Musician Skill
Animal Training / Taming Rules
Skills: Fighter 4, Scout 3, Hunter 2, Manipulator 2, Scavenger 2
Trait: A Beast Among Men
Special: Every time you gain a new Level, test Nature with the Obstacle being equal to the new Level. Upon failure, roll on the Madness Table. Your alignment may not be Law at character creation. You start the game with Circles 1, the Loner Trait and an Enemy. No need to answer Circles questions. You must determine your Final Form (Level 10 benefit) at character creation and it's skin color becomes your Raiment. At Level 10 your Nature changes from Human to Abomination.
Weapons: You start with your broken Manacles (improvised weapon).
Armor: -
Level 1
Abomination: You may wear Leather Armor and a Helmet and use every melee weapon.
Level 2
Beast’s Rage: When Angry, you cannot be made Afraid.
Raking Claws: You develop a pair of devilish mutant claws which can be equipped as a weapon in Kill, Capture and Drive off Conflicts and grant you +1D to Attack. With these, you are always armed as if equipped with a normal weapon. You may not wear gloves and boots anymore and wielding ordinary weapons that are not made specifically for your monstrous claws counts as a factor in Fighter tests.
Level 3
Anger Management: In Camp or Town, when Angry and not Hungry & Thirsty, you may choose to remove the Angry Condition and become Hungry & Thirsty instead.
Beast’s Bile: You bile becomes poison to which only you are immune. You may now bite people, which grants +1s to Feint in Kill, Capture and Drive off Conflicts (still counts as being unarmed!). Those who are bitten must make a Health test Ob 3 or become Sick. You may not share water/wineskins with others anymore (unless you want them to make the aforementioned Health test). Beware ambitious alchemists.
Level 4
Tough Guts: As the Adventurer’s Hardy Stock benefit.
Slamming Horns: You develop a pair of devilish mutant horns which can be equipped as a weapon in Kill, Capture and Drive off Conflicts and grant you +1s to Attack and Feint. You may not wear a Helmet or other headgear anymore.
Level 5
Absolution: Shift your alignment by one degree, from Chaos to Neutral or from Neutral to Law. Remove a Quirk or restore one of your Human Nature descriptors. Restore one point of taxed Nature. You do not need to test Nature to avoid a roll on the Madness Table for this Level. Mark a success on your Nature skill.
Damnation: Shift your alignment by one degree, from Law to Neutral or from Neutral to Chaos. Increase the level of one of your Traits by 1 (preferably your Class Trait). You are now damnation-wise. You do not test Nature to avoid rolling on the Madness Table for this Level. Instead, you roll two times, choose one outcome and Mark a failure on your Nature skill.
Level 6
Hard Skinned: Your mutated skin grants you the bonus of Leather Armor. You may no longer wear regular armor. Weapons that ignore Leather Armor also ignore Hard Skinned.
Psych Up: Double the benefit of your mutations. Your Beast’s Bile now counts as being armed in Kill, Capture and Drive off, Slamming Horns grants +2s, Raking Claws +2D. You may no longer wear regular armor or use regular weapons.
Level 7
Berserk Mode: This benefit may be invoked at any time during a Kill, Capture or Drive off Conflict, but only once per session. Your Order of Might increases by 1 and you ignore all Conditions except Injured and Angry for the duration of the Conflict. If you deal the last blow to your opposition, the following things happen: All surplus successes are divided equally among those party members who helped in this test. Additionally, in a Capture or Drive off Conflict the victim(s) of your last attack are slain, no matter the stated intent (your party members only suffer a regular loss of Disposition – but in a Kill Conflict, this may kill them as well!).
The Quickening: +1D to Attack and Feint in Flee/Pursue Conflicts and +1s to Maneuvre in Kill, Capture and Drive off. The Quickening stacks with other benefits and weapons!
Level 8
Monstrous Strength: Increase your rank cap for Health from 6 to 7.
Unyielding: Use Level instead of Health or Will in Kill, Pursue and Drive off Conflicts.
Level 9
Heroic Ability: Fighter, Hunter, Scout or Scavenger
Transformed: Stalking, Terrorizing, Slaying
Level 10
Final Form: Slayer: Change one of your Nature descriptors to Slaying. Your skin becomes red like blazing lust. Your Order of Might increases by 1 for the purpose of Kill and Drive off. You always count as the “hero” weapon in battle. If leading from the front, triple your hero bonus to +3s for Attacks. Your Final Form is a factor in most social activities (like convincing people of your well thought-out philosophical standpoint, buying something from the market or commanding an army of peasants) at the DM’s discretion.
Final Form: Night Stalker: Change one of your Nature descriptors to Stalking. Your skin becomes black like endless night and you gain the benefits of the Thief’s A Life in the Shadows. Additionally, your Order of Might increases by 1 for the purpose of Flee/Pursue Conflicts. Darkness becomes like Dim Light to you and Dim Light like daylight. However, direct sunlight imposes a factor to every test except riddling or your Social Graces. Your Final Form is a factor in most social activities (like convincing people of your well thought-out philosophical standpoint, buying something from the market or commanding an army of peasants) at the DM’s discretion.
Alternate Final Form: Amphibious: Change one of your Nature descriptors to Swimming. Your skin becomes blue like strangled dreams. Your Order of Might increases by 1 when you’re under water and you can stay under water for up to an hour without coming up for air. Operating under water imposes no factor(s) upon you. Your Final Form is a factor in most social activities (like convincing people of your well thought-out philosophical standpoint, buying something from the market or commanding an army of peasants) at the DM’s discretion.
Alternate Final Form: Pestilence: Change one of your Nature descriptors to Befouling. Your skin becomes dull green like rotting flesh. You are immune to the Sick Condition. Your natural attacks become poisonous (+1s to Attack and Feint vs. living creatures in Kill, Capture and Drive off Conflicts). You always count as the “hero” weapon in battle. If leading from the front, triple your hero bonus to +3s for Attacks. Your Final Form is a factor in most social activities (like convincing people of your well thought-out philosophical standpoint, buying something from the market or commanding an army of peasants) at the DM’s discretion.
Alternate Final Form: Telepath: Change one of your Nature descriptors to Reading minds. Your skin becomes yellow like fading hope. You can send telepathic messages to nearby friends and enemies alike. Your knowledge of other’s feelings and thoughts guard you against their attempts to influence you (-1s to opposing Manipulator tests) and gives you a great edge in social Conflicts (+2s to your side’s Disposition, no matter if you’re the Conflict captain or not). Your Final Form is a factor in most social activities (like convincing people of your well thought-out philosophical standpoint, buying something from the market or commanding an army of peasants) at the DM’s discretion.
Skills: Fighter 3, Healer 3, Survivalist 3, Armorer 2, Cook 2
Special: If you choose Survivalist as your Human Special Skill, start it at 4.
Trait: Support Character
Weapons: The Arbalest starts with an Arbalest (Crossbow) and a Bola.
Armor: The Arbalest starts with a set of Leather Armor.
Level 1
Arbalest: All weapons and armor are allowed, except for Plate, Battle Axe and the Two-handed Sword.
Level 2
Field Dressing: You may use Healer for Defend Battle Conflicts. You may use your Battlefield Bandage as a supply for this, but only once – it is used up fast on the battlefield.
On Guard: When setting Camp you may choose not to use any checks for yourself or help others with their tests. Your camp is then guarded against intruders and you do not spend a check or test a skill to shoo them away – the Arbalest does this automatically. If that happens, the Arbalest marks a success for Scout.
Level 3
Battlefield Bandage: Exchange your Pouch for a high quality first aid kit. It provides you with good tools (+1D) for Healer tests against the Injured Condition, but can be lost or used up in a Twist or instead of a Condition. Refilling your first aid kit requires an Ob 2 Resources test, buying a new one is Ob 3.
Restring Crossbow: In Camp or Town you may test Bowyer/Armorer Ob 1 to restring your Arbalest, Bow or Crossbow. Such maintenance grants you +1s to Attack and Feint in your next Kill, Capture or Drive off Conflict. This improvement can be negated by a Twist or Compromise due to rain, mud etc.
Level 4
Marching Plan: Your help in Journey Conflicts grants +2D instead of +1D (also for help in rolling Disposition).
Shoulder the Burden: Wearing a Backpack or carrying a Large Sack no longer count as factors.
Level 5
Sniper’s Mark: You may choose the target of your Attack or Feint in Kill, Capture and Drive off Conflicts.
Mule: You acquire a Mule with (3) + (3) inventory slots. The Mule is a factor in difficult crossings (mountains, rivers), cook tests (it needs to eat, too!) and often will not enter dungeons. (sorry, I don't know if there are already rules for animals that would fit or not fit this benefit)
Level 6
Shake It Off: Once per Adventure, you may shake off the Sick Condition (as to the Warrior’s Shrug It Off ability for Sick).
Unerring: Once per session, you may reroll all your failed ranged Attack or Feint rolls in a Kill, Capture and Drive off Conflict for free.
Level 7
Arduous Traveler: Use Level instead of Health as base for Disposition in Journey Conflicts. Also, you never become Angry, Afraid or Exhausted as a result of a Journey Conflict.
Sniper Shot: When spending Persona Points on a ranged Attack or Feint in a Kill, Capture or Drive Conflict, add +1s instead of +1D per point to your roll.
Level 8
Eagle Eye: All your ranged Attack and Feint actions in Kill, Capture and Drive off Conflicts hit on a 3+ instead of 4+.
Rallying Flare: When you Defend in a Kill, Capture or Drive off Conflict, you succeed on a 3+ instead of 4+. You may also improve the light situation by one degree for your party at the expense of one success.
Level 9
Expert: Armorer, Cook, Healer
Tough Cookie: +1D to Recovery from Exhausted, Injured and Sick.
Level 10
Heroic Ability: Laborer, Pathfinder, Survivalist
Transformed: Traveling, Healing, Shouldering burdens
Skills: Fighter 3, Hunter 3, Scout 3, Dungeoneer 2, Manipulator 2
Trait: It’s All About Preparation [Replaced Silent Killer]
Weapons: The Bounty Hunter starts with a Hand Axe and a Chain-sickle (kusarigama)
Armor: The Bounty Hunter starts with Leather Armor or a Helmet.
Level 1
Bounty Hunter: The Bounty Hunter may wear all armor and use every weapon except for Plate, the Battle Axe and Two-handed Sword
Level 2
Licensed Law Enforcer: When looking for work, you may look for bounties to collect. Roll 1d6. The outcome determines the bounty’s Might and worth in D.
Surprise Attack: As the Thief’s ability of the same name.
Level 3
Skirmisher: As the Warrior’s ability of the same name.
This Is How We Do It: When rolling for disposition in Kill, Capture and Drive off conflicts, help from the Bounty Hunter grants +2D instead of +1D, if you have enough time to come up with a plan.
Level 4
Collect Bounty: Once per Town phase you may trade in the head of one slain enemy. Its worth is equal to its Order of Might in D. The townspeople must be reasonably inclined to pay for the head – an Orc will often do, a traveling merchant not. Heads start at pack 1 / carried 1 in size and go up from there. This ability does not interfere with Licensed Law Enforcer.
Planned Takedown: When your roll for disposition to Kill or Capture against an opposition Might 4 or higher, you succeed on a 3+ instead of a 4+, if you have enough time to come up with a plan.
Level 5
Henchman: A level 1 Bounty Hunter joins you as per the Warrior’s Henchman rule. They may help with your core class skills.
Keep You Back To The Wall: As the Thief’s ability of the same name.
Level 6
Widowmaker: Increase your Might by 1 for the purpose of Kill Conflicts when humanoids are the opposition.
Veteran Bounty Hunter: Use Level instead of Health to determine the Disposition base in Kill and Capture Conflicts when trying to collect a bounty or in Battle Conflicts when the target is a group or large creature.
Level 7
Evasive: Functions as Leather Armor when not wearing armor and works against weapons that usually ignore Leather Armor.
Scout Ahead: Scout becomes a Heroic Ability when you receive no help.
Level 8
Prepared: You’re always ready for action when a Conflict begins. Receive +1D to any action on the first round of any Conflict.
Marked for Death: Once per adventure choose a target. Your Attack and Feint actions in a Kill Conflict with the target count as being within your Nature.
Level 9
Expert: Fighter, Dungeoneer, Hunter
Tough: +1D to Recovery from Exhausted, Injured and Sick.
Level 10
Advanced Gadgetry: You receive +1D to any attempts at manipulating or using mechanical devices. You always have the right tools to build, use or manipulate small mechanical devices such as traps [this is similar to the Dwarf’s Crafting Nature].
Tracking Sense: Once per session you may test Nature versus a target’s Order of Might to get a rough idea of where it may be. This test counts as being within your Nature and does advance Grind.
Skills: Fighter 4, Orator 3, Commander 2, Ritualist 2, Theologian 2
Trait: Feared in Hell
Weapons: You start with a Zweihander or Sword and Shield.
Armor: You start with a helmet.
Special: Must be Lawful. If the Crusader wavers in his faith and changes alignment, he becomes a Man-at-Arms of the same Level. Additionally, your Health may never be higher than your Will. Lastly, replace your Human Special Skill choices with Armorer, Healer and Rider.
Level 1
Crusader: Apply the same restrictions as to the Paladin.
Level 2
Armored: As the Warrior’s ability of the same name.
Unshakeable Leader: When you are the Conflict Captain in a Kill, Capture or Drive off Conflict, you are the last one to leave the Conflict.
Level 3
Inspiring War Cry: You may use Orator for Defend in Kill, Capture, Drive off and Battle Conflicts. May not be used while Afraid.
Zealous Speech: In Camp or Town you may heal Afraid with an Ob 3 (Ob 4 for the whole group) Orator test. May not be used while Afraid.
Level 4
Lay on Hands: As the Paladin’s Vow to the Lords of Healing and Fire.
Zealous Vigil: As the Ranger’s Fearless benefit.
Level 5
Battle Standard (carried (2) or worn (torso) (2)): Your order gifts you with a Battle Standard. While carrying/wearing the battle standard in a fight/battle conflict, any Afraid characters can still help despite their condition.
Smite: In Kill, Capture and Drive off Conflicts add +1s to Attack and Feint against Undead and Demons. Smite can be used once per round of combat and stacks with other bonuses, e.g. from weapons.
Level 6
Defender’s Seal: Your Holy Symbol can be used as armor in Banish/Abjure Conflicts to inflict -1s upon your opponents’ Attack and Feint and grants you +1D to your Defend action.
Zealous Accusation: You may use Orator for Maneuvre in every Conflict except Journeys. +1D to that action when Angry.
Level 7
Battle Heal: May restore one point of disposition for one success on a Manoeuvre action during Kill, Capture and Drive off Conflicts for up to three times per conflict.
Bulwark of Faith: As the Paladin’s Armor of Faith ability.
Level 8
Stalwart Champion: As the Paladin’s Vow to the Lady of Battle ability.
Unholy Slayer: Your Order of Might increases by 1 when fighting or battling Demons or Undead.
Level 9
Heroic Ability: Fighter, Commander, Orator or Will
Transformed: Leading, Berating, Smiting
Level 10
Holy Avenger: As the Paladin’s ability of the same name.
Warrior of Light: When standing in full Light, you gain +1D to Attack and Defend in Kill, Capture and Drive off Conflicts. This adds up with other bonuses, e.g. from weapons.
Suggestion: If you narrate your Orator tests well, you should gain +1D in addition to other bonuses!
Skills: Dungeoneer 3, Laborer 3 Scout 3, Alchemist 2, Fighter 2
Trait: Crossing the Line
Special: May not be Lawful at character creation.
Weapons: Dagger, Sturdy Pick and Throwing Dagger
Armor: The Grave Robber starts with a set of Leather Armor.
Level 1
Grave Robber: The Grave Robber may wear Leather Armor and use the Dagger, Sling and any throwing weapon.
Level 2
Improvisational: As the Thief ability of the same name.
Night Moves: +1D to Scout tests when in Dim Light.
Level 3
Gallows Humor: As the Highwayman’s ability of the same name.
Torso Belt: In addition to your other inventory, you get a Torso Belt with slots for 2 (Throwing) Daggers. (Doesn’t use up torso slots.)
Level 4
Flashing Daggers: You may throw two Throwing Daggers at the same time during your turn in a Kill, Capture or Drive off Conflict. This allows your to reroll as many failed dice as you roll successes.
Personal Snuff Box: You carry a snuff box; somehow, it’s a very personal item, so you won’t let anyone else use it. It grants +1D to Recovery from Sick per session.
Level 5
Pilfer: Once per session, you may spend a check during Camp to produce a supply item: Disinfected Bandage (+1D to Healer and Recovery for Injured), Iron Nail (1), Torch (1), Candle (1), Wooden Stake (1), Key (+1D to Criminal for picking locks, used up). This can be combined with an Instinct to avoid spending a Check.
Toxin Trickery: Once per phase you may negate the effects of a poison before they take effect with a successful Ob 2 Alchemist test.
Level 6
Fence: As the Thief ability of the same name.
Shadow Fade: You may freely choose to leave a Kill, Capture, Drive off or Pursue Conflict upon a successful Maneuver (roll more successes than the opponent), unless you are alone in that Conflict!
Level 7
Appraiser: As the Thief’s ability of the same name.
Evasive: Grants the bonus of Leather Armor when no armor (and helmet) is worn. Weapons that usually ignore Leather Armor cannot ignore Evasive.
Level 8
Dilettante: As the Thief’s ability of the same name.
Lunge: When not scripted with a Feint in Kill, Capture and Drive off Conflicts, you may change your action to Feint on your turn before the actions are revealed. Do so only if you are not equipped with a ranged weapon.
Level 9
Heroic Ability: Criminal, Dungeoneer, Laborer
Expert: Alchemist, Dungeoneer, Scout
Level 10
Night Owl: As the Thief’s A Life in the Shadows ability.
Transformed: Digging, Hiding, Stealing
Skills: Fighter 4, Hunter 3, Pathfinder 2, Scout 2, Survivalist 2
Trait: Savage Fury
Weapons: You start with a Spear.
Armor: You start with a set of Leather Armor.
Special: Cannot be Lawful or becomes a Warrior of the same Level; Will may not be higher than Health; Replace your Human Special Skill choices with Laborer, Peasant, Rider and Sailor*.
Level 1
Hellion: You may use every weapon and armor.
Level 2
Iron Swan: Your Attacks in Kill, Capture and Drive off Conflicts are always independent if you wish them to be, no matter what weapon stats or other character’s abilities say.
Revel: You may stack any quantity of alcoholic beverages in your possession as supplies in Recovery from Angry and Afraid, up to a maximum that is set by your current Level. If you fail the test, you become Sick in addition to your other Conditions.
Level 3
Reject the Gods: Once per adventure you may instantly cancel the Afraid Condition. All religious characters in your party become Angry.
Savage Humors: You may use your Savage Fury Trait to your advantage even when you are Angry.
Level 4
Barbaric YAWP: In Kill, Capture and Drive off Conflicts you may sacrifice one point of Disposition per action to add +2D to your Manoeuvre rolls. Announce before the actions are revealed.
Wicked Hack: In Kill, Capture and Drive off Conflicts you may sacrifice one point of Disposition per action to add +2D to your Attack rolls. Announce before the actions are revealed.
Level 5
Battle Trance: Once per session you may enter a Battle Trance. This lasts for one Kill, Capture, Drive off or Battle Conflict. You cannot be made Angry, Afraid or Exhausted as a result of this Conflict. You also temporarily gain +1D to one action type of your choice in addition to other benefits, e.g. from weapons. Battle Trance may not be used while Angry and must be announced when you roll for disposition.
Breakthrough: In Kill, Capture, Drive off and Flee Conflicts you may sacrifice one point of Disposition per action to add +2D to your Feint rolls. Announce before the actions are revealed.
Level 6
Adrenaline Rush: Once per session you may ignore all Conditions for the duration of one Conflict. You may announce your Adrenaline Rush at any point before or during the Conflict. You also lose any benefits that having these conditions would grant you.
Berserk Mode: As the Abomination’s ability of the same name.
Level 7
Barbaric Rage: When Angry, you gain +1s to Attack in Kill, Capture, Drive off and Pursue Conflicts in addition to your other benefits.
Devastator: Use Level as base for Disposition instead of Health or Will in Kill and Drive off Conflicts (and drinking contests).
Level 8
Muscles Like Arnold: Increase your Rank cap for Health from 6 to 7.
Wizard Slayer: Your Order of Might increases by 1 when fighting wizards, magicians, sorcerers, occultists and the like.
Level 9
Expert: Hunter, Pathfinder, Scout, Survivalist
Transformed: Drinking, Execrating, Ravaging
Level 10
Presence: As the Warrior’s ability of the same name.
Heroic Ability: Fighter, Hunter, Health
* The Hellion is Darkest Dungeon’s stand in for the barbarian. The alternate Special Skill choices represent her origin: Slave (Laborer or Peasant), pastoral community (Peasant), horse nomad (Rider) and seafarer (Sailor, think of Maori or Vikings).
Skills: Criminal 3, Manipulator 3, Scout 3, Dungeoneer 2, Fighter 2
Trait: Devil May Care
Special: If you choose Criminal as your Human Special Skill, start it at 4.
Weapons: Starts with a Pistol and a Dagger (if your setting features no pistols, take a Throwing Dagger instead)
Armor: -
Level 1
Highwayman: Apply the same restrictions as to the Thief. May use pistols if it fits the setting.
Level 2
Improvisational: As the Thief’s ability of the same name.
Surprise Attack: As the Thief’s ability of the same name.
Level 3
Gallows Humor: Once per session you may remove your Afraid Condition for free. If you do so, your party members who are also Afraid and do not possess the Gallows Humor ability gain the Angry Condition.
Cloak and Dagger: As the Thief’s ability of the same name.
Level 4
Good Ear: As the Thief’s ability of the same name.
Hide in Shadows: As the Thief’s ability of the same name.
Level 5
Pickpocket: As the Thief’s ability of the same name.
Bandit’s Sense: As the Thief’s Keep your Back to the Wall ability.
Level 6
Fence: As the Thief’s ability of the same name.
Uncatchable: Use Level instead of Health as Disposition base in Flee Conflicts. Your Order of Might increases by 1 for the purpose of Flee Conflicts. You are always the last one taken out of such a Conflict.
Level 7
Appraiser: As the Thief’s ability of the same name.
Ear to the Ground: As the Thief’s ability of the same name.
Level 8
Luck of the Devil: As the Thief’s ability of the same name.
Point Blank Shot: When wielding a ranged weapon and scripted a Feint against an Attack action executed with a melee weapon in a Kill, Capture, Flee or Drive off Conflict , make it a versus test with a -1 penalty on your side.
Level 9
Expert: Fighter, Criminal or Scout
Transformed: Waylaying, Burglaring, Paying attention
Level 10
Night Owl: As the Thief’s A Life in the Shadows ability.
Heroic Ability: Criminal, Dungeoneer or Manipulator
Skills: Hunter 3, Pathfinder 3, Peasant 3, Fighter 2, Scout 2
Trait: Animal Friend
Special: Start Pathfinder at 4 if you choose it as your Human Special Skill. You start the game with a Hound (Might 2, Nature 3: Sniffing, Listening, Barking). The bond with the Hound is Trustful.
Weapons: Cudgel / Club
Armor: -
Level 1
Houndmaster: You may use the Bow, Crossbow, Sling, Club, Dagger, Quarterstaff and wear Leather Armor.
Level 2
+1 Trick
Man’s Best Friend: The Bond with your hound improves by one degree.
Level 3
+1 Trick
Watchdog: You are always alarmed when something or someone approaches your Camp. It chases away every intruder whose Order of Might is equal or lower to its own. You cannot use or train the dog while it is on watch.
Level 4
+1 Trick
Alpha: Your Order of Might increases by 1 for the purpose of handling animals, unless the animal is naturally solitary. If this is the case, the relevant Obstacle increases by 1.
Level 5
Great Hound: Your dog’s maximum Nature and Might increase by 1 each. It needs to grow into it one shift per season, first Might 2 -> 3, then Nature 3 -> 4.
Therapy Dog: Occupying oneself with your dog grants +1D to Recovery from Angry and Afraid. Can be used once per Camp or Town. The animal can't do anything else while being cuddled with.
Level 6
+1 Trick
Mold Instinct
Level 7
+1 Trick
Dog of War: Your hound now counts as the "right equipment" in Battle. Requires Great Hound.
Level 8
+1 Trick
Mold Nature
Level 9
Transformed: Hunting, Taiming, Cuddling
Expert: Hunter, Pathfinder, Scout or Survivalist
Level 10
Heroic Ability: Hunter, Peasant, Pathfinder or Scout
Pack: You acquire four hound pups (Might 1, Nature 1).
Reference to Earthlight Academy
Skills: Dungeoneer 3, Manipulator 3, Musician 3, Fighter 2, Lore Master 2
Trait: Trickster
Weapons: The Jester starts with a Dagger and a Hand-Scythe.
Armor: -
Level 1
Jester: A Jester may use the Dagger, Scythe, Sling, Sword and any Throwing Weapon.
Level 2
Kiss Me, I’m Shitfaced: +2 to the Haggle Events Table.
Mockery: You’re quite a jolly fellow. Once per session you may mock a fellow party member who is currently not Angry. They get Angry, while all you and all others lose the Angry Condition.
Level 3
Tiger’s Eye: Once per Town Phase you may ‘accidentally’ lose a gem to find a friend or Friend.
Soothing Song: In Camp and Town, you may use Musician to help with Recovery and Healer tests against the Exhausted and Sick Conditions.
Level 4
Every Rose Has It’s Thorns: In Town, you may visit the Brothel once for free.
Inspiring Tune: May use Musician to help with any one test per Camp or Town phase.
Level 5
Warriors of the World: May use Musician to roll for Disposition in Kill, Capture, Drive off and Battle Conflicts. Playing Warriors of the World to help with Disposition rolls grants +2D instead of +1D.
Tribute: You may use your Musician Skill in Banish/Abjure Conflicts and even use it to roll for Disposition. Playing Tribute to help in Banish/Abjure Conflicts grants +2D instead of +1D.
Level 6
A Welcome Guest: Your first Drink in Town is always for free. Staying at an Inn adds only +1 to Lifestyle Cost. When paying to roll on the Rumor Events Table, roll two times.
Turn Back Time: Once per session you may reroll all dice in a Haggler, Manipulator, Persuader or Orator test.
Level 7
Heroic End: When you are the last one standing in a Kill, Capture, Drive off or Battle Conflict, you may sacrifice up to two points of Disposition to add +1s each to an Attack or Feint. Choose to do so before the actions are revealed.
Solo: When you are alone in a Conflict, increase your Order of Might by 1.
Level 8
Luck of the Devil: As the Thief’s ability of the same name.
Expert: Lore Master, Manipulator, Musician
Level 9
Heroic Ability: Haggler, Orator, Persuader, Musician
Transformed: singing, riddling, tricking
Level 10
Fame and Glory: As the Warrior’s ability of the same name.
Infamous: As the Thief’s ability of the same name.
Skills: Fighter 5, Scavenger 3, Armorer 2, Laborer 2
Trait: Terminal Illness
Weapons: You start with a broken Sword.
Armor: You start with a Plate/Breastplate and an iron Leper Mask.
Special: Each time the Leper gains a Level, reduce the Health rank cap by 1! You may not eat or drink with others, may neither visit the Brothel or Tavern and not even a Flophouse would take you in. You may not produce supplies for others or carry their food (and most won’t let you carry their loot). Being a Leper is a factor in Circles and the Social Graces. You start the game with Circles 1 and the Loner Trait (but no enemy). No need to answer Circles questions. Those who try to heal your Sick and Injured Conditions may become Sick as a Condition resulting from a failed test.
Level 1
Leper: You may use every weapon, shield and armor, but no Helmet.
Choose one!:
Bloody Shroud: +1D to Recovery from Injured.
Let the Mask Down: Not wearing your Mask grants +1D to Manipulator tests.
Level 2
Feel no Pain: Once per session you may ignore the Injured Condition for the duration of a Turn.
Nothing to Lose: You are immune to Angry or Afraid. The choice is permanent
Level 3
Reflection: Use your Level as base for Disposition rolls in social Conflicts.
Solemnity: At the start of a session you may remove a Condition of your choice (not Dead).
Level 4
Expert: Fighter, Armorer, Scavenger
Focus: As the Warrior’s ability of the same name.
Level 5
Transformed: Fighting, Sacrificing, Suffering
Will to Live: You do not reduce your Health rank cap for this level. You gain the Will to Live Trait at level 1 and mark a success for your Will skill.
Level 6
Final Stage: You are always Sick. Your Terminal Illness Trait is set to Level 3.
There’s Nothing We Can Do: You cannot be healed or recover from the Injured Condition. This does not interfere with Solemnity!
Level 7
Terminal Stage: You die from your leprosy. Mark the Dead Condition.
Skills: Fighter 4, Commander 3, Armorer 2, Laborer 2, Mentor 2
Trait: Heart of Battle
Weapons: The Man-at-Arms starts with a Shield and Mace.
Armor: The Man-at-Arms starts with Leather Armor or a Helmet.
Level 1
Man-at-Arms: You may use every weapon and wear every kind of armor.
Level 2
Brawler: As the Warrior Ability of the same name.
Armored: As the Warrior Ability of the same name.
Level 3
Stubborn: As the Warrior ability of the same name.
Tactician: You may use Commander instead of Fighter to roll for Disposition in Kill, Capture and Drive off Conflicts, if you have the time to come up with a plan.
Level 4
Battle Commands: You may use Commander instead of Health and Will for Defend or Manoeuvre in Kill, Capture and Drive off Conflicts.
Defender: Help from the M-a-A with Defend actions in Kill, Capture and Drive off Conflicts grants +2D instead of +1D.
Level 5
Maintain Equipment: Your armor, weapons and tools do not break, rust or get lost as a result of a Twist or Compromise.
Weapons Practice: Choose a favored weapon: Sword +2D to one action type; Mace, Battle Axe, Hand Axe, Zweihander, Warhammer, Pole-arm and Halberd ignore Leather Armor; Flail +2D to Feint.
Level 6
Instructor: Double the benefit from your Mentor tests.
War Captain: As the Warrior’s ability of the same name.
Level 7
Focus: As the Warrior’s ability of the same name.
Veteran: As the Warrior’s ability of the same name.
Level 8
Bolster Defenses: When rolling for armor protection or for determining armor damage, roll twice and take the higher result.
Expert: Fighter or Commander
Level 9
Heroic Ability: Fighter, Commander or Health
Transformed: Commanding, Defending, Teaching
Level 10
Bellow! Rampart! Crush!: When scripted with a Defend or Manoeuvre action in Kill, Capture and Drive off Conflicts, you may change it to Attack or Feint on your turn before the actions are revealed.
Retribution: When the M-a-A is the last standing party member in a Kill, Capture or Drive off Conflict and his Disposition is reduced to 0, he is allowed one last Attack action against his opposition.
Skills: Arcanist 4, Lore Master 3, Alchemist 2, Cartographer 2, Scholar 2
Trait: The Madness Within
Weapons: Start with a Dagger.
Armor: -
Special Requirements: May not be Lawful. When turning Lawful, the Occultist becomes a Magician of the same level.
When gaining a new Level, the Occultist must test Nature with the Obstacle being equal to the new Level. If the test fails, tax Nature by 1 and roll on the Madness Table. Testing Nature this way counts towards advancement, but does not advance the Grind, cost a Check or adds to Lifestyle Cost.
Level 1
Occultist: The Occultist may use the Dagger. He starts with Wisdom of the Sages and one other C1 spell.
Level 2
+1 C1 spell or
Sacrificial Stab: You may stab someone to enhance your spellcasting ability (+1D to the next Arcanist test; lasts one round) with his or her lifeforce. As the victim suffers the Injured Condition it will most likely resist the attempt. You may also use this ability on yourself or your fellow party members. You may not accumulate more than +1D worth of lifeforce this way. Remember that an already Injured victim will die from a Sacrificial Stab.
Level 3
+1 C2 spell or
Enchanted Cauldron: You gain a large (pack 2 or carried 2) cauldron that enhances (+1D) your Cook tests as well as your production of supplies for the Healer skill via Alchemist tests. The cauldron may be lost or disenchanted as the result of a Twist.
Level 4
+1 C1 spell or
Abandon Hope: Once per session, when Afraid and in the Dark, you may make one test that doesn’t advance the Grind or cost a Check. You may not receive help for this test.
Level 5
+1 C2 spell or
Dark Ritual: Your help in Arcanist tests adds +2D instead of +1D.
Level 6
+1 C3 spell or
Human Sacrifice: You may sacrifice sentient beings to generate supply (+1D per Order of Might) for your Arcanist tests. A small group of people (5+) of the same OoM generate additional 1D, a large group (~50, DM’s discretion) 2D. Thus a small group of 5 sacrificed adventurers would generate 4D as supply for your Arcanist test. Such an action is not just monstrous and will earn you the opposition of Lawful and religious characters and organizations, but also time-consuming. While Human Sacrifice does not advance the Grind, you cannot do it “on the fly”. It does not “stack” with Sacrificial Stab. Should your spell fail despite the extreme evils committed to make it work, roll on the Madness Table.
Level 7
+1 C3 spell or
Eldritch Slayer: +1s to all actions in Kill, Capture, Drive off and Battle Conflicts when fighting Eldritch abominations.
Level 8
+1 C4 spell or
Hieromania: Experiences religious visions and delusions. At the beginning of the session, you may ask your DM for a vision of the things to come. Those visions can be in the form of dreams, physical clues, riddles, hallucinations etc. and must not be accurate. If you do so ask, roll on the Madness Table.
Level 9
+1 C5 spell or
Transformed: Summoning, Experimenting, Seeking knowledge
Level 10
Heroic Ability: Arcanist, Will, Scholar or Lore Master
Renounce Humanity: Your Order of Might increases by 1. Roll on the Madness Table.
Spells! The Occultist also needed some more spells, I reckoned, so I gave him some:
Circle of Protection (C1): Draw a circle on the ground and test Arcanist. Area of protection: One person, the party, a large group
Creature Type: Undead and Incorporeal, Demons and Eldritch Horrors, other magical beings, other creatures
Duration: 1 Turn, 2 Turns, Phase
Spell Supplies: Enchanted chalk or three candles (both may be used to stack boni).
Circle of Binding (C1): Draw a circle on the ground and test Arcanist.
Binding area: One person, a small group, a large group
Creature Type: Undead and Incorporeal, Demons and Eldritch Horrors, other magical beings, other creatures
Duration: 1 Turn, 2 Turns, Phase
Spell Supplies: Enchanted chalk or three candles (both may be used to stack boni).
Vulnerability Hex (C1): Ignore target’s armor or armor equivalent
Armor Type: Leather Armor, Chainmail, Plate
Duration: 1 Turn, 2 Turns, Phase
Spell Supplies: An idol carved in the image of the victim (or at least wearing armor similar to the victim's).
Weakening Curse (C2): A curse that factors in every Health test and Health based Skill test (or relevant Nature test). The curse may be broken by an Arcanist test vs. the curse's MoS.
Order of Might: +1 Ob per the victim’s Order of Might.
Duration: 1 Turn, 2 Turns, Phase
Spell Supply: A muscle, snapped in the moment the spell is cast.
Wyrd Reconstruction (C2): You may test Arcanist Ob 3 to heal the Injured Condition. A failed test does not result in a Condition or Twist. Instead remove the Injured Condition and make the patient test Nature vs. the Margin of Failure to avoid rolling on the Mutation Table.
Spell Supply: A flask of blood from an Eldritch creature.
Dark Strength (C3): Grants +1D to every Health or Health base Skill test. Instead of applying a Condition to the caster upon a failed test, the DM may have the spell’s “victim” roll on the Mutation Table.
Duration: 1 Turn or Conflict, 2 Turns, Phase
Number: one character, two characters, a small group, a large group
Spell Supply: The target feasts upon a portion of 'meat' from an Eldritch creature.
Hands from the Abyss (C3): Allows you to use Arcanist for Attack and Feint in Capture and Pursue Conflicts and for Manoeuvre in Kill, Drive off and Flee.
Spell Supply: A piece of paper, a scroll or stone tablet with occult inscriptions that function as a focus for summoning the tentacles.
(The DM may have the creature breaking the wall between the worlds as a Twist afterwards.)
Unspeakable Commune (C4): You may heal your Conditions (except for Hungry & Thirsty and Dead) by testing Arcanist. Apply the Obstacle as per the normal Recovery rules. If you fail your test, remove the Condition nonetheless and roll on the Madness Table.
Spell Supply: A piece of Forbidden Knowledge.
Summon the Elders (C5): Better not think about it.
Skills: Healer 4, Alchemist 3, Cook 2, Scavenger 2, Scholar 2
Trait: Macabre Interests
Special: At character generation, you may improve Healer to 5 with your Specialty choice.
Weapons: The Plague Doctor starts with a Dagger.
Armor: The Plague Doctor starts with a Plague Mask (worn (head) (1) or pack (1)).
Level 1
Plague Doctor: The Plague Doctor may use the Dagger, Sling and any throwing weapon and wear Leather Armor.
Level 2
Battlefield Medicine: You may use the Healer Skill to Defend in Battle Conflicts.
Experimental Vapors: -
Level 3
Disorienting Blast: You carry little bombs that produce flash and smoke. You always count as equipped with a weapon in Kill, Capture, Drive off and Flee/Pursue Conflicts.
Emboldening Vapors: Once per Camp and Town phase grants +1D to (yours or a party member’s) Recovery from the Afraid Condition.
Level 4
Gift of the Healer: Once per session grants +1D to Recovery from or Healer against Injured or Sick.
Self-Medicate: As the Adventurer’s Hardy Stock ability.
Level 5
Leeches: Exchange your Pouch with a bag of Leeches. They grant +1D to all tests (including Recovery) that attempt to alleviate the Injured or Sick Conditions.
Resistance: Your continued exposure to pathogen germs has made your especially resistant against any illnesses. You gain +1s to Recovery from Sick. Does not interfere with Self-Medicate.
Level 6
Dark Authority: When wearing your Plague Doctor’s attire (mask, black cloak and hat), use Level instead of Will as base for Disposition in social Conflicts.
Shake It Off: Once per Adventure, you may shake off a sickness. (Similar to the Warrior’s Shrug It Off ability.)
Level 7
Immunity: You cannot be made Sick.
Incision: Add +1s to your Attack and Feint against unarmored foes in Kill, Capture and Drive off Conflicts when you wield a Dagger (knife, stiletto or similar implement) in addition to other benefits. Does not work against undead, constructs and the like.
Level 8
Precision Striker: When you wield a Dagger (knife, stiletto or similar implement), your Attack and Feint actions in a Kill, Capture and Drive off Conflict hit on a 3+ instead of 4+.
Preventative Medicine: Once per session, you may cancel the Sick Condition on you or a party member the moment it is handed out.
Level 9
Expert: Healer, Alchemist, Scholar
Tough: You’re a tough cookie! +1D to Recovery from Exhausted, Injured and Sick.
Level 10
Fear Not The Reaper: You may alleviate the Dead Condition once per adventure. To do so, test Healer Ob 7. The test must be done on the Turn after the Condition was handed out – otherwise, the character may not be brought back. Only others with the Fear Not The Reaper benefit may help you, but their help is worth +2D.
Transformed: Healing, Experimenting, Recovering
Experimental Vapors
Emboldening Vapors, roll 1D6 and add the MoS:
1 Anxiety Inducing: You gain the Afraid Condition.
2 Legal High: counts as a factor in Will or Will-based Skill tests for 1D6 rounds, but
not Recovery.
3 Tastes funny. No effect.
4 Grants +1D to your next Will or Will-based Skill test, including Recovery.
5 Alleviates the Angry condition.
6 Alleviates the Afraid condition.
Reinvigorating Vapors, roll 1D6 and add the MoS:
1 Shaky: counts as a factor in all tests for 1D6 rounds, but not Recovery.
2 Excitement: counts as a factor in Will or Will-based skill tests for 1D6 rounds, but
not recovery.
3 Tastes funny. No effect.
4 You may ignore the Exhausted Condition for the duration of one turn.
5 Grants +1D to your next recovery test, if made during this phase.
6 Alleviates the Exhausted condition.
Fetering Vapours
Flashpowder
Fortifying Vapours
Invigorating Vapours
Strange Powders
Skills: Ritualist 4, Theologian 3, Healer 2, Fighter 2, Scholar 2
Trait: Touched by the Gods
Weapons: You start with a Mace.
Armor: You start with Leather Armor or a Helmet.
Special: Must be Lawful; If your faith ever waivers, you become an Arbalest or Woman-at-Arms instead. Replace your Human Special Skill choices with Peasant, Cartographer, Mentor and Orator.
Level 1
Vestal: Apply the same restrictions as to the Cleric. Start with the Turn Undead prayer.
Level 2
Meditator: Once per session grants +1D to Recovery from Angry or Afraid.
+1 C1 Prayer
Level 3
Faster: You may choose not to remove the Hungry & Thirsty condition during a Camp or Town Phase. If you do so, you gain +1D to one recovery roll against the Angry and Afraid conditions as well as any Madness that afflicts you. You may ignore the usual recovery order for this.
+1 C1 Prayer
Level 4
Gift of the Healer: Once per session grants +1D to Recovery from or Healer against Injured or Sick.
+1 C1 Prayer
Level 5
Flagellant: In Town may flagellate (+1 Lifestyle Cost) herself once to recover one point of taxed Nature. This requires a successful Nature or Theologian test with the Obstacle being equal to the total number of your taxed Nature score.
+1 C2 Prayer
Level 6
Exorcist: Use Level instead of Will as base for Disposition in Banish/Abjure Conflicts.
+1 C2 Prayer
Level 7
Bulwark of Faith: As the Paladin’s Armor of Faith ability.
+1 C2 Prayer
Level 8
Unholy Slayer: Your Might increases by 1 when fighting Demons or Undead.
+1 C3 Prayer
Level 9
Divine Conduit: Ritualist becomes a Heroic Ability
+1 C3 Prayer
Level 10
Transformed: Praying, Atoning, Healing
+1 C4 Prayer
Prayers:
Turn Undead (C1): As Fury of the Lords of Life and Death
Consecration (C1): Produce Holy Water.
Item: Fresh water from a well, stale water, muddy water or alcohol
Quantity: +1 per portion.
Prayer supplies: A blessed vial or basin.
Divine Comfort (C1): As Breath of the Burning Lord.
Divine Protection (C1): As Sanctuary of the Lord of Shields.
Illumination (C1): As Blessing of the Lords of Light and Darkness.
Pray for the Lost (C1): As benison of the Lords of Valor.
Chant with the Choir (C2): Test Ritualist Ob 3. You and all characters that helped lose the Angry condition. This test may be helped by the Musician skill.
Prayer supply: You are not Angry.
Dazzling Light (C2): You may use the Ritualist Skill for Manoeuvre in Kill, Capture, Drive off and Flee/Pursue Conflicts. You gain the option to spend two points of success to shift the light situation by 1 degree for your party.
Prayer supplies: A reflecting mirror or crystal.
Judgement (C2): You may use the Ritualist Skill for Feint in Kill, Capture and Drive off Conflicts.
Prayer supplies: The caster is Angry.
Sanctuary (C2): You may use the Ritualist Skill to improve Camp safety.
Safety: one degree (e.g. from Unsafe to Save), two degrees (from Dangerous to Save)
Location: A holy place, a place under the open sky, an underground cavern or dungeon, an evil place, another dimension
Duration: one phase, as base camp
Prayer supplies: A holy implement or wounded saint that needs protection is present.
Bless (C3): A blessed character gains +1D (+1s if the MoS exceeds 1) to all their actions.
Alignment: Religious (+0 Ob), Law (+1 Ob), Neutral (+3 Ob), Chaos (+5 Ob). When blessing groups, count only the one that produces the highest Obstacle.
Numbers: You, someone else, the party, a large group
Duration: 1 Turn, 2 Turns, a phase
Prayer supplies: a vial of holy water dipped on the receiver(s)’s head.
Break Curse (C3): As Absolution of the Lord of Endings.
Divine Grace (C3): Alleviate the Injured condition of one recipient; Ob 4 Ritualist.
Prayer supplies: A bandage submerged in holy water.
Hand of Light (C4): Destroys Undead. The MoS shifts your light situation by the same degree.
Number: A single target, a small group, a large group
Order of Might: +1 Ob per Order of Might (in groups, apply the highest OoM); Creatures with an OoM of 6 or higher will not be destroyed, but suffer the Injured condition and flee.
Note: Shifting the Light situation lasts for 1 Turn.
Optional: Casting a prayer on an Abomination or Occultist counts as a factor (except for Bless, it's already factored in with the Alignment).
Skills: Alchemist 3, Cartographer 3, Lore Master 3, Scavenger 3, Scholar 3
Trait: Armchair Adventurer
Weapons: -
Armor: -
Level 1
Antiquarian: You are not proficient with any weapon and may not wear armor.
Level 2
Universal Scholar: Countless hours in the armchair have made you knowledgeable not only in the ways of the world, but also in the art of magic and the mysteries of the divine. You may use the Lore Master Skill instead of Theologian for tests of knowledge and wit.
Loot Hoarder: For some reason, items of increased monetary value seem to fit really well into your pockets. You have two extra single loot slots on you... somewhere. These can’t be used for practical equipment.
Level 3
Curious Incantation: You voice a strange, unknowledgeable incantation, granting +1D to your recovery tests against the Afraid condition. You may not receive any help with this test. Use at your leisure during Camp or Town.
Protect Me!: Once per Kill, Capture and Drive Off conflict you may force one of your allies to cover for you with their disposition (they can not absorb more damage than they have disposition). Announce this ability as a weapon at the beginning of a round. The ally you choose must (and can) help in the following three actions by protecting you (their weapon bonuses may apply if appropriate), if they’re not the acting part.
Level 4
Trinket Scrounge: The first time during any session you get an objét d’art on the loot table, add another roll again.
Get Down!: In Kill, Capture and Drive off conflicts your best weapon is to Duck and Cover, which grants you +1D to the Defend action and imposes a -1s penalty on opponents using a ranged weapon against you.
Level 5
Resupply: Once per session, you may spend a check during Camp to produce a supply item: Disinfected Bandage (+1D to Healer and Recovery for Injured), Iron Nail (1), Torch (1), Candle (1), Wooden Stake (1), Key (+1D to Criminal for picking locks, used up). This can be combined with an Instinct to avoid spending a Check.
Make off: Once per session, between any rounds of any conflict, you may choose to spend a point of Fate to make off and leave your comrades behind. You do not get any conditions or suffer any direct consequences, but you take your disposition with you and are immediately hit with a Twist that you have to resolve on your own after the conflict has been played out.
Level 6
From the Armchair Into the Dungeon: You may now wear Leather Armor, a helmet and use three weapons of your choice. Replace your Class Trait with Bold, Curious or Foolhardy, starting with rank 1 (or increase any of those Traits by 1).
Wisdom of the Sages: You may now use magical scrolls and cast the Wisdom of the Sages spell, if you manage to procure it.
Level 7
Experimental Vapours: One rank in EV
Fence: As the Thief’s ability of the same name.
Level 8
Experimental Vapours: One rank in EV
Book Slayer: You OoM increases by 1 when you engage in debate or with books of any kind.
Level 9
Experimental Vapours: One rank in EV
Expert: Choose between Alchemist, Cartographer, Lore Master, Scavenger and Scholar.
Level 10
Transformed: Researching, Preserving, Looting
One Piece: The Antiquarian goes on a quest to find the greatest treasure of the world.
Skills: Fighter 4, Peasant 3, Dungeoneer 2, Laborer 2, Theologian 2
Trait: Rapturous
Weapon: Lash, Flail
Armor: -
Special: Must be Lawful; If your faith ever waivers or you cease your suffering, you become an Arbalest or Man-at-Arms instead and replace your Class Trait with Scarred.
Level 1
Flagellant: You may use the flail, mace or warhammer. Over your scarred body you may not wear any armor.
Level 2
Lash’s Anger: During camp you may spend a check (or use your Instinct) to mark the Angry condition, unless you currently have the Injured condition.
Level 3
Lash’s Solace: During camp you may spend a check (or use your Instinct) to instantly recover from the Angry condition, unless you currently have to Injured condition.
Endure: You gain +1D to recovery from the Exhausted condition.
Level 4
Lash’s Kiss: During camp you may spend a check (or use your Instinct) to instantly recover from the Afraid condition, unless you currently have the Injured condition.
Punish: During a Kill, Capture and Drive Off conflict you gain -1D +1s to the Attack action against anyone deserving of punishment in addition to any weapon benefit.
Level 5
Lash’s Cure: During camp you may spend a check (or use your Instinct) to instantly recover from the Sick condition, unless you currently have the Injured condition.
Suffer: Once per session, when another party member has to mark a condition, you may choose to suffer instead, if you do not already have this condition.
Redeem: When you fail to recover from the Injured condition and are not Exhausted, you may mark this condition instead of facing the regular consequences of a failed recovery test.
Reclaim:
Exsanguinate
Rain of Sorrows
Lash’s Cure
Rapturous
Shieldbreaker
A Beast Among Men:
Animal Friend
Armchair Adventurer
Crossing the Line:
Devil May Care: As vanilla
Feared in Hell: As vanilla
Heart of Battle: As vanilla
It’s All About Being Prepared:
Macabre Interests:
Savage Fury:
Support Character:
The Madness Within:
Touched by the Gods / Divine: As vanilla
Trickster:
Bola
hand/carried 1 or pack 1
Cost: Ob 1
-1D, +1s to Manoeuvre in Kill and Drive off, -1D, +2s to Attack and Feint in Capture (makes Attack a versus test like the Hand Axe; if the target is too big, its useless and counts as an improvised weapon), -1D to Defend in all these Conflicts
Hand-Scythe
hand/carried 1 or pack 1
Cost: Ob 1
+1s to Attack vs. unarmored foes
-1D to Defend
Chain-Sickle
hand/carried 1 or pack 1
Cost: Ob 2
+1s to Attack vs. unarmored foes / +1D to Maneuver
-1D to Defend
Sturdy Pick
hand/carried 1
Cost: Ob 1
Improvised weapon
+1D to digging through hard material
Throwing Dagger
hand/carried 1 or belt or pack 1
Cost: Ob 1
makes Attack a versus test like the Hand Axe
(land travel)
Attack (simply finding your way)
Skill: Pathfinder
Help: Laborer (for carrying stuff), Dungeoneer (for difficult paths, like mountains), Hunter (for following animal tracks), Cartographer (if you've got maps to read or directions to interpret)
Supplies and Weapons: maps, directions, roads (with varying degrees of helpfulness), pack animals, iron nails (in mountains, uses up 1D6 nails per roll)
Defend (making camp and rest to recover and gather supplies)
Skill: Survivalist
Help: Cook, (Laborer), (Hunter, Scavenger), Musician (to lift the spirits!)
Supplies: knowledge of save spots, rations (you may not spend more rations per roll than there are characters in your party)
Feint (taking a shortcut or more risky, but faster path)
Skill: Pathfinder
Help: as with Attack
Supplies and Weapons: as with Attack, knowledge of secret paths
Maneuver (seeking temporary shelter, circumventing weather fronts, strengthening oneself for the things to come)
Skill: Survivalist
Help: as with Defend
Supplies: as with Defend
Factors (all add +1): Carrying a Shield, carrying a Large Sack, wearing Chainmail or Plate, bringing animals in difficult terrain, not bringing at least one rope into the mountains
(sea travel)
Attack (simply finding your way)
Skill: Sailor
Help: Cartographer (if you've got maps to read)
Supplies and Weapons: maps and directions with varying degrees of usefulness
Defend (repairing the ship, resting)
Skill: Health
Help: Carpenter, Cook, Laborer, Musician, Weaver
Supplies: rations (you may not spend more rations per roll than there are characters in your party), building materials, rope
Feint (taking a shortcut or more risky, but faster path, diving through or running against weather fronts, )
Skill: Will
Help: Cartographer, Sailor
Supplies and Weapons: as with Attack, knowledge of secret paths
Maneuver (circumventing weather fronts, strengthening oneself for the things to come)
Skill: Sailor
Help: Cartographer
Supplies: as with Defend plus maps
Order of Might (start at 1): Short trip, intermediate distance, the fellowship’s journey, around the world
Difficult waterways, mountains, deserts, jungles and magical places add +1 to the OoM each.
Nature = Might +X
Seasons: Fall (X=0), Summer (1), Spring (2), Winter (3)
Seasons in deserts: Spring (0), Fall (1), Winter (2), Summer (3)
Nature’s Weapons
Attack: Things that threaten your health.
Defend: Things that make your life miserable and travel a nuisance while not being directly threatening or disorientating.
Feint: Things that threaten your health out of nowhere.
Maneuver: Things that make you leave your prefered path.
Nature may wield three different weapons at the same time. Never use the same weapon twice in a round of conflict unless the narrative somehow demands it.
All Seasons:
Landslide: +1D to any one action type
Forest Fire: +1s to Feint and Maneuver
Fall
Cold Rain: +1D to Attack and Defend
Unseasonably Cold/Warm: +1s to Defend, +1D to Feint
Autumn Storms: +1D to Attack and Feint
Indian Summer: +0D to anything
Summer
Heat Wave: +1D to Attack, +1s to Defend
Summer Rain: +1D to Attack and Defend
Thunderstorm: +2D to Attack and Feint
Warm and Humid: +0D to anything.
Spring
Spring Rain: +1D to Attack and Defend
Spring Snow: +1D to Attack and Feint
Spring Storms: +2D to Feint, +1s to Maneuver
Unseasonably Cold/Warm: +1s to Defend, +1D to Feint
Clear and Warm: +0D to anything
Winter
Blizzard: +2D to Attack and Maneuver, +2s to Defend and Feint
Cold Snap: +2D to Defend
Early Melting: +1D to Feint, +1s to Maneuver
Winter Snow: +1D to Attack and Defend
Clear and Cold: +0D to anything
Desert Weapons
Burning Sun: +1s to Attack and Defend
Sand Storm: +1D to Attack and Feint, +1s to Defend and Maneuver
Mountain Weapons
Avalanche: +3D to Feint and Maneuver
Precipice: +2s to Defend
Sea Weapons
Calm: +1s to Defend
Monster Waves: +3D to Feint
The Conflict Captain rolls first and gains the benefit for himself. Then, if the oppositions Order of Might was 2 or higher, the player to their left also rolls and so on. The party gets rolls on the Journey Loot Table equal to the Order of Might.
Fall, land
Summer, land
Spring, land
Winter, land
Brothel: +2 to Lifestyle Cost; +2D to Recovery from Angry and Afraid.
Simple and easy, a better Tavern.
Sanatorium: The Sanatorium may treat one condition per Town Phase (two during Winter) without the need for a test. This comes at a price as it adds a heavy burden to your Lifestyle Cost: Injured and Sick +2, Remove a Trait or recover one point of taxed Nature +3, remove Quirk +4, remove Mutation +5.
A Sanatorium can be found in some Religious Bastions or Bustling Metropolises and, on rare occasions, in a Remote Village. Beware the latter as they may sometimes experiment on their patients...
Adventurer’s Guild: This is a recent phenomenon. Veteran adventurers who no longer wish to put their lifes on the line in some random dungeon have begun to set up their own shops, taverns and inns. The most clever and resourceful of the bunch even went a step further and established “Adventurer’s Guilds” that cater specifically to the needs of fellow adventurers. There are two kinds of Adventurer’s Guilds: In the civilized cities, where actual guilds are in control of politics and The Law, these new guilds mirror the organization structure and attitude of their rivals to gain legitimacy. On the fringes, those new guilds are nothing but private enterprises with a fancy name. The items the two offer don’t differ, however:
First of all, the Guild provides every service a regular Inn or Tavern would do. This is the main income source for the Guildmasters.
Second, the Guildmasters can help you make contact with notable people or hire hirelings. You may add +1D per Circles test to your roll, which increases your Lifestyle Cost by 1.
Third, the veterans at the Guild will teach you their trade as Mentors for a small fee. To find a suitable Mentor test Circles with the Obstacle being equal to the current rating of the Skill you would like to improve (1 if you do not possess the Skill). This increases your overall Lifestyle Cost by 2 (3 if you’re looking to improve Arcanist or Ritualist). Should you succeed in finding a Mentor, mark a success or failure on that Skill.
Suggested Conditions: Angry (the Mentor was particularly obnoxious) or Exhausted (the training was particularly stressful)
Suggested Twist: You annoy the Guildmasters and are kicked out of the building. You may not use the Adventurer’s Guild anymore during this Town Phase.
Adventurer’s Guilds may pop up anywhere on Busy Crossroads or Bustling Metropolises or any place with frequent murder hobo transits.
2-6 Quirk: Roll 1D20 or let the group help you determine which Quirk fits your character the best. A Quirk can be removed by an Ob 5 Will test as per the normal Recovery rules or by a visit to the Sanatorium. Quirks cannot be removed by testing Musician or Nature (singing, merrymaking) etc.
1) Ablutomania: Obsessed with Cleanliness. May not share rations or
wine/waterskins with others and will not agree to Healer tests used by others against
his Injured or Sick Conditions.
2) Agoraphobia: factors in all tests involving crowded places.
3) Anxiety: Being Afraid is now a factor in every test, except for Recovery.
4) Bloodthirsty: You may gain one Fate Point per session by murdering helpless or
innocent victims.
5) Bulimic: When advancing the Grind, take the Hungry & Thirsty Condition first. +1
Ob to all Will Recovery tests when not Hungry and Thirsty.
6) Claustrophobia: Being in close quarters is now a Factor in every test.
7) Compulsive: You may not change your current Instinct until this Quirk is removed.
8) Dark Temptation: Change your Instinct to “always investigate unholy curios”. You
may not change your Instinct as long as you suffer from this Quirk.
9) Depression: +1 Ob to All Will Recovery tests.
10) Deviant Tastes: You are not allowed to visit the Brothel (new facility).
11) Dispomania: At the start of the session, drink one portion of alcohol or suffer the
Angry Condition.
12) Egomania: Change your Belief so that it represents your self-worship. The belief
cannot be changed until this Quirk is removed.
13) Gambler: When in Town, gamble away one of your Treasures. If you have no
Treasure, test Resources. To gamble, test Criminal, Peasant or Sailor. The Gambling
Obstacle is 4 (unless you apply some special gambling rules of your own devise).
You gain +1D of cash per Margin of Success, but your Treasure is lost unless the
MoS is at least equal to its cash value! If you test Resources, apply the appropriate
tax upon failure.
14) Insomnia: You are always Exhausted.
15) Kleptomania: Set your goal to “steal something”. You may not change your goal
as long as you suffer from this Quirk.
16) PTSD: Determine what caused your PTSD and what triggers your flashbacks.
The DM hands you the Angry or Afraid Condition at the appropriate trigger.
17) Self-loathing: You may not use your Traits in a beneficial way unless it has a
physical component (i.e. Great Strength).
18) Stress Eater: You must always eat up a full ration to be relieved of the Hungry &
Thirsty Condition when you’re also Angry, Afraid or Exhausted.
19) Unquiet Mind: You may not be Fresh.
20) Witness: You may not participate in religious activities in Town.
7-9) Condition: (1-2) Angry, (3-4) Afraid, (5) tax Nature by 1, (6) tax Will by one
10-11) Affliction (choose one as a new Level 1 Trait): Paranoid, Selfish, Irrational, Hopeless, Abusive, Masochistic
If you roll Affliction again, your Affliction Trait gains a Level. You gain a new Affliction when your Affliction Trait has already reached Level 3. Otherwise Affliction Traits use the rules for normal Traits.
12) Transformation: Replace one Nature descriptor with (1-3) Brooding, (4-5) Scheming or (6) Serving the Elder Gods. Roll again if you already possess the descriptor.
When leveling up, the Crusader and the Vestal must test Nature against the new Level. Roll on the Religious Fervor Table upon failure (roll 1D6).
1-3 Quirk (roll 1d6 or choose among those that fit your Vestal Level benefit):
1 Excessive Fasting: You may not be relieved of the Hungry & Thirsty Condition.
2 Enlightened: You may not visit the Brothel or Tavern.
3 God Fearing: Being Afraid is now a factor Ritualist tests.
4 Immoderate Flagellation: You must flagellate yourself during every Town Phase; this does not restore Nature if the Flagellant benefit is not chosen.
5 Tither: You must seek religious services in Town or otherwise tax Resources by 1.
6 Preacher: You tend to berate others a bit too much; counts as a factor in Circles tests.
4 Change Goal (roll 1d6 or choose a fitting) (counts as Quirk)
1 I will destroy all undead in [insert adventure site].
2 I will kill all sorcerers in [insert adventure site].
3 I will kill all cultists in [insert adventure site].
4 I will kill all Eldritch in [insert adventure site].
5 I will kill all monstrosities in [insert adventure site].
6 I will retrieve [specific artifact] for the Faith. The DM determines the nature
and disposition of the artifact, but it must be within the reach of four sessions of
questing.
5 Change Instinct or Nature (roll 1d6 or choose a fitting) (counts as Quirk)
1 Always investigate Unholy curios.
2 Always investigate cultist activity.
3 Always search for signs of corruption when entering an unknown place.
4 Never allow yourself to be taken by darkness.
5 Always ask the Divine for guidance when resting.
6 Change your Nature to (roll 1D6): (1-2) Atoning, (3-4) Questing, (5-6) Suffering
6 Change Belief (roll 1d6 or choose fitting) (counts as Quirk)
1 All profane magic is evil.
2 [Choose party member] is secretly a cultist/traitor.
3 [Choose prominent NPC] is secretly a cultist/traitor.
4 I am unworthy of the powers of the Divine.
5 I am chosen by the Divine to carry out Its Will.
6 The End Is Nigh!
*Optional*: Instead of rolling for a specific Quirk, Instinct etc., you and the group may choose something – or invent something! – that fits your character after the initial Religious Fervor Table roll.
*Optional*: Crusaders, Vestals, Abominations, Occultists and Lepers add half their Level to the dice pool when testing against corruption (to avoid rolling on the Madness Table) caused by artifacts, encounters etc. – but not from Leveling up!
2) Transformed: Stalking, Terrorizing, Slaying
3-4)
1 Slamming Horns: As the Abomination’s benefit of the same name.
2 Raking Claws: As the Abomination’s benefit of the same name.
3 Hardy Stock: As the Abomination’s benefit of the same name.
4 Bile: As the Abomination’s benefit of the same name.
5 Hard skinned: As the Abomination’s benefit of the same name.
6 Psych Up!: As the Abomination’s benefit of the same name. If you already possess
Psych Up or are free of mutations at the moment, you become Angry and lose one point of Will.
5) Quirk (consult the Madness Table)
6) You become Sick. If you’re already Sick, you die from horrible mutations in your softer parts at the end of the session.
7-8) You gain a superficial mutation that may serve as Raiment. If you roll this mutation again, you may add it as a Level 1 Trait.
9-10) Roll 1D6: 1 Angry, 2 Afraid, 3 Exhausted, 4 Injured (if you’re already Injured, decrease your Rank Cap for Health by 1!), 5 tax Nature by 1, 6 lose one point of Health.
11) Roll 1D6 for a great mutation:
1 Neuronal Restructuring: Reduce Will by 1, roll on the Madness Table.
2 Beast’s Claws: As the Abomination’s Raking Claws, but your feet now mutate
enough to help you get a better grip in climbing tests (+1D).
3 Light Sensitive: Darkness becomes like Dim Light to you and Dim Light like daylight.
However, direct sunlight imposes a factor to every test except riddling and your Social
Graces.
4 Monstrous Strength: As the Abomination’s benefit of the same name. You may not
wear regular armor anymore.
5 The Quickening: As the Abomination’s benefit of the same name. You may not wear
regular armor anymore.
6 Choose one and roll on the Madness Table.
12) You become an Abomination of the same Level. Roll on the Madness Table if you already are an Abomination.
Every time a roll on the Mutation Table imposes a minor, greater or superficial mutation, you must tax a Social Grace or Circles. People will give you strange looks if your skin suddenly turns blue.
Every time you roll a mutation that you already possess, roll on the Madness Table or tax Nature by 1 (your choice) - unless it’s Psych Up!.