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Worms & Weirdos

This document provides character creation rules for a roleplaying game called Worms & Weirdos. It includes instructions for generating attributes, choosing good and bad abilities, convictions, classes and aspects, experience points and leveling up, hit points, and improving attributes. Character sheets track attributes, convictions, aspects, experience points, hit points, healing die, and attribute modifiers based on level.

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0% found this document useful (0 votes)
62 views99 pages

Worms & Weirdos

This document provides character creation rules for a roleplaying game called Worms & Weirdos. It includes instructions for generating attributes, choosing good and bad abilities, convictions, classes and aspects, experience points and leveling up, hit points, and improving attributes. Character sheets track attributes, convictions, aspects, experience points, hit points, healing die, and attribute modifiers based on level.

Uploaded by

vetinad453
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Worms & Weirdos

Contents
Basic Rules .................................................................................................................................. 3
Character Creation ....................................................................................................................... 4
Languages ................................................................................................................................... 8
Alchemist ........................................................................................................................ 11
Barbarian ........................................................................................................................ 16
Champion ........................................................................................................................ 19
Martial Techniques ................................................................................................ 21
Druid .............................................................................................................................. 24
Harlequin ........................................................................................................................ 27
Mystic ............................................................................................................................. 31
Occultist .......................................................................................................................... 33
Petty Saint ...................................................................................................................... 38
Physicker......................................................................................................................... 40
Scion ............................................................................................................................... 42
Scoundrel ........................................................................................................................ 44
Shaman ........................................................................................................................... 47
Types of Spirit ....................................................................................................... 49
Void Monk ....................................................................................................................... 54
Wanderer ........................................................................................................................ 57
Resting, Healing & Dying............................................................................................................ 60
Death & Dismemberment ........................................................................................................... 62
Diseases .................................................................................................................................... 63
Worshipping the Gods ................................................................................................................. 67
The Cults ................................................................................................................................... 70
Travelling .................................................................................................................................. 78
Hirelings & NPCs ....................................................................................................................... 80
Cosmic Chaos ............................................................................................................................. 82
Trauma & Madness .................................................................................................................... 84
Violence ..................................................................................................................................... 91
Armour & Shields ....................................................................................................................... 93
Weaponry .................................................................................................................................. 94
Miscellany ................................................................................................................................. 97
Basic Rules

Rolling the Dice


• Rolls can be made to act upon the world, or resist the world acting upon you.
• Roll equal to or under your relevant Attribute, and above the Difficulty Value (DV) to
succeed.
• If multiple PCs are participating in the same roll, then at least half of the participants
must pass for the roll to succeed.

Difficulty Value (DV)


• The DV is determined by:
o The relevant Attribute mod of the target/opponent.
o The [dice] invested in a magical effect.
o A number otherwise determined by the DM:
▪ 2 = Challenging Tasks
▪ 4 = Difficult Tasks
▪ 6 = Fiendish Tasks

Advantage & Disadvantage


• If the context of the roll makes the task especially easy or difficult, then either
Advantage or Disadvantage can be applied.
• Advantage means roll again and take the better number. Disadvantage means roll
again and take the worse number.
• (Dis)Advantage from different sources can stack, meaning multiple rerolls.

Longform Rolls
• Sometimes, rolls need to be passed multiple times to succeed. For these Longform Rolls,
rolling the DV reduces your relevant Attribute by d6 for the rest of the roll.
• This means the more you fail the harder it gets, until you deplete your Attribute
entirely and cannot continue.

Examples
• Picking a lock during combat: Succeed twice. Each round roll vs Agility. DV 2.
• Translating an occult tome that is as cryptic and ancient as it is massive: Succeed six
times. Each day roll vs Mind. DV 4.
• You are standing trial and the judge does not like you one bit: Succeed 4 times. Each
day roll vs Ego. DV 6. You have Advantage because you blackmailed some witnesses.
Character Creation

Determine Attributes
• Roll 3d6 and assign them in order.
• You may then swap two attributes of your choice.

Attributes
Strength is your raw power.

Body is your body’s ability to endure.

Agility is your mobility and tactile skill.

Mind is your cerebral ability, your sanity, and your awareness.

Ego is the force of your personality, your magnetism, your ability to


lead, beguile, and interact with others.

Weird is your esoteric ability, spiritual defence and your bravery.

Good-At, Bad-At
• A PC picks a thing they are Good-At. This can apply to anything, be imaginative. Some
examples: pickpocketing, running, digging, bartering, divination, herding.
• Being Good-At something means you are an expert at it. In the case of niche or
advanced arts, such as alchemy, medicine etc, it means you can do them.
• A Good-At imparts Advantage on rolls related to the Good-At.
• You can choose a second Good-At, but only if you're willing to take a roughly equivalent
Bad-At as well. Bad-Ats impart Disadvantage.

Choose Convictions
• You can write down a Conviction, e.g., ‘I pursue knowledge above all else’ ‘I will
protect the innocent’, ‘Money is power’, ‘I will never fight a losing battle’.
• Every time the PC acts according to their Conviction when it does not directly
benefit them, they gain a Conviction Point - recorded on the character sheet.
• A PC can spend a CP to have a bonus of 8 to a roll related to their Conviction.
• A PC can spend CP to have a bonus of 4 to a roll not related to their Conviction.
• A PC can choose up to two Convictions and can do so whenever.
Classes and Aspects
• A PC chooses aspects from the class list as they level up.
• There are four aspects for each class, labelled A through D. A PC gains these in listed
order, they cannot have, for example, Fighter B before Fighter A.
• A PC can take aspects from different classes.

XP (Experience Points) and Levelling Up


• Each class has specific methods of gaining XP.
• Additionally, regardless of class, every £10 spent, invested, hoarded or otherwise made
unavailable grants 1 XP.

HD (Healing Die)
Level HP Aspects XP Body Die
1 Bod-4 1 0 1-8 d6
2 Bod-2 2 2,000 9-12 d8
3 Bod 3 4,000 13-16 d10
4 Bod+2 4 7,000 17-20 d12
5 Bod+4 - 12,000
6 Bod+6 - 14,000
Attribute Modifiers
7 Bod+7 - 18,000
3 -3 13-15 +1
8 Bod+8 - 22,000
4-5 -2 16-17 +2
9 Bod+9 - 26,000
6-8 -1 18-19 +3
10 Bod+10 - 30,000
9-12 0 20 +4
+1 +1 - +5,000

Improving Attributes
• When a PC gains a Level, they may
attempt to improve two
Attributes by rolling 3d6. If they
roll higher than the Attribute, it is
increased by 1.
• One reroll is allowed.
d100 CAREERS AND STARTING EQUIPMENT
1 Actor: wig, makeup, costume 51 Lathtal: lathi (cudgel), small shield
2 Addict: addiction to a chosen drug and 5 doses 52 Lawspeaker: 100 marbles, wax tablet, law book
3 Apothecary: laudanum, 5 medicines, sickle 53 Lodgingslord: crossbow, 10 bolts, guard dog
4 Armourer: leather straps, plate armour, polish 54 Mendicant Healer : 5 flumic bark, copper bowl
5 Astrologer: star chart, telescope, almanac 55 Militant Atheist: hammer, staff, bomb
6 Bandit: mask, caltrops, crossbow 56 Miner: 3 flares, lantern, pick, ablative charm
7 Beggar: copper bowl, staff, max £10 at start 57 Mountaineer: 5 iron pitons, grappling hook
8 Beast Tamer: whip, tough gloves, leash 58 Musician: 3 instruments
9 Blacksmith: hammer, bellows, tongs 59 Nawab’s Retinue: glaive, plate armour, banner
10 Boat Person: 3m pole, paddle, basket of eels 60 Neophyte: cudgel, textile armour, holy icon
11 Butcher: cleaver, meat hook, side of meat 61 Officer: swagger stick, engraved pistol, war axe
12 Carpenter: hammer, saw, box of nails 62 Oubliette Escapee: brain jelly, mutagen, flare
13 Concubine: poison, makeup, dagger 63 Philosopher porcelain uumpat, chalk, staff
14 Convict Labourer: carceral brand, shovel, 64 Pilgrim: staff, relic, letter of passage
15 Cook: pots and pans, salt, olive oil 65 Pistoleer: 2 pistols, 20 shot, card deck,
16 Cultist: cult vestments, ablative charm 66 Provost Marshal: pistol, 10 shot, truth serum
17 Dancer: silk scarf, festival mask, sparkly shoes 67 Poacher: longbow, 20 arrows, nawab nemesis
18 Debt Collector: cudgel, crowbar, pliers 68 Porter: backpack, 10 rations, lantern, mule
19 Demes: club colours, 3 tomahawks, trumpet 69 Priest: holy water, book of rites, aspergillum
20 Deserter: weapon, 5 rations, bedroll 70 Rag Brewster: keg of rag, ladle, cauldron,
21 Dragoon: carbine, 20 shot, banner, cosy blanket 71 Red-Shred Farmer: smokepipe, shears, basket
22 Druggist: mortar/pestle, scales, 5 doses of fleet 72 Sapper: gas mask, 2 bombs, bandoleer
23 Embalmer: censer, incense, shrunken head 73 Sardoo: shortbow, 20 arrows, 1kg penis weight
24 Engineer: level, ruler, chalk 74 Scribe: ink and brush, 10 candles, wine jug
25 Escaped Slave: 3x rosewater, ablative charm 75 Sculptor: chisel, clay, calipers
26 Eunuch: perfume, fan, silk garrotte, stummflies 76 Sewerkeeper: gas mask, sulphur bomb, lantern
27 Exorcist: holy icon, lantern, boodaddi 77 Signaller: crude flaregun, journal, viewfinder
28 Executioner: greatsword, mask, 20m rope 78 Slave Taker: net, cudgel, bear trap
29 Extorter: writing tools, card deck, lich dust 79 Smuggler: smoke bomb, 10m rope, pulleys
30 Falconer: bird cage, gloves, whistle 80 Spy: hand crossbow, 10 bolts, caltrops, spiderweb
31 Fence: shortsword, file, sealing wax 81 Tailor: soap, scissors, sewing kit
32 Gamekeeper: sling, horn, rope ladder 82 Tattooist: soot pot, needles, 10 candles
33 Gladiator: flail, shield, pot of ambrosia 83 Tax Collector: seal of office, strongbox, 2d6£100
34 Glowbug Breeder: bug lantern, bug feed 84 Tea Merchant: tea kit, brick of tea, bell
35 Grave Robber: prybar, pulleys, shovel, mumia 85 Thief: dagger, sack, grappling hook
36 Leech Handler: goad, 5x ruby tears of mercy 86 Thug: dagger, pint of meldwine, 2 grenades
37 Grifter: 100m twine, bucket, mirror 87 Thuggee Cultist: garrotte, amulet, keysnake
38 Haruspex: prophecy, dead cat, knife 88 Torturer: drill, hourglass, 3m chain,
39 Hedonist: dice, wig, wine jug, fancy robe 89 Tutor: ink and brush, marilanth petal, cudgel
40 Heretic: heretical treatise, priestly nemesis 90 Ursurer: d6 debtors, 2d6£100,
41 Hermit: staff, basket, nightshade, bezoar 91 Vagrant: ragged clothes, friendly draumish cat
42 Hired Guard: lantern, trumpet, spear 92 Valet: torch, armour polish, trumpet
43 Houndmaster: warhound, spiked collar, steak 93 Venom Milker: furred viper venom, small pot,
44 Hunter: trap, tent, ranged weapon 94 Vigil: antique cudgel, conical helm, lantern
45 Idol Maker: chisel, brushes, pigments, seed oil 95 Vintner: cask of wine, 3m ladder, 3 bottles
46 Infantryman: weapon, tent, cards, mail armour 96 Wage Labourer: pick, 5 chatter, 5 wood spikes
47 Inheritor Wastrel: 3d6x£100, fancy robe, 97 Whale Hunter: viewfinder, horse, spear
48 Jeweller: pliers, magnifying glass, tweezers 98 Wilderness Guide: 5 rations, sickle, cobhound
49 Kanalsknecht: halberd, air bladder, pulleys 99 Woodsperson: wood axe, bearskin, tent
50 Kidnapper: large sack, sleeping gas, manacles 100 Zoanthrope: nothing, not even clothes…

PCs also start with 3d6x10 Kronber Pounds (£) and 5 Rations. Careers count as a Good-At.
Languages

The PCs, as well as nearly everyone else around here, speak Imperial Dog.

Imported from Kronber the City of Hounds in the Land of Tar after the conquest but
before the fall. The hegemony is broken but the tongue remains. It is beautiful, but compared
to its old glory it is only a rancid guttering flame.

A PC is literate if they have a positive Mind Mod. They also know an additional language per
point of positive Mind Mod.

Big Talk

• Spoken by: Whales, Giants, found on ancient ruins on land and in the sea.
• Commonly spoken during the Time Before the Sun. Loud and crude, with as many
ways to threaten as most languages have of describing beauty.
• +1 damage when shouting in Big Talk.

Dextras

• Spoken by: Soldiers, criminals, deaf/mute people (sign language).


• Originated in the secret urban organisations and mafias. Adopted by the military.
• Dextras is silent and requires sight and at least one free hand.

Ichor

• Spoken by: Priests, gold, sunbeams, divine abominations.


• The sacred language of the heavens, Intoned during ceremonies and sacrifices. Chanted
in temples, whispered by flagellants in-between whip-strikes, carved into golems and
holy artefacts. Written with bloody, brutalist glyphs laid in gold.
• This tongue cannot tell lies.

Silken Slander

• Spoken by: Eunuchs, flatterers, prostitutes, things made of silk sometimes.


• An elaborate work of metaphor, poetry, flattery and implication. It flits through
palaces, courtrooms and bedrooms like a flurry of silver serpents.
• You cannot be understood by anyone except the people you designate.

The Olden Tongue

• Spoken by: Historians, Monarchs, the undead - remnants of that terrible domain.
• Once spoken by the meta-empires that died long ago, when humans were still made
mostly of mud and the laws of physics had not fully coagulated into their current form.
Everyone understands it, whether they want to or not. It will hurt you badly to speak
it, and it will hurt them worse to listen. Your tongue will melt at the edges. Your teeth
will crack in tiny hairline fractures. You will remember you are nothing, but it will be
worth it, for this will be something real.
• 1 HP damage per word, but everything understands it.
Wild Tongues - rarely spoken, not encouraged, but not outlawed…

Clatter

• Spoken by: The dead, bones in general, ivory, crustaceans.


• Language of the ivory scaffolding that lurks within us all, the chains binding us to our
chordate ancestors, the prison-bars of the flesh. Cartilage speaks a dialect so different
as to be almost impossible to understand, but teeth and horns translate easily enough.
Hair whispers it; in short, broken strands or long, flowing curls, but is so vain as to be
generally considered a waste of time to talk to.

Ember

• Spoken by: Fire, charcoal, ashes, gunpowder.


• Language of burning and burnt things. Spoken spark-quick and frantic by flame,
breathily by geysers and steam-vents, and slowly, heavy with the weight of ages, by
magma. Chemical fires talk with strange mannerisms, explosions scream but for a
moment, the infernal furnaces of the sun are always talking to us, but we cannot hear
them through the void of space.

Floran

• Spoken by: Plant life in all its forms, anything with chlorophyll.
• Trees speak it eloquently, slowly, and at length, having amassed great knowledge.
Grass whispers it, thankfully, since it has little to say. Flowers speak it prettily but are
incapable as a rule of conveying anything of value. Kelp is surprisingly poetic.

Hadeal

• Spoken by: Fish, deep currents, undertow, dark pressurised water.


• The voice of the ocean depths, spoken by sharks, fish, and any body of saltwater
connected to the sea. The ocean itself is powerful and wise, but its voice is too loud,
slow, and implacable to be understood by mortals even if it deigned to speak to them.

Mesmer

• Spoken by: Octopi, cuttlefish, dyes, pigments, rainbows, illusions.


• Written with the blotting, staining, shifting and melding of colours. Spoken with flags,
prisms and scraps of waving cloth. Every colour has its own subtle inferences,
meanings that can be sent miles with the use of mirror networks.

Murmur

• Spoken by: Insects, silver, and dust.


• Whisper-tongue of buglike things, spoken in the shifting of an antenna, the
repositioning of a segmented limb, the scrape of mandibles. Individual insects each hold
only a fraction of a thought, if that. The only way to speak with them is to converse
with the hive itself, combining every lone voice into a rushing, humming whole. Moths,
however, have personal substance and can hold conversations despite their size,
although they are quite hectic to talk to.
Ruin

• Spoken by: Fungi, mould, bacteria, earthworms, maggots, carrion creatures.


• The soft-spoken language of decay. It can be heard in most places if one is paying
attention; particularly where things continually grow and die in a cycle. Besides direct
agents of decay it is also spoken by scavengers.

Serumic

• Spoken by: Blood, tar, sap, syrup, other viscous liquids. Very sick people, rarely.
• The susurrating language of bloodstreams, the red darkness in the hearts of man.
Spoken slowly and deliberately by pitch and tar, stickily-sweet by tree sap, stubbornly
by clots, but most eloquently, in an oscillating flow between violent and sanguine, by
blood itself. Speakers have their ears filled with the chatter of their circulatory system
which, although comforting to many, will seldom tell them anything they don’t already
know.

Screech

• Spoken by Ferrous metals, weaponry, armour, wounds, and smiths.


• Grating and intrusive, discordant, it slips off the tongue like an iron bar. The noise-
language of iron and its effect on the body. It uses this to express its displeasure at
being bent into shape and its pleasure at causing carnage. Shouted by metalsmiths to
encourage their tools and command their medium to relent.

Slurch

• Spoken by: Reptiles, amphibians, and molluscs.


• A slithering, sibilant tongue with three distinct dialects. Reptiles are callous and
prideful with a gift for advanced mathematics. Amphibians are jovial and gregarious,
yet often lewd. Molluscs are inane cowards with little going for them.

Tied-Tongue

• Spoken by: Freshwater fish, rivers, riverbed silt.


• Overlong monotone hoots, a bubbling spasm-language, jumbled syntax, if you don’t
twist your tongue into a knot at least once every sentence, you’re not speaking it right.
It was taught to the Riverfolk by the Eels, who were banished from fishdom for their
treacherous act of generosity.

Wind-Wail

• Spoken by: Avian life, the Winds and the Worms.


• An unstable and unsubtle speech liberated and chaotic. Spoken by creatures of the
Aether and by all birds except seagulls, who know much but long ago traded their
voices for dark power and thus now speak to no one. In fact, it would be best if the vast
majority of birds never spoke, so self-obsessed and pedestrian are their thoughts. Yet it
is a beautiful language, and in the hands of an intelligent speaker with a good voice
and wide vocal range it can be sublime to hear even for those who do not understand it.
Alchemist – Keepers of the mantras and sutras and chemical lore

Each Alchemist Aspect grants +1 to Saves vs Poison and Addiction.


A. The Miracle and Extractor and Chug and 2 Formulae
B. Quintessence and Reagent Hunter and 1 Trick and +1 Formula
C. +1 Trick and +1 Formula
D. +1 Trick and +1 Formula
You start with the tools of your order: Cauldron (2 slots), Alchemical Tools
(tongs, vials, solvents) (1 slot), Book of Formulae (1 slot).
100 XP per challenging technical feat. 400 XP per arcane secret learnt.

The Miracle
• With your cauldron and alchemical tools you may make alchemical Crafts out of
Reagents (1/3 slots) from the Formulae you know. This takes 10 minutes.
• To do alchemy you exert your being and expend one or more reagents and roll up to
[aspects] [dice]. Subtract [sum] from the listed Attribute until the Craft is used up.

Extractor
• You can gain Reagents from corpses. For each HD that the corpse has, there is a 50%
chance of getting 1 reagent. If you use only half or a quarter of the body, then halve or
quarter the number of HD, and if this would bring its HD below 1 then no reagents
may be acquired.

Chug
• You may consume a drink, potion or drug without using an action. You can’t do this
twice in a row.

Reagent Hunter
• You have an eye for trinkets with alchemical properties. You can lick an item to
determine if it's magical (or at least potent to be worth turning into a Craft). When
you're in an interesting location, you can harvest a Reagent from the area on an
[aspects]-in-6 roll.
Quintessence
• You can partake in the manufacture of the fifth element, alcohol, and can brew booze
from rations.
• Once after every time interval, you can spend an hour to increase the strength.
• Day: 1 Drunkenness. Week: 2 Drunkenness.
Month: 3 Drunkenness. Year: 4 Drunkenness.

Tricks
1. Alchemical Grafts: You may fuse your Crafts onto the bodies of living things. When
fused, they apply the attribute penalty to their host, but last for their maximum
duration.
2. Magic Maker: There's magic in anything if you use enough layers of metaphor. You can
construct a new Reagent from a mundane item, given a laboratory and a stage of rest.
Crafts made with these Reagents are capped at 1 die and 1 sum.
3. Mass Production: You can use a Formula to make up to [sum] Crafts with [sum]
divided across them. [dice] for each of these Crafts is 1.
4. subtract [dice]*6 from the listed attribute, instead of [sum]. Takes the whole round
and you still need the cauldron.
5. Scrimper: You can reuse Reagents once. When reused, [sum]= [dice].
Formulae
1. Bomb (STR): Invest your strength into a purely destructive tool. When used, it
explodes, dealing [sum] damage of a type relevant to the Reagent (save for half) in a
[dice]*10' radius and applying an effect based on the reagent's properties. Can set to
detonate on a timer or on impact (or both). Spent points return after detonation.

2. Drug (STR): Create a drug that when taken gives +[dice] to one attribute and -[dice]
to another. Lasts for [sum] hours. After the duration ends, consumers make an
Addiction Save vs Body with a malus equal to the [dice]. Failure makes the penalties
last until no longer in withdrawal. Spent points return after the drug is taken.

3. Creation (AGI): The reagent becomes a [sum]*[sum]' cube of related material. Can
be set to transmute on a timer or impact. Lasts for [sum] minutes/hours/days/months
(1/2/3/4 [dice]). Spent points return after duration expires. You may cause it to expire
early.

4. Ray (AGI): Slowly release the built-up magical energies of the reagent to fire rays that
deal [dice]d6 damage of a type relevant to the reagent and apply a relevant effect (50m
Range). Has [sum] charges. Spent points return after it runs out of charges.

5. Salve (BOD): Restore or remove [sum] HP when applied (your choice) and give the
applied creature either a temporary relevant mutation or resistance or vulnerability to
a relevant damage type or effect. The effect lasts for [sum] minutes/hours/days (1/2/3+
[dice]) or until the salve is removed (it's probably not waterproof). Spent points return
when effect expires.

6. Vapours (BOD): Combine your Reagents into a volatile mixture, creating a cloud of
gas with a radius of [dice]*5m and a chosen effect.

o Pestilential: Save vs Body or take [dice] dmg per round


o Obscuring: Completely blocks line of sight.
o Soothing: Heals for [dice] HP per round.
The cloud will persist for [sum] rounds, with the effect halving at the duration’s
halfway point. Spent points return when the duration ends.

7. Philosophy (MIN): Write literature and theories inspired by your studies of a


Reagent. Disseminate it to get [sum] acolytes with skills and social status relevant to
the reagent. They treat you as a near-spiritual leader and form a cult of personality
around you - though they won't actively go into combat for you, they'll do favours for
shreds of your wisdom. You may also pick [dice] of the following:

o One acolyte has an [aspect] in a relevant class.


o d6 of your acolytes are of higher social class, with connections in relevant places
o [dice] of your followers are willing to die for your cause.
o Your followers have [dice]*£1k they’re willing to spend on “the cause”.
Spent points return when you leave the development of the philosophy to others,
causing your cult to leave you, or when you break the trust of your acolytes and they
decide the philosophy is better off without you.

8. Spirit (MIN): Summon and bind an intelligent spirit that's drawn to the reagent. It
will perform [dice] favours for you. The spirit's power and capabilities are determined
by [sum] (1 is a dog, 6 is a person, 12 is an occultist, 18 is a great demon). When you
dismiss it, or when the favours run out, you get the points back.

9. Transmutation (WRD): You convert the Reagent into a new similar magically potent
thing. Any Crafts made with it can't have [sum] higher than the first [sum] rolled for
this. Needs an additional [dice] to convert something already converted. Get points
back when the reagent is destroyed or made into a Craft.

10. Paint (WRD): Apply a relevant property of the Reagent to the surface or item you
paint. Makes [sum]*[dice] square feet of paint. Restore points when paint is removed
(you can do this with a paint scraper or with solvents in your alchemy kit).

11. Food (EGO): Cook a dish with up to [sum] servings. Each serving counts as a ration,
provides a relevant mutation that lasts for [sum] minutes, and has a property of the
reagent (like keeping well, or tasting excellent, or poisoning the eater). Points return
when the dish is eaten and mutations wear off.

12. Homunculus (EGO): Create a being that follows your orders. It has base 8 in each
attribute, with +[sum] to [dice] of those scores of your choice. It takes a form
influenced by the Reagent's nature, and has [dice] properties derived from the reagent.
It's more independent the more [dice] you invest (dog/child/adult/demon (1/2/3/4
[dice]). It lasts for [sum] hours/days/weeks/months (1/2/3/4 [dice]). Points return
when the homunculus is destroyed (you may destroy it yourself, although life preserves
itself at any cost...).
Barbarian - In that year, for our sins, came the unknowable tribes.

A. Stranger in this Land and Symbols of Home


B. The Lore of Foreign Places and Making an Impression
Having only two Aspects, the Barbarian is designed to be mixed with other
classes.
100 XP per 1 HD bested in combat. 10 XP per hex travelled.

Stranger in this Land


• Depending on your heritage you have a perk and a drawback:
Bavalshi - From the accursed Sea-Witch kingdoms. Copper-skinned, wiry tufty hair,
boisterous and argumentative.
• You cannot break the surface of water and are able to walk on it.
• Betrayal is beneath your dignity to consider.

Coshite - From the cold islands of the Toiling Sea. Whalers cruel and salty, their joints
pop more than they should.

• Alcohol can heal you 1d4 HP for each level of Drunkenness up to Body Mod times.
• You are sworn against farmers, merchants and nobles.

Goatish - From the hilly hinterlands of empire. Stocky, stubborn, strange-eyed and often
wholly bad news.

• Staring into someone’s eyes allows you to see their soul. The soul cannot lie.
• Hounds and horses hate you viscerally.

Gonnaman - Dusky skinned and bug bitten they stare at you languidly, speaking lazily,
skipping syllables as it pleases them.

• A lifetime exposed to wetland toxins has immunised you to conventional poisons.


• You just don’t understand politeness and have a much-maligned accent.

Gwedish - Straight off the Star-Struck Steppe. Thick of trunk and long of limb thanks to a
hard nomad’s life and a diet of interstellar carrion.

• Increase your Healing Dice size. Increase the die size when rolling melee damage.
• You struggle to be subservient to those in positions of authority.

Inginish - Herder of skin-kites across the bitterly cold sky at the roof of the world. The
screams of the air and the howls of your enemies rage in your nightmares.

• You charm, and are charmed by, vagrants, thieves and actors.
• You weigh far less than what would be normal for someone your size and are very easy
to push around. Disadvantage on Saves to retain your balance but you are a good
glider.
Lleddic - Long of tooth and nail, hair wild and thick like basket weave. Your people
worship the tree in the glade, the crooked one with bark of glistening snake-skin.

• Your teeth and claws are unnaturally long and sharp. You can do as much damage
barehanded as someone else could do with a handful of knives.
• For you, it is terribly bad form to accuse someone of something you didn’t witness.

Desolite - From a moribund civilisation and a lifetime serving the dead, this one clamours
for the kindness it has always been denied in life.

• You can cast the Communion spell with 1 [dice]


• For you, desecrating the dead and undead is the greatest taboo.

Pagahite - Another year lost in the wasteland; another day drowns in dust. Another soul
dead in the wasteland, another heart turned to rust.

• Drinking enough blood to kill a human and weaken a cow counts as a meal and heals
you 1d6 HP.
• Mind Save vs Greed to sell or give away items.

Troglodyte - Stunted, strange and ugly, the sun-sick Murk Men do not often forsake
unrelenting, unchanging stone to consort with the rotting growths of the surface.

• You treat Dim Light as normal light, and darkness as Dim Light.
• You treat sunlight as Dim Light.

Symbols of Home
• Designate three different items, such as "pipe, dagger, hat". These items have always
been significant to you, but they take on greater meaning as you remain far from home
as long as you carry them. If you lose one of these items, it can be replaced with a
different item of the same type.
• The first gives +2 HP per [aspects].
• The second gives +2 EV when wearing textile armour or less.
• The third gives +2 Agility when evading dangers.

The Lore of Foreign Places


• If you encounter a creature no one in the group has seen before, you can Save vs Mind
to remember a detail or weakness, provided the creature is not unique.

Making an Impression
• Whenever you win a fight against challenging foes, people who don't like you make a
new reaction roll with a +4 bonus. This even works on people you just defeated in
combat, unless you caused them undeserved or disproportionate harm.
• Hirelings get a +2 to Loyalty.
Champion – Killing the old-fashioned way seldom disappoints.

Each Champion Aspect grants +2 HP and a Martial Technique.


A. Parry and Second Wind
B. Bloodlust and Thrill of Battle
C. Onslaught and Invigorated
D. Death-Dealer

Add [aspects] to your Attack bonus.


100 XP per 1 HD bested in combat. 100 XP per challenging technical feat.

Parry
• Weapons leap from your hand to meet their brothers. Once per round you may subtract
your attack bonus with a held weapon from incoming melee damage. If this reduces the
damage to nothing, feel free to laugh at your opponent.

Second Wind
• Once per day you may use your action to roll your Healing Die and heal as much +
[aspects] HP. You may not use your HD until tomorrow.

Bloodlust
• [aspects] times per round, when you defeat a creature or get a critical hit, you may
make another attack with the same weapon.

Thrill of Battle
• Once per round you may, when you defeat a creature or get a critical hit, attempt a free
combat manoeuvre, e.g., stunning, shoving, disarming, tripping, sundering.

Onslaught
• You may make another attack on your round at the cost of Exhaustion equal to the
number of times Onslaught has already been used this round.
Invigorated
• Whenever you attack and deal damage to a worthy opponent (HD equal to your
[aspects] or higher), heal 1 HP.

Death-Dealer
• You now critical hit on a 19 and 20.
Martial Techniques

These aren't things you learn on your own. Rather, they are taught to you by old masters in
the various cities and towns and ancient monasteries scattered throughout the land. Paying
these teachers counts towards XP, though some of them might require more from you than
cash. Some of the techniques require a specific type of weapon.

Learning techniques costs 600 XP’s worth of cash (£6k) and a month of training, or twice the
time and money for someone who doesn’t have Champion Aspects.

Lamarakh
Most skilled warriors will know at least one of Lamarakhian technique. Learning these
exclusively would be an interesting choice, though not necessarily a good one.

1. Core Strength. Deal normal plus maximum damage on a melee critical hit.
2. Saw. Sword damage explodes, once.
3. Hammer. When you have advantage on an attack, make two attacks instead.
4. Pick. Once per combat you can negate the effects of a target’s AC.

Swansong
Elegant techniques, commonly associated with gentlemen-burglars or other romantic types.

1. Adagio. +1 Parry. Your languorous parries vex opponents and amuse allies.
2. Allegro. +1 Parry. Your sudden, precise movements fascinate even your enemies.
3. Grace. You can parry arrows, bolts and thrown weapons. Not bullets… yet.
4. Focus. You can parry directed magical attacks.

Behind-the-Rain
Techniques of the warrior monks from the west. They fight with a saw-toothed knife in each
hand, and value money only because it can be used to purchase rare liquors and food made
from exotic animals.

1. Interplay. While holding a weapon in each hand, deal +2 damage with all attacks.
Neither is your "main" weapon; you switch from feint-and-attack to attack-and-feint as
opportunities present themselves.
2. Ripples. Once per round, reply to a ranged attack with a thrown weapon instantly.
3. Torrent. While holding a light weapon in each hand, you may make an extra attack
each round at disadvantage. If you miss, it looks like you meant to.
4. Beating Rain. While holding a light weapon in each hand, you can throw both of
them to make one attack with +4 to-hit.
Sacred
Innovated by priests, perfected by assassins. These techniques are holy secrets and can only
be learned from a priest (or an assassin (or an assassin-priest)).

1. Ritual. You have studied every position, response and riposte in every book of
swordplay, and you have memorized them all. +1 EV and +1 to-hit if the only thing
you are holding is a sword.
2. Faith. When the flesh fails, rely on the steel. Expand critical-hit range by 1.
3. Hope. If you close your eyes and grip your sword with both hands, you
have Advantage on all Saves against magical effects.
4. Charity. +4 to-hit against the undead. Eternal rest grant unto them.

Laqar
In wet plains of the North these are more common than the Lamarakhian techniques. It's
easy to find a teacher if you are willing to make the journey. Those people use a falx rather
than the civilised longsword, but that won't be a problem for someone like you.

1. Vessis. Translates to "protective edge" in the old tongue. You may guard against melee
attacks while holding a heavy sword. If the sword blocks six damage the edge is ruined
and must be repaired.
2. Karamis. Translates to something like "a malicious misdirection". Once per round,
a fumble was actually just a massive windup. Make another attack immediately.
3. Bulumis. Translates to "bolt of angry lightning". While wielding a heavy weapon, your
killing blows rend your opponents like dolls. The flying limbs and heads require
a Morale check from enemies with fewer HD than the one that was killed.
4. Irthis. "Bruised arse", in the old tongue. When you hit an opponent with a heavy
weapon you can, as well as dealing damage, attempt a Manoeuvre to Push them, or
Trip them.

Esoterica
You've never encountered someone who knows these techniques, but you have heard stories.

1. Ghastly. Not to slay, but to destroy. Your critical hits require your opponent to make
a Save vs Body or die messily.
2. Divine. To bestow G_d's grace on the undeserving. You always deal full damage to the
undead.
3. Cruel. To deny G_d's grace to the undeserving. You can choose to have a slain
opponent rise as an Undead immediately.
4. Bizarre. To close your eyes and flail like an angry lobster. Instead of rolling
a d20 when you make an attack, roll 1d4. Treat a 1 as a 1, a 2 as a 5, a 3 as a 15 and
a 4 as a 20.
Open-the-Skies
1. Lethal: Deal normal plus maximum damage on a ranged critical hit.
2. Rush: +2 to Initiative Saves. You reload twice as fast.
3. Barrage: You can make an extra ranged Attack per round, with a -4 penalty.
4. Deadshot: Your Attacks with gunpowder weapons have a [Mind mod]-in-6 chance
of disarming the target or breaking their shield. Your choice.
Druid - Naked loon. Brain you with a rock. Tread dirt. Eat babies.

Each Druid Aspect grants +2 Gnarled HP and +1 Druid Dice. You


may know [aspects] spells from the druid spell list.
A. Skin Twist and Oath of Savagery
B. Bestial Tongue and Wild’s Embrace
C. Hear the Land Whisper
D. Spirit of the Wilderness
500 XP per incarnation of civilisation desecrated. 100 XP per 1 HD bested.

Druid Dice
• Druid Dice are a d6, and you roll them when you expend them.
• You may regain a die by gaining 1 Exhaustion and sacrificing d4 HP.
• You start with 1 spell. You may choose this or determine it randomly.

Skin Twist
• Your bones buckle and break, your skin wrenches itself into a more comfortable, more
primal form. You may warp into an animal, keeping your mental faculties.
• You may do this [aspects] times per day.
• You may choose 1 initial animal that you can transform into. Otherwise, you may
transform into any animal which you have killed and eaten the heart of and has HD
less or equal to [aspects]. This includes people, as they are animals too.
• All equipment and clothing is dropped during the transformation.
• If this new body dies, you reconstitute your original body from its remains.

Oath of Savagery
• You must follow the tenets of the savage wilderness. If you ever break this oath, you
lose your Gnarled HP and ability to cast spells or Skin Twist.
• Repenting usually involves destroying or sabotaging something civilised, e.g., burning a
library, smashing a cultural treasure, iconoclasm.

You vowed to (choose two or roll 1d8 twice):

1. never speak 5. never follow the customs and laws of the civilised
2. never wear clothes 6. never ask for something when you could take it
3. never use weapons or tools 7. never read and write
4. never use money, buy or sell 8. never sleep in a building
Bestial Tongue
• You may speak with animals and understand their half-formed thoughts. For animals
of near to no intellect (insects, etc), you may sense their general mood.

Wild’s Embrace
• You have an almost supernatural ability to disappear into natural terrain. Whenever
outdoors and not directly observed, you can disappear completely. You can reappear at
any time in any place you could conceivably have reached.

Hear the Land Whisper


• Once per day you may meditate in a place of undisturbed wilderness for an hour.
During this meditation you may ask one question of any natural phenomena, a tree, a
rock formation, a hill, a glacier, etc.

Spirit of the Wilderness


• During a Skin Twist, you can split your being across multiple creatures. The total HD
may not exceed [aspects].
• You reconstitute once all the creatures have died at either body of your choosing.

Druid Spells
• Atavism
• Babble
• Beautiful Touch
• Corrosion
• Entangle
• Lignify
• Plant Form
• Primal Call
• Revolting Technology
• Seduce Waters
• Terran Form
• Transfix
• Uproot
• Wild Gift
• Woodwarp
• Worldspeech
Harlequin – Knavish maestro, orchestrate your riotous coterie!

Each Harlequin Aspect grants +2 Roles, which can be foisted upon


friend or foe for them to perform.
You gain an extra +1 EV from going Unarmoured if you are wearing
something outrageous
E. Virtuoso and Allegorical Violence
F. Dénouement or Season of Revolutions
G. Ruthless Derision or The Luminary
H. Carnivalesque and Pleasure Principle
500 XP per authority figure humiliated. 100 XP per fine spectacle.

Virtuoso
• You are exceptionally skilled in a form of performative art, be this dance, theatre,
satire, poetry, music vocal or instrumental. Your performances can be relied upon to
thrill even the most jaded.

Allegorical Violence
• When you enter a combat you may declare which allegory you are enacting. Each time
you perform according to the allegory, you may enact the crescendo.

Comedy

1. Evade damage twice.


2. You, as well as [aspects] chosen allies for the rest of the combat, may Retreat without
having to Save or use an action.

Epic

1. Defeat an enemy on your own with a number of attacks equal to its HD.
2. You may turn one of your, or an ally’s, attacks into a Critical Hit.

Melodrama

1. Cause two enemies to Save vs Morale.


2. Each round you and your allies heal damage taken during that combat by your Ego
Mod.

Tragedy

1. Take double damage for the duration of a combat.


2. You can impose Disadvantage on an enemy’s roll [aspects] times.
Dénouement
• If reduced to less than 0 HP you may, before collapsing into an elegantly crumpled
heap, attack with Advantage against your assailant, ignoring Damage Resistance.

Season of Revolutions
• Whenever you're aggressing against someone worse than you who presumes to be the
boss of you, your damage dice explode.

Ruthless Derision
• If a creature fails at a task they attempted, be this an attack, Save, or even something
not rolled for, you may, [aspects] times per day, loose a barrage of cutting and witty
remarks and cause them to make a Morale Save. You, the player, must come up with
these wounding insults for this to work.

The Luminary
• You are the lead, the front, and as such the music of the earth and air swells and fades
at your whim. You may switch your chosen allegory once per combat.
• Your friends can add your Ego Mod to all their Saves.

Carnivalesque
• Once per day you may, when conversing with
another person, put the conventional social
dynamic on its head and reverse all
authority, expectations and roles. Your
“opponent” may attempt to reverse this every
minute with a Save vs Ego.

Pleasure Principle
• Making out with a friend for a round lets you
heal them for their HD plus their Ego Mod
(set the HD aside until tomorrow, it needs to
catch its breath).
• Doing the same to someone you hate drains
them for as much HP as you carve your
clamouring temple into the meat of their
heart. Nonlethal, This causes foes to faint.
• When you die you combust, the final act of
defiance before the black marble doors that
are worshipped with corpse paint.
Roles
1. The Emperor may issue [aspects] one word commands which people must Save vs
Ego or carry out, but must act in a regal manner and cannot do anything themselves if
they can order someone else to do it.
2. The Pashaw is intimidating to those lower in the social hierarchy than them, but must
act deferentially to those above.
3. The Judge can pronounce a creature guilty of any crime they can think of and if the
creature fails a Save vs Ego everyone believes it, but must always act in an upstanding
and lawful manner.
4. The Executioner can, if given a round’s preparation, execute a creature with HD equal
or less than their [aspects], but cannot act against a creature that hasn’t committed a
crime.
5. The Herald has +3 to their Reaction Rolls and is immune to Fear, but must always
loudly announce their allies and themselves whenever they enter a new area.
6. The Banneret has +2 to hit and damage in combat but must always answer a
challenge and may not do such a cowardly thing as retreat.
7. The Strega is always the most sophisticated and fashionable person in the room, but is
possessed by fierce vanity and must act as if they are deathly afraid of fire.
8. The Priest can make a faux-profound statements and predictions that listeners Save vs
Ego or simply accept, but must rigidly follow the tenets of a god.
9. The Hunter is inescapable and leaves no tracks, but must act in an antisocial and
introverted manner.
10. The Maiden is believed by all to be pure and innocent, but they must live up to these
expectations.
11. The Corsair has +2 EV but cannot resist looting when they have the opportunity, at
the expense of all else.
12. The Assassin has Advantage and +[aspects] damage when attacking a chosen target,
but once they have killed that target they must retreat and harm no others.
13. The Knave often prevails when doing something particularly unscrupulous, but is to
everyone an obviously untrustworthy character.
14. The Ghûl can pass unseen under the nose of those with higher Ego than them, but
must act as a pitiable and loathsome wretch to those who can see them.
Mystic – The body is a lie, only the Great-Mind is real.

You possess [aspects] + EGO Mod Body Dice.


A. Violent Ecstasies and Furnace of Vitality
B. Spurn the Limitations of the Form or Sacred Stillness
C. Violent Mantra or Realise Rapid Recompense
D. Mind Over Matter or Infinite Karmic Limbs
400 XP per arcane secret learnt. 100 XP per 1 HD bested in combat.

Body Dice

• Body Points (BD) represent the supernatural power you have over your physique.
• They are a d8 and regenerate when you sleep.
• Committing a BD grants its effect until you release it, or until you sleep.

Violent Ecstasies
• THE MIGHT AND GLORY OF G_D FLOWS THROUGH YOU!
• You gain Advantage on your melee attacks and are immune to pain or fear, but you
may not Retreat. You may keep fighting down to -10 HP, at which point you die. Gain
2 Exhaustion at the end of the combat.

Furnace of Vitality

• You know the HP of any creature you can see. Expending a BD purges any Infection,
Disease or Poison affecting you. Commit a BD to exert yourself without danger of
Exhaustion.

Spurn the Limitations of the Form

• You have Advantage on all Rolls for one of three Attributes, and gain an ability based
on which you choose.
• Strength - Expend a BD after a successful attack to throw your target 10m. If the
target is over double your size, then this requires a Save vs Strength.
• Agility - Expend a BD to jump 10m horizontally or vertically. Alternatively, this may
be used to negate fall-damage, up to 100m.
• Body - Expend a BD to become immune to damage more than once per round.
Sacred Stillness

• You are totally immune to physical pain. You may appear dead to all mundane
examination for up to one day per [aspects]. It takes 1 hour to come out of this state.
Commit a BD to have no need for food and to regain 1 HP per hour.

Overwhelming Mantra

• Expend a BD and take a full round of motionlessness to prepare. On the next round, as
your action, you may shatter a surface up to a depth of [aspects]* 30cm and your
width. Anything that can move will move out of the way, but anything stationary takes
[aspects]*d12 damage.

Realise Rapid Recompense

• Commit a BD and, when an enemy makes an Attack against you, you may respond
with an Attack, responding to Ranged Attacks with a Ranged Attack.

Mind Over Matter

• Commit a BD to halve or double


your size (this can stack). This
does not change your stats.

Infinite Karmic Limbs

• You no longer need to physically


touch objects within 3m to move
them. You may expend a BD to
enhance a physical Save or
Check with [sum].
Occultist – The Scarified, the Awoken, one of Those in the Know.

Each Occultist Aspect grants you +1 Magic Dice.


A. Nascent Insanity and roll d6 twice on spell list
B. Abjurer and Weird Studies and roll d8 on spell list
C. Strange Signs and roll d10 on spell list
D. New Mind and choose up to 4 spells from spell list
400 XP per arcane secret learnt. 100 XP per high-stakes social interaction.

Magic Dice
• Magic Dice are a d6, and you roll them when you expend them.
• Rolling 4-6 exhausts the die, those that roll 1-3 are returned to your casting pool.
• Rolling doubles when casting a spell causes a roll on the Cosmic Chaos table.
• Unless stated otherwise, you require speech and one free hand to cast spells.

Nascent Insanity
• Gain a Madness.
• You have Advantage on Saves vs Madness.

Abjurer
• You have learnt to protect yourself from the stranger things in this world. You may
abjure magical effects, spirits, the undead, curses, back to wherever they came from by
expending Magic Dice.
• Reduce a magical affect’s [dice] and [sum] each by your own, banishing it if either are
reduced to 0. Use HD and HP in their place if it’s a creature. This can be done as a
reaction to an affect before it takes effect.

Weird Studies
• You have a [aspects]-in-6 chance to understand ancient writings, magic, curses, and
other matters of mystic import immediately upon encountering them.

Strange Signs
• Once per day, spend an hour in communion with the unreal energy of the world to
receive a confusing vision on a topic or question of your choice. This grants at least
three significant images, tableaux, names or actions.
New Mind
• Whenever you wish, and as many times as you wish, you may reroll your Weird until it
is higher and reroll another attribute of your choice until it is lower.
• When your Weird is 18 you may reroll it with 4d6, and so on and so forth.
Alienist - Far-Flung Minds Adrift Chthonicist - Veins of the Earth
Perk: While standing in a corner of a room Perk: You have no smell and cast no
you are, if necessary, also standing in all shadow. You can dim or extinguish all non-
other corners of the room. magical sources of light within 5m.

Flaw: Your mind is heap of broken glass Flaw: You cannot cast spells in bright
and charred wood. Fear charms you, light. Lantern light is usually fine but
meaning you must move towards and sunlight is not. You can only sleep in total
cannot harm the afearing creature. darkness.

1. Astral Abduction 1. Calcite Gap


2. Auspicious Intervention 2. Clotted Cord
3. Blink 3. Greed
4. Force Field 4. Hollow Head
5. Radiate 5. Lonesomeness
6. Reverse Time 6. Subcutaneous Shadow
7. Esoteric Elasticity 7. Curdle
8. Ingression 8. Disguise
9. Spatial Coincidence 9. Steal Stature
10. Stolen Firmament 10. Vivigraphy
11. Dictate Gravity 11. Annihilate
12. Translocation 12. Vanish

Biomancer - Our Mutable Flesh Elementalist - Animus Coerced


Perk: When you drink a potion, you have a Perk: You can summon a flame the size of
50% chance to recycle-excrete it via a candle’s by snapping your fingers.
whatever orifice you prefer over 10 mins. Flaw: Cannot cast fire spells when wet,
Flaw: Whenever you receive magical earth or acid spells if not touching the
healing, Save or gain a mutation. The ground, air or lightning spells without line
regeneration spell doesn’t trigger this. of sight to the sky.

1. Adhesive Ichor 1. Acidic Bile


2. Corpulence 2. Conflagration
3. Corrosive Cloud 3. Control [element]
4. Hemoclasm 4. Dissolve
5. New Self 5. Flashpoint
6. Sludgefy 6. Stoneskin
7. Corporeal Invasion 7. Enfoggening
8. Cruel Combustion 8. Lightning
9. Regeneration 9. Primordial Lungs
10. Savage Morphology 10. Thermal Manipulation
11. Genoplasm 11. Dread Hail
12. Wave of Mutilation 12. Whale Road
Magician - Revel in Unreality Spiritualist - Sins and Endings
Perk: Your spells last for as long as you Perk: Invisible creatures are visible to you
concentrate on them + 1 minute. If harmed as faintly glowing outlines. Decrease Mind
Save vs Body or lose focus. or Ego by 1d6.
Flaw: You cannot cast spells unless you Flaw: Your spells require ritual
can see all seven colours (red, orange, ingredients. They are listed on the spell
yellow, green, blue, indigo, violet). and can take up to 1 Inventory Slot each.
1. Befuddling Ray 1. Communion
2. Knock 2. Deafen
3. Illusion 3. Dream
4. Iridescent Missile 4. Lethargy Wave
5. Lock 5. Psychometry
6. Psychokinetics 6. Chariot of Air
7. Aerobatics 7. Entropy
8. Featherweight 8. Explode Corpse
9. Mirror Object 9. Raise
10. Perfect Pallid Palanquin 10. Lich Blast
11. Phantasmal Self 11. Soul Projection
12. Prismatic Spray 12. Resurrection

Psychothrope - Ever in the Know Tenebrist - Taint this Good World


Perk: You can cast spells without speaking Perk: Each unused MD grants +1 EV. You
or moving your hands. may permanently lose 1 HP to add 1 [dice]
to a spell you are casting.
Flaw: You cannot tell an intentional lie.
You may remain silent, tell technical truths Flaw: Everyone just knows you are bad
news. Disadvantage on Reaction rolls.
or use evasive answers, so abuse your
eloquence. 1. Agony
2. Bleed True Dark
1. Amnesia
3. Dirty Flame
2. Babble
4. Filthify
3. Beguile
5. False Life
4. Sleep
6. Somnivore
5. Synaptic Scream
7. Terror
6. Telepathy
8. Hand of Hate
7. Crystallise Thought
9. Red Ruin
8. Dominate
10. The Gibbering
9. Mind’s Veil
11. Stolen Face
10. Warp Emotions
12. World Wound
11. Cerebral Exchange
12. Modify Memory
Theurge - The Intricate Mysteries of G_d!
Perk: If someone breaks an agreement
with you, they suffer [aspects]d6 dmg.
If someone knows you’re a theurge
they know this could happen to them.
Flaw: If you are disfigured or filthy you
must Save vs Ego or be unable to cast spells.
1. Beauteous Blinding Sun
2. Beautiful Touch
3. Divine
4. Denounce
5. Godmetal
6. Heavenly Armour
7. True-Tether
8. Limb Gift
9. Plumata
10. Polymorph
11. Transmuting Blast
12. Elegant Judgement
Petty Saint – Oh such glories your blood-slicked altar can bring.
You have a bonus of [aspects] to rolls related to your deity.
All your prayers have a +1 chance of succeeding.
A. Augury and Divine Sustenance
B. Contemplate Divinity and Thaumaturge
C. Banishment
D. Miracle Worker

You can only track Favour with one deity. You can produce a
makeshift altar wherever you go, allowing up to major sacrifices
without having to visit a temple or holy site.
100 XP per genuine believer added to your sect. 500 XP per major
glorification of your god.

Augury
• Each day, you may expend as many [dice] as you have Favour to ask [highest]
questions of your deity, and receive answers of ‘Yes’, ‘No’, or ‘Unclear’.
• If asking about something that is within the domain of your deity, you may receive the
answers: ‘Certainly’, ‘Possibly’, ‘Unclear’, ‘Consider Further’, or ‘Impossible’.

Divine Sustenance
• You may sacrifice 1 Favour to forgo the need for food and drink for [aspects] days.
• Alternatively, you may sacrifice 1 Favour to imbue a meal with rejuvenating
properties, healing for d6 HP.

Contemplate Divinity
• You may take an hour daily to contemplate Creation and your place within it. Roll a d6.
On a 4-to-6 your Favour is increased by 1.

Thaumaturge
• Your prayers need not be born of dire need to be answered.
• Whereas the prayers of laymen may be answered in small ways indistinguishable from
chance, your prayers can be answered within the realms of basic magic.
Banishment
• For 1 Favour you can invoke the power inside your holy icon against those nearby. Save
vs Ego + Favour. On a success the targets take a Morale Test.
• Against spectres and spirits, has a Favour-in-6 chance of banishing 1d6 of them.

Miracle Worker
• A miracle is a true act of a deity, an interference in our reality.
• A miracle can only be asked for after a lavish sacrifice, or after performing great deeds
for a god.
• What is asked for must be related to the god’s domain.
• Roll [Favour] d6s. If the total is above 9, a miracle occurs, (this number could go up by
up to 5 depending on how extreme the request is).
• Your Favour is reset to 1 on success, reduced by 1 on failure.
• A miracle is powerful but there are limits. They are occurrences that eventually end,
and they can’t affect an area larger than a city.
Physicker – Of the most noble order of butcher-surgeons.

Each Physicker Aspect grants +1 to Saves vs Fear and Disease and


you are Good-At Medicine.
A. Crude Poultice and Renderer
B. Find Vein and Whispers in Sinew
C. Stimulant and Follow Your Nose
D. Radical Treatment and The Self Remade
Medical Supplies (MS) represent assorted poultices, vials of alchemical
ingredients, leeches, stitches, smelling salts, etc. Each requires 1/3 Inventory
Slots and costs £100.
10 XP per hex travelled. 100 XP per ally cured of disease.

Crude Poultice
• Costs 1 MS. You fashion a quick and dirty salve for your target's wounds, healing them
for 1d4+[aspects] HP. Alternatively they may make a new Save vs a poison, disease or
intoxicating effect with Advantage.

Renderer
• You can tell how many rations/portions can be extracted from a corpse and where the
most delicious parts can be found. Human-sized bodies contain 20 portions.
• If you prepare a meal where the primary portion is meat, then the meal heals +1 HP in
addition to any other effects it may grant.

Find Vein
• [aspects] times per day, you may rupture a major blood vessel on a successful attack
with a bladed or piercing weapon. The target takes 1d6 damage at the start of their
turn until the bleeding is stemmed. You can declare this after an attack roll has been
made.

Whispers in Sinew
• You can immediately tell if meat is poisoned or diseased.
• You can tell (very approximately) what the effects of eating a creature might be. The
DM will describe possible effects and their likelihood.
Follow Your Nose
• If you have eaten a creature then you can track its species by smell. You can smell their
exact location within 10m, or follow an approximate smell trail no more than one day
old by making a Mind Check.

Stimulant
• Costs 2 MS. You fashion a cocktail of stimulants that increases the target's Strength
and Agility by 4 for a minute. Once the effect expires the target suffers 1d6 damage and
must Save vs Body or gain 1 Trauma.

Radical Treatment
• Costs 3 MS. You may undertake a desperate treatment deemed to be insane by your
more orthodox peers. If your target is dead, then you may cause them to be merely
mutilated instead.

The Self Remade


• You may fill up to [aspects]*2 inventory slots with muscle, nerves or fat, through a
week of focused effort (working out, stretching, eating a lot).
o Each slot of muscle grants +1 Strength.
o Each slot of nerves grants +1 Agility.
o Each slot of fat grants +1 Cut, Pierce, Blunt, AC.
Scion - Spawn of the Vast Fantastic, distant relative to Imperium.

Each Cadet Aspect grants +1 to Saves.


A. Unbroken Line and The Way of Things
B. Superiority and Paternalism
C. Aura of Control and Noblesse Oblige
D. Voice of Ages
Your extensive education affords you + Good-At and +1 Language.
10 XP per hex travelled. 100 XP per upstart browbeaten.

Unbroken Line
• You are a distant relation to the Imperial Clan and some of its star-blood yet moulders
in your veins.
• You are the most notable member of any group and are immune to being ignored.
• Your clothing and hair billow constantly in an unfelt wind, even indoors. The closer you
are related to the Imperial Clan, the fiercer the gale.
• When you are angry, your eyes darken and your voice rings out over others. All Demons
treat you with worrying familiarity and friendliness.

The Way of Things


• Once per round, if you are to take damage from a physical attack, you may force an
adjacent ally to take the damage instead.

Superiority
• You may attack twice against an enemy per round if you are fighting one-on-one.

Paternalism
• You may attempt to calm all listeners with soothing words. Intelligent creatures get a
Save vs Ego. Mindless undead, and beasts with fewer HD than you, fail automatically.
When a creature fails the Save their emotions dull to grey outlines, anger drains, joy
becomes hollow, battle-lust fades.
• You may not use this ability again until you have had done two of the following: sleep,
drink a bottle of wine or perform two-hours of prayers to The Emperor.
Aura of Control
• You can grant an ally who can hear and see you a reroll at the cost of them gaining 1
Trauma. This ability does not work if you have failed a Fear Save.

Noblesse Oblige
• You may sacrifice your attributes to provide for your lessers. You may heal creatures at
a rate of 1 for 1d2 HP. Instead, for every 2 sacrificed you may provide a creature with
+1 to their next Attack. Attributes heal by 1 every 4 stages.

Voice of Ages
• Look into someone's eyes, open yours wide, display your teeth and SCREAM. The
target must make a Morale Save; if they fail, they are rooted to the spot until you run
out of breath. They may not defend themselves.
Scoundrel – The audacious, the fabulous, the one and only!

Every two Scoundrel Aspects grants +1 to all Saves.


A. Masterful Expertise and Always Prepared and 1 Talent
B. A Little Luck and choose 1 Talent and roll 1 Talent
C. Roll 2 Talents
D. A Lot of Luck and choose 1 Talent and roll 1 Talent
100 XP per foe flummoxed. Double XP from spending money.

Masterful Expertise
• You live and die by your skills, and having survived this long has given you a repertoire
significantly broader than that of most other adventurers.
• You may choose two more Good-Ats without having to choose Bad-Ats.

Always Prepared
• You have [aspects]*2 extra inventory slots of Prep. Whenever you need a mundane
tool, you can pull it out of an empty Prep slot. Prep slots refresh whenever you spend
a day in a place you could conceivably resupply.

A Little Luck
• Once per day you may reroll a non-damage roll.

A Lot of Luck
• You gain another daily use of “a little luck”. Additionally, an ally can use this ability if
you could have reasonably assisted them.
Talents:

1. At the Helm of Chaos


• Once per round, when an enemy misses you with an attack, you may choose to do one:
o Attempt a free Combat Manoeuvre against them.
o Redirect their attack onto another target within range. The enemy makes a new
attack roll against this new target. With ranged attacks this only works if you
are already between your attacker and their new target.

2. Acrobat
• For each [aspect] take 1d6 less damage from falls (normally take 1d6 damage per 5m
fallen.)

3. Cat’s Eyes
• You suffer no penalties in dim light. In darkness you have as much vision as if you
were holding a candle.

4. Coward
• Being in cover or in dim light
grants an additional +1 EV.

5. Dodgy
• Once per day, you can declare
that something doesn’t affect
you, as long as it is something
you could physically dodge.

6. Fashionable
• Fancy clothes provide +1 EV
and don’t encumber you.

7. Opportunist
• If you attack a
surprised enemy, you deal
+[aspects]*2 damage.
8. Prominence
• Once per round, you can choose to be the most or least prominent person in a group.
Foes must Save vs Mind to not focus on you if you are prominent, and the opposite if
you are not prominent.

9. Quick Hands
• Your Fast Inventory is now equal to half of your total Inventory Slots.

10. Tricky
• You get Advantage on Combat Manoeuvres against creatures that are bigger than
you. For humanoids, if they have more Body, they are bigger than you.

11. Unhindered Agility


• When unarmoured, you
get +1 EV for every two
empty Inventory Slots.
Max +5.

12. Worm Body


• You can manoeuvre your
body like a contortionist
and can fit into tight
spaces that fellow
humans cannot.
Shaman – Ochre Child, rattle your sticks, rattle their bones.

Every two Shaman Aspects grants +1 Patron


A. Otherworldly Patrons and Trance
B. Root Curse and Spirit Stick
C. Apotropaic and Conjurer
D. Evil Eye and Spirit Union

If you know the True Name of a person, you may give them a
command [aspects] words long each day.
100 XP per high-stakes social interaction. 10 XP per hex travelled.

Otherworldly Patrons

• Spirits can be persuaded to be your Patron. They can be dismissed at will. You start
with a Mentor Patron, who was the local shaman before you.
• You can trade out your Mentor Patron for a Spirit Patron and, unlike with Spirit
Patrons, you can always call your Mentor Patron back during a Trance.

Trance

• Over the course of d4x10 minutes you sing, drum and dance yourself to total
exhaustion, and then keep going until something strange starts to happen in your brain
and you begin to glimpse the world behind the world. Gain 1 Exhaustion.
• You become able to see spirits and other invisible things for a stage.
• You can allow a local spirit to possess you. Roll 2d6 for its reaction.
• Alternatively, you can choose to be possessed by a Patron, which is always treated as a
5-9 on the reaction roll.
(2d6) Spirit Possession
2-4 The spirit is mischievous or angry
5-9 The spirit wants something for its assistance
10+ The spirit is helpful
• To bargain for a spirit’s help, you must give it offerings. Such offerings can take the
form of Wealth, Food, Flattery, Intoxicants, Blood, etc.
• A spirit may:
o grant its blessing for the day.
o divine the location of nearby objects.
o go to a location then report what it saw.
o offer knowledge of the local area, i.e. lore, or what has transpired lately.
o be sent to, over the course of a week, discover the True Name of a person.
Root Curse

• Gain 1 Exhaustion. For a stage impose a malus of [aspects] on the target’s EV and
all rolls, and increase damage done to them by [aspects].

Spirit Stick

• You can channel your mojo into your weapon. When you strike a spirit or other
incorporeal creature, it must Save vs Mind or be become visible.

Apotropaic

• Gain 1 Exhaustion. Lasting for [aspects]+1 rounds. Any person who wishes you harm
cannot, for some strange, gut-feel reason, bear to come within striking distance of you.
If you harm them this no longer works.

Conjurer

• If you know the name of a recently dead person you may channel their ghost. Roll 2d6
on the Ghost Reaction table.
Ghost Possession
2-4 The ghost doesn't want to leave your body
5-9 The ghost has unfinished business that it wants
you to complete in exchange for its help
10+ The ghost is helpful
• During a Trance you may now be possessed by Major Spirits, which can bestow
Major Blessings.

Evil Eye

• You may gaze at creature. If that creature hurts you directly the damage is also
mirrored on them. You may gaze at a different creature each round. At the cost of 1
Exhaustion, your gaze may instead reflect the damage onto the creature.

Spirit Union

• Once per day you may, after a Trance, fuse energies with a Patron Spirit for half a
day. You gain their Blessings and an extra Union ability related to the Patron.
Types of Spirit

Mentor
Found: Within your heart
Minor: d4 hours of respectful rites → [aspects]/2 (rounded up) Good-Ats

Air
Found: High or windy places
Temperament, roll d6:

1. Flamboyant. Loves making a scene, especially appreciates showy performances.


2. Talkative. Will happily supply information, a true gossip that loves a chat.
3. Traveller. Will happily travel to and report on locations for you.
4. Treacherous. Will try to betray you, be careful.
5. Vain. easily placated with compliments, very receptive to flattery.
6. Proud. Will always make particularly hefty demands.

Minor: Wear no armour, carry no shield → +1 EV, Advantage on Agility.


Major: Carry only your Fast Inventory. → +2 EV. Double jump height. Immune to Ranged
attacks.
Union: Your hair and clothes move in an unseen breeze. Your voice is a gale of strange
inflections. You are capable of quick and violent flight.

Blood
Found: Near people or bloodshed
Temperament, roll d6:

1. Benevolent. Happy to help but will never be party to violence.


2. Flamboyant. Loves making a scene, especially appreciates showy performances.
3. Hedonist. Appreciates the finer things in life, will particularly value them as gifts.
4. Sensitive. Easily offended, Save vs Ego when interacting with it or decrease a level on
the spirit reaction table.
5. Liar. Can’t be trusted, ever, to tell the truth. Statements have a 50% of being lies.
6. Talkative. Will happily supply information, a true gossip that loves a chat.

Minor: Shed no blood. → You roll Reaction Rolls with Advantage.


Major: Do no harm. → Touch can heal d4 [aspects] times per day.
Union: You are loquacious and brimming with vitality, hearts beat faster in your presence.
Your kiss can manipulate emotions with a successful Ego Roll.
Dark
Found: Underground or near the fearful
Temperament, roll d6:

1. Abusive. Horrible to deal with. Gain 1 Trauma whenever you interact with it.
2. Domineering. Will try to control you. Save vs Ego or become semi-possessed for a
Stage. It will influence your actions at inopportune times.
3. Insular. Really doesn’t want to talk. Good luck persuading it to.
4. Malevolent. Just wants to cause pain, and will go along with your requests if they
allow it to. Will take out its cruelty on you if you are the only thing available.
5. Primitive. Loathes and is incapable of understanding technology.
6. Servile. Intimidate it and it will do as it’s told.

Minor: Blindfold yourself, navigate by sound, touch and smell. → May cause Morale Saves for
those nearby with a +4 malus, [aspects] times per day.
Major: When illuminated by light, take 1 damage per round. → Can extinguish sources of
light within 20m at will.
Union: Your shadow looms large, fear claws at the heart of whoever meets your cruel gaze.
Nightmarish visions inflict - [aspects]/2 rounded up on rolls for nearby foes. You can see in
the dark.

Decay
Found: Where there is sickness or rot
Temperament, roll d6:

1. Abusive. Horrible to deal with. Gain 1 Trauma whenever you interact with it.
2. Benevolent. Happy to help but will never be party to violence.
3. Hedonist. Appreciates the finer things in life, will particularly value them as gifts.
4. Hungry. Wants food, and often. Will demand particularly large offerings of food and
may request occasional additional “payments”.
5. Lazy. Difficult to rouse, requires a drumming ceremony twice as long. Won’t travel for
you and its blessings last half as long. Easy to please though.
6. Traveller. Will happily travel to and report on locations for you.

Minor: Lose half your HP. → Immune to disease exposure. Your exhalations are sickening,
victims must Save vs Body or retch until they make a successful Save. Works once per person.
Major: Lose half your Body. → Gain the Entropy spell with [aspects] [dice].
Union: You are the rot-host, embodiment of sickness and endings. Your touch can rot others
for -5 on a chosen attribute, [aspects] times per day.
Earth
Found: In the wilderness where there is dirt or stone
Temperament, roll d6:
1. Benevolent. Happy to help but will never be party to violence.
2. Bloodthirsty. Will demand bloody sacrifices. Likes humans the most.
3. Insular. REALLY doesn’t want to talk. Good luck persuading it to.
4. Lazy. Difficult to rouse, requires a drumming ceremony twice as long. Won’t travel for
you and its blessings last half as long. Easy to please though.
5. Primitive. Loathes and is incapable of understanding advanced technology.
6. Wise. Possesses rare and useful information.
Minor: Do not jump, do not run. → +3 DR.
Major: Do not speak. Remain in contact with the earth at all times. → Gain the Entangle and
Control Earth spells with [aspects] [dice].
Union: Nails like gems, blood like bitumen and hair like twigs. Your form is terra, through
and through. Gain Resistance to all Mundane damage.

Fire
Found: Dry places and around fires
Temperament, roll d6:
1. Abusive. Horrible to deal with. Gain 1 Trauma whenever you interact with it.
2. Eager. Always up for it, will gladly do small stuff if it’s enjoyable.
3. Dim. Not the smartest, will muck up anything complicated.
4. Flamboyant. Loves making a scene, especially appreciates showy performances.
5. Hungry. Wants food, and often. Will demand particularly large offerings of food and
may request occasional additional “payments”.
6. Traveller. Will happily travel to and report on locations for you.
Minor: Drink nothing, unless it is flammable. → Immune to extreme heat for up to [aspects]
minutes.
Major: Touch nothing that isn’t flammable. → Touch can ignite [aspects] times per day.
Union: Fiery eyes and skin hot to the touch, your voice crackles and spits like a fire. The
furnace is contained, for now. You glow as a torch and are immune to extreme heat.
Trickster
Found: In chaotic situations and around theatrical performances
Temperament, roll d12:
1. Eager. Always up for it, will gladly do small stuff if it’s enjoyable.
2. Domineering. Will try to control you. Save vs Ego or become semi-possessed for a
Stage. It will influence your actions at inopportune times.
3. Fearful. Has delicate disposition, will flee if it encounters violence.
4. Flamboyant. Loves making a scene, especially appreciates showy performances.
5. Hedonist. Appreciates the finer things in life, will particularly value them as gifts.
6. Liar. Can’t be trusted, ever, to tell the truth. Statements have a 50% of being lies.
7. Mercurial. Has the Demands of a random spirit type.
8. Sensitive. Easily offended, Save vs Ego when interacting with it or decrease a level on
the spirit reaction table.
9. Talented. Can grant a Good-At fitting for its type.
10. Talkative. Will happily supply information, a true gossip that loves a chat.
11. Treacherous. Will try to betray you, be careful.
12. Vandal. Iconoclastic, enjoys defacement and will expect you to feel the same way.

Minor: You roll Reaction Rolls with Disadvantage. → Each major lie you convince someone of
grants you 1 reroll to be used that day.
Major: Everyone initially suspects you of lying. → You can manifest [aspects] items per day.
They can be no larger than your hand, and they vanish after one use.
Union: A devilish smile you just can’t hide, flickering eyes filled with joy and malice in equal
measure. You can manifest [aspects] versions of yourself, and switch between them at will.
They are invisible and unable to influence the world when unoccupied.

Water
Found: Near water or in the rain
Temperament, roll d6:
1. Benevolent. Happy to help but will never be party to violence.
2. Primitive. Loathes and is incapable of understanding advanced technology.
3. Sensitive. Easily offended, Save vs Ego when interacting with it or decrease a level on
the spirit reaction table.
4. Talkative. Will happily supply information, a true gossip that loves a chat.
5. Treacherous. Will try to betray you, be careful.
6. Wise. Possesses rare and useful information.
Minor: Drink twice as much water per day. → +1 EV. +1 EV for allies within 10m
Major: Drink four times as much water per day, and keep yourself wet. → +1 EV. Your fluid
form can squeeze through [aspects] small gaps.
Union: Skin wet to the touch, hair waving and swaying in hidden currents. Your voice is
muffled as if underwater, yet all can hear the call of the deep. You can breathe water and swim
like a fish.
Void Monk – Existence is a lie, and you can prove it.

Every two Void Saint Aspects grants +1 to Initiative Saves.


You possess [aspects] + Weird Mod Void Dice.
A. Autolobotomy and Reveal the Void
B. Ready for the Void and Blank Stare or Denucleation
C. Acephalous and Time Lock
D. Annihilation of the False Self or Annihilation of the Lie of Reality
Double XP from abandoning wealth. 400 XP per arcane secret learnt.

Void Dice

• Void Dice (VD) represent the intensity of the vacuum where your soul once was.
• They are a d8 and regenerate when you sleep for a stage.
• Committing a VD grants its effect until you release it, or until you sleep.

Autolobotomy
• Scoop out a chunk of your own brain with a lead spoon. Lose half of your Ego. Your
mind cannot be read, you gain Advantage on all Saves against mental and emotional
manipulation.

Reveal the Void


• Expend a VD to cause a creature you touch to Save vs Ego or lose one of its senses
(your choice) for [aspects]*10 seconds. This ability will work through a melee
weapon.

Ready for the Void


• You no longer require air. Commit a VD to levitate very slowly, you must be
unencumbered. You may move in a 10m sphere. Lasts as long as the VD is committed.

Blank Stare
• Locking eyes with someone immobilises them (not even gravity moves them). However,
you are under the same affect. Each round they may Save vs Ego to resist.
Denucleation
• You remove your eyes with a lead spoon and they boil off into the void. You are now
blind but have such excellent hearing that it doesn’t matter for most things within
10m, since you can hear creature’s heartbeats and the echoes of your footsteps off the
floor.
• Expend a VD to become locally physically omniscient at a range of 20m for 10 minutes.
You know where everything is, all the contents of books (despite not being able to read),
the contents of people’s pockets, etc.

Acephalous
• Saw off the top of your head and scoop out your own brain whilst chanting the sacred
mantras. You no longer have an Ego score. You automatically fail social-based Ego rolls
and succeed on willpower-based Ego rolls.

Time Lock
• Expend a VD. You may designate a length of time of any duration, including infinite.
For that length of time, your body becomes frozen in time, rigid and utterly unmoving.
While in this state, you cannot be altered. The only things that can affect you is magic
that affects time or matter. It takes a round to go into time lock; you cannot activate it
fast enough when falling under 50m.

Annihilation of the False Self


• Expend a VD. You can destroy yourself and then recreate yourself 3 rounds later.
During this interim, you are a shapeless, massless, volumeless force occupying a
probability cloud in a point of space. You are not invisible, you are incoherent. You can
only be affected by things that affect an area. Otherwise, you may behave as normal,
you may make Unarmed Attacks, touch things, etc.

Annihilation of the Lie of Reality


• Expend a VD. You touch a target with both hands. If the target fails a Save vs Ego, it
vanishes. This can be a single creature or object not larger than double your size. This
ability only works on distinct things, and things capable of being described with a
single noun.
• Vanished creatures get a second Save after 1d6 rounds. If they fail, they are utterly
gone forever, lost to the dimensionless, timeless void. This ability is usable 1/day.
Wanderer – Far flung ranger, witness of every and all.

Each Wanderer Aspect grants +1 Inventory slot.


A. Bushcraft and Deep Insight
B. Worn Traveller and Dauntless
C. Ranging and Nose for Trouble
D. Ambush and +1 Known Language
10 XP per hex travelled. 100 XP per high-stakes social interaction.

Bushcraft
• You get twice as much food when foraging. Instead of foraging for food you can forage
for material such as sticks, rocks and plant matter, gaining as many inventory slots of
such material as you would have gained food.
• You can make mundane objects out of this material which function nearly as well as
properly made versions. This takes ten minutes for anything portable, (torches, a
short rope, snares, spears, etc) or one hour for structures (shelters, pit traps, rafts,
etc). You must describe how you make what you are making.

Deep Insight
• If you spend a minute or so watching someone, you can make a Mind check to learn
what their next immediate course of action is, a Weird Check to learn why they’re
taking that particular course of action, and an Ego Check to learn how you could best
change their mind.
• You may also make a Mind Check to discover a weakness, secret shame, or greatest
fear. If exploited in combat this allows you to deal +d12 damage once.

Worn Traveller
• You only need half as much rest as normal folk (1 stage every 2 days).
• You benefit from resting even when sleeping exposed or in harsh temperatures.
• You can always tell what the weather is going to be like tomorrow.

Dauntless
• You've seen it before. Twice. You have Advantage on Saves vs Fear. If you succeed you
can grant +4 to the Saves vs Fear of allies who can see you.
Ranging
• If you are navigating, you and your party travel at full speed over rough terrain, and
can travel over impassable terrain as if it were rough.
• When foraging you may always find, in some form, the following.
• Dense vegetation: Enough food and water for your entire party.
• Sparse vegetation: Enough food and water for yourself and [aspects] others.
• No vegetation: Enough food and water for you.

Nose for Trouble


• Your paranoia has saved your life many times, and if you attend to it closely it will save
you many times more. You always go first in combat regardless of your initiative
roll. If you are surprised, you have a 50% chance to be unsurprised and able to act
during the foe’s surprise round.

Ambush
• If you attack a surprised enemy, you deal +[aspects]x2 damage.
• When you begin a combat outdoors and aren’t surprised, you may retroactively decide
where to have placed yourself and [aspects] allies that agree to follow your direction.
At least one member must be visible and unhidden.
Resting, Healing & Dying

Time
• There are 4 stages per day. Morning, Midday, Evening and Night.

Exhaustion
• PCs gain 1 Exhaustion per day.
• 1 Exhaustion takes up 1 Inventory Slot and imparts a malus of 1 to all rolls.
• 6 Exhaustion kills.

Healing with Rest


• Each stage of rest heals HP by +1 or Body Mod, whichever is higher.
• Each stage of rest reduces Exhaustion by 1.
• Every 4 stages of rest heals Attribute Dmg by 1.

Healing with Medicine


• Administering Medicine allows the target to roll their Healing Dice (HD) when
resting. If the healer is Good-At Medicine or some other healing art then the target
may roll their HD with Advantage.

Healing with a Meal


• To prepare a successful meal, roll a d6. Failure ruins all ingredients involved.
• Default success chance is 1-in-6. Providing each of the following increases success
chance by an additional 1, up to 6-in-6.
1. Fire
2. Water
3. Cooking Utensils
4. Pots & Pans
5. Spices
• One portion of each ingredient is required per creature to be fed. Each unique
ingredient upgrades the healing quality of the meal.
1. 2 Ingredients – 1d6
2. 3 Ingredients – 2d6
3. 4 Ingredients – 3d6
4. 5 Ingredients – 4d6
5. + Ingredients – etc…
• The process of preparing and eating a meal takes ~2 hours.
Infection
• If a PC leaves their wounds untreated by medicine or disinfectant, or if they roll a 1 on
their HD, they gain an Infection when they rest.
• An Infection that lasts its full duration (1d8 days) without being cured will turn into a
random Disease.

Dying
• At 0 HP, you may either move or take an action, but not both.
• From -1 to -9 HP, you fall unconscious and might be dead.
• If recovered by another person, or after a stage, roll on the Death & Dismemberment
table and, unless stated otherwise, return to 0 HP.
• At -10 HP or lower, you’re dead. Some traumas just aren’t survivable.
Death & Dismemberment
Modifiers:
• -2 per 10 damage taken from the event that dropped you below 0 HP.
• -4 if left unrecovered for a stage.
• +Mind Mod of whoever recovers you if they are Good-At healing.
• +HP healed if treated with magic or alchemicals.
d20 Result Effects

1 Death Whatever suffering you may have endured during life, it is over now.

Horrific damage permanently ruins the use of a limb or organ. 1d4:


1. Sense Organ. -2 to related rolls, unless this leaves you completely
blind/deaf/etc.
2-5 Mutilation 2. Vital Organ. -2 Body. Pierced lungs, slashed guts. Lost kidney.
3. Arm. 50% chance of "just" losing the hand.
4. Leg. Halves your speed if you are left with one. Or leaves you in a
wheelchair if left with none.

Roll 2d6 (rerolling doubles), one is the good dice, one is the bad dice,
declare which is which before rolling:

The good dice shows how the experience changed you for the better:
1. +1 Strength. Your ordeal has left you filled with a slightly crazed
fury.
2. +1 Agility. Your experiences have left you jumpy and on-edge.
3. +1 Body. After what you've lived through, regular hardship barely
even registers anymore.
6-15 Life Changing 4. +1 Mind. Your experiences have made you hyper-vigilant,
Ordeal determined not to fail again.
5. +1 Ego. When your injuries heal you’ll be left with some sexy
looking scars.
6. +1 Weird. The trauma has left you even more deranged than you
were before.

The bad dice shows how the experience changed you for the worse:
1. -1 Strength. Permanent muscle damage.
2. -1 Agility. Permanent nerve damage.
3. -1 Body. Permanent organ damage.
4. -1 Mind. Permanent brain damage.
5. -1 Ego. Disfiguring scars.
6. -1 Weird. Your sufferings have stunted your imagination.

16-20 Full Recovery You may be bruised, burnt, or bloodied, but you're going to be fine. Gain 1
Exhaustion.

Staring down death and surviving gives you a surge of adrenaline. You are
21+ Adrenaline Surge restored to 1 HP.
Diseases

Catching a Disease
• The morning after exposure, the PC Saves vs Body with a malus of -1 for each exposure
to the Disease.
• If they fail this Save, they begin to suffer the effects of the Disease.

Suffering from a Disease


• Every subsequent morning, the PC Saves vs Body against the Disease. If they fail this
Save, they take the listed Attribute Dmg.
• This damage will not heal naturally until the disease is cured.
• If an Attribute is damaged below 0, remaining damage is redirected to BOD.
• 0 STR and 0 AGI result in a PC who is only capable of whispering and crawling. 0 MIN
and 0 WRD result in unconsciousness or a fevered delirium. 0 EGO results in the death
of the ego and self.

Recovering from Disease Naturally


• If a PC succeeds on two Saves vs Body in a row, the Disease is cured.
• If a PC spent the entire previous day resting in bed, they get a +2 bonus to their Save.
Being attended to by healers with appropriate medicines also provides +2.

Recovering from Disease via Exorcism


• If a person skilled in religious rites performs a banishing ceremony the Save gets a +2
bonus. Such ceremonies tend to require an assistant. Using Holy Water confers another
+2 bonus.
• If the Save vs Body critically fails, all participants are exposed to the Disease.

Recovering from Disease via Appeasement


• Everyone knows that diseases are caused by Disease Spirits, or “Malady Men”.
Appeasing a Disease Spirit is very similar to paying a ransom. The further the disease
has progressed, the higher the ransom will be. Disease Spirits are not inexperienced
negotiators.
• Each Disease Spirit is appeased by two different things. Roll 2d6 on the Appeasement
Method Table to see what they are. If it receives one of these appeasements, it will
depart, taking its malodorous work with it.
• It is not obvious what will appease a Disease Spirit. Shamans can commune with the
spirit and ask it what it wants. Alternatively you could just try all six methods.
Random Disease [d30]
1 Barghopsis 1d4 AGI, 1 BOD. Long grey hairs sprout in patches. You can only
move on all fours. Your speech can only speak one word per
round (amidst involuntary growls).
2 Black Death 1d6 BOD. Fever, headaches, vomiting, and buboes. Its lethal, -4
to Saves.
3 Blisterscale 1d4 SOL. You begin growing scales. Your throat thickens, giving
you a 1-in-6 chance to fumble any spell you attempt to cast. If
you have taken at least 5 points of EGO damage from this
disease, you can breathe underwater. If you would die from this
disease, you instead turn into a strange fishy thing.
4 Bog Pox 1d4 AGI, 1 BOD. Your skin becomes jaundiced and your joints
“Curse of Pagah” swell. You can no longer eat normal food and can only gain
nourishment from at least one large fresh blood meal a day. The
amount of blood required would kill a human and weaken a cow.
5 Bottler’s Froth 1d4 SOL, 1 BOD. Your constantly salivate a reddish foam. You
are exhausted by combat, and take a cumulative -1 penalty to all
rolls after each round. If you spend a round resting, this penalty
is reset.
6 Brain Worms 1d4 MIN, 1d4 EGO. Once per day, you experience a perfect
hallucination (all senses). The worms use this in order to spread
their infection to others (all of your bodily fluids are infectious).
Ideally, they'd like you to get eaten by an animal or drown in a
popular water source.
7 Bulge Gut 1d3 AGI. Gross burbling swellings and new fleshy folds. Lose 1
Inventory Slot each morning. Smells irresistible to predators and
whips them into a frenzy.
8 Butterfly Skin 1d6 STR. Your skin produces “sequins”. For every point of
damage this disease does, you produce an exceptional sequin
worth 1sp. If you take maximum damage from this disease, one
of the six sequins is a magnificent sequin worth 1gp. Sunlight
deals you 1 damage per round of exposure.
9 Crystal-Kind 1d6 AGI. Your bones begin to crystallise, and fractal patterns
form on your skin and hang in your eyes. DR +1C, +1P, and -1
Inventory Slot for every 5 damage.
10 Dauntledregs 1d6 WRD. Your skull softens and swells. You automatically fail
all saves against fear and confusion.
11 Dungeon Slough 1d4 AGI, 1 BOD. Your skin begins to peel off in large sheets.
Whenever you take damage, you take an additional +1 damage.
12 Dwindle Pox 1d4 STR, 1 BOD. You begin shrinking. If you take at least 7
points of STR damage from this disease, you become childlike in
size. This change is permanent until cured supernaturally.
13 Filth Fever 1d6 STR. Every stressful moment (such as a round of combat),
you have a 1-in-6 chance of losing your standard action as you
soil yourself (defecation, urination, vomiting)
14 Gangrene 1d3 BOD. The wounded part has lost its blood supply and is
rotting. Take 1d8 damage each morning.
15 Gobbles 1d4 STR, 1 BOD. Your eyes bulge. Your mouth grows extra teeth.
You are blind except when in perfect darkness.
16 Grave Lung 1d4 STR. Breath stinks of death and dust. Save vs Body or cough
when sneaking.
17 Leprosy 1d4 STR, 1 BOD. If you ever take maximum STR damage, a body
part falls off. [d6] 1-2 finger, 3-4 toe, 5 nose, 6 ear. When this
disease is cured, it instead goes into remission for 1d6 months.
The only permanent cures are supernatural.
18 Mangling Meat 1d4 Random. The mutant’s curse, the change is within you now,
fight it if you can. New Mutation each morning.
19 Polypores 1d4 MIN, 1d4 EGO. Bracket fungi begin to grow on your head.
Unless you cover your head (blinding yourself), the fungi
constantly glow as bright as a candle, pulsing to your heartbeat.
If you die from this disease, your corpse takes on a wooden
consistency and sprouts mounds of polypores.
20 Silk-Sleeves 1d2 STR. 1d2 BOD. Gorgeous, heavy purple fronds ring your
arms and neck. The skin near the growths is weak.
21 Rabies 1d6 SOL. -1 Attack, +1 Damage, cannot drink water.
22 Red Ache 1d4 STR. Red blisters. Your bones begin turning entirely into
marrow. You take double damage from Blunt sources (including
falls).
23 Slimy Doom 1d4 BOD. Your blood turns into slime. If you take maximum
Body damage from this disease, you permanently lose 1 BOD.
24 Sleeping Sickness 1d6 WRD. Purple rings around the eyes. You can always see the
moon, even through the roof. For every point of WRD damage
you take from this disease, you require an additional hour of
sleep each night.
25 Slow Pox 1d4 AGI, 1 BOD. An incremental paralysis. You get a penalty to
Initiative and Movement equal to your Agility penalty from this
disease. If you die from this disease, your body will take an
extremely long time to rot.
26 Tetanus 1d4 AGI. Locking spasms. Taking 3+ damage disables your jaw
then a random limb. [d4] 1-2 leg, 2-4 arm.
27 Voodoo Waste 1d2 BOD. Become paler and slower. If you die from this you
become an undead under the control of the disease. Medicine has
no affect. Can only be cured supernaturally.
28 Volcanic Blisters Angry skin pops messily dealing 1 damage 1d6 times per day.
29 Wandering Heart 1d3 BOD. Your heart is slowly and visibly exiting your chest.
Whenever you are crit, you take an additional +1d6 damage.
30 Weird Organs 1d2 BOD. Your organs have decided to move into odd places in
your body. Immune to critical hits. Halve all healing.
Appeasement Method [d6, roll twice]
1 Blood A worthy sacrifice. Perhaps just a chicken if the disease is still
in its early stages. Terminal diseases require the sacrifice of a
cow (£100) or maybe even a person.
2 Epidemic You must consciously infect other people with your horrible
disease. Perhaps just one other person if the disease is still in
its early stages. If the disease is terminal, a dozen is customary.
3 Flattery Everyone must gather around and speak loudly about how
great the Disease Spirit is, how powerful, and how generous.
Two successful EGO Checks are required if the disease is in its
early stages, while as many as ten might be required if the
disease is terminal. Retries are only possible if the group of
flatterers is at least twice as big as last time. Certain grandiose
gestures (proposing to marry the disease spirit, offering it a
land) count as one or more automatic successes, but be aware
that the Disease Spirit might actually accept these things (2-in-
6 chance by default).
4 Food The salted herring and hardtack that passes for “rations”
doesn't count. Real food from a real chef prepared in a kitchen
full of ingredients.
5 Intoxicants Perhaps just a bottle of booze if the disease is still in its early
stages. If the disease is terminal, a box of rare drugs (£1-300) is
customary.
6 Wealth Gold, silver, jewels, and items of exquisite craftsmanship of
magical puissance. The spirit will ask for what it thinks,
judging on appearances, you can afford.
* Remember, spirits are full NPCs and will have a random personality. Although they are
intelligent, they lack a full understanding of human culture and can be tricked.
Worshipping the Gods

If a PC fosters a relationship with a God, they are wise to observe that God’s
Tenets and Taboos. Blasphemy or desecration will get you Cursed.
• Anyone can commune with the Gods.
• Anyone can sacrifice to the Gods to gain their attention and Favour.

When choosing which Gods to revere consider:


• The God of your Profession.
• The God of your homeland, culture or environment.
• A family God, or a personal God.

The PC can track the Favour of up to three Gods.


• Maximum Favour is 4. Minimum Favour is -4.
• If the PC reveres two gods, their maximum Favour for each is 2.
• If the PC reveres three gods, their maximum Favour for each is 1.
• If the PC has a background as a Priest, their maximum Favour is 4 for one god and 2
for two others.
• If the PC has Druid [aspects], they may revere no god but themselves.

Gaining Favour Through Sacrifice


Improvised Sacrifice: one success per week.
• Site Required: Improvised altar.
• Cost: £500
• Favour Gained: roll d6, on a 4+ gain 1 Favour.

Simple Sacrifice: one per 3 weeks.


• Site Required: Local holy site (shrine, temple, grove, favourable location)
• Cost: £2k
• Favour Gained: 2

Lavish Sacrifice: one per month.


• Site Required: Major holy site (city temple, extra-favourable location)
• Cost: £12.5k
• Favour Gained: 3

Adhering to Tenets and Breaking Taboos


• A PC gains 1 Favour when they adhere to a God’s Tenet when it is not the optimal
choice.
• If a PC breaks a Taboo, roll a d6, on a 4+ their Favour is reduced by 1.
Once per day, a PC can Pray for Help.
• The PC must require help. The Gods do not look kindly on frivolous requests.
• A d6 is rolled. If the result is equal to or less than their Favour, it succeeds. Their
Favour is reduced by 1.
• If the god’s domain is related to the plea, the dice threshold is +1.
• This is not divine intervention, nor is it a miracle, but something might happen.

At any time, a PC can Pray for Healing.


• A d6 is rolled. If the result is equal to or less than their Favour, it succeeds. Their
Favour is reduced by 1.
• The PC or another target is healed by d6. The PC can add more d6s but each one
reduces their Favour by an additional 1.
• The target must not have negative Favour with that god.
• A PC can pray to heal anyone within 10m of them.

Once per day, a PC can Pray for Power.


• A PC can invoke a god to aid an attack or spell during combat.
• A d6 is rolled. If the result is equal to or less than their Favour, it succeeds. Their
Favour is reduced by 1.
• If the god’s domain is related to combat or magic, the dice threshold is +1.
• The PC rolls with Advantage and adds d6 to the damage or a [dice] to a spell.

Before sleeping, a PC can Request Guidance.


• The PC’s Favour must be 2 or higher.
• The PC will request visions of guidance in their dreams that night.
• A d6 is rolled. Their Favour is reduced by 2.
• Under Favour: a clear vision dream
• On Favour: a confusing vision dream
• Above Favour: an ordinary dream.
• A PC can go to an Oracle instead, this doesn’t cost them Favour and is likelier to be
clearer, but it is expensive.

At any time, anyone (even NPCs) can Invoke a Curse.


• This must be in response to a deep, personal wrong.
• Curses can only be invoked on characters with a Favour below 1 by characters with a
Favour above 1.
• A d6 +2 is rolled. If it is equal to or less than the difference between the target and the
PCs Favour, then the target is cursed.
The Cults

Alooe
• Domains: The Ocean, Salt, Sailing, Maelstroms, Treachery, Drowning, Coins,
Merchants, Saltwater Creatures
• Tenets: Swindle / Greed
• Taboos: Harming Traders / Poverty / Theft
• Symbology: Wear coral bangles and a necklace of coins.

A foul tempered god, Alooe has equal place in the hearts of the sailors, fishers and traders. His
cult is well established in ports and His idols are dotted along trade routes. Merchants make
offerings to Alooe before perilous journeys, in the hope that his aquatic trickery is directed
elsewhere.

Aiken Polycerate
• Domains: Conquest, Ambition, Audacity, Envy, Rivals, Industry, Metalworking,
Mountains, Goals, Removal of Barriers, Goats
• Tenets: Covetousness / Have Nemeses / Monotheism
• Taboos: Breaking a Tool or Weapon / Defeat in Battle
• Symbology: Wear goat horns. Wear metal bracelets engraved with goat-eyes. Tattoo
the holy word in flowing script on your forearms and feet.

A god of industry, progress and ambition. Keeper of the magic chants, methods of intimidation
and secret caresses necessary for metalworking. Goathead-Godhead sits on throne of charcoal
and horn. Her helm is sharpened by demons, her furnace-breath fuels the fires of the forge.

Arolohnso the Lofty


• Domains: The Sky, Weather, Birds, Mountain Peaks, Wisdom, Lucidity, Strategy.
Freedom, Archery, Travelling, Caravans, Languages, Foreigners.
• Tenets: Liberation / Recalcitrance / Aid Travellers
• Taboos: Intoxication / Imprisonment / Harming Feathered Things
• Symbology: Wear white, sky-blue and feathers. Carry a bow. Dye your bow-arm blue.

To the steppe peoples, Arolohnso is the supreme lord of the world, the great blue bird who
speaks with the voice of the wind, Father of The Winds, which go where’er they will. To the
people of the West, He manifests as a sage wearing nothing but skin of blue and long hair the
colour of sunset and who speaks with the voice of all the birds in the sky. His cult build their
shrines atop barren mountain peaks and in the mouth of windy valleys. They are well known
for their making of “singing stone” golems.
Buonei
• Domains: Festivity, Music, Passion, Intoxication, Disorder, Subversion, Equality,
Alchemy
• Tenets: Revelry / Substance Experimentation / Subvert Authority
• Taboos: Sobriety / Being Domineering
• Symbology: Carry a small ruby-inlaid drum. Paint your throat and eyelids in bright
primary colours.

“Scream if you want to be heard! Recall the shrill pipes, the humming strings and the beating
heart. I will not, will not stop dancing!”

A cult both popular amongst the common folk and ill-regarded by the authorities. The ways of
the Cult of the Shriek are deliberately subversive, in her shrines Buonei, a young and lewd
woman, is often portrayed lounging on a lush throne fit for any king. Her cult is open to men
and women, young and old, common or noble, and is responsible for carrying out festival rites
and making religious offerings during times of celebration. They are also well established as
the owners of drinking houses, drug-dens and breweries.

Captain Quameem
• Domains: Fire, Fervour, Aplomb, Volcanoes, Explosions, Gunpowder, Smoking,
Inspiration, Gambling, Good fortune
• Tenets: Critical Successes / Take Risks / Explosions!
• Taboos: Cheating / Firefighting
• Symbology: Wear orange arm and neck wrappings and a pumice necklace. Paint your
forehead red.

A popular deity attributed a largely benevolent nature. Once merely the god of fire, lately
Quameem has acquired bombastic and militaristic associations with explosions and
gunpowder. He is also the patron of gambling and smoking, and “the Captain” is regularly
entreated for good luck. His shrines, where supplicants burn small offerings in exchange for
good fortune, are numerous.

Dhamaadka
• Domains: Funerial Rites, Remembrance, Charnel, Ivory, Ruins, Cold, Silence,
Stillness, Forgiveness, Endings
• Tenets: Apathy / Forgiveness / Silence
• Taboos: Desecrating the Dead / Violence in Ruined Places
• Symbology: Wear white robes and an ivory mouth-mask. Carry bones.

Dhamaadka’s role is to ensure peace in death and transport the soul of the dead into the
afterlife, as only He knows the secret spells that open the Bleached Gate at the entrance of the
Silent Manse, the land of the dead. “Old Winterwind” is entreated at the end of every life, but
His rites are usually only attended to by mortuary workers at necropolis shrines.
Drujoon
• Domains: Rivers, Rain, Floods, Wetlands, Irrigation, Generosity, Poisons
• Tenets: Charity / Poison your foes
• Taboos: Being Captured / Straight Weapons
• Symbology: Keep your clothes wet and clinging. Wear a hemp headband and carry a
grass-fibre whip.

Revered especially by those living along the great fertile yet fickle rivers of the realm, who rely
on irrigation works and are vulnerable to flooding. Drujoon is worshipped in exchange for
bountiful waters and harvests. Embodied by the venomous and twisting river eel, Drujoon is
mischievous and yet also generous, and as such His cult are famous for almsgiving.

Grandest Halak
• Domains: Earth, Fertility, Crops, Blight, Disease, Livestock, Ores, Foundations,
Oaths, Longevity, Prosperity
• Tenets: Swear Oaths / Catch Disease / Bury Your Wealth
• Taboos: Treachery / Animal Cruelty (besides food and sacrifice)
• Symbology: Wear bronze gauntlets. Wear a phallic bronze codpiece.

Lover of all the secret, subtle, sacred geometries of the earth. Halak is a fertility god preferred
by those living in the plains, where fields of swaying grain and pastures are tended to by
farmers anxious to avoid drought and crop-blight. A phallic bronze monolith in a field is a
sure sign the locals look to Him for a healthy harvest. Halak, being a god of the earth, is also
revered for His solidity and is often used as a symbolic guarantor for oaths and legal contracts.
His having dominion over the ores and gems of the earth means supplicants also pray to Halak
for wealth.

Haldanei

• Domains: Darkness, Abysses, Disasters, Grief, Loneliness, Survival, Courage,


Vengeance, Subterranean Creatures, Domestic Violence
• Tenets: Escape to Safety / Aid the Weak / Vengeance
• Taboos: Cowardice / Forgiveness / Harming Women (without justification)
• Symbology: Wear black all-covering robes.

“Speak in a voice that rumbles as an earthquake. Lady of the World Behind the Sun, the cold
that steels us, the pain that drives us, may She live!”

A chthonic god, Her mystery cult keep temples sealed in a state of permanent darkness. Rock-
hewn tunnels underneath play host to sacred, sunless pools where grow lotus-flowers. The cult
of Haldanei is open only to women, especially to those who have fled their husbands. It is
known that at the beginning of the world Haldanei was married to Irquanti-the-Solar-King
and that He beat and burnt Her, and that She was forced underground after an attempt to kill
Him in His sleep was foiled by Yol-the-Silver, that chit of a godling.
Innagrinn the Great
• Domains: Honour, Raiding, Weaponry, Duels, Boasts, Hubris, Thunder
• Tenets: Boastfulness / Duelling / Trophy-Taking / Killing with Critical Hits
• Taboos: Subterfuge / Harming the Helpless / Fleeing what you Started
• Symbology: Wear a bull-horned helmet and jangling brass bangles.

The bellowing red-skinned giant that dwells in the clouds in a city made of brass. His head is
fully enclosed by a sealed brass helm, and He leads an army of savage, trumpeting ghosts
known as the Stampede. The Cult of the Woeful Champion is popular amongst martial orders
and the soldiery. He is the protector of the warrior and patron of the ancient, outdated ideals of
honourable combat. Although His worship is hardly widespread, called for only in times of
violence. His rites are performed on the muddy fields of battle and his favourite offerings are
the severed heads of your enemies.

Irquanti the Watcher / The Lion Lamb


• Domains: The Sun, Light, Gold, Glory, Lanterns, Truth, Purification, Absoluteness
• Tenets: Truthfulness / Cleanliness / Pridefulness
• Taboos: Lying / Mercy / Compromise
• Symbology: Wear white and gold, paint your skin white and bleach your hair. Carry a
lantern.

Solar-King of the natural world, all other Gods fear the Lion Lamb who can detect lies and
incinerate corruption. Irquanti is a powerful god who ensures the dominance of truth and
purity, often called upon to ensure just and moral behaviour. But remember, while truth may
be found in light, mercy is found only in shadow. His temples are the regular recipients of
aristocratic donations and as such His cult is by far the wealthiest in the realm.

Krimaysis-Primordium
• Domains: Forests, Spirits, Predators, Hunting, Traps, Ambushes, Hiddenness, Safe
Passage, Hunter Gatherers
• Tenets: Stealthiness / Hunting / Ruthlessness
• Taboos: Modern Weaponry / Iconoclasm / Not eating the animals you kill
• Symbology: Scarify flowers and animals onto your limbs, back and chest. Display
these for all to see. Wear twigs in your hair.

There are many small, nondescript shrines across the forests of the continent. All bear a
similar fearsome likeness and make dedications to a god known by many different names.
Krimaysis guards people from the dangers of the forest and prowls the border between areas
that have been tamed and those that remain yet wild. Petulant and fierce, Her name is used to
ward off beasts. Every year, Krimaysis hunts Her anthropomorph Primordium through the
trees and glades and consumes it. This brings winter. Her priests, the Cult of the Fanged Moth,
leave offerings at the bounds of the woods so that Primordium may be reborn again and bring
with it the spring.
Kwaslnaggun the Jagged Prince
• Domains: Punishment, Destruction, Rebirth, Murder, War-Cries, Fear, Frenzy,
Butchers, Carrion Creatures
• Tenets: Slaughter / Masochism / Terrorise Your Foe
• Taboos: Healing / Pacifism
• Symbology: Wear red and rose. Dye your hands crimson. Carry copper hooks.

“Red Angel, Blind Knife, Lord of Cuts, Woeful Sir. Play the body-song on the sinew harp, Offal-
God.”

The Rose Cult is a blood-cult with magnanimous impetus. Handfuls of offal are offered up at
its scabby altars by hunched and lacerated acolytes. Such cultists are fringe and unpopular,
yet their violent deeds have sanction for their sacred purpose, for Kwaslnaggun is a punishing
god, one made of ill-will and anger to which offerings symbolising the sins of society are given.
The idols of Kwaslnaggun are handily located near butchers and fighting pits, bounteous
sources of the sanguine libations necessary to appease the Jagged Prince and ensure that He
doesn’t unleash His frenzies on all humanity.

Lady Quetshei
• Domains: The Household, Ownership, Rituals of Hospitality, Cities, Walls, Patriotism,
Queens, Motherhood, Tea
• Tenets: Hospitality / Tea Ceremonies / Defend what is yours
• Taboos: Callousness / Mistreating those in your home, or theirs / Refusing Tea
• Symbology: Lacquer your nails and teeth black. Paint your lips black.

When the matriarchal hospitality rituals of the lowlands elite merged with the tea-ceremonies
of the highlands the result was Lady Quetshei, mother and queen to city-states riven by
parochial conflict. Prayers to Her are carved into town walls and Her image is found above the
hearth of every home and inn. Her temples are urban sanctuaries and secluded retreats in
tranquil places, often patronised by the female nobility.

Nena-Kwothei the Long / the Sliding One


• Domains: Birth, Wounds, Doorways, Keys, Perceptiveness, Prophesies, Dreams,
Constellations, Serpents
• Tenets: Enter Sealed Places / Suffer Wounds / Surprise Others
• Taboos: Denying Entrance / Harming a Door, or Allowing its Harm
• Symbology: Pierce your hands. Carry a snake and an oxidised copper key.

“The Prophetess was born amongst hooded folk and thus she has many younger sisters.”

In cushioned and warm hollows the Entwined Priestesses lie dreaming. Their dreams can
reach far and infiltrate the most well-guarded places. For their prophecies you should bring
them gifts. Mice, they like mice.

“Not all doors are wounds, but all wounds are doors. Open all the doorways.”
Neydonr the Demon Queen
• Domains: Chaos, Madness, Power, Mutations, Disruption, Revolution, Misfortune,
Meteors
• Tenets: Mutation / Critical Failures / Lawlessness
• Taboos: Subservience / Harming Mutants / Defeat
• Symbology: Dye the whites of your eyes bright violet. Powder your skin deathly pale.

Painted Mistress. Cremate mutant-flesh and inhale the holocaust, let the power sparkle
tumescent within you. It is supposed She lives on the theoretical purple moon, Bihelphugil.

Old Loe
• Domains: Good Health, Anatomy, Medicine, Spas, Sacrifice, Exorcism, The Elderly
• Tenets: Compassion / Mercy / Sacrifice
• Taboos: Shedding Blood / Treachery / Denying Help
• Symbology: Wear copious amounts of white fabric. Embed copper quills into your head
and neck.

Old Loe the Hermit is entreated to aid healing, banish sickness and assuage mental anguish.
His cult operates bath houses, hospitals, surgeries and asylums. His temples are peaceful and
contemplative, His cultists are mendicant healers, primarily elderly men, who in their twilight
years have renounced their possessions to practise medicine.

Overfather Zei
• Domains: Laws, Governance, Technology,
Knowledge, Secrets, Writing, Scribes, Hierarchy,
Kings, Fatherhood, Silk, Horses
• Tenets: Settle Disputes / Withhold Knowledge /
Flaunt your Status
• Taboos: Lawlessness / Disregarding Hierarchy /
Harming Horses
• Symbology: Thread a fine bronze chain through
your ears and nose

Wise ruler of Humanity and first to codify its laws. The


Overfather is revered as the patron god of the State by the
aristocracy who align themselves with the values of
responsibility and enlightened governorship. As the god of
technology many inventions are attributed to Him,
including writing, pottery, silk, and bronze.
Tilluzamah
• Domains: Artistry, Beauty, Lies, Conspiracies, Actors, Eunuchs, Sycophants, Twins,
Cats, Cowards, Mercury
• Tenets: Vanity / Cowardice / Lie
• Taboos: Ugliness / Benevolence
• Symbology: Carry a glass knife. Wear a facemask on the back of your head.

“Glass Effigy, Peacock Heart and Twisted Sister”.

Xarmus the Thirstly


• Domains: Lust, Appetite, Sensuality, Self-Indulgence, Obsession, Addiction,
Cannibalism
• Tenets: Gluttony / Hedonism / Cannibalism
• Taboos: Abstinence / Ascetism / Starvation
• Symbology: Carry an ivory spike. Pierce holes in your body, the more the better.

“Pierce deep into the succulence, realm of Lovelies, for there are experiences hidden beneath the
skin of the world like veins. Find them oh voluptuary!”

Yol-the-Silver
• Domains: The Moon, Silver, Sleep, Love,
Secrets, Lakes, Mirrors, Insects, Thieves
• Tenets: Thievery / Loyalty / Love not War
• Taboos: Sleeplessness / Nocturnal Violence /
Disloyalty
• Symbology: Where white robes and a
silvery veil. Carry a mirror and something
stolen.

“Oh Silverthing, oh Moon Beetle, suffer not the


indignity of consciousness!” Patron of thieves, for
She stole the heart of the Sun.
Travelling

Travel & Time


• There are 4 stages per day. Morning, Afternoon, Evening, Night.
• PC’s need at least 1 stage of rest per day, or they will gain 1 Exhaustion.
• PCs deprived of vital needs (food, warmth), do not benefit from resting.
• PCs can travel approximately 10 miles (1 hex) per stage.
• Travelling through rough terrain takes twice as long.
• Travelling in the dark takes twice as long.
• Travelling while foraging takes twice as long, gaining 1d3-1 meals per forager.
• Travelling while everyone is on a suitable mount takes half as long.

Inventory & Encumbrance


• PCs have Inventory Slots equal to their Strength.
• Retrieving items quickly has a 1-in-4 chance of successfully retrieving the correct
item, with the chance increasing by 1 for each subsequent action.
• A number of slots equal to half a PC’s Agility are their Fast Inventory. In the Fast
Inventory are items always instantly reachable. On a belt, in a scabbard etc.
• Carrying excess to your slots makes it impossible to run, jump or climb, gives to -1
per slot to EV and -1 to any roll relating to movement, including Attacks.

Food, Water, & Starvation


• After 1 day without water, a PC gains 1 Exhaustion. After 2 days without water, a
PC gains 2 Exhaustion. After 3 days they die.
• After 3 days without food a PC will begin to starve, losing 1 Body each day.
• If the weather is very hot, an extra ration of water is also needed when travelling.

Becoming Lost
• If travelling in a hex not using a road or river as a guide, the designated navigator
Saves vs Mind to keep the party from getting lost. Upon failure, roll d12:
d12 Clear Terrain Rough Terrain Very Rough Terrain
1 CW - 600 CW - 600 CW - 600
2 ACW - 600 ACW - 600 ACW - 600
3 - CW - 1200 CW - 1200
4 - ACW - 1200 ACW - 1200
5 - - 1800
6 - - Lose a Day
7-12 - - -
Save -0 -2 -4
Weather
1. Roll a d20 each day to determine if the weather becomes Settled or Unsettled.

Settled and Unsettled Weather (Roll each day)


d20 Settled Weather Unsettled Weather
1-15 Weather remains Settled Weather remains Unsettled
16-20 Weather becomes Unsettled Weather becomes Settled

2. Now determine the weather.

• Settled Weather type persists until it becomes Unsettled.


• Unsettled Weather is rerolled every day.

Summer

Settled Weather Unsettled Weather


d20 Type Conditions d20 Type Conditions
1-5 Cool & No rain or light rain showers, 1-7 Clear & No rain, clear, calm or light
Cloudy cloudy, calm or light winds, cool Dry wind, warm
6-10 Clear & No rain, clear, calm or light wind, 8-12 Rain Rain showers, cloudy, light
Warm warm showers wind, warm
11-15 Clear & No rain, clear, calm or light wind, 13-18 Rain Rain, cloudy, light to moderate
Hot hot winds, cool
16-20 Cloudy No rain or light rain showers, 19-20 Storm Heavy rain, cloudy, moderate
& Warm cloudy, light wind, warm to strong winds, cool

Spring & Autumn

Settled Weather Unsettled Weather


d20 Type Conditions d20 Type Conditions
1-5 Cool & No rain, morning fog then clear, 1-6 Clear & No rain, clear, light wind, cool
Foggy calm, cool Dry
6-10 Clear & No rain, clear, calm or light wind, 7-11 Rain Rain showers, cloudy, light
Cool cool showers wind, cool
11-15 Clear & No rain, clear, calm or light wind, 12-17 Rain Rain, cloudy, light to moderate
Warm warm winds, cool
16-20 Cloudy No rain or light rain showers, 18-20 Storm Heavy rain, cloudy, moderate
& Warm cloudy, light wind, warm to strong winds, cool

Winter

Settled Weather Unsettled Weather


d20 Type Conditions d20 Type Conditions
1-5 Cool & No rain, morning fog then clear, 1-4 Clear & No rain, clear, calm or light
Foggy calm, cool Dry wind, cool
6-10 Clear & No rain, clear, calm or light wind, 5-9 Mild rain Rain or snow showers,
Cold cool or Snow cloudy, light wind, cool
11-15 Clear & No rain, clear, calm or light wind, 10-16 Rain or Rain or snow, cloudy, light
Cool warm Snow to moderate winds, cold
16-20 Cloudy No rain or light rain showers, 17-20 Storm Heavy rain or snow, cloudy,
& Cool cloudy, light wind, warm moderate/strong winds, cold
Hirelings & NPCs

Henchmen
Work for half a share of the loot, or £10 a day, whichever is higher.
• Start with Loyalty equal to the Ego of whoever hired them.
• Can carry up to 10 Inventory Slots worth of stuff.

Mercenaries
Work for a share of the loot, or £50 a day, whichever is higher.
• Start with Loyalty 10, or the Ego of whoever hired them, whichever is lower.
• Attaching mercenaries to a PC provides +1 Attack and Damage. Each beyond the first
only gives +1 Attack.
• If the PC would be downed by an attack, there is a 50% chance that their mercenary
dies instead. This chance can be increased to 100% if the PC chooses to sacrifice their
mercenary. If this is done, each hireling witness makes a Loyalty Check. If they fail
their loyalty halves (round up).

Special Mercenaries
Work for a share of the loot, or £100 a day, whichever is higher.
• Veterans provide +3 Attack and Damage and can take 2 hits.
• Specialists have a Good-At.
• Occultists know 1 spell and have 1 MD. Roll Cosmic Chaos if killed.
• Zealots grant +1 Favour for their god to the party. Loyalty declines when the party
commits Taboos and rises when they follow Tenets.

Loyalty
• To make a Hireling do something that they didn’t sign up for, make an Ego Check.
They make a Loyalty Check. If they fail their roll, they lose 1 Loyalty. If your Ego
Check also fails, they don’t do what you ask.
• When a hireling runs out of Loyalty they desert you, taking what they can.

Reaction Roll - an NPC’s reaction to the PCs can be determined randomly


• Roll 2d6. If one PC in particular is heading the interaction, add their Ego Mod.
• 2 or lower. Hostile. As hostile as the situation allows.
• 3-5. Unfriendly. More unfriendly and hostile than would be expected.
• 6-8. Indifferent. As predictably hostile or friendly as they’d usually be.
• 9-11. Friendly. More friendly and benign than you’d expect them to be.
• 12+. Helpful. As friendly and helpful as the situation permits them to be.
Cosmic Chaos

When you roll doubles on your casting roll you incur Cosmic Chaos. Gain one Trauma and roll
on the following d20 table. Rolling triples incurs two rolls on the table, etc.
1. Nothing seems to happen now, but during the night you will toss and turn uncomfortably,
tormented by nightmares. Gain no benefit from your next rest.

2. Shards of black glass explode from you, pelting everything within 10m for [sum] damage.
3. It starts raining sticky black tar for [sum] minutes, it drips from your eyes and hands. It is horribly
flammable. A halo of corroded bronze materialises above your head.

4. Your blood turns into jet black ink and aches like a hangover, reducing your Agility by [sum].
You take 1 damage and regain 1 point of Agility for each hour you spend in sunlight.

5. You contract Astral Hay Fever as aetherofauna flood your sinuses. You sneeze glitter often and
magical effects stun you for 1 round. Cured after 1d4 days.

6. Until the next dawn, any damage you cause is mirrored onto your own body.

7. You are teleported 1d6 x 10m in a random direction. Until the next dawn, casting a spell always
causes a roll on this table.

8. You are now HUNGRY! No casting more spells until you have eaten a good meal.

9. Your eyes turn smoky black, blinding you for [dice] rounds.

10. Your mouth seals itself into a smooth expanse. Can’t speak or cast spells for [sum] minutes.

11. Your body emits a sickly blue glow, casting light as a candle for [dice] hours. The light bends
and worms its way through any wrap or covering and causes any plant life it touches to wither and
die - it’s impossible for you to hide effectively.

12. Your head is transformed into that of a random animal for [sum] minutes. Gain a relevant
1d6 damage attack and ability to understand and only speak the relevant Wild Tongue.

13. Start to age 5 years an hour. When you reach 100, your die. An infant crawls from your body, it
ages at the same rate until it reaches 20. This is you, with the same memories.

14. A torrent of winged insects issues forth from your mouth for [dice] rounds. While vomiting bugs
you can’t speak and can do nothing but move during your turn. Anyone within 10m must Save vs
Ego or be unable to take any actions as they flail uselessly at the choking swarm.

15. The Spell becomes a homunculus (which can cast itself). It is neutral towards you.

16. Roll a d3, lasts a day. 1: Your blood is replaced with dry insect shells. Take double damage and
become flammable. 2: You gain a hard carapace. Resistance to damage but become slow and have
Disadvantage on Agility. 3: Inside you is only the Void. Any wounds cause rents in your body through
which unrecognisable and alien constellations are seen. Wounders Morale Save.

17. Up to [sum] nearby corpses rise from the dead and attack you with single-minded intensity
(stats as Servitor). They whisper and moan your name as they attack.

18. Reality momentarily collapses and a hole tears in the fabric of reality. The spell, in addition to its
effects, also summons an Outsider, as per the Ingression spell.

19. The spell flings the caster and the target [dice]x5m backwards. Fall prone when you land.

20. The target (or radius) explodes. Roll on the Magical Explosions table. This cannot kill you.
Trauma & Madness

Trauma
• Upon experiencing something horrific, a PC gains 1-3 Trauma (usually 1).
• You can gain Trauma from such sources as:
o horrifying ordeals
o being the only survivor The realisation of the horrible
o being downed in combat and the harmful wears down the
o failing a Fear Save mind’s protective skin, thus
o causing Cosmic Chaos aiding the invasion of malignant
o witnessing an Outsider mental spirits.

• Upon gaining any amount of Trauma the PC rolls a d20. If the result is equal-to-or-
less-than their current Trauma, they suffer a breakdown for d20 rounds, after which
they must Save vs Mind or gain a Madness.

• A PC can lose Trauma with such week-long activities as:


o worship/meditation
o hedonism
o eating luxury food
o getting really drunk
o getting into cathartic fights
o going for long lonely walks
o taking certain drugs
• You cannot lose Trauma from the same activity twice in a row

• Having three or more Madnesses endows Weird Sight, as described by the spell.

Breakdowns 1d6:
1. Run Away
2. Hide
3. Paralysed, stuttering
4. Faint
5. Rage
6. Screaming
d50
Madness
1 Reality Askew
Hallucinations cause the DM to give you false descriptions of things if you are ever
alone (without others to guide you). Since you are always doubting your senses, you
are always surprised on the first round of combat unless a Save vs Mind is made.
2 Poison Paranoia
PC does not trust food or drink from anyone, they must have poisoned it.
3 Addict
Consuming illicit substances helps stabilise their condition. PC has Disadvantage on
all rolls when without being somewhat intoxicated by something.
4 Loves to Rhyme
PC can only speak in rhymes. They are compelled to perform them to anyone they
think will appreciate them, and at the worst possible times.
5 Overwhelming Enmity
PC has developed a grudge, a psychopathic hatred, against a particular type of
creature. If they see one, they suffer Disadvantage when doing anything else but
attacking them.
6 Debilitating Phobia
PC has developed an irrational fear of a type of monster or foe, that can reduce them
to a shaking wreck. Save vs Fear at Disadvantage whenever they face this thing.
7 Horrific Dreams
PC is occasionally afflicted with the most awful and enervating dreams, ruining their
sleep. Every night they sleep roll a d6. On a 4-in-6 they gain no rest. 3-in-6 with
alcohol. Their terrifying dreams give them insight into the trials they are to face the
next day.
8 Despairing Depression
The PC is gripped by a deep and foreboding sense of depression and self-hatred. They
find themselves without goal or motivation and often undersell their abilities to both
themselves and others. This manifests in meekness, inaction and a lack of confidence.
Disadvantage on all Saves and Checks until you succeed one. Resets each day.
9 Frothing Rage
At the start of a combat the PC Saves vs Mind. If they fail they must attack as
manically and as desperately as they can. The PC in this state has Advantage on all
attack rolls. They cannot leave combat until all their enemies are dead. A Save vs
Mind can be attempted once per combat to resist and leave.
10 Chosen by the Gods
The PC believes that their visions and lurches of perception are evidence that a god
has chosen them and now shows them favour. They gain +1 Favour with that god and
must follow their Tenets. They claim to hear their god’s voice often.
11 Abusive Egotist
The fact that the PC survived their traumatic event has completely gone to their
head. They are arrogant and overconfident beyond compare. This manifests in being
patronising, dismissing advice, and selfishness. Whatever the case, anyone that
spends a day with you must make Save vs Ego or gain 1 Trauma.
12 Lost and Without Hope
The PC has seen far too much and is convinced that doom is their destiny. This
manifests in apathy, a disregard for their own mortality, and a penchant for long,
rambling and depressing speeches. Their Body increases by 1d4, but their Ego
decreases by the same amount. They can self-mutilate for 1d4 damage in order to
pass a Save vs Fear. All who can hear them whilst they make Ego Check gain 1
Trauma.
13 Solace in Grit and Grime
The PC develops a hatred of cleanliness and order. They hate to clean themselves and
prefer to wallow in filth, blood and slime. All social interactions with people who care
about any semblance of cleanliness are at Disadvantage. If the PC sleeps whilst
having been cleaned they gain no benefits. The PC is more resistant to disease and
has amical relations with the Malady Men (because disease spirits recognise a like-
minded fellow).
14 Debilitating Dread (Environment)
PC has developed an irrational fear of a certain environment, (being alone,
claustrophobia, darkness, heights) that can reduce them to a shaking wreck. Save vs
Fear with Disadvantage whenever they are in this situation.
15 Bloodthirster
The PC lusts unnaturally for the flesh and blood of his own kin. They must eat the
equivalent of one adult every two weeks. Every day they do not feed after this point
they lost a point of EGO (which regenerates after a meal). Killing and eating someone
raw grants +2 STR for a few days. People don’t like cannibals.
16 The Golden Hand of Glory
When you are left alone with something other people consider valuable, there is a 1-
in-6 chance that your hand takes it, whether you notice or not. Half the time your
hand tries to leave it somewhere else, and not even keep it. You may not notice this,
either. If your hand is bound or severed, it cannot steal things.
17 Unseemly Paranoia
The PC is utterly paranoid of secret observers and hidden threats. This manifests in
nervous ticks, a fear of strangers and an obsession over obscure details. Advantage on
Awareness Checks, Disadvantage on Ego Checks.
18 Total Personality Dissolution
You have 1d4 extra personalities each having their own Good-At and Bad-Ats. The
mental stats randomly switched with each other. Randomly switch personality each
session, or whenever you suffer a concussion.
19 Masochist
Cannot wilfully accept healing or heal themselves. They have a -2 penalty to EV if
they are wearing armour. They like pain and like to be degraded, hurt, and
humiliated.
20 Spirit Haunt
You see dead people, and they can speak to you. Gain Trauma if you don’t obey their
orders. The ghost of those you kill will usually command you to kill your allies, then
yourself.
21 Whose arm is this?
PC is convinced that one of their limbs does not belong to them. they will tear and
bite at it until it is removed
22 Abyssophobia
You believe darkness is an entity that will enter your mouth to feed on your breath
until your lungs turn to dust.
There's no way they can make you put out your lantern, it doesn't matter what they
think they hear coming.
23 Acid Pluvium
Rain terrifies you, it burns you like acid!
24 Always a Second Chance
You believe you are like a hermit crab, wearing this body like a shell. If it's damaged,
you'll just get a new one. Disadvantage on Saves vs Agility to avoid damage.
25 Parasitic Presence
You now realise that a random companion is some kind of parasite in the shape of a
person. Don't let them know you're on to them just yet but you’ll have to great
lengths to prove this to everyone else.
26 Godhead
You are constantly accompanied by the floating decapitated head of a morbidly obese
pig. Large stones are jammed into its sockets in place of eyes and a decaying golden
laurel hovers behind its head. It speaks to you, it's really quite friendly. When it does,
maggots fall from its mouth and golden leaves from its severed neck.
27 Don’t touch me fiend!
You can't stand to be touched by others, you think they're trying to meld with your
flesh. The first time you take damage in each combat, Save vs Mind or spend the next
round flipping out.
28 Can’t Trust Paper
You believe that books read you back. After you finish reading anything, you will
burn it to prevent it telling your secrets to others.
29 Betrayal of the Written Word
Letters and words seem to dance and move whenever you look at them, sometimes
forming phrases you know are impossible. Because of this, you cannot read.
30 Flavoursome Greeting
When entering a structure you haven't tasted before you need to get down and lick
the floor or you'll freak out in d4 turns.
31 Give it Back Give it Back!
You believe your blood is finite. When wounded you fly into a rage against your
aggressor, gaining a bonus to hit and damage equal to the damage they dealt you
until they are dead, after which you spend an equal amount of rounds trying to scoop
their blood into your wounds.
32 Delusions of Invisibility
You're convinced that if you paint yourself fully in bright and dramatic patterns, you
will be invisible to the naked eye of most beings. You'll be fucking shocked the first
time it doesn't work, the patterns mustn’t have been gaudy enough.
33 Bed of Leaves
The nightmares keep you from falling asleep in a bed, or any other civilized place.
You can only sleep outside on the ground. Even if you have enough money to afford
room and board, you still live on the streets.
34 Burning Inside
Your eyes actually glow, a warm orangey flicker. People can see this in the dark.
Cannot wear heavy armour lest you overheat and faint.
35 Endless Pursuit
Unless you keep moving, the nightmares catch up with you. Once you have slept
twice in the same place, you can no longer fall asleep there again. Any attempt you
make to rest in that location fails. Changing rooms allows you to stay in the same
house, until you have run out of rooms, but larger conceptual locations, like forests
and fields, will cause you more problems.
36 Apostasy
Whenever you interact with one of the social institutions you have already
contributed to, warped memories overwhelm you until you leave and reject that
institution. The DM chooses which institution you must turn away from.
37 Tainted Trait
One of your attributes has been infected by spirit malignants and this influence
manifests as a form of self-sabotage. You suffer Disadvantage whenever you are roll
this attribute. d6:
1. Ego - Odd expressions cross your face like shadows.
2. Agility - Sometimes you get the shakes.
3. Strength - You look ashen and sickly.
4. Body - A wracking cough in your chest, you spit blood.
5. Mind - Ghostly light streaks across your vision in the dark.
6. Weird - All night you dream of your homeland—your real homeland—only to
awaken at dawn with fleeting memories of strange vistas on alien worlds you
have never visited.
38 Constant Mumbling
A constant trickle of unnerving ticks and mutterings emits from your mouth. It is
near impossible for you to be entirely silent. Disadvantage on Stealth.
39 Tongue of the Worm
You lie to people. Sometimes you realize what you are doing, and you can stop
yourself, but sometimes you don’t even know what you are saying. When you roll
for a social interaction and get a result of 6 or less, the GM decides what you
said.
40 Amnesia
Lose all of your trained abilities and memories. Make a Mind Check over an hour to
recover them when you need them, or when prompted. If you failed, you’ll need
therapy to get them back, or a life-or-death situation that requires them. You won’t
lose any spells, but you’ll forget you have them.
41 Wonky Eyes
You cannot estimate distances longer than your handspan
42 Shut Down
Cannot take actions unless expressly ordered to by an ally (requires an action and a
lot of prodding). Lasts for 1d6 hours, but if you have a breakdown you’ll suffer the
same effect again.
43 Coma
Make Saves vs Mind to recover after 1d6 hours, 1d6 days and 1d6 weeks.
44 Anarchist
When put in a situation where following rules is essential and necessary, you must
Save vs Mind resist flagrantly violating them.
45 Sudden Delusion
Save vs Mind to resist acting upon it, +1 if you act upon it strongly and violently: 1d6:
1. Your allies are insane and must be restrained
2. This is a dream and you have to wake up
3. The floor is covered with gold and jewels
4. You are on fire
5. You are a god, a cruel god
6. You are rusting and need polishing
Lasts for 1d6 minutes, but if you have a breakdown you’ll suffer the same effect
again.
46 Crippling Compulsions
When given the option between acting recklessly or being cautious, you must Save vs
Mind to resist the urge to act recklessly.
47 Pacifist
Whenever you see or hear an enemy die, take 1d6 non-lethal damage.
48 Fear of Sacred Objects
You are repelled and disgusted by sacred or religious objects and symbols. You cannot
willingly approach or touch a religious icon and will flee from those brandishing
them.
49 Fits and Seizures
You have a 1-in-20 chance of suffering a fit or seizure when you fail a Fear Save. Roll
a d20,
1. Catatonia
2. Epilepsy
3. Narcolepsy
4. Delusions
5. Hallucinations
6. Stroke
7. Fainting
8. Hysteria.
9-20. Roll Cosmic Chaos
50 Obscene Hedonist
You are prone to unsettling activities when partying, which may include manic
dancing, obscene gestures, salacious or caustic language, inappropriate touching,
incontinence, and, most especially, denial. Relaxing with you does not reduce Trauma
for others, and often offends the locals.
Violence
Initiative
• PCs roll a Mind Save. Those who pass go before the enemy, those who fail go after.
• If one side has Surprised the other, then they get a free turn before initiative.

Actions
• Move and Act: Move carefully up to 10m or run up to 30m.

Attacks
1. Roll a d20 + AB (attack bonus).
2. The attack hits if it meets or beats the target’s EV (evasion).
3. Ranged weapons get -2 to hit for every increment past their ideal range. Ranges are:
Close (5m) → Near (10m) → Far (50m) → Very Far (100m)
4. If a hit, roll the weapon’s damage die and deal damage. Common damage types are
Cut (B), Pierce (P), and Blunt (B).
5. A roll of a 20 is a Critical Hit, roll damage twice or automatically succeed on any
manoeuvres. A roll of a 1 is a Critical Miss. Your weapon takes a break, and all foes
within weapon reach of you may make an attack against you.

Manoeuvres
• After a successful attack, a PC may attempt a manoeuvre instead of dealing damage.
1. Disarm (AGI): Target’s weapon falls from their grip.
2. Distract (EGO): Target cannot attack anyone besides their distractor next turn.
3. Grapple (STR): Target cannot act unless breaking free or attacking the grappler with
a small weapon like a dagger. Damage always bypasses armour.
4. Push (STR): Target is pushed out of melee range.
5. Sunder (STR): Roll damage, target’s AC is reduced by half damage.
6. Trip (AGI): Target falls to the floor. Attacks against them when on the ground have
Advantage, ranged attacks have Disadvantage.

Evasion (EV)
• Creatures have Evasion. It is determined by 10 + Agility Mod. Shields increase it and
going unarmoured grants +1.

Retreat
• Any combatant may attempt to retreat from combat by making a Check.
• Agility Check to run, Strength Check to barge, Mind Check to outwit.
• Roll with Disadvantage if you are slower than your foe.
• Roll with Advantage if you can easily break line of sight.

Weapon Breaks
• Each break a weapon suffers, it gets -1 to Attack and damage.
• Repairing a break costs a quarter of the weapon’s price.
Textile Chain Plate
Armour & Shields

Armours provide Armour Charges (AC). An AC can be expended upon receiving damage to
halve damage received. The armour type determines which types of damage can be halved.

Some types of armour have strong resistances (underlined) meaning 3 AC can be expended to
entirely negate damage received.

AC is replenished by repairing a set of armour with Armourer’s Supplies.

Armour AC Details Cost Slots

Textile 3: Cut N/A £200 2

Chain 6: Cut, Pierce, Strength roll to swim. Max +1 EV £1k 4


from Agility mod

Plate 10: Cut, Pierce, Blunt Cannot swim. No +EV from Agility £5k 6
mod

Shields +EV Details Cost Slots

Buckler +1 Sacrifice to turn a crit into a £200 1


normal hit. Enables holding objects
in the shield hand.

Shield +2 Sacrifice to turn a crit into a £200 2


normal hit.

Tower +3 Sacrifice to turn a crit into a £300 4


Shield normal hit.
Weaponry

Improvised weapons become unusable when they receive a break


A selection is given, but anything can be used as one if the player makes a compelling
explanation of an object’s weaponisation.
Weapons add either the Agi, Str or Min Mod to Attack. This is the AB (Attack Bonus).
• Close weapons can be used while grappling.
• Non-Lethal weapons can make non-lethal attacks without the usual penalty of -2 to
Attack.
• Brace weapons allow the bearer to pre-emptively strike an attacker once per round.

Light Melee. Wielded in either hand.


Weapon Dmg +AB Properties Range Cost Slots
Cudgel 1d4 B Str Non-Lethal - £10 1
Dagger 1d4 P Str/Agi Close, Thrown Close (5m) £100 1/3
(explode)
Claw Blades 1d6 C Agi Close - £100 1/2
Hammer 1d6 B Str Thrown Close (5m) £10 1/3
Shortsword 1d6 C Str/Agi +1 EV - £500 1
Tomahawk 1d6 C Str Thrown Close (5m) £100 1/3

Shank 1d4 P Str/Agi Close, Improvised - - 1/3


(exp)
Sickle 1d6 C Agi Improvised - £10 1
Hatchet 1d6 C Str Improvised, Thrown Close (5m) £10 1/3

Medium Melee. Wielding with two hands increases damage die by one size.
Weapon Dmg +AB Properties Range Cost Slots
Flail 1d6/8 B Str Ignores EV from Shields - £500 2
Longsword 1d6/8 C Str/Agi +1 EV - £1k 1
Spear 1d6/8 P Str Brace Close (5m) £100 2
War Axe 1d6/8 C Str +1 Damage - £500 1
Warhammer 1d6/8 B Str - - £500 1

Chain 1d6/8 B Str/Agi Improvised Close (5m) £50 2


Cleaver 1d6/8 C Str Improvised, +1 EV - £50 1
Club 1d6/8 B Str Improvised, Non-Lethal - - 1
Sharp Pole 1d6/8 P Str Improvised, Brace Close (5m) - 2
Wood Axe 1d6/8 C Str Improvised +1 Damage - £50 1
Heavy Weapons. Wielded in both hands.
Weapon Dmg +AB Properties Range Cost Slots
Halberd 1d8 C Str +1 Damage, Brace Close (5m) £500 2
Glaive 1d8 C Str/Agi +1 EV, Brace Close (5m) £1.5k 2
Great Axe 1d10 C Str +1 Damage - £1k 2
Great Flail 1d10 B Str Ignores EV from Shields Close (5m) £1k 3
Great Sword 1d10 C Str/Agi +1 EV - £2.5k 2
Maul 1d10 B Str - - £1k 2
Polehammer 1d8 B Str - Close (5m) £500 2

Felling Axe 1d10 C Str Improvised, +1 Damage - £100 2


Sledgehammer 1d10 B Str Improvised - £100 2

Ranged Weapons.
Weapon Dmg +AB Properties Range Cost Slots
Crossbow, 1d4 P Min Round Reload Near (10m) £500 1
Hand (exp)
Crossbow 1d12 P Min Round Reload Far (50m) £100 2
Crossbow, 2d6 P Min 2 Round Reload Very Far £500 3
Siege (100m)
Longbow 1d8 P Str Requires Strength 13 Very Far £500 2
(100m)
Shortbow 1d6 P Str Requires Strength 11 Far (50m) £100 1

Arrows/Bolts - - 50% recoverable - £1 1/20

Gunpowder Weapons. Treat EV as 10 or lower when within ideal range


Weapon Dmg +AB Properties Range Cost Slots
Carbine 1d10 P Min -1 to Hit, 3 Round Reload Far (50m) £1k 1
Iron-Hail Gun 1d12 C Min Wide Shot 3 Round Reload Near (10m) £500 2
Jezail 1d10 P Min +1 to Hit, 4 Round Reload Far (50m) £1k 3
Musket 1d10 P Min 3 Round Reload Far (50m) £500 2
Pistol 1d8 P Min 3 Round Reload Close (5m) £500 1
Gaunt Gun 3d10 P Min 4 Round Reload Far (50m) £3k 5

Shrapnel - - - - - 1/5
Powder & Shot - - - - £2 1/20
Irregular Weapons.
Weapon Dmg Description Cost Slots
A fragmentable iron shell full of gunpowder. Radius of
Bomb 2d6 P 5m, Save vs Agility for half damage, fuse can be cut to £200 1
any length, will detonate if it comes into contact with
fire
A thick glass sphere filled with filaments thickly coated
Bomb, - with magnesium and zirconium. Causes a loud £500 1/2
Flash crackling noise and a blinding blue-white flash
interspersed with white lightning. Targets are stunned
for a round and must Save vs Body or be blinded until
they Save on subsequent rounds
Bomb, - Creates a cloud of thick, sooty smoke, radius of 5m, £200 1/2
Smoke vision is impossible
Made from volatile sulphur compounds and kept in
Bomb, - pottery jars. Creates a thin cloud, Radius of 5m, Save £1k 1
Sulphur vs Body each round of exposure. Failure results in
being unable to do anything except stagger around
retching.
Comprised of shrapnel and powder in an iron orb with
Grenade 1d6 P a fuse. Radius of 1m. Requires a successful attack roll £100 1/5
to land within effective range, Save vs Agility for half
damage
A telescopic steel cylinder. Extending the cylinder
Grenade, 1d4 pr reveals holes along the interior shaft. You should £5k 1
Phosphor probably throw it now, as it will soon begin billowing
noxious, light pink, luminescent smoke. Radius of 10m,
the smoke is opaque but sheds light, unless eyes are
unprotected Save vs Body or go blind. Save again after
10 minutes or it’s permanent.
Miscellany

Drunkenness
• Each point of Drunkenness gives the imbiber +1 Save vs Fear and expands their
critical success and critical failure ranges by 1.
• All effects of Drunkenness are lost the next morning.
• All potions are mixed with alcohol, and confer one level of Drunkenness.

Drowning
• A PC can hold their breath for 1 + Body Mod minutes. Then they drown.

Fear/Morale Saves
• PCs take Fear Saves, NPCs take Morale Saves.
• A Fear Save is a Save vs Weird. An NPC rolls 2d6 against their Morale.
• If failed, the creature becomes Frightened, suffering Disadvantage on their Attacks,
Checks and Saves vs Mind whilst they can see the source of their fear.
• This affect ends after a minute of calming down out of sight of the source.

Cannibalism
• +1 damage to sapient foes you intend to eat.
• You can track your cannibal victims through scent.
• A cannibal meal is 3x as filling as a normal meal.
• You learn one secret of each creature you cannibalise.
• You develop familial affection for the friends and family of your cannibal meal.
• You gain 5 HP until your next rest each time you cannibalise a creature.

Bartering
• The PC Saves vs Ego.
o The value of the good becomes favourable by 5% every 1 the result is below Ego,
and becomes disfavourable by 5% for every 1 above Ego.
• Then the NPC Saves vs Ego
o The value of the good becomes disfavourable by 5% every 1 the result is below
Ego, and becomes favourable by 5% for every 1 above Ego.
• The PC or the NPC can then cause this process to repeat one more time, but they must
commit to the trade if they do so.
o The value of the good can change by a maximum of -80% or +120%.
Light
• Flares shed bright light for 10m, and dim light for 20m. d6 light check.
• Torches and Lanterns shed dim light for 10m. d8 light check. d20 light check.
• Candles shed dim light for 3m. d10 light check.
• Targets in dim light have +1 EV and Advantage on Stealth checks.
• Light checks are made every 10 minutes. Try to roll a 4 or higher on the relevant dice.
Upon failure the dice size shrinks for the next check. Failing on a d4 means the light
source goes out, leaving you alone in the dark.

Tracking Time in the Dungeon


• Every time the players do a meaningful activity (which take 10 minutes) mark in a box.
• Make light checks.
• When it reaches 6 an hour has passed. 1-in-6 chance of a random encounter.
• For every 6 hours straight the players spend in the dungeon, gain 1 Exhaustion.

Tracking Time
Hr Morning Midday Evening Night
1
2
3
4
5
6

The Underclock
• The Underclock starts at 20. When it reaches 0, an encounter happens.
• Roll a d6 every time the party performs an exploration action or makes a lot of noise
(out of combat). This roll explodes. Subtract the result from the Underclock.
• If the Underclock lands on 1-3, an omen/prelude occurs.
• Print out the Underclock for added fun/interactivity!

Resting

• Every time you rest, roll on the Underclock. Roll 0-3 times based on how prominent the
rest location is.
• After cooking/consuming rations/healing etc., increase the size of the Underclock die.
From: d6 -> d8 -> d10 -> d12 -> d20. Each time you spend a night sleeping on the
surface, decrease the Underworld die by one size, down to a minimum of d6.
The Metals and Their Myriad Schemes
Gold is the colour of glory. Gold is the shine of the Sun. The gods are made of gold, their Ichor is
molten gold. Gold is absolute, purity and light. Gold teeth scare off negative energy.

Silver is magic, serenity and protection. Silver is the colour of death and pallor of the unliving
shades. The moon, Yol, is made of silver.

Iron and Brass are bold and bright. They toil the hardest, scream the loudest and bleed the
longest. They pair to make the Bloodshed Brothers.

Copper is love, youth, vitality, flexibility. Even of subpar strength it still finds its uses, and it
still shines.

Bronze is the First Protector. It is aged and talks in hoarse whispers, the metal of the mythical
kings and their proud legions.

The Elements of Creation and the Spirits of the World

Mud from the rivershore dried by the Fire of the sun, then the folk-form was filled with Blood.

Mud is form and solidity – relating to the Bones

Mud Spirits are earth dwelling, territorial and unkind.


They are of the lowest “Sludge” order and are associated with the land and weather.

Blood is birth, death and emotion – relating to the Meat

Blood Spirits are water dwelling, wise, passionate, and hold court on boats.
They are of the middling “Congealed” order and are associated with life, death and emotion.

Fire is thought, motion and change – relating to the Nerves

Fire Spirits are air dwelling, swarming, vapid and intransient.


They are of the highest “Boiling” order and are associated with knowledge and purpose,
construction and destruction.

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