Select from one of the following options:
|Human||+1 inventory slot||-1 to reaction rolls with monsters||Choice|
|High Elf||Learn an extra Ken||Appetizing target for monsters||Charisma|
|Moon Elf||+4 to saves against charms, possession, or persuasion||-4 to disguise checks due to obvious white hair||Intelligence|
|Dwarf||+2 to saves against poison and disease||-2 to movement||Constitution|
|Halfling||+5 to Stealth due to quiet movement||Tired immediately becomes Exhauste||Wisdom|
|Gnome||Able to tinker together small contraptions in an hour||-2 carrying capacity||Dexterity|
|Gnoll||Unarmed attack as a light weapon||-4 to saves against possession or charming||Strength|
There are the following stats:
Roll 3d6 to find out the score of each of them. On your Heritage’s favored stat, roll a second set of 3d6 and pick the better option.
You also need to know the Bonus of each stat. Consult the following table:
|6, 7, 8||-1|
|9, 10, 11, 12||0|
|13, 14, 15||+1|
There are only a few derived stats, and they are Defense, Move, Stealth, Save, and HP.
Defense = 10 + [Dex Bonus OR Armor Rating]
Move = 12 + [Dex Bonus]
Stealth = 5 + [Dex Bonus] - [Armor Rating - 2]
Save = 6 + [Cha Bonus]
HP = [Constitution] - 4
Attack = 11
These are all fairly straightforward, but do note that Save and HP will change over time as a character levels up. These are noted in the Advancement table in the next section.
Classes are very simple. They are a set of abilities that help show a character’s growth. Each one comes with some starting equipment, a few choices of Ken, and a listing of Templates.
Every level you earn in a class, you move up to the next set of Templates. You start with the A templates, move on to the B templates, and so on. Multi-classing just involves taking the A templates of another class.
You can consult the following table when knowledge about classes is necessary:
|Level||XP to Reach||HP (max 20)||Class Templates||Attack||Save Base|
|1||0||Constitution - 4||A||11||6|
|2||200||Constitution - 2||B||12||7|
|4||700||Constitution + 2||D||13||7|
|5||1,000||Constitution + 4||13||8|
|6||1,400||Constitution + 6||14||8|
|7||1,800||Constitution + 7||14||8|
|8||2,200||Constitution + 8||15||9|
|9||2,600||Constitution + 9||15||9|
|10||3,000||Constitution + 10||15||10|
Ken are bits of knowledge or ability, something between training and intuition, that allow people to bring hints of the supernatural into the game, even when they are mundane people.
A non-exhaustive list is as follows:
In addition to the starting gear listed in a class, characters also start the game with:
The core mechanic of this system is rolling a d20 and aiming to roll at or below a target number. This target number is normally the stat most suited for the task, but it can be modified by a variety of factors.
For example, when opposed by another character or NPC the target number would use the following equation:
Target = [Relevant Stat] + [10 - Opponent’s Stat]
There are a few basic status effects that are worth covering. Others will be created and adjudicated during play.
|Tired||-2 penalty to all checks|
|Exhausted||As tired, but also make checks with disadvantage|
|Starved||-2 penalty to Strength and Constitution checks, cannot achieve critical success (1)|
|Dehydrated||-2 penalty to Dexterity and Intelligence checks, all failures are critical failure (20)|
|Broken||-2 penalty to Wisdom and Charisma checks, a Good Night’s Rest now takes a week of rest|
There are other effects described in the Death and Dismemberment section, but they only apply when a character nearly dies while these are expected to be more common.
Here is a listing of weapons, though it is easy to generalize. Small weapons deal 1d6 damage, medium weapons deal 1d8/10 depending on how many hands are used, and large weapons deal 1d12 damage. Melee weapons benefit from Strength, ranged weapons do not.
Ranged attacks are made at a -1 penalty for every 10’ past their listed range.
|Unarmed||A regular unarmed attack||1d4 + Str Bonus||0|
|Axe, Hand||Small axe , can be used to forage firewood||1d6 + Str Bonus||17|
|Axe, Battle||Medium axe, can be used to forage firewood||1d8/10 + Str Bonus||24|
|Axe, Great||Large axe||1d12 + Str bonus||42|
|Bow, Short||30’ range||1d6||10|
|Bow, Long||60’ range||1d6||17|
|Bow, Great||75’ range||1d8||25|
|Crossbow||20m range, requires an action to load||1d12||47|
|Dagger||Small dagger||1d6 + Str Bonus||5|
|Mace||Medium mace, +1 attack bonus against armor||1d8/10 + Str Bonus||24|
|Sword||Medium sword||1d8/10 + Str Bonus||24|
|Sword, Great||Large sword||1d12 + Str Bonus||45|
|Spear, Short||Medium Spear, reaches 10’||1d8/10 + Str Bonus||20|
|Spear, Long||Large Spear, reaches 10’||1d12 + Str Bonus||43|
Here is a listing of Armor:
|Gambeson||A set of quilted cloth that is suprisingly effective||2||0||28|
|Hauberk||A shirt made out of interlinked metal rings, -2 penalty to movement and stealth||4||2||63|
|Plate||A set of plates fitted together, -4 penalty to movement and stealth||6||4||92|
|Shield||A sturdy shield, can be sundered to reduce incoming damage by 1d12||+1||1||38|
Here is a listing of other useful goods:
|Alcohol||A bottle of alcohol, various types are available||1/3||1||4|
|Backpack, Normal||A basic backpack with plenty of pockets||0||0||9|
|Backpack, Superior||A better backpack with more pockets and softer straps||0||1||57|
|Bedroll||A necessity for travelling, provides something safe to sleep on||1||1||7|
|Belt Bags, superior||Handy additions for any adventurer||0||0||53|
|Blanket||A warm blanket, a necessity in colder areas||1||1||8|
|Book||Something to read can be nice||1/3||0||24|
|Campfire Cooking Set||Everything needed to cook in the wilderness, except the fire||1||2||14|
|Chalk||Good for writing on stone, wood, or other surfaces||1/3||0||2|
|Climbing Gear||For safe climbing, gives advantage on climbing checks when used||2||0||18|
|Clothing||A set of clothing for a particular climate||0||0||15|
|Crowbar||To help pry things open, gives advantage on such checks||1||0||7|
|Firewood||Needed to keep a fire going, one unit lasts one night||1||0||6|
|Fishing Gear||Everything needed for fishing, useful for foraging||1||0||9|
|Furs||Soft furs are a luxury for travelers, can be harvested from dead animals||1||2||21|
|Horse, Riding||A horse to carry things or ride, normally eats grass along the way||0||0||57|
|Instrument||Good music can lighten many people’s days||2||2||16|
|Lantern||Lasts longer than a torch and runs on oil, comes with one flask||1||0||23|
|Map, Local||A hand drawn map of the local area||0||0||12|
|Medicine Kit||Everything necessary to patch someone up over lunch, roll lunch healing with advantage||1||0||21|
|Looking Glass||Allows easy sight of distant things||1||0||36|
|Parchment||Basic writing material||0||0||8|
|Ration, Adventurer||1 day’s worth of food, it lasts a while||1/3||0||3|
|Ration, Fresh||1 days worth of fresh food, only keeps for a few days||1/3||2||6|
|Ration, Traveler||1 day’s worth of food, nicer quality at least||1/3||1||5|
|Rope||20m of rope is always useful||1||0||21|
|Salt||A bit of spice for your food, shared with the whole party||1/3||1||11|
|Satchel||Shoulder bag that holds less than a proper backpack||0||0||7|
|Shovel||Small portable shovel for digging||1||0||15|
|Soap||Keeps people clean, enough to share and it lasts||1||1||13|
|Spices||Something more exotic than salt, shared with the part||1/3||2||24|
|Tent||Big enough to fit four people||3||2||23|
|Torch||A common source of light||1/3||0||2|
|Waterskin||Big enough to hold a day’s worth of water||1||0||7|
When traveling there are a few essentials that need to be present every day:
Going without these will cause serious effects. Going without clothing or a proper place to sleep for a few days will give a character the Broken effect, not resting will give them the Tired or Exhausted effect, not eating will make them Starving, and not drinking will make them Dehydrated.
Other than managing those necessities, it is also important to keep track of Encumbrance, Comfort, Merriment, and the Camp.
Inventory is tracked by slots, and the amount a character has is based on what they are using to carry their gear. Small items (small weapons, torches, rations, flasks/bottles, etc.) take up 1/3 of a slot and similar items can be bundled together. Medium items (medium weapons, most other gear) take up 1 slot. Large items (large weapons, heavy or cumbersome gear, etc.) takes up 2 slots normally, though they can take up more depending on the item.
The first 3 inventory slots that a character has are “Quick Draw” and anything stored in them can be accessed for free. Other items take an action to get to.
|None||3 (all quick)|
|Superior Belt Pouches||+2|
|Wagon or Carriage||+10|
|Caravan or Ship||Effectively Unlimited|
Carrying at exactly a charater’s capacity will cause them to become Tired at the end of a journey. Exceeding their capacity will cause them to become Exhausted instead.
It is rarely pleasant to travel long distances, but there are certain things that can be done to make it more pleasant. Many items in the equipment listing are provided with a Comfort bonus. Some items can be shared with the group, others cannot. In any case, each character needs to sum up the total comfort bonus that applies to them and compare it with this table:
|1-2||Bare Minimum||Exhausted on arrival|
|3-4||Some amenities||Tired on arrival|
|10+||Exquisite||Advantage on your next significant roll|
Traveling any significant distance is boring and it is important that there is something to do to break up the monotony of it. Characters need some form of entertainment or levity during their journey, though this can easily be roleplayed.
However, without taking care of this, characters will take a -1 penalty to all of their checks until they take a day fo rest after their journey.
Only one character needs to be in charge of setting up the camp, though they should make a Wisdom check when they do.
A camp needs:
A good campsite is necessary for healing overnight or for arriving after a journey. Without good camps on the journey, everyone will arrive Tired or Exhausted if something else would have made them tired.
Combat is intended to be very simple. If one party has the element of surprise, everyone there gets to take an action before combat begins.
In combat (or any time sensitive situation), players should make wisdom checks to see if they go before the enemies. On a success, they act beforehand. On a failure, they act after.
Rounds last 1 minute, which gives everyone enough time to take two actions. Actions include:
Note, that one may not spend their turn taking the same action twice.
While it falls under the more standard rules, it is still important to talk about attacking in combat. Attacking a character or NPC (as a level 1 character) uses the following target number:
Target = 11 + [10 - Opponent’s Defense]
For example, attacking a bandit wearing a chain shirt would require rolling at or below a 7 (11 + [10-14]).
When attacking, a natural roll of 1 is considered a critical success. Roll double the damage. A natural roll of 20 is considered a critical failure. Depending on the situation, there may be an additional penalty.
A character is assumed to be proficient with a dagger along with any weapons they start the game with. When attacking with a weapon while not being proficient, they do so with a -4 penalty.
Characters gain proficiency with a weapon upon successfully landing 8 blows with it (total, not consecutively) in combat.
Hit Points are representing all of the blows that your character can avoid or withstand without being impaired by the injury. Small cuts or scratches, for example. When a character hits 0 hit points, however, they are in danger of taking lethal damage. Being at or below 0 hit points does not inherently prevent someone from continuing to take actions.
When a character drops to or below 0 hit points (and each time they are damaged after this), roll 1d12 + [Negative Health] + [Number of Injuries]. Consult the following table for effects, everything is cumulative. X in the table is the result of the roll.
|Roll||1. Arm||2. Leg||3-4. Torso||5-6. Head|
|1+||Disabled [X] days||Disabled [X] days||Bruised [X] days||Concussed [X] days|
|11+||1 Fatal Wound, Mangled||1 Fatal Wound, Mangled||1 Fatal Wound, Crushed||1 Fatal Wound, Cracked|
|16+||[X-14] Fatal Wounds||[X-14] Fatal Wounds||[X-14] Fatal Wounds||[X-14] Fatal Wounds|
|1+||Burned [X] days||Numb [x] days||Burned [x] days||Unclean [x] days|
|11+||1 Fatal Wound, Save vs Blind||1 Fatal Wound, Frozen||1 Fatal Wound, Save vs Deaf||1 Fatal Wound, Save vs Sickness|
|16+||[X-14] Fatal Wounds||[X-14] Fatal Wounds||[X-14] Fatal Wounds||[X-14] Fatal Wounds|
A character with Fatal Wounds has 3 rounds to get rid of them, or they will die. Anyone with any number of fatal wounds is considered to be out of the fight and unable to take actions, even if they may still be conscious.
On a character’s turn, they can roll a d6 and remove one fatal wound on a 1. Up to two other characters a round can attempt to provide medical attention by making an Intelligence check with disadvantage (unless they have a relevant Ken or Medicine Kit). Each successful check removes one fatal wound.
Magical healing removes one fatal wound for each point of healing, then applies to negative health. So, someone at -6 health with 2 fatal wounds who received 3 points of magical healing would have no fatal wounds and -5 health.
|Blind||Unable to see. -8 to attacks and defenses, automatically hit by area effects|
|Bruised||-4 Max HP (Minimum of 1)|
|Burned||Cannot wear armor|
|Concussed||Wisdom is effectively 4 for initiative|
|Cracked||Save or permanently lose 1 point in a random mental stat|
|Crushed||Save or permanently lose 1 point in a random physical stat|
|Deaf||Can’t hear, always surprised by an ambush|
|Disabled||Specific limb is unusable and drops whatever it may have been holding or supporting|
|Frozen||Save to lose only 1d4 digits, otherwise lose a random hand or foot|
|Mangled||Save or lose the limb, on a success save or lose a digit. On a second success, gain an interesting scar|
|Numb||-4 penalty to dexterity (minimum of 1)|
|Sickness||The character is automatically inflicted with a lingering sickness at DMs discretion|
|Unclean||Cannot benefit from healing magic or lunch healing|
There are three main ways to recover health: Lunch, Good Night’s Rest, and Magical Healing. It is important to note, however, that there is a stopping point at 0 HP. Character at negative health stop their healing at 0 HP and a second attempt at healing is necessary to recover the rest of their hit points.
Lunch and Good Night’s Rest consume extra rations, as in more than what a character needs to consume every day.
This takes 1 hour, a ration, and a safe space but heals a character for 1d6 + [Level] HP. If someone has a Medicine Kit, the d6 is rolled with advantage.
This requires a safe campsite (see Traveling), 8 hours, and a ration. It heals a character completely (either all the way to 0 or to full).
This also allows spellcasters to recover their Magic Dice.
The amount of healing this provides depends on the source, but there are a variety of potions and spells that can accomplish this.
Spellcasters use Magic Dice (MD) for casting their spells. They have as many MD as they do templates in their spellcasting class.
When casting a spell, a caster must invest at least 1 MD, but they can invest as many as they have if they wish. The power of spells normally depends on the [MD] used and their [sum]. Doubles cause a mishap, and triples cause a disaster.
Dice that roll 1-3 are returned to the caster’s pool for later use. Dice that roll 4-6 are consumed in the casting. A caster’s MD pool recovers with a Good Night’s Rest. If you didn’t get a Good Night’s Rest, you can instead Save for each missing MD. Each success causes the die to return even without proper rest.
Scrolls and most magic items that cast spells do so with only 1 MD. Users are not normally allowed to put their own MD in to further empower the spell.
Spells are curious things and preparation is needed every day. A spellcaster can prepare [Spellcasting Stat] - 10 (Minimum 0) spells every day. A prepared spell is lost once it is cast, but it can be cast as an action. There are no restrictions on preparing multiple copies of the same spell.
A spellcaster can also use their spellbook or a scroll to cast a spell they do not have prepared. This must be declared at the start of a round. The caster automatically goes last in the round and automatically fumbles the spell if they take any damage that round. Further, they will need to test their Spellcasting Stat to successfully cast the spell. On a success, a scroll is consumed and the spell temporarily disappears from a spellbook. Spells missing in this manner return at dawn.
When exploring a dungeon, time is tracked in turns. A turn is 10 minutes long and allows a variety of actions to be accomplished:
When exploring the dungeon carefully, characters move at a rate of 10 [Movement] feet every turn. This is incredibly slow, but also gives the characters the opportunity to notice most traps they come across.
When moving more quickly, characters move at a rate of 30 [Movement] feet every turn. This is still moving with some caution, but not as much as there could be.
If characters choose to run as fast as possible, they can cover 30 [Movement] feet every round (1 min), however this will make it easy to stumble or accidentally leave things behind.
The tension of exploring a dungeon is high, which means that it is necessary to regularly take small breaks to ensure everyone is working at their best. Normally, this usually ends up being a break every hour or so.
Forgoing a break when one is needed will cause everyone in the party to become Tired. Forgoing a second break will cause them to become Exhausted instead.
Having a source of light is a necessity to explore dark places. The darkness in a dungeon is oppressive, with many light sources seeming to illuminate less than they should. In Shadows, only vauge outlines, movement, and reflective surfaces can be made out.
|Candle||5’ light, 10’ shadows|
|Torch||20’ light, 20’ shadows|
|Lantern||30’ light, 30’ shadows|
Lighting up a candle, torch, or lantern takes one round, but characters are assumed to be carrying basic firestarting gear. Magic or cantrips can instantly ignite a light source.
An encounter die is rolled every 3rd turn in a dungeon. Normally, it means that an encounter happens on a 1-in-6 chance. However, this encounter die is rolled every other turn and also tracks other things like when rests are needed and when light sources go out.
Here is a table to use:
|10-11||Encounter / Flexible|
|5||Lantern goes out|
|1-4||Torch goes out|
Generic hirelings have 10 in all their stats, 5 HP and no skills or ken outside of their profession. A normal character can have 2 + [Charisma Bonus] hirelings without issue. Having more than that will cause the excess hirelings to be disloyal, cunning, or of poor quality.
Beyond whatever they carry for their job, a hireling is generalized to have 3 inventory slots worth of space for characters to make use of.
Characters earn XP based on the treasure they return to town, with an extra 10% earned for any purely frivolous spending they may perform.
Whenever a character levels up, check the class table (see Character Creation - Classes) to see how their HP, Attack, and base Save increase. For the first few levels, they will also get a new Template.
When a character levels up, you can choose a Stat and roll 3d6. If the result of the roll is higher than the stat, it increases by 1 point.
Characters at level 5 or beyond can retire to safety whenever they level up. The DM can’t torment them further.
Starting Equipment: Gambeson, Sword, Bow, 20 Arrows
Starting Ken: Endurance, The Hunt, Sailing, War, or Weather Predicion
A: Parry, Extra Attack
C: Quick Learner, +2 Attack Stat
D: Impress, Cleave
You gain +1 HP for each Fighter Template you possess
Once per day, you can parry a blow to reduce incoming damage by 1d12 points.
When you choose to sunder your shield, you reduce can damage by 12 points instead of 1d12.
Once per round, you can make an attack as a free action.
Every time you get 10, 10, 30, and 50 kills with a weapon type (ie 10 kills with a sword), you unlock a new ability for that weapon. You must keep track of this yourself. Choose one of the following abilities at each milestone:
You become proficient with a weapon after 4 succesful hits, instead of 8. If you Crit with a weapon, you immediately become proficient.
Whenever you win a challenging fight, people who dislike you make a new reaction roll with a +4 bonus. This even works against those you best, provided you don’t cause them undeserved or disproportionate harm. Hirelings instead get +2 morale or a new Save vs Fear.
If you reduce an opponent to 0 HP, you can make another attack with the same weapon against a target within 5’ of the last one.
You can cleave a number of times equal to your level every round.
Starting Equipment: a Large weapon, Leather Armor (as Gambeson)
Starting Ken: Augury, The Hunt, Mimicry, War, or Weather Prediction
B: Danger Sense, Taste of Home
C: Feat of Strength, Die Hard
You gain +2 HP for each Barbarian Template you possess. You get +1 stealth if you possess more than 1 Barbarian Template.
You can enter a rage at either the start of your turn or in response to taking damage. The appearance and style of this rage are up to you. While in a rage:
You cannot end your rage until you kill, subdue, or drive off all enemies. If an ally has injured you this fight, they count as an enemy. To stop early, you may Save at the start of your turn.
If you are surprised, you have a 50% chance to act in the surprise round anyway. If you encounter a creature no one in the group has seen before, you can test your Intelligence to recall a detail or weakness of the creature, provided it isn’t unique.
You can consume a special ration to regain 1d6+1 HP. This takes 1 round. You get to choose what this unique delicacy is. This ration can be purchased for 1gp in any trading city. You can’t eat while raging, but you can immediately rage after eating the ration. Like Lunch, this stops at healing you up to 0 HP if you were below it.
An ally can wave this under your nose, giving you the opportunity to test Constitution to instantly wake up from a sleep.
Once per day, you have a Strength of 22 for 1 round. Your Strength Bonus is +5
You have 4 rounds to remove Fatal Wounds instead of 3.
Reduce all incoming damage by 1 point.
+2 to saves against mind altering effects.
Starting Equipment: Hauberk, Shield, Sword, Horse, 5 silver
Starting Ken: Courtesty, Diligence, Heraldry, History, Racing, or War
A: Challenge, Champion
C: Dragon Slayer, Parry
D: Aura of Courage, Inspire
Gain +2 to Save vs Fear for each Knight Template you possess.
Only works on creatures that can understand you and are capable of being offended. If you challenge a creature outside of combat, it must Save or accept your challenge. This might be a duel, joust, other contest, or even brawl. Powerful or high up creatures may send out champions.
In combat, you can challenge one creature per round as a free action. They must save or attack you, though this will not cause them to make major tactical errors.
After all enemies have attacked in a combat round, choose one that only attacked you and that you attacked. Make another attack against them as a free action.
Once per round, if an adjacent ally is going to take damage, you may make an attack roll to take the damage instead.
Once per day, you may add +[X] to the damage of one of your physical attacks. X is the HD of the most powerful monster you or your party have slain. Keep track of this yourself. If you miss your attack, this ability is not used.
Once per day, you can parry a blow to reduce incoming damage by 1d12 points.
When you choose to sunder your shield, you reduce can damage by 12 points instead of 1d12.
Allies who can see and hear you can use your Save vs Fear instead of their own. This ability does not work if you are currently afraid.
Once per day, you can use an action to Inspire allies who can see and hear you. Everyone affected heals 1d4 HP or gains +2 to their next attack roll.
Starting Equipment: Gambeson, Lockpicks, Dagger
Starting Ken: Begging, Brewing, Camping, Locks, Mathematics, Pickpocketing, or Ventriloquism
A: Always Prepared, Evaluate, Wall Crawler
B: Lucky, Quick Draw
D: Great Escape, Very Lucky
You gain +1 to Stealth for each Thief Template you possess.
In town, you may spend as much money as you would like to purchase an unlabeled package. When the package is unwrapped, you can declare what it contains as long as:
You can put multiple items inside, including a smaller unlabeled package. You can only have up to two unlabeled packages at a time.
You automatically know the value of mundane items. Unique or special items may require you to test Intelligence.
You can climb as well without climbing gear as most people do with it. Simple climbs don’t even require a test. You can attempt impossible climbs.
You may reroll 1 d20 per day.
Your first 6 inventory slots are quick draw, instead of the first 3.
Whenever you have a situation bonus to an attack, it deals an additional 1d6 damage if it hits.
Once per day, you can automatically escape from something that is restraining you and that you could plausibly escape from. Examples include rope, grapples, pit traps, and lynchings.
You may reroll a second d20 per day. An adjacent ally can use one of your rerolls, as long as you could have plausibly helped them.
Starting Equipment: Short Bow, 40 arrows, Dagger, Leather Armor (as Gambeson)
Starting Ken: Animal Charming, Brewing, Camping, Cosmology, Escape Artistry, Navigation or The Hunt
A: Rangefinder, Wilderness Sense
B: Crippling Shot, Precision
C: True Caution
D: Impossible Shot, Vanish
You gain +1 to Stealth for each Hunter Template you possess.
You get -1 to attack with ranged weapons every 20’ past the listed range, instead of every 10’.
You have a 50% chance to act in surprise rounds.
When the DM gives an Omen for an encounter, you can choose to reroll and get a different Omen. The new result stands.
If you hit an enemy with a ranged weapon, you can choose to deal 1 point of damage instead of rolling. If you do so, the enemy deals $1/2$ damage on their next attack.
When you choose this template, choose Strength or Dexterity. The stat’s bonus now applies to damage rolls of ranged weapons.
You always act in surprise rounds.
When the DM gives an Omen for an encounter, you can choose to reroll and then choose between the two options.
Once per combat, you can make an impossible shot with a ranged weapon. The attack automatically hits, provided the distance is within 2× its listed range. The attack can bounce around corners, cut a leaf in half, or split an arrow down the shaft.
If you are in terrain with lots of sight-blocking features such as hills, caves, or a forest you can choose to vanish. While Vanished, you cannot affect the world or be affected by it. You can reappear at any time by coming out of cover, droping down from above, etc.
This is limited by plausibility.
Starting Equipment: Robes, Holy Book
Starting Ken: Artifice, Augury, Brewing, Cosmology, Dancing, Healing, Massage, Numerology, or Rhetoric
A: Literacy, Restrictions of your Order, Unarmed Strike
B: Flighty, Stunning Fist
C: Evasion, Obscure Knowledge
D: Improved Dodge, Pronouncement
You can read and write exceptionally well. Your writings allow for Charisma tests at a distance. You can Test to discern author intentions, themes in a work, and inconsistencies in a contract.
You can wear armor, but it takes up 2 additional inventory slots. You are expected to avoid violence and magic, as well as stay celibate. Create at least 2 other behavioral restrictions.
In practice, you only have to worry about your order finding out.
You do not start with proficiency with any weapons, unlike others who at least get daggers. All attacks you do deal 1 damage at most.
If you gain a template in a Fighter-type class, this restriction no longer applies.
If you choose to act defensively instead of attacking in a combat round, you count as wearing plate armor (16 Defense)
If you hit a target before they act in a round or when they were not expecting it, you deal normal damage. Further, the target must Save or be Stunned for the rest of the round.
You are able to dodge and evade to a surprising degree.
In conversation, no one can make you admit something you did not intend to admit. Any accidental disclosures are fixed retroactively, if possible.
In combat, you can Save against area of effects with advantage.
Once per session, you can declare something is true because you read it in a book. The base chance of something being true is 50%, and you will not know if it is actually true. The DM should roll when it actually matters. Further, there must be a plausible way to have read this bit of information in a book.
Once per session, you can declare that an attack that hit you missed instead. This doesn’t work for falls or enormous things such as landslides, but does work for traps or spells.
You are able to lecture, philosophize, or generally talk about any given topic for up to 3 hours without rest without needing any form of test.
Most people will listen politely, unless they have something better to do. Most monsters will not care, though some might sit down to debate you.
Starting Equipment:Travelling Robes, Ceremonial Robes, Holy Book, Holy Symbol, 3 Candles
Starting Ken: Augury, Cosmology, Dancing, Endurance, Healing, History, Massage, Prestidigitation, or Singing
A: Rite of Exorcism, Undead Sense
B: Warding Marks
D: Soul of Iron, Zone of Truth
Through ritual and prayer you invoke divine power to enforce natural order. Make an opposed Charisma test against a spirit, curse, demon, or disease inside of a creature or object. You must be within 10’ of the target to make this check and you must be visible and audible to the target.
If you pass, the target is banished. If you fail, you take the creature’s HD in damage. You can attempt this once per hour.
|+1||Per Exorcist Template||-1||Per HD of the Spirit|
|+1||If assisted by a priest or very devout person||-2||Cumulative for being possessed for a day, week, month, or year|
|+1||Per hour in uninterrupted ritual before attempting test||-#||If in a crisis of faith|
|+1||True Name Known||-2||Only vague details known|
You can sense undead up to 50’ away, even in total darkness. You can also sense approximate number and strength.
You can create special wards (decide their appearance) that can be placed or attached. You can only use them safely once per day. The second time, drop to 0 HP. The third, save or die. Marks last until canceled or destroyed. Only 1 set can be active at once. Marks can be used one of two ways:
You can use your Holy Symbol to cause undead, spirits, or spells to turn aside. As an action, you can brandish the symbol and they must Save to get within 10’ of you. Creatures get a bonus to the save equal to their HD. Spells get a bonus equal to the number of MD put into them. Some spells might seek a new target. Very minor (0 to 1 HD) undead and spirits must Save or be banished.
As long as you keep the symbol raised (Constitution test per hour, -1 for each hour), the creatures or spells first affected by this ability cannot approach you. If you are having a crisis of faith, this ability fails.
When you must Save against Fear, a direct demonic attack, or any soul-altering effect (such as a curse, enchantment, or possession), you can spend any number of HP, including lethal damage, and get a bonus equal to twice that on the save. Wounds appear as stigmata, premature aging, or some other appropriate effect.
You are unsettling and odd to be around. No one can lie to you about murder and everyone must Save to lie about any other topic. Topics can be evaded or not answered, but lies cannot be told to you. Every minute spent talking with you imposes a -1 penalty to morale.
Starting Equipment: Varies by type of Wizard
Starting Ken: Varies by type of Wizard
A: Spellcasting, +2 Spells known (1-6)
B: Book Casting, +1 Spell known (1-8)
C: Friendly Spell, +1 spell known (1-10)
D: +4 spells known - your choice
You gain 1 MD for each Wizard Template you possess. You cast spells with Intelligence.
As laid out in the Spellcasting section, you must use Magic Dice to cast your spells.
You can cast a spell from your Spellbook in the same way that you can cast one from a Scroll. As described there, you must declare this before the round begins. You automatically go last and automatically fumble the spell if you are damaged during the round. You must also make an Intelligence Test to successfully cast the spell.
If you succeed, the spell disappears from your spellbook until Dawn.
You can reroll a MD when casting a spell that you frequently cast. This spell must be decided in advance. The DM has say on when it is appropriate for a different spell to become the Friendly one.
Starting Equipment: Spellbook, writing utensils, dagger, robes
Starting Ken: Artifice, Augury, Cosmology, History, Mathematics, Numerology, Prestidigitation, Rhetoric, or Weather Prediction
You can roll for spells normally, or use the 1d100 Orthodox spell list instead. You must accept the new result.
|1d6||Orthodox Wizard Mishaps|
|1||MD only return to your pool on a 1-2 for the next 24 hours|
|2||Take 1d6 damage|
|3||Random mutation for 1d6 rounds, then Save. Permanent if you fail|
|4||Lose 1 MD for 24 hours|
|5||Agony for 1d6 rounds|
|6||Cannot cast spells for 1d6 hours|
|1d3||Orthodox Wizard Dooms|
|1||Lose the ability to cast spells for 1 day|
|2||Lost the ability to cast spells for 3 day|
|3||Lose the ability to cast spells permanently|
R: 50’ T: [Dice] creatures or objects D: 10 Minutes
Non-living object closes and becomes locked. If it is something that can shut, it will deal [sum] damage to anything caught between when it slams shut and trap the thing there. This works on things that aren’t doors or windows. Requires Str 10 + [Dice] x 4 to open.
This can also be cast on a creature, shutting and locking one of its orifices. They get a save to prevent the spell and then a save at the end of each of their turns.
R: 50’ T: [Dice] creatures or objects D: 0
Object is opened. Doors fling wide, locks break, shackles bend open, ropes disassemble, belts come undone, and so on. Treat this as a Strength Test made with Strength = 10 + [Dice] x 4. An armored creature must save or have all of its armor fall off. An unarmored creature must save or vomit for 1d4 rounds.
R: 50’ T: Creature, object, surface D:[Dice]x2 minutes
Affects a single creature or object, or a (10’x10’)x[Dice] surface. All creatures must Save vs Caster’s Dexterity. On a failure they drop anything they were holding and/or drop prone if they were moving.
4. Force Field
R: 10’ T: Plane or Sphere D: Concentration
Creates a shimering force field, 10’x10’, centered somewhere in range. Alternatively, create a create a 5’ diameter sphere centered on the caster. This is large enough for the caster and 1 other person. All attacks against the Force Field hit, though it has [Sum] HP.
R: 50’ T: Creature or object D: Concentration
You cause an object to raise, lower, or hover. You cannot move the object horizontally with this spell, but nothing holds it in place horizontally. You cannot move the object more than 10’ per round. Maximum weight is [Dice]x500 lbs. Lasts as long as you concentrate, but you start taking 1d6 psychic damage per round after [dice]x3 rounds.
6. Magic Missile
R: 200’ T: Creature D: 0
Target takes [Sum] + [Dice] damage, no save, provided there exists a path entirely within range to them. Your spell is unique to you and can be any shape, color, and pattern you describe.
7. Feather Fall
R: 10’ T: [Dice] creatures or objects D: 1 min
If you would take fall damage, you can cast this spell as a reaction to negate it, causing you to gently float to the ground.
R: 50’ T: [Sum] HD of creatures D: 10 min / Permanent
Targets must Save or fall into a magical slumber. Sleepers can’t be woken by anything less than a vigorous slap. Non-alert or unaware targets get no Save. If targeting a single creature and [Sum] is at least 4 times the creature’s HD, the duration is permanent (until woken) and they don’t need to eat or drink while sleeping this way. If you invest at least 3 [Dice] when targeting a single creature, the duration is permanent until a condition you set it met.
R: Touch T: Creature or object D: [Dice]x2 Hours
Object illuminates with a radius of 20’ + [Dice]x10’ of light and an equal distance of shadows. Alternatively, you can make an attack roll against a sighted creature. On a success, the creature is blinded for [Sum] rounds. If [Sum] is greater than 12, they are permanently blinded instead. You choose the color of the light. If you invest 4 or more [Dice] into this spell, it has all the properties of Sunlight. Alternatively, with the same requirement this spell can take on the properties of another specific form of light, but it will only last 1 minute.
10. Wizard Vision
R: Touch T: Sighted Creature D: 10 min / Permanent
If you invest only one [Die], the target can see invisible things and see through illusions, though this doesn’t work against non-magical disguises.
If you invest two or more [Dice], it can only be cast on yourself. As above, except you can also see through magical darkness and see the true form of shapeshifters. This also has some permanent effects:
11. Prismatic Ray
R: 200’ T: [Dice] creatures or objects D: 0
Target suffers a different effect depending on which color strikes them. Roll 1d10:
|1||Red. Target takes [Sum] fire damage, Save for half|
|2||Orange. Target takes [Sum] bludgeoning damage and is knocked prone, Save negates|
|3||Yellow. Target takes [Sum] lightning damage, Save for half|
|4||Green. Target takes [Sum] acid damage, Save for half|
|5||Blue. Target takes [Sum] ice damage, Save for half|
|6||Purple. Target takes [Sum] necrotic damage and is blinded for [Sum] rounds, Save negates|
|7-9||Struck twice, roll 2d6 and apply both effects, Save once|
|10||Struck thrice, roll 3d6 and apply all effects, Save once|
R: 200’ T: 20’ Diameter D: 0
Deal [Sum] fire damage to everything in area.
Starting Equipment: Depends on Religion
Starting Ken: Depends on Religion
A: Miracles, Lay on Hands
B: Sect Bonus
D: True Believer
Every cleric belongs to a sect, which has a set of associated observances and miracles. Every day, you must determine what your Faith is, using the following equation:
Faith = 2d6 + [Level] + [Wisdom Bonus]
When you with to call forth a miracle, you must test your faith by rolling 2d6 and attempting to roll at or below your current Faith.
The observances of every sect are a set of guidlines for behavior. Some of them will increase your faith and some of them will decrease it. Each applies only once, but that gets reset whenever a Miracle is cast or a new day begins.
You gain a pool of healing points. Every morning roll a number of d6s equal to your level. As an action, you can touch a target and heal them any number of points you have remaining in the pool.
Every sect comes with a bonus. Yours now applies to you.
With every 10 minutes of relevant preaching or teaching about the Cleric’s faith, everyone involved can Save. If the Cleric’s sect is agreeable to, supported by, or is a character’s faith they get a +4 bonus. If the Cleric’s sect dislikes, fights with, or persecutes a character’s faith they get a -4 penalty
Anyone who saves unlocks the Sect Bonus until they:
When determining your faith in the morning, you can choose to reroll one of the d6s and choose the better result.
Starting Equipment: Tent, Short Spear, Campfire Cooking Set
Starting Ken: Augury, Camping, Cosmology, Dancing, Endurance, Logistics, Music, Navigation, or Racing
|+1||You give a sermon|
|+1||You heal a creature you have traveled with|
|+1||You offer someone food, shelter, or entertainment|
|+1||You carry more so someone else is not overburdened|
|+1||You create and bless a campsite|
|+1||You complete a journey that lasted at least 3 days|
|-1||You damage a road or campsite|
|-1||You refuse to travel|
|-1||You harm a follower of Alead or Alait|
|-2||Destroying or defacing a natural feature|
Comfort of the Road: You get a +2 bonus to your comfort when traveling
Starting Equipment: Bow, 20 arrows, Hauberk
Starting Ken: Endurance, History, The Hunt, Law, or War
|+1||You give a sermon|
|+1||You heal a Lawful creature|
|+1||You recommend someone follow the law|
|+1||You fire a warning shot in a Battle|
|+1||You help ensure justice is dispensed|
|+1||You pray in a shrine of Chend|
|-1||You watch as someone breaks the law|
|-1||You break the law yourself|
|-1||You harm a follower of Chend, Mata, or Eneavi|
|-2||You strike an innocent|
Power Shot: Bows you wield their die by 1 size (d6 > d8 > d10)
Starting Equipment: Shovel, 3 Candles, Mace
Starting Ken: Animal Charming, Brewing, Endurance, History, Massage, Numerology, and Rhetoric
|+1||You give a sermon|
|+1||You heal a creature at or below 0 HP|
|+1||You lie to someone|
|+1||You embrace a refreshing shadow or darkness|
|+1||You bury a body and give it funeral rites|
|+1||You greet the setting sun with at least 6 other worshipers of Passualon|
|-1||You watch the sun rise|
|-1||You prolong someone’s suffering|
|-1||You harm a follower of Passualon, Eneavi, or Alead|
|-2||You desecrate a burial site|
End, to be Born Again: A Good Night’s rest heals you to full HP, even if you were below 0 hp.