​Spending a Meat Point (MP) allows the Inheritor to use a Mutation at full power for a
round, using it as the original creature used it. This causes their flesh to bubble and unfold into a
monstrous parody of the original creature for as long as they keep spending MP.
There is no limit to the number of powers that can be activated on the same round.
Doppelganger:​ The Inheritor can entirely consume a person to gain their voice and appearance. Each
whole disguise counts as 1 Mutation. It costs 1 MP and 10 minutes to transform, but the transformation
is permanent until you transform back.
You also get a vague taste of their memories - ask the DM three questions and they must reply truthfully
if the person you consumed would have known the answer.

19

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