DIE TRYING - a GLOGalike Nightmare
Rulings not Rules, Reward Shenanigans, Nobody is Guaranteed Tomorrow
Credit Bogeyman, whether he likes it or not
Credit Wizzzargh, what a champ
Credit Kent, featuring Landry the Zombie
PLAYER ADVICE URN
Use a pencil
Running is an option
Push your limits, try new things
0 HP isn’t death, just dismemberment
The answer isn’t always on your sheet
Answer the question the way you want
Have you tried talking to it yet?
Ask questions, take notes
Good plans don’t roll
Help each other!
RULES BLOB
Stats
Characters have six primary stats, and a selection of secondary stats. The primary stats are rolled 3d6 in order, the modifier for each is equal to [primary stat]÷3-3.
Primary Stats
Strength (STR): Grappling, breaking, lifting, swimming, jumping, halving unavoidable damage like a crushing wall. Modifier added to Melee Attack, sometimes added to damage. If you are holding more items than your Strength score, then you have disadvantage on Dexterity checks, or all checks if more than four.
Dexterity (DEX): Hiding, chasing, fleeing, sleight-of-hand, precision work, resisting avoidable damage like a fireball. Modifier added to Defence
Constitution (CON): Overcoming diseases, resisting poisons, long-distance trekking, maintaining concentration. Modifier added to HP.
Intelligence (INT): General knowledge, spotting lies, controlling wands, researching spell, resisting illusions. Extra random skills are learnt equal to modifier
Wisdom (WIS): Staying sane. Modifier added to Ranged Attack.
Charisma (CHA): Meeting new people, intimidation and persuasion from force of will rather than evidence, leadership, luck. Modifier added to Save.
Secondary Stats
Melee Attack (ATT): Starts at 10+STR. Roll under to hit an enemy.
Ranged Attack (ATT): Starts at 10+WIS. Roll under to hit an enemy.
Defence (DEF): Starts to 10+DEX+Armour. Each point of worn armour occupies an inv. slot.
Initiative: Equal to Wisdom. Roll under to go before the enemy each round.
Hitpoints (HP): Starts at 6+CON. Damage taken at 0 HP results in Death and Dismemberment (page ZZ)
Save: Starts at 6+CHA. Roll to negate otherwise unavoidable fates
Other Saves: Starts at Save+Bonus.
Magic Dice (MD): Starts at 0. Magic Dice are d6s, rolled when casting spells.
Roll equal or under a stat to succeed. Rolling a critical hit or missing by 1 grants an X to the stat used. On a critical failure, after hearing the outcome, the player can elect to make the situation worse to gain another X. Gaining three Xs next to a stat improves it in some manner, see page ZZ.
Advantage, Disadvantage, Hard Rolls, “Easy Rolls”
If circumstances would result in a more challenging check or attack, roll 2d20 and use the higher result. If circumstances would make it easier, roll 2d20 and take the lower. If the trial being attempted would be hard no matter what, roll under half of the stat in question. If the trial being attempted is straightforward, has few consequences for failure, is under no time-pressure, or is being approached with a plan that is effective and insightful, then consider: should the character just succeed?
Inventory and Encumbrance
You’ve got a number of inventory slots equal to your Strength. Some of these are Fast Inventory (Dexterity/2), where the things in belts, bandoleers, accessible pockets, your hands etc. go. The rest is in your pack, you’ve got a 3-in-6 chance of finding it in a round (or 5-in-6 if you empty everything out). Each point of Defense from equipment also takes up an Inventory slot. Two-handed weapons and other large objects take up two slots. If you go over your inventory limit, you take disadvantage on all Dexterity checks. If you go over by four items or more, you have disadvantage on all checks. If you are at less than half your inventory limit, you may have advantage on some Dexterity checks e.g. crawling through small spaces.
Combat
Attack types are split into melee (+STR) and ranged (+WIS). Improving Attack improves both melee and ranged. Defence stat cannot gain Xs, apply instead to Dexterity or Attack. Initiative is split-side, each round is split into: [Successful players] -> [Enemies] -> [Failed players] -> [New round]. Initiative is rerolled each round.
Weapons
Unarmed: 1d4 damage if you have advantage, otherwise 0
Club-like: 1d4+STR damage, 1d6+STR with two hands.
Bows: 1d6 damage, longbows deal 1d6+STR, crossbow deal 1d12 (take a round to load).
Slings: 1d4 damage, 1d6 with purpose-made ammunition
Medium: 1d6+STR, 1d8+STR with two hands.
Large: 1d10+STR, always takes two hands.
Armour
Usually split into leather (+2), chain (+4) and plate (+6). Each point of additional Defence fills an inventory slot. In-game, armour is handled piecemeal, you can wear up to four pieces at a time (torso, leggings, helmet, misc). For instance, plate armour is composed of breastplate, platelegs, helmet and gauntlets or pauldrons.
Gambits
Covers grappling, tripping, disarming and other combat maneuvers, not called shots to the head etc. characters are assumed to be doing their best to kill the enemy unless otherwise stated. When a Gambit is declared, the player and DM should negotiate the Effect and potential Consequence. If the attack hits (made as part of a Gambit) then the Effect occurs (whether tripping the enemy, stealing an item or grappling them), if the attack misses then the Consequence (a free attack, a dropped weapon) occurs to the character. Given combatants of equal standing, the Effect and Consequence should be roughly equal in severity. If the power difference is more prominent, then the result of the Consequence should be adjusted in turn).
Healing
Each night, characters that sleep and eat will:
Characters can heal 1d6 HP once per day over lunch by consuming a ration. INT checks to Patch injuries are made with advantage over lunch or at night. If characters eat rations/rest at full HP, they heal, recover or improve something different. Self-care is important.
If an ally makes an Intelligence check during lunch, a Minor Injury can be Patched. A Patched injury restores functionality, but if the same injury is suffered again then suffer the Major Injury as normal. If the Intelligence check is failed, then only time (overnight rest) can heal that Minor Injury. Magical healing can be used to automatically Patch an injury, or clear one Death Dice per 2 HP
Heal a point of Trauma every week of downtime (page ZZ). Characters can heal additional Trauma by enjoying high quality living while in a dungeon (as it’s unexpected). Have a bath you damn dirty murderhobo!
Starving
If characters are resting overnight but miss a requirement (i.e. don’t eat, shoddy sleep, no water), then they only heal 1d6 HP. Regularly missing these requirements regularly may result in WIS or CON checks to maintain sanity and health. Going without food for three days or water for one day is the point at which the body begins to break down. Every day beyond these limits, characters take a -1 penalty to all actions that don’t directly involve getting more food and water by the simplest means necessary. They also take 1d4 CON damage each time the same time period passes (3 days without food, 1 day without water).
Achievements and Goodness
See page ZZ. If you have accomplished one, add it to your character sheet. Only one person per party can take the achievement. When you die, for every achievement your previous character had, your new character gains one X anywhere. Your Goodness starts at 10, increases with good deeds and paying tithes, decreases with sins, crimes and intentional body manipulation.
Death
Taking damage sends you below 0 HP results in you suffering the effect on the Death and Dismemberment Table (page ZZ). Most results include add Death Dice (DD). Each DD is a d6, and is added to damage while at 0 HP. If you are already suffering from an effect, then you suffer from the next worse effect, or gain 1 DD if that doesn’t make sense. Minor Injuries become Major Injuries, Major Injuries become a Save vs. Death. If you die, you might have a psychopomp come along to collect your soul (page ZZ), if that happens, roll under your Goodness to go to heaven, otherwise it’s the Big Heat for you my friend. Your new character should join play at the next available opportunity, whether that is back in town, drifting down river, trapped in a monster nest, or lost in the wilderness.
Spellcasting
Magic is based on GLOG, which has seen a lot of interesting development, combined with Magic Words. Wizards are defined by the words they know, and the number of Magic Dice (MD) they possess. MD can be gained in a number of ways (pg XX), while magic words can be looted, stolen or researched (page XX). When a spell is cast, any number of MD can be added to it. Each MD is a d6. The power of a spell is measured in [dice] (the number of MD used to cast) and [sum] (the total of all MD rolled). If doubles or triples are rolled, the caster suffers a Mishap or Doom. MD are expended when cast, and can be recovered by sleeping, snorting wizard teeth, drinking souls etc.
Spells can be cast in one of three ways, Ad-hoc, Familiar, or Imbued.
Ad-hoc spells are composed of two or three magic words, strung together, charged with MD, and flung into the world. They usually deal [sum] damage and have an additional effect based on [dice].
Words can be permanently merged into a spell, creating a Familiar. Familiars can be "cast" for free at [sum] = 1, [dice] = 0 as an action, and likely have a bunch of bonus abilities. Familiars are hard to kill, having ethereal true forms and improvised physical forms. They can be “recycled” by the owner, and returned to their original Magic Words, but this is cruel and unusual
Spells can be permanently Imbued into a suitable item, whether a staff, hat, ring or skull, creating a spell focus. This spell focus can be charged with MD at the start of the day, these MD do not return until they have been used. Normal spells expend all MD used per casting, spell focuses only expend 1 MD per casting no matter how many are used. This is much more efficient when using multiple MD, however care should be taken. If the item is broken, then the spell inside is lost. If the item is stolen while charged with MD, they will not return to the owner until used.
Stat Damage
Firstly, you can’t recover stats if you are suffering ongoing damage, especially from diseases. If you have taken some damage, but haven’t gone below half your maximum, performing one of the following will cure it. If you are below half, then performing one will cure you up to half, then a different one to full. If you reach zero in STR or DEX, you are paralysed, and further damage will go into CON. If you reach zero in INT, WIS or CHA, you are rendered unconscious. If you reach zero CON, you die.
STR: Receive physical training, eat a balanced diet of fresh fruit and vegetables, conquer whatever took your strength
DEX: Get wasted, take some time off adventuring, do something just for fun
CON: Visit a doctor, eat a feast, troll-blood injection
INT: Read a good book, talk to an old friend, illithid brain tinctures
WIS: Return home, receive a blessing from a priest, quit while you’re ahead (retire)
CHA: Have a bath, buy new clothes, fall in love
New Abilities and Progression
Die Trying is all about incomplete, potentially damaged individuals doing their best with a bad hand dealt. With levelling up no longer possible, character development is usually horizontal rather than vertical. Mutations, allies, spells and fighting styles are all examples of horizontal development, as opposed to exponentially increasing amounts of HP and damage. Players are to be encouraged to invent new abilities out of combinations of other powers, or go looking for teachers. If the DM is in doubt, requiring new abilities to gain several Xs before they are up to their full potential is a good fix. For inspiration, see the Rewards For Wandering on page ZZ.
Adjudicating Strange X Placement - a Rough Guide
There are several sources of Xs in Die Trying that aren’t linked to any stat at all, and can be placed anywhere on the character sheet (this isn’t even a hard-and-fast rule, I have yet to interpret Xs placed on dice or other props, but am excited by the idea). Players are often excited by this prospect, and are prone to go wild. While it isn’t a requisite, I recommend to players that they put these Xs next to things they need or are interested in. Frequently, they’ll go next to stats and weapons, rules have been listed for all of these.
If Xs have been placed next to an ability with a limit on their usage, an obvious route is to raise this limit, or abolish it altogether. Players will often have excellent ideas on how they can use/misuse their abilities in ways that may initially seem overpowered. Giving these methods a healthy X cost can maintain the balance.
Xs are usually placed on negative traits (especially mutations) for one of two reasons: to remove the trait, or to turn it into something useful. The latter is to be preferred in nearly all circumstances. If in doubt, have the negative effect become a transmissible weapon in the characters arsenal!
If you are stumped by a player with three Xs somewhere you didn’t know about or expect, it is good practice to ask them what they expected to happen. After all that, if all else fails, I have presented a short spiel entitled:
“Help! They put three Xs next to...!”
“Their name!”
Remarkably common. Tell them to put a line under the blank space next to their first name. The next time they are chosen as MVP, come up with a moniker that reflects what the got voted in for.
“A crowbar!”
Make it indestructible. Tools have their limitations, making a tool more of itself opens up more ideas than it closes.
“Charcoal!”
Soot-sprites! If in doubt, make it whimsical, weird, and orthogonal. If they give you something that doesn’t have an obvious answer, choose something fun. Treat yo self!
“Food!”
Consumable are tricky. Xs are designed to make things more interesting, not less, and removing an ongoing cost like food, light, or water is not to be treated lightly. Make these specific consumables twice as good, and then prod them towards the Dungeon Cooking rules (see page ZZ)
“Something just to see what I’d do!”
Challenging, especially if they haven’t used it in-game already. A few idea:
“A spell!”
Likewise challenging. If you want to give it a permanent +1 MD boost, I’d couple that with a condition required to access it. Otherwise:
Adding additional words to the name of a spell is a good way to record the changes that have been made to the spell.
“Something not listed here!”
Be sure to tell me how it goes! Remember though, the DM is also a player, and their enjoyment is still important. If you feel like players aren’t engaging in the spirit of the game, you have permission from me to call them out on it.
Roll 3d6 in order for each of your stats, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. The MODifier (notated as STR, DEX etc.) is [stat]÷3-3. If none of your modifiers are above 0, reroll a random stat.
Roll 2d8 for the list on page 3, or ask to see the list of Weird Races. Reroll the given stat, then add the listed Abilities.
2. Aasimar, 3. Goliath, 4. Kobold 5. Gnome, 6. Dragonborn, 7. Orc, 8. Dwarf, 9. Human, 10. Halfling, 11. Goblin, 12. Elf, 13. Lizardman, 14. Half-Giant, 15. Tiefling, 16. Fishman
You get three torches, three rations, and three items from the list on page 4. You can
give up either the torches or the rations to roll on the Character Interestifier. You’ve got
inventory slots equal to your Strength. If you go over, disadvantage on DEX.
Melee Attack = 10+STR mod
Ranged Attack = 10+WIS mod
Defense = 10+DEX mod+armour
Hitpoints = 6+CON mod
Save = 6+CHA mod
Initiative = Wisdom
Random skills 2+INT mod
Roll 2d20 three times on page XX, rerolling duplicates
One single rule - once you’ve generated a new character, that’s it! No going back to
previous saved characters, only forwards to new miscreants and monstrosities!
Calm yourself. Those are placeholder titles that do nothing. If you rolled your own and want one, here’s the list:
1. Grave Robber
2. Fortune Seeker
3. Dungeoneer
4. Murderhobo
5. Pioneer
6. Entrepreneur
7. Wayfarer
8. Dungeon Delver
9. Spelunker
10. Tomb Robber
11. Vagabond
12. Rapscallion
13. Reaver
14. Freebooter
15. Privateer
16. Outlaw
17. Treasure Hunter
18. Wanderer
19. Hero/ine
20. Champion
RACES AND STARTING GEAR
Race (2d8) | Stat | Traits |
2. Aasimar | WIS | Drinking your blood cures wounds, 2 HP heals 1 |
3. Goliath | CON | Take no damage from fire, half from falling. Swim and run with disadvantage. |
4. Kobold | DEX | Always know immediately when a trap you’ve set has been sprung. Must always attempt to acquire shinies. |
5. Gnome | INT | Become invisible when you close your eyes, hold your breath, and don't move. Will attack instead of fleeing when afraid |
6. Dragonborn | STR | Fire sneeze (2d6+save vs. ignite, 1/day). Save vs. Greed when you try and give currency or treasure away. |
7. Orc | STR | Turn a Major Injury or Save vs Death into a Scar, 3 Xs to recharge. Weapons and spells deal maximum damage to allies |
8. Dwarf | CON | Speak with Stone 1/day. Can only drink alcohol, water will slowly send you into fugue state. Start with three bottles of booze |
9. Human | - | Start with an extra item. Switch any two stats. |
10. Halfling | WIS | +1 HP healed during lunch. Vegetarian. |
11. Goblin | DEX | You can smell half as well as you can see. Carnivore. |
12. Elf | CHA | Improve your lowest stat as well as CHA. Take 1 damage if you openly apologise, or interact with “ugliness” |
13. Lizardman | DEX | Can consume rotten food and brackish water. Save vs. Hypothermia if you can’t get warm in the morning. |
14. Half-Giant | STR | Block 1d12 damage 1/day. Eat twice as much. |
15. Tiefling | CHA | Start with 1d4 demonic mutations (eyes, tail, skin, horns) |
16. Fishman | DEX | Breath underwater. Unable to heal naturally unless adequately damp. |
Everyone starts with three rations, three torches and three of the following items:
Spells - Sleep, Acid Arrow, Escape, Magic Missile, Burning Hands, Feather Fall, Grease, Knock/Lock, Illusion, Transmute X to Y (Stone, Mud, Fire, Blood, Metal, Wood, Slime, Light, Water, Pain), Levitate, Disguise
SHOPPING LIST
Food
Standard meal, 5cp, 1/inv
Travel rations, 10cp, 3/inv
Fancy Meal, 30cp, +1 HP
Liquor, 30cp, +1 fumble
Salt, 50cp, ten uses
Armour
Helmet, 5g, +1AC
Leather jacket, 1g, +1AC
Breastplate, 45g, +2AC
Gauntlets (extra metal), 5g, +1AC
Leather pants, 1g, +1AC
Platelegs, 45g, +2AC
Magical robes, 5g, -1 Def
Shield, 5sp, +1AC
Weapons
Simple weapon (dagger, axe), 3sp
Proper weapon (bow, sword), 1gp
War weapon (greatsword, crossbow*), 4gp
Arrows, 5cp each
Bolts, 15cp each
Lodging
In a bin, free
In an inn, 1sp/night
Like a king, 1g/night
Light
Candle, 5cp, 5/inv (2-in-6 burnout)
Torch, 5cp, 3/inv (2-in-6 burn half)
Lamp oil, 5cp jar (2-in-6 burn third)
Lantern, 20cp (1-in-6 burn third)
Flare, 20cp (2-in-6 burnout, never from wind, dropping etc.)
Other
Book, 1gp
Caltrops, 4sp
Chisel, 1sp
Crowbar, 2sp
Dog, 1gp
Fishing gear, 5sp
Grappling hook, 3sp
Salt tonic, 25sp
Hammer, 1sp
Horse, 10gp
Nails (12), 3cp
Pickaxe, 4sp
Potion, 1-3gp
Rope (50’), 3sp
Scroll, 5-10gp
Shovel, 3sp
Specialty tools, 2gp
Spike, 3cp
Tent, 5sp
Tinderbox, 10cp
Vial, 2sp
Waterskin, 1/inv, 1sp
*Illegal in civilised places
BEFORE YOU BECAME AN ADVENTURER YOU…
Roll 3x2d20:
2. Learnt something truly weird:
1. A fragment of the True Language (10 truenaming runes)
Truenaming requires spelling something using a select of random letter tiles. Draw up to your capacity each morning. Once spelled, an effect will always occur, but unless you are both specific and polite to the universe, it is very unlikely to be that specific effect. If you have to specify how your command means a certain thing, it is unlikely to work out well for you. Longer phrases are more efficient, short phrases are blunt and crude.
2. Training in the ways of exorcism:
+Religion skill, +1 Save vs. Fear, either Bell, Book or Sword
Bell - Gain the Seven Bells and 4 BD. Dominion over skeletons, zombies, spellbooks. You lose BD as you improve your portfolio of undead bound and banished.
Book - Holy symbol, holy book, +Law skill, Literacy and Rite of Exorcism. Dominion over demons, powerful ghosts, some diseases, persistent spells in a living target, curses.
Literacy: You have an innate grasp of theme, motif and intention in written texts. Your books and letters allow you to make Charisma checks at a distance
Rite of Exorcism: Dispel a disease, demon or ghost that is infesting a living person. Make an opposed Charisma check with a penalty based on how long it has inhabited the target
Sword - +1 Save vs. Fear. The Sword of Exorcism. Deals 1d4+STR damage while sheathed. You can only draw it against a single incorporeal target that you once you know its Form (What does it look like? How does it manifest?) Truth. (How did it come to be? What were the circumstances of its death? Who was involved?) and Reason (Why does it remain here, among the living? What does it desire?). Once you know all three, and draw the sword, you deal 4d10 damage on a hit.
3. Unlocked the full potential of your mind. Third Eye (restricting or removing one of your senses bolsters one other, boosting a sense twice allows for magical effectiveness)
4. Gained control over one of the four elements of nature (Fire/Water/Earth/Air Bending, -1 armour)
Elemental Bending: You can cast the Control [Element] spell at-will with 1 MD. Casting it more than twice in two round deals you 1d4 non-lethal damage. You can add +1 MD by taking another 1d4 non-lethal damage. Each element has three ranks of proficiency, Initiate, Master and Forgotten. You start at Initiate with one random element, and can gain that rank in another element by dropping to 0 HP from an elementally-aligned attack and making a Save. Master rank grants +1 MD for free, Forgotten techniques include manipulating Lightning, Blood, Vacuum, Acid, Metal etc. Master and Forgotten ranks can only be learnt from another master, or an extreme display of that element. Visiting another plane would be a good start.
3. Became priest of a minor godling. Your ritual portfolio can be determined here. You can make a CHA check to influence anything that is within your portfolio.
4. Speak with [something that isn’t an element] at will
1. Locks, 2. Shoes, 3. Arrows, 4. Blood, 5. Roads, 6. Statue, 7. Teeth, 8. Self, 9. Spell, 10. God, 11. Stars, 12. Universe, 13. Light, 14. Darkness, 15. Memories, 16. Dreams, 17. Lust, 18. Lies, 19. Dave, 20. Mother
5. Became a druid. Shapeshift (transform into an animal form you know at-will, but make a WIS check or spend the first round acting like that animal. None of your equipment is transformed), one animal form, no boots
6. “Acquired” a powerful magical artefact:
1. Bag of Holding (+10 inventory slots, currently full of garbage)
2. Medallion of the Guardian (when dropped to 0 HP, summons a 1d6 HD golem to protect you at all costs)
3. Wand of Force (1d4 damage, always hits, if it deals 4 damage twice per day, it breaks)
4. Boots of Flying (DEX check to take-off, maneuver or land, expended on a crit fail)
5. Helm of Telepathy (WIS check to project thoughts with force or subtlety)
6. Ten Dragon Teeth (sow to grow a 3 HD Dragon Warrior)
7. Gauntlets of Ogre Strength (17 Strength score, doubled food requirements)
8. Decanter of Endless Water (brackish)
It is also (1d4): continually pursued by previous owners, a tempting target for thieves, marked by irritating prophecy, subtly cursed
7. Were infested by a fragment of magic. It didn’t go well. +1 MD, 1d6 Trauma and suffer a curse, disease or insanity. Gain a random Magic Word. As an action, you can turn anything you see into a second, single-use Word, only for use with your innate fragment. Exposure to dangerous levels of magical pollution etc. can allow you to re-roll your innate fragment.
Alternative: Roll a three word spell, using the formula [Shared]+[Full]+[Orthodox]. You can cast this spell at 3 MD at will, never more or less. If you ever roll a Doom, you immediately explode.
8. Became proficient with a particular type of spell-casting, and gain 1 MD
1. Safety Casting (while wearing a pointy hat, freely remove 1 MD from a spell)
2. Vancian Casting (+1 MD, but the spell cannot be used for the day)
3. Formal Casting (reroll all MD, 1/day)
4. Power Casting (set an MD to 6, take 1d6 damage)
5. Brutal Casting (dropping to zero HP grants +2 MD to your next spell)
6. Natural Casting (pick one spell, cast it at 1 MD for free)
7. Momentum Casting (charging grants +1 MD to close-range target)
8. Flux Casting (mishaps grant +1 MD, voluntarily mishap at-will)
9. Volatile Casting (spend a round yelling for +1 MD)
10. Soul Casting (the first enemy/day you kill with a spell recovers 1 MD)
10. Learned a Weather Witch working
11. Unlocked innate magical power with great effort. +2 MD, a gnarly mutation, and a halved stat
12. Made a deal with a malignant power. Learn four magic words, one pact, one shared, one random, and one completely of your own choice. +1 MD, a terrible cost, 1d6 Trauma
1. Devils (immune to fire, just as painful though, if you break a solemn oath, save or die)
2. Demons (1-in-6 chance of having the same master as any demon, detect as Evil no matter what you do)
3. Faeries (you can survive on natural beauty alone, you must abide by the laws of hospitality)
4. Eldritch Abominations (telepathy with anyone you are staring at, fail all saves against madness and insanity)
5. Star Whispers (commune with the stars instead of sleeping, magical healing is redirected away from you to those nearby)
6. The Ancient King (break a finger of anyone who serves you at a glance, you cannot help but obey orders from your superiors)
7. Forbidden Knowledge A.K.A. The Riddle of Steel (start with a clockwork gun, take 1d4 to tear yourself away from a project part-way)
8. Hexblade (start with a +1 weapon, can’t cast spells without it in your hand)
Terrible costs: your soul, family or friends, a home to return to, mental stability, the ability to love, a certain future
Devil, Demon, and Hexblade pacts all use the “Vassal of Hell” magic word list
13. Roll on the Character Interestifier
14. Found, bought or inherited three of the following:
case of three potions, familiar, magical herbs, talking skull/weapon/eyeball/hat, wizard vision, magic wand, wizard robes, three runestones, spell-scroll, schematics and key parts for a wyrd cannon, bottled ghost
15. Joined a cult. Cultist skill, gear and abilities vary.
1. Disciple of the Desecrator. Foul censer (feed in flowers, herbs and butterflies, spews toxic gas), bag of dried flowers, Infest Corpse (1/day, summon a 1dX HD spirit into the body of an X HD creature)
2. Flame Cultist. Three jars of blessed napalm, +1 armour, Sacrifice (recieve adequate compensation for any creature or magical item you condemn to the flames)
3. Blood Shaman. Drugs (rage, regeneration and cleansing drugs, one dose each but you know the recipe), Voodoo (requires blood and a mommet, target saves to negate, you must save vs. side-effects either way)
4. Stormcaller. Steel whip (1d4, metal-wearing target must save vs. stun), Channel (with the assistance of others, you can conjure small lightning bolts). You also know the name of a local wind.
5. Hammer of the Gods. Portable anvil, hammer (1d4+STR), Shape Metal (1/day, mould metal like clay).
6. Psychic. Crystal ball, magnficent robes, ornate dagger, Psychometry (touch an item to ask one yes/no question about it. 1/day, you can ask any question)
16. Joined a school of magic. Gain three magic words, one school, one shared, and one random. +1 MD from magic robes (-1 def), and an unfortunate circumstance based on your status as a wizard:
Chartered School - crippling student debts or irritating feudal obligations
Outsider School - bizarre demands, strange superstitions or marked appearance
Banished School - you’ll be burnt at the stake when caught or bounty on your head
17. Discovered religion. Join an Order of the Authority, Religion skill, gear and abilities vary.
1. Monastic Order - Lantern-Mace (burns eternally while you stand and fight), holy book, Augury (meditate to restore, up to 3 charges, receive a vague warning/omen)
2. Martial Order - Hammer of Judgement (sinful target must save or be knocked prone on hit), chainmail, Heal 1/day, 1d6 HP, sinful targets waste the usage
3. Mendicant Order - Unassuming Staff (counts as a maul, shield and rapier) and begging bowl
4. Orthodox Order - Sanctified Scepter (reduces damage by up to 3d6, each d6 expended per day), three bottles of salt tonic, two ranks in Religion
5. Scholastic Order - Stern Glare (1d4 non-lethal, only against sentients) writing case, two books on natural sciences (zoology, botany, astronomy, linguistics, genealogy, alchemy, law, occult), gain an X for adding to them if they don’t have the answer to your question
6. Pacifist Order - Stalwart Shield (grants +2 save to anyone of your faith that stands with you), holy symbol, Bless 1/day (all crit failures count as crit successes for an hour)
7. Flagellant Order - Flail of Purity (take 1d6 damage to drive out spells/demons), +4 save vs. pain, blessed salt
8. Inquisitorial Order - Blade of Truth (target takes 1 damage from attack if they tell the truth), +1 armour, truth serum
9. Confessional Order - Binding Rings (five on one hand, each can absorb sins/1MD with a Wisdom roll), confiscated drugs and alcohol
10. Penitent Order - Chains of the Faith (as a club, automatically grapples), vow of poverty grants +2 Save and Def, -4 if you have any valuables
11. Conduit Order - Voice of God (Single word COMMAND, then mute for day), sword, +2 armour
12. Heretical Order - edited holy book, holy symbol, silver dust, one of: Command Undead (3HD/day), Surgery skill at rank 2, Demand Truth 1/day, Reverse Fate 1/day
18. Wound up weird. Gain a mutation and +2 HP
19. Survived by the skin of your teeth. +4 Save vs. Fire/Mutation/Fear/Environment/ Death/Insanity
20. Learned a trick of the trade. +1 random item and:
1. Cat Feet (reduce fall distance by 10ft, can move after attacking)
2. Pack Rat (+3 inventory slots)
3. At All Costs (if an encounter or effect kills the entire party, you can survive it, losing all items in the process, only works once)
4. Scrounge (1/session, gain a random item when you dig through a pile of junk)
21. Had a job. Gain a Failed Career
22. Trained how to fight like a (d4): honourably, brutishly, with poise, like a bastard. +2 Attack, +1 HP, a weapon.
23. Engaged in skullduggery. Learned how to pick locks and:
1. Forge documents (paper, quill and ink in a writing case)
2. Fence stolen goods (stolen medicine, clothes, metal or food)
3. Con sick people (satchel of "medicine")
4. Discreetly gather information (codes and passphrases, slightly out of date)
5. Case a joint (climbing gear)
6. Cheat at cards (marked cards and loaded dice)
24. Learned how to:
1. Fight dirty. Gain Tricky (Gambits have no penalty when you have a tactical advantage), and a weapon
2. Kill a man in an eyeblink. Gain Assassinate (replace two conditional bonuses on an attack roll with x2 damage)
3. Deceive the senses and use foul poisons. +Disguise skill, +Poison skill, bottle of poison and a cunning disguise of a peasant, merchant, servant or priest
4. Take a blow. Gain Parry (1/day block 1d12 damage, block 12 damage if you sunder a shield as well), a shield and +1 HP
25. Discovered a thing or two:
1. Lucky (reroll a d20 1/day), +1 armour
2. Lightweight (advantage on Dexterity while unencumbered), dagger
3. Nimble (if unarmoured, dodge one attack per round as an action by moving in a random direction), quarterstaff
4. Seventh Sense (if an undead enemy has an additional power or deadly attack, you'll know its there, but no details), holy symbol
26. Killed a monster. +1 Attack, a weapon and:
1. Tracking (+1-in-6 chance of finding traces)
2. Grudge (+2 attack against enemies you have met before)
3. Guardian (take damage instead of ally, 4-in-6 chance of working)
4. Danger Sense (50% to go on a surprise round anyway, INT check to sense danger from unfamiliar sources)
27. Fought in a unique way.
1. Rage (+1 Attack, +1 Damage, 2-in-6 chance of being able to feel pain, show mercy, or retreat), alcohol and +1 HP
2. Martial Arts (optionally use STR or DEX for all weapons, gain new unarmed attack forms), fists (1d4+MOD, +1 Att), body (1d8+MOD, -1 Def)
3. Tactic (command an ally to attack as an action, 1/day if you have a plan, then all allies in earshot can make a free attack when you use this ability)
4. Improvise (advantage to attack with anything you weren't carrying last round), +1 Att
28. Spent some time in the army, as a mercenary or on the hard roads. Picked up a few things along the way:
+1 armour
Random weapon
Skill in Soldier, Bandit, or Roads
An engraved/bejewelled/embossed/famous weapon (what’s its story?)
Camp follower, known safe location or lingering sense of comradery
Something to take the edge off: ewer of wine, jar of moonshine, bottle of rum, bottle of vodka, cask of cider, flagon of mead, tipple of whiskey, barrel of beer, flask of something strange, box of snuff, tobacco pouch or absinthe
29. Were knighted for one reason or another. +1 HP, it costs 12g of monthly expenses to maintain your status if you want to keep it. Either way, you get:
+2 armour
Shield
Sword, lance or flail
A horse OR something useful - grapple hook, 3d6 silver pieces, magical healing herbs, three doses, three throwing knives, silver ring set with your family crest, lantern
30. Worked out a neat trick.
1. Artiste (sketches and paintings of rare monsters and events count as treasure), brushes and paints, easel
2. Juryrigger (spend a day replicating or overclocking a magic item, one use), toolbox
3. Dungeon Architect (discover two things about a dungeon feature to learn a third, features you disassemble will never be broken in the process), crowbar, toolbox
4. Mystery Package (buy or make unmarked parcel for any amount, decide what you brought when you open it), package worth 2d6 sp
31. Discovered your heritage. Unlock a new racial ability or improve your current one. Some examples below:
Aasimar
Seraphim (target heals +1 HP using your blood)
Feather Fall (sprout wings, only useful for gliding and falling with style)
Kobold
Cunning (In a lair you control, you can see in the dark)
Reptile (your claws, scales and teeth count as leather armour and a dagger)
Gnome
Brawler (unarmed damage improves to 1d4+STR, gain +2 to grappling and shoving)
Powerful Hat (1/day use your red pointed hat to absorb a projectile. Record all absorbed, when you die it'll come shooting back out)
Dragonborn
Legacy: improve two of the following - Wings, Horns, Teeth, Scales, Tail, Breath, Heart
Birthright: manifest damning traits for stat increases, will be hunted and killed if discovered
Covenant: Start with 0 Covenant. Gain a point every time you land a critical hit that kills something. Can choose to automatically hit an Attack by gaining a point. Every sunrise after gaining at least one point, roll 1d100. If under your Covenant, you are selected to be destroyed by the gods.
Dwarf
Tunnel Sense (+1 use of Speak with Stone per day)
Priorities (+50% inventory slots for loot and alcohol only)
Fey Mood (know how to create a masterwork item, go mad if you can't complete it)
Human
Endure (double days taken before penalties from hunger/thirst)
Scrounge (1/session search through garbage and gain a random item)
Halfling
Second Breakfast (have lunch twice per day)
Better Shared (Advantage to CHA checks with someone you are sharing a luxury or meal with)
Elf
Culture (+1 Attack using rapiers, bows and one dignified weapon of choice
Home Advantage (Move through trees as easily as running)
Lizardman
Adaptable (Immune to any ingested poison or disease you have previously suffered from)
Half-Giant
The Old Ways (Grow 1d12 inches per strong heart eaten)
Nose for Trouble (You can always tell which direction has the most danger)
Hellborn (gain powerful mutations from eating heroes, wizards or clerics, tempting them to sin, or sacrificing your own mortality)
Spiderling
Third Arm (not really, you’ve got eight, but all of them together have enough strength for an equivalent extra arm now)
Goblin
Cartilaginous (any “broken” bones you have will heal overnight, you can squeeze through any space smaller than your head)
Undead
Inexorable (while at 0 HP you can only move as an action, you cannot die from taking damage)
32. Learned to see the truth of the matter:
1. Threat Assessment (hit an enemy or watch them for a round to learn their current HP, discover the approximate number of kills someone has after a few minutes of conversation)
2. Combat Awareness (spend an action to determine the next action an enemy will take)
3. Spot Opportunity (1/round, a random ally gains +2 against random enemy)
33. Acquired a new fighting style. You gain +1 Attack and +1 Damage… (1d12)
...for every spell you have seen a target cast (1)
...for every insult that has been directed at you (2)
...for every ally the target has damaged (3)
...for every two enemies you are adjacent to (4)
...for every Death Dice you have (5)
...for every crime you know the target has committed (6)
...for every non-trivial, non-obvious fact you know about the target (7)
...if your target is being flanked (8)
...if you hit the target with one of their possessions (9)
...if your target is bigger than you (10)
...if your rival, another character, lands a killing blow (11)
...if you've bitten someone this fight (12)
34. Got your hands on some serious weapons of war. +1 armour, +1 Att, a crossbow and twenty bolts, greataxe, greatsword or maul
35. Practiced an obscure method of fighting. You gain +2 Defence against an attack… (1d10)
...if you have a Skill that applies (1)
...if you have seen the target fight before (2)
...if you've killed a close ally of the target (3)
...if you are using the same weapon as them (4)
...if you are grappling with the target (5)
...if you are unarmed (6)
...if you are unarmoured (7)
...if you are leading the charge (8)
...if you planned for this battle to happen (9)
...if you are drunk (10)
36. Found a magical sword, weapon, shield, helmet, +1 HP
Weapon list:
1. Club (1d4+STR)
2. Dagger (1d6)
3. Bow (1d6)
4. Spear (1d6+STR op.)
5. Sabre (1d6+STR)
6. Scimitar (1d6+STR)
7. Falchion (1d6+STR)
8. Cutlass (1d6+STR)
9. Axe (1d6+STR)
10. Whip (1d4)
11. Warhammer (1d6+STR)
12. Mace (1d6+STR)
13. Flail (1d6+STR)
14. Halberd (1d10+STR)
15. Maul (1d10+STR)
16. Longbow (1d6+STR)
17. Greatsword (1d10+STR)
18. Greataxe (1d10+STR)
19. Rapier (1d8)
20. Crossbow (1d12)
Magical effects:
1. Talking
2. Flaming
3. Glowing
4. Icy
5. Possessed
6. Clockwork
7. Animated
8. Living
9. Rune-inscribed
10. Crystal
11. Invisible
12. Weightless
13. Imaginary
14. Indestructible
15. Spellproof
16. Vampiric
17. Guardian
18. Berserker's
19. Paladin's
20. Assassin's
37. Were famous.
1. Inspiring: the first time an ally assists you each session they - heal 1d4HP, take +2 to the next Attack, or gain +1XP.
2. Noble Sacrifice: use a hireling to block all damage from an attack. Comes with an unreliable follower (mostly obedient, here to make a quick buck, here to live out one of the stories, utterly besotted with you, looking for the truth, hoping to see you in action)
38. Were a monster on the battlefield.
1. Devastator (1/day, you can add your Attack roll to damage)
2. Merciless (If you deal over half the health of an enemy in a single attack, they must save vs. stun. 1HD enemies don’t get a save)
3. Sentinel (if an enemy leaves your reach, gain a free attack on them)
4. Cleave (if you kill an enemy in a single blow, make an extra attack)
39. Went on a quest.
1. Smite (1/day deal +1d8 damage and bypass all undead resistances)
2. Lay on Hands (heal 1d8 HP with a touch and a prayer, cannot be used on the same target until they have listened to a proper sermon in a church)
3. Martyr (anything that kills you must save or die)
40. You are something truly weird:
1. One of your parents was a god. +3 to a stat of your choice
2. One of your parents was a powerful spirit. Limited Wish, one use
3. You were bitten by a vampire. No magical powers (yet)
4. You somehow wound up with a metal body and a clockwork heart. No CON score, immune to biological threats, you require burnable fuel for rations, +1 armour
5. A Smug Cat, Good Dog or Angry Goose (take the first template)
If you got +/- armour from any backgrounds, add them up and check below:
Alternatives Generation Modes
FIGHTING MEN - roll 3d20 takes the two highest, reroll anything that involves spells or magic (but you shouldn’t see these as often). You also start with 3 Xs to a weapon of your choice.
CHEAP TRICKS - roll 1d20+1 for your first roll, or just directly pick #16
QUESTIONS, FREQUENTLY ASKED
What do I roll?
Roll a d20, roll equal or under the number on your sheet. If I say a penalty, then you can reduce the number on your sheet, or add it to the d20, whichever you like. If you roll a 1, a 20, or miss by one, let me know.
Skills?
Most things don’t require skills. Sometimes, roll 1d6+[rank] and hit 6+ to achieve stuff. Other times, just succeed at something without rolling if you have a related skill.
MD? Spells?
Each Magic Die is a d6. Roll them when you cast a spell. Spells are phrased with [sum] and [dice] as a measure of power, being the total shown on the d6s and number rolled respectively. Rolling doubles is a Mishap, rolling triples is a Doom. Make spells by putting two magic words together.
When do we get more abilities?
Never. Go find them. Alright, alright, usually once you complete a quest you’ll get one. Maybe. If you want something, ask and you’ll get a clue, at least. Just ask.
How do I get my health back?
Lunch heals 1d6 HP, you’ll need to eat something. You can only do it once per day. Sleeping and eating for a time heals all your HP and recovers most other things.
Trauma?
Start tracking it once you get it. Put it next to the money you don’t have. Once you get more than half your Wisdom, tell me. It’ll be bad, but not really bad. If you go over your full Wisdom, it’ll be really bad.
Gambits?
Tripping, disarming, grappling, swinging on chandeliers, not killing people faster. I’ll assume you are doing your best to kill people the best you can. Gambits adds something to your attack - if you hit, something good happens in addition to damage, if you miss, something bad happens to you. They are equal, unless you are much weaker/stronger than the enemy. We’ll discuss it, it should seem fair.
Can I try [failed activity] as well?
Usually, no. But if you somehow improve your odds of success, you might be able to have a second crack at it.
That’s it, I’m out of hitpoints, I’m dead
Nope! Not getting out that easy buddy. Check the table against how much damage that hit was under 0. It’ll get progressively worse if you get hit again, so best stay sharp.
Ahh! I’m gonna die!
Only if you panic. You can spend your action dodging to gain a bonus to defence. If you get hit while holding a shield, you can break it to reduce damage by 1d12. Ask your friends for help. Ask god for help. Ask the silence between your thoughts. It might help.
But what if you combined X and Y?
Exactly what you think, man
By the way - it’s not my job to make combat fair, it’s your job to make it unfair… in your favour!
GIMME MO’ NUMBERS
Stat | Sources of Xs | Result |
Attack | Critical hits, enhanced critical fails, missing an attack by one, training | Three Xs for +1 to both types, at least one must have been in action |
Defence | Critical hits, enhanced critical fails, expert maintenance | Three Xs for +1 unarmoured defence, -1 armour weight, or shield bash/riposte on critical defence |
Ability Scores | Critical hits, enhanced critical fails, missing a check by one, training | Roll 3d6, if equal or over your stat, gain +1 (max 18) |
Hitpoints | Almost dying, recovering from a minor injury, surviving a lethal adventure, suffering a major injury | Three Xs for +1d6 max HP. Once you reach 20 HP, each three Xs grants 1 Luck Point |
Base Save | Enhanced critical misses, clearing a small dungeon, clearing a large dungeon floor, funerals, going carousing, achievements on dead/retired characters | Three Xs for +1 to all Saves, to a max of 15+CHA |
Other Saves | Critical hits for that particular type, e.g. versus Fear, Mutation, Traps, Falling, Disease, Magic, Death | One X for +1 to that specific Save |
Skills | Missing a skill check by 1, training with a teacher, training with a new teacher (2) | Three Xs, as well as an INT check if skill is greater than two |
Weapons | Killing many enemies, killing a significant enemy, training with a master (2) | Three Xs for the ability, three more for the extra attack (Git Gud) |
MD | None. See page ZZ for specific sources. Each source permanently grants +1 MD | Spend an X to add 1 MD to a spell. Spend ten minutes and 3 Xs to add 2 MD to a spell |
Other (grants X to anything) | Show up to a session Invent a unique, interesting, simple and/or effective solution to a problem Swear a binding oath (if you break it, lose this option) End a session as MVP (as chosen by party) End a session having had the most dramatic moment (ditto) End a session with the fewest number of Xs Produce a play report / character portrait / maps etc. before the next session |
GIT GUD
Weapon | Special | Extra attack... |
Axe | Lunge: get +2 to hit and +2 to damage, but if you miss, you lose your next turn. | Against unarmoured target |
Bow | Close Quarters: Fire into/in melee without penalty | With -4 to-hit, same target |
Crossbow | Blue Bolt: Take a round to aim. Target must Save vs. Critical. | Miss while hidden (the first shot was planning) |
Dagger | Impale: Leave the dagger behind, deal 1d4 per turn | While grappling |
Flail | Wild Swing: +2 to hit, miss deals 1 | Wild Swing dealing 1d4 |
Greataxe | Decapitate: -2 penalty, if enemy has 5 or less HP after, it dies | Kill an enemy |
Greatsword | Power Attack: -2 penalty, deal 8+STR damage | Unarmed target, no movement |
Halberd | Modular: given time and parts, gain +2 attack against enemy type | Retreating target |
Lance | Peasant Slayer: While mounted, x2 damage against unmounted target | With your horse |
Maul | Skullcrusher: x2 damage to prone target, spend turn recovering | Remove Skullcrusher penalty |
Quarterstaff | Sweeping Blow: extra 1d4 attack on different target | Attacking nonlethally |
Rapier | Pinpoint: 1/day perfectly block or hit an attack | While dueling |
Scythe | Cut Down: split damage between two targets | Knock an enemy prone |
Sling | Windup: Spend an action for +1d4 damage | Against crowd |
Spear | Formation: +1 defence for adjacent allies | Charging enemy |
Stiletto | Contraband: 50% chance to always have one | From behind |
Sword | Versatile Attack: +3 to hit the first time you use it in combat (pommel throw, half-sword etc.) | After fighting for two rounds |
Warhammer | Crushing Blows: max 2 defence against you | Hit an attack |
War Pick | Penetrating Strike: -2 penalty, target defence reduced by 1 | Prone, heavily armoured target |
Whip | Get Over Here: instead of taking damage, target is grappled or pulled | Wrapped around neck |
DEATH AND DISMEMBERMENT
Slashing | Piercing | Bludgeoning | Fire/Acid | Other | |
1 | Too close for comfort. Gain 1 Death Dice (each DD is +1d6 to further damage while at 0 HP) | ||||
2 | Cut, bruised or marked, +1 DD | ||||
3 | Drop held item or +2 DD (if no held item, lose random from inventory) | ||||
4 | Knocked prone | +2 DD | Stunned, 1 round | Shaken, 1 round | +1 Trauma or DD |
5 | Horrifyingly near-miss, +1 Trauma | ||||
6 | Painful injury, +1 DD and Shaken (disadv. on all checks except Defence) save ends | ||||
7 | Stunned (no action) save ends, +2 DD | ||||
8 | Choose: +2 DD or take 1d6 damage at the start of your next turn | ||||
9 | Permanent reminder of the blow, +1 DD, +1 Trauma | ||||
10 | Arm disabled (left if damage was odd, right if even) +2 DD for all of #10 and #11 If you are already suffering an injury, you take the worse version (#20/#21) | Shanked, lose 1d6 max HP until next rest | Winded, stunned (no action) and prone until you make a CON/2 check. An ally can spend a full round helping you up, ending the condition | Sizzling, take 1d6 ongoing damage as normal (If you are already suffering the effects of this injury, advance to IT BURNS however it was acquired) | Magic Random mutation Necro/Poison Lose lunch, CON vs. stunned for 1d6 rounds Cold Treat Dex as 4 due to shaking, save or lose extremity Shock/Radiant Stunned 2d6 rounds Psychic Trauma equal to damage |
11 | Leg disabled #10 and #11 are all Minor Injuries, lasting until healed via resting | Jabbed, attacker chooses which arm to disable | Concussed, treat Initiative as 4, spells have a 1-in-6 chance to fail | Scorch, lose a random item | |
12 | As #10, but +3 DD | ||||
13 | As #11, but +3 DD | ||||
14 | Knocked prone, disarmed and in a bad position, +2 DD | ||||
15 | Minor Injury (#10 or #11), whichever would be worse, +3 DD | ||||
16 | Random stat takes damage equal to DD total, +3 DD | ||||
17 | Unconscious for 1d4 rounds, +3 DD | ||||
18 | +1d6 Trauma, +4 DD, if you contract an Insanity it's a phobia of whatever just hit you | ||||
19 | Make a Wisdom check or Shaken until combat ends, +4 DD | ||||
Slashing | Piercing | Bludgeoning | Fire/Acid | Other | |
20 | CHOPPED If you succeed on a save, lose a finger/toe. If you fail, the whole limb is smashed to pieces, sliced off, pulped etc +5 DD for all major injuries | SPLIT If you succeed on a save, you gain a cool scar. If you fail, roll 1d6: 1. Lose 1 CON 2. Lose 1 DEX 3. Lose 1 CHA 4. Lose an eye, -1 Ranged Attack 5. Oozing wound, contract disease 6. Every action you take deals you 1 piercing damage | CRUSHED If you fail a save, roll 1d6: 1. Lose 1 STR 2. Lose 1 WIS 3. Lose 1 INT 4. Crushed throat. You cannot speak louder than a whisper 5. Crushed ribs. Treat Con as 4 when holding your breath 6. Your back goes crunch and you are paralysed from the neck down. Make CON saves at 2d6 rounds or 1d6 days to recover, if you fail both it’s permanent | IT BURNS Take 1d12 damage ongoing instead of 1d6 | Magic DOOMED Random curse Necro/Poison ORGAN FAILURE 1d4 CON damage each round, Save ends Cold DEEP FREEZE Save or frozen in a solid block of ice Shock/Radiant HEART ATTACK, Save or Die. Take damage again in 1d6 minutes for CON check to revive. |
21 | Psychic #20 ALL IN YOUR HEAD You are now (1d4): 1. Blind, 2. Lame, 3. Mute, 4. Prone to seizures Psychic #21 ENSLAVED Take a single command from the attacker, Save or Die if you resist | ||||
22 | +6 DD, automatically suffer a Breakdown | ||||
23 | SLOW DEATH. Paralysed, broken, doomed etc. could take hours or even days | ||||
24 | JUICY DEATH. Blood everywhere, a slipping hazard, but you might be able to halt the gushing... | ||||
25 | DISEMBOWELLED, DIE STARING AT YOUR INTESTINES IN 1d8 ROUNDS | ||||
26 | DROWN IN YOUR OWN BLOOD OVER 1d6 ROUNDS | ||||
27 | SHOCK, DIE SUDDENLY IN 1d4 ROUNDS | ||||
28 | LIMBS SCATTERED | ||||
29 | SKULL SHATTERED | ||||
30 | TORN ASUNDER | ||||
31 | HORRENDOUS FATE, TRAUMATISE YOUR ALLIES FOR 1d6 ROUNDS THEN DIE | ||||
32 | ABSURD DEATH, HOW DID THAT EVEN HAPPEN? | ||||
33 | DECAPITATION | ||||
34 | or more - TOTAL OBLITERATION |
IN CASE OF GRUESOME DEATH
Firstly, you are judged by a Court of Death (i.e. all the other players):
If you want, you can delay the accounting of your death by up to a day. This might help if your body is in the process of being recovered, or a funeral is being organised. A "burial" can be any appropriate rite, whether internment underground or having your ashes scattered (just not eaten, melted or left to rot somewhere). A funeral requires all present to say a few words, at the very least. If you didn't get a proper burial, then a funeral also requires either a memorial built or a priest paid to officiate.
Then, roll 1d20+[total] to find out your fate:
Curses
SANITY IS FOR CHUMPS
You can gain Trauma from a number of sources: spell-casting mishaps, horrifying visions, being the last survivor, sleeping in the rough, going without food, and bards. Once you have accrued [Wisdom/2] Trauma, you suffer a breakdown for 1d20 rounds, and must make a save vs. Madness. You recover from this Madness when your Trauma drops below Wis/2. If your Trauma goes over [Wisdom], gain a permanent Madness, and must Save vs. Heart Attack.
Breakdowns (1d6):
Madness (1d20):
1. Your allies are insane and must be restrained
2. This is a dream and you have to wake up
3. The floor is covered with gold and jewels
4. You are on fire
5. You are a literal god
6. You are a rusty sword that needs polishing
Lasts for 1d6 minutes, but if you have a breakdown you’ll suffer the same effect again.
FOUL PESTILENCE
The night after being exposed to a disease, make a Constitution check. If you fail, take the listed ability damage and suffer the side-effects. Every morning after, repeat the Constitution check. If you succeed, take +1 to all future Constitution checks against this disease. If you succeed twice in a row, you are cured. If you spend an entire day resting, take +2. If you are receiving decent medical care, take another +2. Salt tonic grants +4 to save vs disease.
Diseases are caused by spiritual imbalances and infestations. They can possibly be appeased through offerings of blood, flattery, food, intoxicants, money, or by spreading it to other people. You won’t know which ones might work until you try them!
WHAT TO DO IF YOU HAVE NO MAGIC DICE AND ARE SAD
Genuine wizard robes (-2 Def if they don’t fit you)
Bathe in dragon/unicorn blood
Lightning strike
Visit the Land of the Dead
Consume godflesh, given willingly or not
Snort ground wizard teeth for a week
Surgically remove one from a living wizard brain
Make a deal with something weird
Tap a leyline or other elemental force
Marriage to a fae
Demonflesh grafts
Replace all your blood with a more potent fluid
Atomic bee honey
Liquid occultum injections
Follow a dozen superstitions at the same time
Tattoo your bones
Implant a wand
Hang upon the tree of knowledge for… a while
Make a Remnant
Learn to cast it as a cantrip
Licking toads, eye of newt, salamander milk, weird mushrooms
Drugs. So much drugs
Bask in the light of a full moon (temporary)
Use a proper rune circle
Sacrifice a goat. Any large mammal will do, really
Create a joke, pun or poem to go with the spell
REWARDS FOR WANDERING
These aren’t the only way to get these abilities, and aren’t guaranteed either!
Action | Reward |
Rescue a family member from certain death | Out of Line: Declare an ally “off-limits”, deal x2 damage to their attackers |
Either destroy or control a cult | Divine Grunt: 1/day issue an irresistible one-word command. Only affects (1d4): Undead, Animals, Plants, Furniture |
Injection of troll liver | +1d6 max HP, Save vs. Mutation |
First to climb a mountain, cross a desert, sail an ocean etc. | Rugged: Reroll a failed save by taking 1d6 damage, no limit |
Earn a noble title | 3/5/10 Xs depending on rank, distributed randomly |
Rule a barbarian tribe | Headtaker: Critical hit damage increases to x3 |
Eat a dragon heart | +1d10 max HP, +10 if the dragon is still alive |
Waste a years wages in total debauchery | Square Meal: Lunch heals you to full HP provided you pair it with alcohol. |
Marry a Cardinal Wind, or slay one | Double Jump: Only once per leap |
Be formally invited to a ball and make a good impression | Fashionable: Fancy clothes provide +1 AC and don’t encumber you. |
Get hit by a wound-up attack and critically succeed on the Defence check | Windup: Hold an attack for one round to add 1d6 damage |
... | Second Chance: Once per lifetime, cheat death. |
Take on a god and survive (not necessarily win) | Perspective: Once per turn, make yourself the most or least noticeable member of the party |
Have ten Death Dice and survive | Rumble: You are seriously intimidating, though some might require you to prove it first |
Steal this ability from The Liar | Three-Faced Liar: The first three words you say to someone will be accepted as truthful until proven otherwise |
Why would you want this??? | Burning Eyes: 1/day shoot burning oil out of your eyes |
Save the world, or at least your slice of it | Final Reserves: 5/day use a 1d12 instead of 1d20, then Save+[remaining] or fall unconscious |
Kill the same thing three times | Stay Down: 7+ damage gives the target -2 Attack, Defence or Save (your choice) |
Survive the torture chambers of The Ripper | Crippler: Minimum damage makes the target (d4): blind, deafen, stunned, bleeding for 1d4 turns. |
Pay a wizard to teach you the trick, make an INT check (only one chance) | Wizard Initiate: You can taste stuff to tell if it’s magical |
Win every duel you fight, and fight a lot of them | Surprise Maneuver: 1/fight, make one attack, no matter what is happening or whose turn it is |
Spend an entire adventure at 0 HP and survive | Recovery: 1/day heal half the damage you took last round |
Acquire the identities and costumes of ten different notable figures | Infiltrate: Walk offstage, declare you are a member of the NPCs present at any time |
Spend a month training with an entire armoury of weapons | Duplicate: 1/fight, replicate the effect of any weapon for a round |
Flee a boss monster, then kill it | Whiplash: 1/fight, move suddenly or rise from prone, even if it isn't your turn or you have already attacked |
March directly into the jaws of death and out again | Bannerlord: If you are holding a banner in one of your hands, all allies that have sworn loyalty to it get +1 Attack. |
Join a Demon Circus | Funambulism: So long as you have a hand free, you can jump twice as far. If there is a stable wall to run on, you can move twice as far again |
Discover the true name of an Outsider | Summon one of these for 1d6 hours / day |
Destroy yourself in pursuit of victory | Vengeance: If someone kills someone you care about, or destroys something you cherish, you deal x2 damage to them forever. |
Recover the Sanctum Solaris and return it to the church | Avenging Angel: When you die, an angel bursts from your corpse and slays everything |
Cast Knock with 5 MD | Unlock true cosmic power |
New Abilities will have to be discovered in-game! However, you can probably earn things by:
Winning noble duels
Schemes
Recruiting a flock
Finding a teacher
Defeating opponents cleverly / honourably
Making a name for yourself
Earning a noble title
Slaying monsters
Discovering forgotten secrets
Conquering the wilderness
Spending a pile of gold
Rare achievements
Getting beaten up and learning that move
Links
https://gloomtrain.blogspot.com/2015/08/put-spell-on-you.html - Simple spells
http://throneofsalt.blogspot.com/2017/12/return-to-old-school.html - More simple spells
https://github.com/valzi/villagefolk/wiki/5Class_Specialist_Random - Mundane abilities
Thiefyness (also has Rake abilities)
https://coinsandscrolls.blogspot.com/2017/04/osr-100-entities-you-can-summon.html - Names
https://coinsandscrolls.blogspot.com/2018/11/osr-rewards-of-monarch.html
https://docs.google.com/document/d/1sJo4ev56Hc91sdMBq48Vewu3gYtLBZzis2wZ3yjmF2k/edit - d100 Class Progressions
https://attnam.blogspot.com/2018/11/class-lahzar.html - Organs!
http://hmmmarquis.blogspot.com/2019/01/creating-we-mortal-legends-starting-kit.html
WALL OF TEXT - OPTIONAL RULES
Dueling
For one-on-one combat, only if both accept. Paper-scissors-rock, if you win or draw, get the bonus:
Paper (parry) = automatically defend, roll attack to deal damage
Scissors (feint) = offer the target an outcome like “disarmed”, “prone”, “lose an eye”, if they don’t accept you deal x2 damage
Rock (thrust) = automatically hit, roll defense to block attack
Weapon Breakage
When you miss an attack by 1 while using an actual weapon, you can choose to risk your weapon to hit (against weak enemies) or reroll (against strong enemies). Crappy weapons snap automatically, normal weapons have a 3-in-6 chance of breakage, masterwork 1-in-6, magic 1-in-12. Optionally, armour can be used the same way.
Weird Shields
By default, shields have a hand-grip for additional mobility.
Strapped shields allow for an item to be held in addition to the shield, but take an entire action to equip or doff.
Bucklers grant +2 Defence against a single target that is using a melee weapon.
Tower shields are an encumbering item (Disadvantage on Dexterity checks) but grant the same bonus to adjacent allies.
Remember - You can shatter a shield to reduce damage by 1d12.
Rust
Whenever you end up in the water, are completely covered in blood, or spend a day trekking through the muck of a dungeon, your armour makes a save (using your stats). If you don’t spend time maintaining your gear, roll at -4. If you fail, you gain a point of Rust that fills up an inventory slot. Each inventory slot of metal items can only accrue Rust once.
Rhyming Spells
If you can compose, off-the-cuff, a poem or equivalent relating to the situation and spell, your target has disadvantage to the save. Puns for combat spells, limericks for curses, haikus for environmental effects. Elves and Dragons require at least a sonnet to achieve this effect.
HATS
Hats add +1 to a stat for the purpose of rolling under. You can “sunder” a hat for +1d6 Save.
http://wampuscountry.blogspot.com/2012/03/entire-post-about-hats.html
Puzzles
Governs small toys, puzzle-boxes and some types of treasure. Roll 1d6+INT, try and get equal or over the difficulty. If you roll 6+ but do not complete the puzzle, your next roll is at +1. This stacks, losing it if you fail to gain progress. You’ll need to roll 6+ without the bonus to gain any more progress with a puzzle.
https://themansegaming.blogspot.com/2018/10/rules-for-puzzles.html
Ammo
Either expend an entire quiver of arrows the first critical fail rolled and enhanced, or lose half a quiver for every 2 or 19 rolled
Psychopomp Roulette
When you die, you rise as an invisible ghost with full HP, MD etc. and all the equipment you were holding when you died. Someone will be along soon to collect your soul. If you can fight them off, and stay as a ghost near your body for at least a day, you can come back as an Undead (-1d4 to all stats). If you allow an Angel or Death to lead you away, roll your Goodness. On a success, you end up in the Hesayan heaven. By default, everyone might get:
- Very Specific Death (4 HD)
- Weary Penitent (3 HD)
- Demon (1d6+2 HD)
If you’ve paid your tithe recently, remove the Demon. See here for more information
Karma
When you die, for real, you gain starting Karma equal to your half current level. You get +1 Karma: if you got a decent burial, if you dodged Hell, if you ended up in Heaven, for every notable act (the other players act as a judge of this), and if your new character is somehow related to the dearly departed. You lose a Karma for every time you have skipped out on Death, and if your death was entirely your own fault for absolutely no gain. You can spend 1 Karma to reroll your new character, 2 Karma to haunt the party as a ghost briefly, 5 for an heirloom item, and 1:1 for the XP of the new character.
Retirement
If you retire and have their child/protege for your new character, you start with one of their abilities, and a free X for each major achievement they have accomplished (This would be a good time to recap their adventuring life)
Keys
Some keys are gold and gilt and covered in gems. They are specific keys and match a specific lock. Most keys are brass and iron, rusty and plain. These are general keys and could theoretically match any lock. As such, you’ve got a [keys]-in-20 chance of having a general key match a general lock. Once that key fits, remove it from your total list.
Drugs
Each dose will give you +1 to something, potentially with some other upsides/downsides. At the end of any day when you took drugs, make a CON-[dose]+[tolerance] check. If you fail, gain a point of Tolerance. Each point of Tolerance gives a negative effect, usually the opposite of what the drug did. Going a week without a dose requires a CON-[tolerance] check. If you succeed, you lose a point of Tolerance. If you fail, you go into Withdrawals: double the effect of your Tolerance until you take a hit. Drugs are bad, kids!
Alternative Hitpoints
Seize the Initiative
Rather than rolling Wisdom every round, only roll it once. If you are ambushing/ambushed, roll with advantage/disadvantage. Afterwards, maintain turn order. Killing the leader of your enemies, making a tactically advantageous move or other similar feats allows you to either automatically gain the initiative, or reroll your Wisdom. Likewise, taking critical damage, being knocked prone or flanked will require you to roll Wisdom or lose initiative going forwards.
Wounds
Everyone has HP/3 Maximum Wounds. Each dice of damage instead inflicts one Wound. If you go over your maximum Wounds, roll over them on a d20 or die, but under your Constitution or suffer a Minor Injury. If you roll your Wounds exactly, gain a Major Injury and +1 maximum Wounds
https://www.lastgaspgrimoire.com/does-this-look-infected/
Scars
If you get critically hit while at full HP and drop to exactly 0 HP, gain a Scar. http://falsemachine.blogspot.com/2017/12/scars.html
Dungeon Cuisine
Cooking with unusual ingredients is not without risk. Access to fire (+2), water, spices, utensils, and a spit/pot can each reduce the chance of catastrophic culinary chaos, granting +1 to the INT check made when cooking (fire grants +2, spices +1-3). Cooking a magical creature you have never successfully worked with before requires an INT/2 roll
http://goblinpunch.blogspot.com/2015/10/the-secrets-of-mundane-animals.html
Alternative Advancement
Rather than gaining Xs for being voted MVP or having the fewest Xs, all characters are randomly allocated one of following at char gen. If they achieved it at least once by the end of a session, gain an X anywhere. If they also completed the goal in (brackets) they gain a second X.
Everything Hurts
While in a dungeon or wilderness, take d6 damage if you don’t eat all day, can’t find rest, stay warm, or stay hydrated.
Wizard School Alumni
(Status: DEFUNCT, way too strong)
Open getting three Xs on their wizard school, a character rolls 1d6 on the following table. If they have already gained that result, go down until one hasn’t been unlocked:
Wizard School Alumni
(Status: not playtested)
Open getting three Xs on their wizard school etc, a character rolls 1d6 on the following table.
Unified Mishaps
Heroic Recovery
If you roll a critical success on a save against Insanity or Fear, roll 1d6 on the table below:
To balance it out, if you roll a critical fail then you are rendered catatonic for the rest of the adventure. Better roll up a new character till you recover, if ever.
Other Goals
Depending on your game, the following might reward Xs to the achiever/entire party:
ACHIEVEMENTS
Mystic Snake-Eyes - Roll a 3 for a stat
Don't let it go to your head - Roll an 18 for a stat
Go for the Hat Trick - Seriously injure yourself twice in one session
Default, the two Greatest Words - Play a human melee combatant
Priorities - Choose food over treasure
Same Hat! - Entire party is in the same organisation or category
The 1% - Own a building
Reverse Funnel Scheme - Run a business
Family First - Start a cult
Be The Change - Lead a revolution
C O M F O R T - Wear platemail
Naked and Alone - Flee a fight without armour, a shield or any allies
Gormandiser - Eat three monsters of 3HD or greater
The Other White Meat - Eat a friend
Never Leave Home Without It - Discover three uses for alcohol
(Un)Friendly Faces - Become (in)famous in a village / city / country
Chiselled Jawline - Have a statue raised in your image
Humming Along - Have a song dedicated to you
Yes Man - Ally with two opposing factions
Genuine Article - Sell a map you drew yourself
Performance Issues - Roll a minimum damage critical hit
Law of the Land - Make / abandon a house rule
'Tis but a scratch - Lose a limb and survive
Half the Battle - Clear a dungeon
The Other Half - Slay a dragon
X Marks the Spot - Uncover treasure marked on a map
Fine Print - Make a deal with a devil
Unfinished Business - Be resurrected (or similarly return from being dead)
Bigger Fish - Kill a bonafide god / major demon / other
One step for a man... - Travel to another plane of existence
You shall not pass - Sacrifice yourself
Diplomancy - Short-circuit an adventure by making friends with an enemy
Blitz - Kill a 5+ HD creature in a single round
Wibbly Wobbly, Timey Wimey - Jump backwards or forwards in time
Die a Hero - Become an NPC villain
The Flesh - Gain 10 mutations
Canary - Cause the death of three henchmen
False Dawn - Cause a colossal explosion
Trapfinder General - "Discover" three traps by triggering them
Gobbed On - Die to a swarm of 1 HD enemies
Gaze Into The Abyss - Gain an insanity through your actions
Sticky Fingers - Pull off any plan or scheme that involves glue
When All You Have is a Torch - Solve a problem using arson
Ignominious - Die from rats, starvation, exposure, falling or disease
David - Kill a giant using a sling
Taste of your Own Medicine - Turn a basilisk, a cockatrice or a medusa into stone
What could go Wrong? - Equip/use an unidentified magic item
"Are we the baddies?" - Commit a war crime
The Cleaner - Exterminate a population of monsters
Born under a Lucky Star - Survive an adventure with an incompetent character
"Sit upon the mountaintop and let the tigers fight" - Instigate faction warfare in a dungeon
Going Native - Have more monstrous friends than ordinary
More than the Sum of your Parts - Replace a part of your body
Go for the Hat! - Kill a wizard
Ballin’ - Wear clothes worth more than your house
Who needs it anyway? - Lose your soul
What a Twist - Betray the party for your own benefit
Nuke it from Orbit - Deal 20 overkill damage to a single target
The Black Wind Howls - Correctly predict another PC’s death
Blue! No, Yello-AUUUUUUUUGH - Die from a puzzle
She Turned Me Into A Newt - Experience a transmutation
We Spared No Expense - Go broke
Armaments 2:9-21 - Kill a monster with a holy weapon
Long Live The King - Become the leader of a pre-existing faction
You were good, son, very good, maybe even the best - Eat your pet
Fatality - Kill someone using the environment
Whoops! - Destroy an item necessary for a quest
Whose Life Is It Anyway? - Kill an enemy with an improvised weapon
Confess - Critically fail an Intimidation roll
We’re On A Mission From God - Receive divine direction
Lost your Medical License - Attempt an untested medical procedure
That Still Only Counts As One - Solo a large monster
A Farewell To Arms - Willingly remove a limb
Objection! - Win a legal case
Ra-Ra-Rasputin - Suffer three different sources of ongoing damage simultaneously and survive
Something Something Sparta - Kick someone off a ledge to their death
Ain’t Got TIme To Bleed - Win a fight while bleeding out
Nothing Personal, Just Business - Let an allied player die for your personal gain
Don’t You Forget About Me - Meet with a recurring villain
Stop Hitting Yourself - Drop to 0 HP due to your failed Attack roll
Die A Hero - Become that which you swore to destroy
This Is Bat Country - Take drugs
Mithridates - Knowingly consume poison and survive
Feeling Lucky, Punk? - Critically succeed a Charisma roll while brandishing a firearm
Not in Kansas - Teleport somewhere
I See Dead People - Talk to the deceased
Sticky Mess - Fail a save vs. instant death
Seven Stones of Yadda-Yadda - Construct a MacGuffin out of five or more component parts
Never Let Go - Have an ally die of hypothermia or drowning despite your best efforts
In a Handbasket - Get to Hell the hard way (by walking there)
Reach Heaven Through Violence - Receive tutelage from an immortal being
The One - Realise you are part of a game and survive
Progenitor - Create, or be the first member of a brand new species
JENKINS - Lead the party directly into a TPK
HAVEN TURN
If the party finishes a session in a safe place, they gain a Haven Turn to spend before the next session. Spend 1d6 silver on board and lodging, heal all HP, 1 Trauma, minor injuries and non-diseased ability scores. If you do not wish to spend the silver, be a Wage Slave for the week (no Trauma recovery). If you are suffering a disease, roll three times unless Convalescing.
Option | Effect |
Wage Slave | Don’t spend silver or heal Trauma, gain 1d20 copper |
Hirelings | Spend 1d10 silver to avoid taking a whole Haven Turn, see here |
Training / Teaching | If the Teacher has a higher score than the Student, the Student gains an X. You can be both a Trainer and Teacher during the same Haven turn |
Abilities | Requires two of: related abilities, observed powers, a tutor. Normally a stat check to use, sometimes stat/2. Each successful usage grants an X, properly learnt after three Xs |
Money | Requires a Business Opportunity. Spend 1d6 silver or gold, gain 2d6 back of the same kind. CHA check to avoid complications, suffer complications anyway to reroll a d6 |
Carousing | Gain an X to your Save and roll CON. Success, learn a rumour, gain a hireling or find love. Fail, roll to find out “What the Fuck Did I Do Last Night?” . Spend money on banquets, statues, music, drugs, fancy hats, and booze in return for additional Xs. |
Relaxing | Eat a scone, drink coffee, have a bath, read poetry, visit a park. Heal another Trauma. Or get totally wasted for three total. |
Convalesce | Only roll one disease check for the Turn, at +2. If you succeed, you can choose to roll again and be cured. If you have a major injury, Patch it. |
Preparation | Buy new socks, polish your sword, clean your waterskin. Gain a d20 reroll for the next adventure you go on. |
Crafting | Make a DEX and INT check, spend a given price to reroll a failed check. If you succeed both, make a week of progress on a project. |
Reconnaissance | Learn 1d6 rumours and create one yourself. |
Spell Research | See below |
Recruit a Familiar |
SPELL RESEARCH
Considering that finding spells is tricky business, you might be tempted to design them yourself. This can work. Sometimes.
Step 1: Phat Stacks
Spend a bunch of money on weird artefacts, mystical drugs and alchemical powders. Every silver piece sacrificed this way gives you a cumulative 1% chance of learning a random Magic Word. For example, blowing up a gold amulet worth 30sp would give you a 30% chance of learning a new Word. This is the rate for field research. Laboratories can make the process 2-5x more efficient.
Step 1a: Cheat a Little
If you’ve got the technology, you can break spells down into their component Words, buy them in scrolls, or hire someone else to do it. Just make sure if you are murdering your own spells for their organs that your other prisoners spells aren’t friends with it.
Step 2: Skew the Odds
If you are a wizard from a reputable school, then you can roll on a d20 table of related words (next page) instead of the full list. You also have access to the “Shared” list of generic spell components. Otherwise, roll 1d1078!
Step 3: Put it Together
Once you’ve got two or three Magic Words, string them together however you like! It’ll probably work, and probably deal [sum] damage or last for [sum] rounds. Casting a single Magic Word is risky and inefficient. It’ll probably only deal 1d6+[dice] damage at most, and might require a Save vs. Mishap. Having three Magic Words in a spell is a bit unstable, but focused. There are spells like Sleep that have only one Word, they are actually shorthand for “Power Word: Sleep” or “Conjure Grease”.
Shared | Orthodox | Necromancer | Elementalist |
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Illusionist | White Hand | Black Hand | Animist |
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Biomancer | Garden | Gilded | Hair |
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Noise | Heptamancer | Beeromancer | Narcomancer |
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Metamancer | Leech-Witch | Golemist | Folk |
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Vassal of Hell | Worm Consort | Oracle | Eldritch Nightmare |
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Star Whisperer | Fool-Walker (Fae) | Ancient King | Riddle of Steel |
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EVEN CHEAPER TRICKS - DEALING WITH MAGIC
Die Trying does lay a lot of work on the DM when it comes to adjudicating the effects of magic. Spells might be invented as they are being cast for the first time, and it’s up to DM to produce something, from scratch, that is fun, balanced, interesting and useful. There are a few key tips:
If, and it’s likely, a spell is invented that is either too powerful, or too weak, there are options. Some spells are only tolerated by the universe once, after that they settle into a lower, more stable power-level. Others have weird quirks and idiosyncrasies that can only be learned with practice, and will become more powerful over time.
You don’t need the word “Power” if you’ve got “Word”. You don’t need “of”, “from”, “to”, “ed”, “ion”, or any junk like that. Why do you think you had to go to wizard school?
EXTRA RACES
Name | Stat | Traits |
WIS | Can produce 1d10cp of rags, thread etc. per day. Fire does 1d8 damage to you. | |
DEX | Can fit in very small spaces. No large weapons. | |
Trilobite | CON | Can roll into a ball for +4 Defence. No thumbs. |
STR | +2 Inventory. Save vs. Fear when alone. | |
Spiderling | DEX | Secrete 30ft of silk rope per day. Very short-sighted. |
Warper | INT | Take 1 damage to teleport 10ft in a random direction. Automatically do so when dropped to 0hp. |
Fletch | CHA | Appear as a spooky copy of the viewer. Save vs. Fear when exposed to bright lights. |
Two goblins in a big coat | - | Can move after an action. Divide your abilities between the two goblins. |
Olm | WIS | Blind, but can smell/hear just as well. Can’t wear armour. Can breathe underwater, Defence as Plate |
Crabman | STR | Claws deal 1d8+STR damage. Shell as plate. Can only whisper one word a round, or hold objects smaller than a broom. |
Frog-of-War | CON | Long sticky tongue, can swallow people whole with two grapple checks. Dry out quickly without water. |
Undead | - | If it’s plausible, you can come back from death again with -1d4 to a random stat. You’ve already taken -1d4 to each stat. |
Myconid | CON | Sporulate 1/day ("Unwelcome Guest", "Red Recliner", "Black Spots", "Liquid Bell", "Cold Shoulder", "Friendly Fire"). Save or take 1 CON damage each week. |
Dryad | WIS | Can always talk to plants. Cannot heal without sunlight and water. |
Faerie | CHA | Anything you speak in rhyme is treated as true. Iron burns you like acid, as do broken promises |
Avian | DEX | Can fly while under half inventory slots. Wings require constant grooming, custom armour, disadvantage grappling. |
Minotaur | STR | Horns deal 1d6+STR damage, target must save vs. stun if you charged. Disadvantage vs. mazes and getting lost. |
Ogre | CON | Taste anything to know its origin. Save to stop eating. |
Aberrant | - | +1 MD. Incapable of either sleeping, eating or internal thoughts. |
Homunculus | Any | You are immune to any spells that have to target a person, and can be brought back to life (or something like it) given enough medical attention. You take 1d6 damage if you disobey a direct order from anybody. |
Masked Animal | See table | You are a 1. Bear (STR), 2. Goat (DEX), 3. Pig (CON), 4. Cow (INT), 5. Sheep (WIS), 6. Deer (CHA) in a mask that bestows sentience, opposable thumbs, language, and knowledge of nakedness. If removed, you revert to a mundane animal. The mask is who you are, and only works on domesticated animals. It comes with a role (1d12): 1. Maiden, 2. Fool, 3. Joy, 4. Woe, 5. Saint, 6. Pirate, 7. Moon, 8. Sun, 9. Star, 10. Queen, 11. King, 12. Villain. Your role need not match your gender, actions or abilities, you merely have it. |
Projector | CHA | Immune to light-based spells, can redirect them with a CHA check. Can only communicate via publicly available audio/video |
MINDSETS
Alongside helmets, magic rings, gauntlets etc. adventurers are able to find and equip Mindsets over the course of their travels. You can have as many as makes sense, but can only change them 1/day. Backstories, boss fights, out-of-character behaviour, and in-jokes are all viable sources of a Mindset:
Angry – reroll failed initiative check if you immediately charge
Bizarre – On critical successes/failures, very odd things happen
Confidence – +2 to do the first thing you suggest, instead of dallying/planning
Cowardly – +2 Defense while fleeing
Cruel – When you down an enemy, you can force a Morale check. Results may vary.
Curious – 1/session, you find something hidden
Desperate – +1 to everything while at 0 HP
Determined – take +1 against anything opposing your oath
Dramatic – Below HP/2, counts as a helmet
Fated – Once, ever, roll 1d10 instead of 1d20
Flamboyant – 6+CHA retainer slots (up from 3+CHA)
Gallant – people you protect reroll failed saves
Greedy – Know the exact value of anything you hold
Grumpy – Ignore most positive and negative morale effects
Happy – NPCs don't automatically treat you as an "adventurer"
Helpful – Your friends can reroll a d20, once per person
Hungry – +4 to save against anything you ate
Innocent – Anything will hesitate to kill you, at least for a moment
Innovative – +2 to any checks that earned you an XP
Joker – An in-character quip that makes the DM laugh heals 1HP, up to 3/session
Knowledgeable – Learn a new rumor each session
Monstrous – Convert 1d4 Trauma into a mutation over a long rest
Mysterious – Trade this for a different Mindset when you reveal your backstory.
Observant – INT check to ask detailed questions after you've left a scene (flashback style)
Paranoia – receive a warning before you do anything extremely dangerous. No details.
Pompous – Enemies that fail a morale check and would flee/rout (not retreat) instead grovel
Proud – +1 damage at full HP
Righteous – Counts as a shield against anyone philosophically opposed to you
Stalwart – Immune to the Winded condition
Zealous – Your voice counts as a holy symbol
WHAT FINDS YOU IN THE DARK
Dungeon
Exploration
Encounter
Glint
Treasure
Wilderness
Exploration
Traces
Weather
Roll 1d20 if it is currently sunny, 1d12 if it is raining: Seven or more = Sunny
Six or less = Rain
1 = Weird Weather
Resource Drain
Leader, INT/2 negates, or…
Loser, no save, or…
Everyone, CON negates