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Afflictions
Harmful effects bestow afflictions, which limit what you can do on your turn, make certain rolls more difficult, or both. You can gain the same affliction multiple times, provided each instance comes from a different source, and you must remove each instance of the affliction separately. Sometimes gaining an affliction imposes additional effects. Those additional effects persist until you remove that instance of the affliction.
If you have an affliction as a result of some other ongoing effect and you remove the affliction, you automatically regain the affliction at the start of your next turn unless the ongoing effect ends. For example, if you are unconscious because you are incapacitated, and something ends the unconscious affliction, you would become unconscious again at the start of your next turn unless you stop being incapacitated.
Animals & Vehicles
Animals
Animals carry gear or riders, fight in battle, and might be companions. An animal you purchase becomes your companion and uses the rules presented below. An animal companion that becomes incapacitated dies at the end of the round.
| Name | Rarity | Price |
|---|---|---|
| Bit and bridle | Common | 2 cp |
| Dog | Common | 1 sp |
| Harness | Common | 2 cp |
| Horse | Common | 5 gp |
| Pack animal | Common | 1 gp |
| Pet | Common | 1 cp |
| Saddle | Common | 1 sp |
| Saddle blanket | Common | 1 cp |
| Saddlebag | Common | 1 cp |
| Rare | Rare | Price |
| Hunting bird | Rare | 1 sp |
| Warhorse | Rare | 15 gp |
Bit and Bridle: You use a bit and bridle to control the steed you ride.
Dog: Smart and loyal, dogs make excellent companions and can be trained to perform in a variety of different roles. The commands a dog companion understands include such things as sit, fetch, stay, attack, heel, and the like.
Harness: You use a harness to tether an animal to a cart or wagon.
Horse: Any large animal trained or otherwise willing to bear other creatures as riders uses the rules for a horse. Examples include horses, ponies, mules, camels, oxen, and similar creatures. A horse can learn commands as a dog.
Hunting Bird: These animals are used for hunting game and to aid owners in battle. You can use their rules for hawks, ravens, and owls.
Pack Animal: Pack animals carry objects such as armor, weapons, and supplies needed for travel. Donkeys, ponies, mules, oxen, and horses are all common pack animals, while giant ants, flightless birds, and enormous worms represent more exotic offerings. See the dog entry for suitable commands.
Pet: This is a small, harmless companion animal such as a mouse, rat, cat, ant farm, songbird, turtle, tapeworm, or fish in a bowl. Pets can be commanded but cannot attack.
Saddle: A wood-and-leather seat to make riding steeds more comfortable. Saddles include stirrups.
Saddle Blanket: Such blankets are worn by a steed to cushion the saddle.
Saddlebag: A heavy leather bag that either straps onto the saddle or connects to another bag and placed over the back of a mount, a saddlebag can hold 8 items.
Warhorse: Beasts trained to serve riders in battle are accustomed to the noise and scents of conflict and keep their cool while also lending aid in the struggle. Such steeds include chargers and destriers, giant breeds of dogs, trained bears, great cats, or more exotic animals. Most can wear armor as well, which can be had for four times the normal prices.
Vehicles
Vehicles haul gear, make travel easier, and provide shelter from the elements. A vehicle is an object. When it moves, its Defense equals half the driver’s Agility score. Each 10 items of storage space can instead hold a passenger.
| Name | Rarity | Speed | Health | Price |
|---|---|---|---|---|
| Cart | Common | 2 | 20 | 5 gp |
| Rowboat | Common | 4 | 20 | 1 sp |
| Sailboat | Common | 6 | 80 | 35 gp |
| Wagon | Common | 8 | 60 | 10 gp |
| Carriage | Uncommon | 12 | 120 | 35 gp |
| Galleon | Uncommon | 10 | 480 | 125 gp |
| Cycle | Rare | 10 | 10 | 5 gp |
Carriage: This ornate conveyance allows passengers to travel in comfort and style. A typical carriage has a cabin with cushioned seats inside, doors to either side, and a bench in the front with a pair of lanterns to help the driver see at night. It takes two to four horses to pull a carriage. The cabin can hold up to six passengers and the bench can hold two people, one of whom drives. Most carriages have steps on the outside on which guards might stand. The cabin’s roof has room enough to store 30 items.
Cart: A two-wheeled conveyance used for hauling materials, a cart takes one horse or similar animal to draw. It can hold 30 items. A cart can travel across roads, paths, and relatively obstacle-free terrain, but does not improve the rate of progress.
Cycle: This two-wheeled conveyance moves when the driver pedals the gears. A cycle can carry one person.
Galleon: A large sailing vessel, a galleon boasts three or four masts with square rigging, and two or three decks. It can carry 500 tons of cargo. The ship measures up to 150 feet in length and 30 feet in width, and rises about 45 feet above the water. To sail a galleon, you need a crew of at least 200 sailors.
Rowboat: This small craft has room enough for six people. At least one person must move the boat by using the oars.
Sailboat: A modest-sized boat with one or more sails to catch the wind, this vessel can hold eight people and has cargo space for 20 items. For a sailboat to move, it must have at least one person tending the sails and one steering.
Wagon: Larger than a cart, a wagon features an open bed with a bench in front situated atop four wheels. It can hold 40 items. A wagon can travel across roads, paths, and relatively obstacle-free terrain, but does not improve the rate of progress.
Armor
Armor can be light, medium, or heavy and also includes shields. Like other items, armor might be inferior or superior. The effect of wearing inferior or superior armor are covered in their type descriptions.
Armor List
| Name | Type | Rarity | STR Requirement | Defense | Price |
|---|---|---|---|---|---|
| Padded | Light | Common | — | 11 or +0 | 1 sp |
| Leather | Light | Common | — | 12 or +1 | 2 sp |
| Brigandine | Medium | Common | Strength 11 | 13 or +1 | 5 sp |
| Ring | Medium | Common | Strength 11 | 14 or +2 | 10 sp |
| Medium | Uncommon | Strength 11 | 15 | 15 sp | |
| Plate and Mail | Heavy | Uncommon | Strength 11 | 16 | 3 gp |
| Breastplate | Heavy | Uncommon | Strength 13 | 16 or +3 | 5 gp |
| Plate | Heavy | Rare | Strength 13 | 17 | 10 gp |
| Full Plate | Heavy | Exotic | Strength 13 | 18 | 25 gp |
Resting in Armor
Although you can wear armor for long stretches without much discomfort, you gain no benefit from resting while you wear any kind of armor.
Strength Requirement
If you do not meet the listed requirement for wearing the armor, you make Strength and Agility rolls with 1 bane and you grant 1 boon on rolls against your Strength and Agility while you wear it.
Armored Defense
Wearing armor replaces your natural Defense score with an armored one. Some forms of armor grant you a choice of a fixed Defense score or adding a number to your natural Defense score.
For example, leather armor grants Defense 12 or +1. If you have a natural Defense score of 10, wearing the armor would increase your Defense to 12. If, though, you have a natural Defense of 13, wearing leather armor would increase your Defense to 14.
Inferior Armor
Armor components scavenged from the dead on battlefields, old breastplates spotted with rust, and torn and tattered shirts of mail can all serve when there’s nothing better, but such armor is never suitable for long-term use. Inferior armor is worthless and rarely sells in markets except to the most gullible and foolish.
A suit of inferior armor holds up until the end of a quest and then offers no protection at all. The Defense granted by inferior armor of any kind drops by 1 (minimum 10 or +0). While wearing a suit of inferior medium or heavy armor, you make Agility rolls with 1 bane and you grant 1 boon on rolls made against your Agility. Inferior shields increase Defense by 1 only
Superior Armor
Armor produced by master artisans might be available for sale in some large or wealthy communities but is more likely discovered in treasure chambers or on display as prized heirlooms. Suits of superior medium and heavy armor are often made from rare materials, such as star metal or fey silver.
A superior suit of light armor increases the bonus to Defense by 1, though if you replace your Defense with the armor’s score, there is no change. Superior medium armor has no Strength requirement for wearing it and negates the bane imposed on rolls to sneak. Superior heavy armor has no Strength requirement and increases the Defense score by 1. Superior shields increase Defense by 3 instead of 2
Shields
A shield allows its wielder to deflect attacks. A wielder either grips a handle on the inside of a shield or straps it to the arm, though large shields might have to be carried and placed in position. Shields come in many different sizes and shapes, including tower shields, heater shields, and round shields.
You equip and drop shields as if they were weapons. While you have a shield equipped (held or strapped to your arm), you increase your natural or armored Defense by the amount shown on the Shields table. A shield takes the place of the weapon you can normally wield in your off-hand. If you wield two shields, you benefit from just one of them at a time.
| Name | Rarity | Defense | Price |
|---|---|---|---|
| Shield | Common | +2 | 2 sp |
| Body Shield | Uncommon | — | 4 sp |
Shield: A shield is a flat or convex object held in one’s off-hand or worn strapped to the arm. The shield might be round, square, or have some other shape.
You can also use a shield as an off-hand improvised weapon. When you attack with the shield, you lose its increase to your Defense until the start of your next turn.
Body Shield: A body shield, sometimes called a tower shield, offers total body protection. Rather than strap it to your arm, you carry the body shield into position and then use an action to place it on the ground to provide partial or total cover to creatures behind it. A body shield does not, however, increase Defense. A body shield counts as 4 items.
Attributes
All characters, most creatures, and some objects use a set of four attributes to describe their basic capabilities: Strength, Agility, Intellect, and Will. Each attribute has a score, a number from 1 to 20, that measures how adept the creature or object is at performing activities related to its use. A typical person has a score of 10 in each attribute. A higher score indicates exceptional ability, while a lower score describes a diminished capacity.
The score also determines the attribute modifier, which is always equal to the score minus 10. If you have a Strength score of 12, you have a +2 Strength modifier. If you have an Agility score of 9, you have a –1 Agility modifier.
Strength
Strength represents muscle power, durability, athletic ability, and overall fitness. You use Strength to resist effects that force you to move or that restrain you, as well as when you climb, swim, attack with most hand-to-hand weapons, kick down a door, or overpower another creature. Strength also helps you withstand or fight off the effects of pain, injury, poison, or infection.
Agility
Agility encompasses poise, dexterity, balance, and reflexes. You use Agility when you want to keep your footing, perhaps because someone has just shoved you or you are moving across challenging terrain. Agility also comes into play when you attempt a task that requires manual dexterity, such as picking a lock, disarming a trap, or performing a feat of legerdemain.
Intellect
Intellect measures intelligence, wit, memory, and knowledge. You rely on Intellect to thwart an effort to deceive you, decipher a coded message, or outwit another creature. Intellect also governs your ability to use some forms of magic.
Will
Will describes courage, willpower, resolve, and mental fortitude. You use Will to resist efforts to erode your confidence, manipulate your emotions, or terrify you. As with Intellect, Will is also needed to use some forms of magic.
Attribute Rolls
When an attribute is important for something that you are doing or that is happening to you, the Sage decides or the rules instruct you to make an attribute roll. The result of the roll determines if an effort to do something succeeds or fails.
ATTRIBUTE MODIFIER: The rules or the Sage will tell you which attribute (and thus which modifier) to use for a roll. The attribute modifier is added to your roll to determine the result.
TARGET NUMBER: The reason for making the attribute roll determines the target number. Normally, the target number is 10 if no one resists the effort that warranted making the roll. If you make a roll that is opposed by a creature or object, the target number is the score of the attribute you are rolling against.
If an activity is resisted by multiple targets, such as when you affect more than one enemy at a time, you make one attribute roll per target.
DETERMINE OUTCOME: You determine the outcome by following these steps: Roll a d20, add the modifier for the appropriate attribute, and then compare the result to the target number. You get a success if the result equals or exceeds the target number or a failure if it doesn’t.
Rolls to Attack, Rolls Against
Whenever the rules mention a “roll to attack,” that means an attribute roll you make to attack a target in combat. An attack always involves either making an unarmed attack or attacking with a weapon, and the target number is the target’s Defense score unless otherwise stated.
When the rules mention a “roll against” for attacks, spells, or some other effect, the attribute roll is made against a target’s Defense or specified attribute score.
Success and Failure
If you get a success with an attribute roll, the rules or the Sage will tell you what happens as a result. If you succeed on a roll to attack a foe, your attack deals damage. If you succeed on a roll to cast a spell on an enemy, you might deal damage, apply an affliction, or cause something else to happen.
If you fail a roll, there might also be a result. You might take damage, gain an affliction, or find that the activity you attempted is, for now at least, beyond your ability.
Critical Success
Some game effects take effect when you get a critical success. A critical success occurs when the result of your roll is 20 or higher and exceeds the target number by at least 5. Normally, a critical success produces no additional effect without a trait or talent, but the Sage can offer an improved outcome with such a result.
Critical Failure
Some game effects take effect when you get a critical failure. A critical failure occurs when the result of your roll is 0 or less. Many talents and spells cause targets to suffer additional effects when they get critical failures. The Sage might also impose negative consequences when you get a critical failure.
Boons and Banes
An activity might be more difficult than normal because of an affliction you suffer, or it might be easier than usual because you’re getting aid from someone else. When making attribute rolls, the influence of other factors that might affect the outcome of an action is represented by additional modifiers called boons and banes.
Boons
A boon is an advantageous circumstance that improves your chance of success. For each boon that applies, you roll a boon die, which is a d6. You then add the highest number rolled on any one of the boons to your attribute roll.
Banes
A bane is a disadvantage that reduces your chance of success. For each bane that applies, you roll a bane die, which is a d6. You then subtract the highest number rolled on any one of the banes from your attribute roll.
Interactions
Boons and banes cancel each other out on a one-for-one basis before any boon or bane dice are rolled. If you have 2 boons and 1 bane for the activity you attempt, you roll with 1 boon. If you have 1 boon and 3 banes, you roll with 2 banes.
You count boons and banes separately only if they come from different sources. If one of your abilities grants you 1 boon and a different one grants you 1 boon, you roll with 2 boons. But if you have 1 boon from a specific spell and the same spell is cast on you a second time before the first one ends, you still have only 1 boon. Similarly, you might become poisoned from an arrow that struck you and then become Strength impaired by a diabolical spell. You would therefore make Strength rolls with 2 banes, one from the poisoned affliction, and the other from the impaired affliction. See Afflictions for more information about how these states work.
Attributes
Your path presents sets of scores (and modifiers) to place in your four attributes. You can move them around between your four attributes.
Customizing Scores
You can create your own set of scores by starting with the following: 12, 11, 10, and 10. You can increase one score by 1 and reduce a different score by 1. You can make this adjustment twice. When you finish, assign one score to each attribute until you have assigned all four scores. Make Strength your high score if you want to be durable and excel at hand-to-hand combat. Make Agility your high score if you want to be light on your feet, nimble, and skilled at fighting with ranged weapons. Make Intellect your high score if you want to be clever, know many things, and make use of magic. Make Will your high score if you would be brave and bold, charismatic, and resolved. Will is also important for casting certain spells.
Combat
The rules for combat
Turns
On each of its turns, a combatant can move and use an action before, after, or during its move. Each combatant must complete its turn before another can take its turn.
Each round, all the combatants under the Sage control take their turns first, acting in any order the Sage chooses. The Sage can change the order of these combatants’ turns each round.
Once all combatants under the Sage’s control have taken their turns, the players take their turns. Each round, players can declare they are taking their turns in any order they like. Once a player does so, the others must wait until that player finishes their turn. If two players want to act at the same time and cannot decide who goes first, the Sage decides for them.
Some effects begin or end at the end of a turn. If multiple effects begin or end at the end of your turn, you resolve any harmful effects first, in the order you choose, and then other effects, again in the order you choose.
Some effects and activities allow you to act out of turn. Each combatant can act out of turn just once each round by using a reaction.
End of the Round
The round ends when all combatants have taken a turn. Certain effects occur or are resolved at the end of the round (sometimes expressed as “the end of each round”). First, the Sage handles all combatants not controlled by the players. Each combatant resolves all harmful effects first, in any order, and then any remaining effects, again in any order. Then, the players do the same for their characters, after which the combat continues with the start of another round.
Ambushes
An ambush occurs when one side takes the other by surprise. The Sage decides when an ambush is possible and if it occurs by gauging the awareness of the two sides. If an ambush happens, the ambushed can take no actions on their first turns.
Movement
See the Movement page for full details of all movement types.
Actions
You use an action to perform an activity that accounts for most of your time and attention in the round. The most common tasks that require the use of actions are presented below. Often, the rules mention these tasks in conversational ways, such as “you hinder”. When you see or say such expressions, the implication is that you are using an action to hinder.
Attack
You use a weapon to strike a target or you make an unarmed attack against a target. See Attacking for details on how to resolve this use of an action.
Cast a Spell
You cast a spell you have learned, read from an inscription, or use an object that contains the spell. Some spells have special rules for their casting, such as using a reaction instead of an action.
Defend
Until the end of your next turn, the first time any creature succeeds on a roll to attack you, make a luck roll. On a success, you turn the creature’s success into a failure.
End a Magical Effect
You end one magical effect you created with a magical talent, spell, or object, provided you can see the creature, object, or space affected by your magic.
Find
You search the area within 5 yards of you for a hidden creature, object, or some other feature. If it’s there and you are capable of perceiving it, you find it. Otherwise, you don’t. The Sage might decide that you must also get a success on the Sage’s choice of an Intellect roll or luck roll to find the creature or object.
Help
Choose one creature within 5 yards of you. The target has 1 boon on its next attribute roll before the start of your next turn.
Hide
You attempt to hide from creatures that lack line of sight to you. Anything that blocks line of sight enables your attempt—shadows, darkness, or some sort of cover. Make an Agility roll. On a success, you become hidden until you are found or you do something that would reveal you to other creatures. On a failure, you do not become hidden.
Hinder
Choose one creature within 5 yards of you. The target has 1 bane on its next attribute roll before the start of your next turn.
Overcome
Some ongoing harmful effects enable you to overcome them, typically by making an attribute roll or a luck roll. If such an effect affects you, you can attempt to end that effect.
Run
Triple your Speed score until the end of your turn.
Stabilize
You tend to one incapacitated creature in your reach. The target heals 1d6 damage.
Steal
If you have one hand free, you can attempt to take something from one creature within your reach that carries on its person one object you can see, but is not carried in the creature’s hands. Make an Agility roll against the target’s Agility. If you are hidden from the target, you roll with 1 boon. On a success, you steal the object. On a failure, you don’t and if the result is less than the target’s Intellect score, the target notices the attempt. A target that notices the attempt also foils being hidden.
Throw
You throw something you hold. If you hold the object to be thrown in one hand, you can throw it up to 10 yards from you. If you must hold the object in two hands, you can throw it up to 5 yards. Aerodynamic objects intended for throwing, such as balls or grenades, travel up to twice as far. Typically, an object lands within 2 yards of the intended spot.
Thrown Attacks
When you throw a weapon that has the Thrown trait, you resolve the effort as a ranged attack. You can also throw objects that are neither weapons nor have the Thrown trait, in which case the range is as described above, and you treat the attack as using an improvised weapon.
Toss
You can also toss an object to another creature within the ranges described above. Make an Agility roll. On a success, the target can attempt to catch the object (see Catch). On a failure, the object falls to the ground in a space of the Sage’s choosing within a few yards of the intended target.
Use a Talent or Trait
You perform an activity granted by one of your talents or traits. Some talents and traits require the use of a reaction instead of an action.
Use an Item
You use an item that you wield such as a gadget, trinket, or piece of gear. The item tells you what happens as a result. Some items require the use of a reaction instead of an action.
Do Something Else
The activities described above represent the most common
in combat, but they are not exhaustive. You could taunt an enemy into attacking you, issue a nasty threat to demoralize your foes, or yank down a tapestry to cover your opponents. It falls to the Sage to interpret how to resolve these activities, but they typically involve an attribute roll or enable targets to make an attribute or luck roll.
Reactions
You can use a reaction once each round to perform one of the following special activities. Each activity describes the event that must occur to use the reaction. In addition to the options presented below, some talents and spells use reactions, as noted in their descriptions.
Unless the rules say otherwise, you resolve the reaction before any dice are rolled.
Catch
When a tossed object moves into your reach, you can use a reaction to make an Agility roll. If the object is a weapon, roll with 1 bane. On a success, you catch the object. On a failure, you miss it and the object lands somewhere nearby.
Cover Ally
When an enemy attacks an ally within your reach, you can use a reaction to switch the enemy’s target from that ally to yourself.
Extra Effort
Some tasks require more time or energy than what can be done by using an action. When you try to accomplish such a task, the rules will tell you how long it takes. For instance, some spells require you to spend 1 minute to complete their casting. The Sage might also decide that something you attempt takes longer than usual.
While you are spending this extra time, you focus entirely on the task at hand, and thus you cannot use an action or a reaction to do anything else. If you stop to perform some other activity, or you are forced to do so, all the progress you have made toward completing the task is lost unless the rules or the Sage says otherwise.
Dodge
When a creature attacks you, something rolls against your Agility, or you make an Agility roll to resist a harmful effect, you can use a reaction to either impose 1 bane on the roll or roll with 1 boon.
Free Attack
If an enemy willingly moves out of your reach without retreating, you can use a reaction to attack it using a melee weapon, natural weapon, improvised weapon, or unarmed attack.
Take the Initiative
If you’re aware of your enemies when a new round starts, you can use a reaction to take the initiative, which lets you take your turn immediately before your enemies take theirs. If you and other allies take the initiative, decide among yourselves who goes first as normal, or the Sage does if no one can decide. Wearing heavy armor, and some effects, limit when you can take the initiative.
Withstand
When a creature rolls against your Strength or you make a Strength roll to resist a harmful effect, you can use a reaction to either impose 1 bane on the roll or roll with 1 boon.
Attacking
You attack when you use a weapon, natural weapon, improvised weapon, or an unarmed attack to harm a creature or object.
Improvised Weapons
An improvised weapon is an object constructed for a function other than harm but nevertheless can cause injury. Examples include frying pans and broken bottles. When you use an improvised weapon to attack, you roll with 1 bane. On a critical success or critical failure, the improvised weapon breaks. An improvised weapon deals 1d6 damage. Reduce any Bonus Damage applied to the attack to 0.
Resolving Attacks
You resolve any attack you make by following these steps:
- Choose a Target: Pick a target within reach for a melee attack or within the range of your weapon for a ranged attack. If you attack a target completely behind a covering object, you target the object instead (see Cover, next page).
- Attribute Roll: Make an attribute roll against the target’s Defense. You use Strength for melee weapons and Agility for ranged weapons.
- Apply Result: If the result of your roll is a success, you roll the weapon’s damage dice. The target adds the sum of the roll to its damage total. If the result of your roll was a failure, you miss or fail to land an appreciable blow.
Combat Circumstances
Certain circumstances can make attacking harder or easier. The following situations represent those commonly encountered in a fight.
Called Shot
When you attack, you aim for a specific place on the target’s body. Doing so imposes 2 banes on your roll. On a success, the target becomes Impaired in an attribute of your choice until the end of the next turn. If you aim for an object the target wears or carries and you get a success, the object takes the damage instead.
Surrounded Target
When you make a melee attack against a target in the reach of at least one ally, you roll with 1 boon. Creatures whose Size is more than 2 larger than yours ignore this effect.
Long-Range Shooting
When you make a ranged attack, you can target a creature beyond your weapon’s range, but no more than twice its range. You roll to attack with 1 bane.
High Ground
When you occupy a space higher than that occupied by the target of your attack, you roll with 1 boon.
Submerged
When you attack with a weapon other than a natural weapon and you are submerged in a liquid, you roll with 1 bane. The Sage might disallow attack with certain weapons, such as bows, slings, and weapons with the Slow trait.
Within Reach of an Enemy
If you make a ranged attack while in the reach of at least one enemy, you roll with 1 bane.
Obscurement
You roll to attack with 1 bane while you or the target are in an area affected by obscurement of any kind.
Invisible
If you can’t see the target but have a general idea of its location, you roll with 3 banes.
Cover
A target that is behind an obstacle of its Size or larger (which can be a creature or an object) has partial cover from enemies that can see any part of its body, but not all of it. Partial cover imposes 1 bane on rolls against the covered target’s Defense and Agility, and grants the target 1 boon on Agility rolls made to resist harmful effects originating from beyond the cover.
A target has total cover from enemies if they have no line of sight to it because the target is completely behind an obstacle. Such a target cannot be directly attacked or targeted by an effect unless the rules say otherwise. Instead, attacks against the target strike the obstacle. If the obstacle is destroyed as a result, any additional damage dealt by that attack or effect is applied to whatever was behind the obstacle.
These rules apply only in situations when an attacker cannot position itself to get a clear shot against a target.
Using Bonus Damage
From the paths you choose, you might have a supply of Bonus Damage, which is expressed as +1d6 or more. Once per round, when you get a success on a roll to attack with a weapon or natural weapon (though not improvised weapons or unarmed attacks), you can roll some or all of your Bonus Damage along with the weapon’s damage. The Bonus Damage rolled counts as extra damage.
For example, a level 3 fighter has +2d6 Bonus Damage. The fighter succeeds on a roll to attack with a sword, which normally deals 2d6 damage, but, because of the Bonus Damage, the fighter can deal up to 4d6 damage instead.
Multiple Attacks
When you attack, you can decide to make multiple attacks. To do so, reduce the amount of Bonus Damage by 2 dice for each additional attack you wish to make. If you lack the required number of Bonus Damage, you make no additional attacks.
For each additional attack beyond the first, you choose a different target. Of the remaining Bonus Damage, you can divide them between the attacks, making the decision about how much Bonus Damage to use after you determine if the attack is a success or a failure.
For example, a player has +3d6 Bonus Damage and uses an action to attack. The player decides to make two attacks, and thus expends 2d6 Bonus Damage. The player makes the first attack. If it results in a success, the player can apply the remaining 1d6 Bonus Damage to that attack or hold it in reserve for the second attack.
Unarmed Attacks
You can substitute an unarmed attack for each additional attack you make.
Two Weapons
If you wield two weapons, you can make additional attacks using either weapon.
Attacking with Two Weapons
If you wield two weapons—one in each hand, you can attack with either.
Alternatively, if one weapon can be wielded in an off-hand grip, you can attack with both weapons at the same time. You resolve the attack using the weapon you wield in your main hand. If the roll results in a success, add the off-hand weapon’s damage as extra damage for the attack. Then, apply Bonus Damage, if any.
For example, say your rogue wields a sword in one hand and a dagger in the other. You attack. If you get a success, your attack deals 3d6 damage: 2d6 from the sword and 1d6 from the dagger, plus any Bonus Damage you have available.
Disarming
When you attack, you can choose to disarm the target rather than deal damage to it. The target must be a creature of your Size or smaller. You roll with 1 bane if you use a melee weapon, 2 banes if you use an improvised weapon, or 3 banes if you use a ranged weapon. On a success, the target takes no damage. Instead, the target makes an Agility roll. For every 2d6 Bonus Damage you have, impose 1 bane on the target’s roll. On a failure, the target drops one object it holds in its hands. If you can reach the target, you can use a reaction to catch the object (see Reactions).
Attack Options
In combat, sometimes you need to do more than just hit the opponent. You might want to shove an enemy back, or distract an enemy enough to let one of your allies escape danger. Attack options enable you to do more.
You can use an attack option when you use an action to attack if you meet the requirements (if any), but before you roll the dice. When you successfully use an attack option, the weapon contributes nothing to the damage dealt by the attack. Only Bonus Damage and any extra damage apply.
For example, a player makes a disrupting attack with a sword. The player has +1d6 Bonus Damage. The player gets a success, so the attack deals 1d6 damage from the Bonus Damage alone, in addition to possibly disrupting the target.
Disrupting Attack
If you get a success on the roll to attack and your roll equals or exceeds the target’s Will + 5, the target grants 1 boon on the next roll to attack it before the start of your next turn.
Driving Attack
If you wield a one-handed or two-handed melee weapon or you have a shield equipped, and you get a success on the roll to attack a target of your Size + 1 or smaller and the result equals or exceeds the target’s Strength + 5, you can push the target up to 5 yards away from you.
Feinting Attack
If you wield a one-handed or off-handed weapon, and you get a success on the roll to attack and the result of your roll equals or exceeds the target’s Intellect + 5, you gain the Slippery trait until the end of your turn.
Guarded Attack
If you have a shield equipped and you get a success on the roll to attack, you impose 1 bane on the next roll to attack you before the start of your next turn. This benefit ends early if you become confused, held, stunned, or unconscious.
Lunging Attack
If you wield a one-handed or two-handed melee weapon, you can choose a target for your attack as if your reach was 1 yard greater.
Pressing Attack
If you get a success on the roll to attack and the result equals or exceeds the target’s Agility + 5, you impose 1 bane on the next roll the target makes to attack before the start of your next turn.
Unarmed Attacks
There are several ways to make an unarmed attack, each of which is described below. Unarmed attacks do not benefit from expending Bonus Damage.
Unarmed Strike
You punch, kick, elbow, or headbutt. Making an unarmed attack counts as using an improvised weapon. However, if the target is larger than you, it takes 1 damage if you get a success rather than 1d6 damage.
Shove
You attempt to shove a creature away from you. Choose one creature in your reach whose Size is no more than 2 higher than yours. Make a Strength roll against the target’s Strength. You roll with 1 boon if you have a shield equipped and 1 boon if you move at least 5 yards before you make the attempt. On a success, you push the target a number of yards away from you equal to your Strength modifier (minimum 1). If the target is larger than you, it moves half the distance (minimum 0) instead. On a critical success, the target falls prone at the end of the movement.
Trip
You attempt to knock a creature to the ground. Choose one creature in your reach whose Size is no more than 2 higher than yours. Make an Agility roll against the target’s choice of Strength or Agility. If you have a shield equipped, you roll with 1 boon. On a success, the target falls prone. On a critical success, the target’s Speed drops to 0 until the start of your next turn.
Unarmed Attacks against Objects
Some objects might be immune to unarmed attacks at the Sage’s discretion. Shoving a marble column likely has no effect, and punching an iron wall is not going to do anything more than hurt yourself. The Sage might disallow unarmed attacks against objects or impose 1 or more banes on rolls against them. Furthermore, such attacks could have harmful consequences for the attacker.
Grab
If you have a hand free, you can try to grab a creature. Choose one creature in your reach whose Size is no more than 1 higher than yours. Make a Strength or Agility roll against the target’s Agility. You succeed automatically against a held creature. On a success, the target becomes held by you until the end of your next turn. The affliction ends early if you release the target, which you can do freely by letting it go. The effect also ends if you move away from the target without dragging it (see Drag below) or you become confused, controlled, stunned, or unconscious.
If you have a target grabbed, you can use an action to extend the duration of the grab until the end of your next turn.
Drag
You attempt to pull a creature you have grabbed. Make a Strength roll against the Strength of a creature held by your successful grab. On a success, you move as normal and the creature moves with you, and you maintain the grab. On a failure, you can move, but if you do so the grab ends.
Wrestle
You attempt to wrestle down a creature you have grabbed. Make a Strength or Agility roll against the target’s choice of Strength or Agility. On a success, you can choose one of the following effects:
- The target falls prone and the grab ends.
- You and the target fall prone and you maintain the grab.
- The target takes 1d6 damage and you maintain the grab.
- If you and the target are both prone, you pin the target and maintain the grab. A pinned creature is confused, held, weakened, and cannot stand up until the effect ends. The target remains pinned until you release it, which you can do at any time, or if you stand up or use an action to do anything other than wrestle the target. Also, you release a target automatically if you become confused, impaired, stunned, or weakened.
Escape
If you are held by being grabbed or pinned, you can attempt to escape by making a Strength or Agility roll against the Strength or Agility (your choice) of the creature that has you held. On a success, you end the held affliction. If you get a critical success, you can also use a reaction to attempt to grab the creature that grabbed you, provided that creature is an eligible target.
Equipment
Currency and Value
Coins come in three denominations, copper (cp), silver (sp), and gold (gp). Ten copper pieces equal one silver piece, and ten silver pieces equal one gold piece. Some communities have halfpennies and other lands use different metals and other representations of value.
The average worker earns about 8 silver pieces a day, or about 290 gp a year.
Item Quality
Assume all prices and item information is for an item of standard/average quality. You can also purchase items of inferior and superior quality.
An inferior item has shoddy construction from poor materials. Unless the description says otherwise, inferior items impose 1 bane on rolls made to use them, and they retain usefulness for about one quest before they break. Inferior items sell for half the normal price.
Superior items are the work of masters of their craft. They use fine materials and expert craftsmanship to offer superior functionality and greater durability. They also will often include embellishments.
These items sell for ten times their normal price. Unless the rules say otherwise, they grand 1 boon on rolls made to use them.
Rarity and Availability
The item's rarity describes how easy it is to find. Common items are found in settlements of any size. Uncommon items require more specialized training to make and are thus found in towns and larger communities. Rare items are made of unusual materials and require expert craftmanship, which limits it to cities. Exotic items are custom made by masters of their craft using expensive materials. Finding someone to make such an item can be a quest in and of itself.
Crafting
Between quests or during downtime, you can craft items if you have a profession or path that provides you with the necessary knowledge. If you have the alchemist path, you could produce doses of poison. Crafting an item costs materials equal to one-half of the item's price.
Carrying LImits
You can carry or wear a number of items equal to your Strength score. You can exceed this limit, up to twice your Strength score, but for every 2 items beyond your limit, your Agility score is reduced by 1. A few exceptions to this rule are:
Containers: A container and everything it holds counts as 1 item. You could, for example, stuff your backpack with torches, a coil of rope, a tinderbox, and provisions, and the backpack would still count as a single item. However, some heavy containers might count as 2 or more items, especially when filled.
Clothing and Accessories: Wearable items such as clothing, necklaces, eye patches, rings, and similar items collectively count as 1 item. Heavy, bulky, or awkward apparel counts as 2 items.
Coins and Gems: Every 30 loose coins or gems you carry count as 1 item. Sold in Multiples: Any item that’s sold in multiples—candles and incense—counts as 1 item.
Equipment Lists
Explosives
Explosives
| Name | Rarity | Price |
|---|---|---|
| Bomb | Uncommon | 5 sp |
| Gas Bomb | Rare | 1 gp |
| Grenade | Rare | 5 sp |
| Smoke Bomb | Rare | 1 gp |
| Wild Fire Bomb | Exotic | 5 gp |
Bomb: This iron sphere, about the size of a human head, is filled with explosive powder and fitted with a fuse. It takes 10 rounds to burn a full length of fuse, though you can shorten the fuse length to burn faster. You use an action to light the fuse and throw the bomb or set it on the ground within your reach.
The bomb detonates when the fuse burns down to deal 4d6 damage to everything within 5 yards of it. A creature in the area makes an Agility roll and takes half the damage on a success.
The explosion releases smoke that fills the air within 20 yards of the exploded bomb and lingers for 1 minute, creating heavy obscurement in the area. The sound of an exploding bomb travels up to 200 yards.
Gas Bomb: A fluid sloshes in this metal canister. You use an action to crack the canister and either throw it or set it down within your reach. For 1 minute, the canister releases poison gas that fills the air within 10 yards of the exploded bomb, creating moderate obscurement in the area. The gas remains for 1d6 minutes unless dispersed by wind.
The gas causes burns and blisters in exposed flesh. At the end of each round, any creature in the gas makes a Strength roll. On a failure, the creature takes 1d6 damage and becomes poisoned (luck ends). A gas bomb has no effect if detonated while submerged in a liquid.
Grenade: This is a smaller, stabler bomb made for throwing. At the end of the round, the grenade explodes to deal 2d6 damage to everything within 5 yards of it. A creature in the area makes an Agility roll and takes half the damage on a success.
The explosion releases smoke that fills the air within 5 yards of the exploded grenade, creating light obscurement in the area that remains for 1 minute. The sound of an exploding grenade carries up to 200 yards.
Smoke Bomb: This cylindrical canister contains a fluid that combusts when exposed to air. You use an action to crack the canister and either throw it or set it down within reach.
Thick, black smoke spews from the canister for 1 minute, creating heavy obscurement within 10 yards of it. At the end of each round, each creature in the area makes a Strength roll. On a failure, the creature takes 1d6 damage from inhaling the smoke.
A smoke bomb has no effect if detonated while submerged in a liquid.
Wild Fire Bomb: This canister holds a thick, gelatinous substance that ignites on contact with air. Once it burns, wild fire is almost impossible to extinguish, even if submerged in water.
You use an action to throw a wild fire bomb. The canister cracks open on impact with a solid creature, object, or surface, causing the substance to explode and deal 6d6 damage to each creature and object within 5 yards of it. Flammable objects take double damage and catch fire. A creature that would take this damage makes a luck roll and takes half the damage on a success, or catches fire on a failure. Fire started by the wild fire bomb ignores efforts to douse it for 1 minute.
Burning wild fire gives off smoke that fills the air within 10 yards of the exploded bomb, creating heavy obscurement for as long as the fire burns and for 1 hour after. At the end of each round, each creature in the area makes a Strength roll. On a failure, the creature takes 1d6 damage from inhaling the smoke. On a critical failure, the creature also becomes poisoned (luck ends).
Unstable Explosives
If you are carrying one or more explosives when you take 5 damage or more from fire or lightning, make a luck roll for each explosive you carry. On a failure, that explosive detonates. Grenades ignore this rule.
Harmful Effects
Harmful effects bestow afflictions, which limit what you can do on your turn, make certain rolls more difficult, or both. You can gain the same affliction multiple times, provided each instance comes from a different source, and you must remove each instance of the affliction separately. Sometimes gaining an affliction imposes additional effects. Those additional effects persist until you remove that instance of the affliction.
If you have an affliction as a result of some other ongoing effect and you remove the affliction, you automatically regain the affliction at the start of your next turn unless the ongoing effect ends. For example, if you are unconscious because you are incapacitated, and something ends the unconscious affliction, you would become unconscious again at the start of your next turn unless you stop being incapacitated.
Buried
When you become buried, you fall prone and debris covers your body completely or nearly so. This might happen when someone tosses you into a pit and covers you with dirt, or when the ceiling gives way to rain rubble down on your head.
Being buried limits your ability to move, as solid obstacles surround you on all sides. If you can clear away space, you can move into that space by crawling.
The debris blocks line of sight to anything beyond it, and you have total cover from effects originating from beyond your space. Normally, the debris counts as a single obstacle for the purpose of hearing and making yourself heard, but might count as more if you’re deeply buried. Furthermore, you might become subject to the effects of suffocation, and if under a heavy mass, also lose 1d6 Health at the end of each round until you are crushed.
Whether or not you can dig yourself free depends on the debris covering you. You can dig through dirt, sand, snow, and loose material, but heavy rocks, large chunks of ice, or metal slabs make escaping impossible without help or magic. You can use an action to dig through 1 foot of soft material. Other creatures might be able to free you by using heavy tools to clear away the debris.
Deprivation
If you are a living being, you need food and water to survive. If you go without either, you suffer deprivation until you expire. Normally, provisions and waterskins can keep these effects at bay, but if you run out of water or someone makes off with your food, you might be in trouble. You need to spend at least 1 hour each day eating at least two meals and drinking at least half a gallon of water. A small creature (Size 1/2 or lower) requires half these quantities, while a large creature (Size 2 or higher) requires four times these amounts or more.
Each day you go without drinking sufficient water, you lose 1d6 Health. For every two days you go without eating, you lose 1d6 Health. If such deprivation drops your Health to 5 or lower, you fall prone and become weakened until your Health score increases above 5. While weakened in this way, you cannot stand up and can move only by crawling.
Sleep Deprivation
You need sleep to refresh yourself. Unless your ancestry says otherwise, you need at least 6 hours of sleep every day. If you go a day without sleep, you become weakened until you do sleep. For every day you go without sleep thereafter, you lose 1d6 Health.
Dismemberment
The sudden loss of a limb makes certain activities and forms of movement difficult, if not impossible. The effects are obvious: losing a leg makes it difficult to stand up, and a missing hand or arm prevents the use of two-handed weapons. Using prosthetics, such as those described in Chapter 3, can mitigate the effects of dismemberment.
Exposure
Exposure occurs when you lack adequate clothing and protection against the elements. You can suffer from exposure to extreme heat, extreme cold, or hostile conditions such as storms or extremely dry or damp climates. At the end of each hour spent in a hostile environment without adequate protection, make a Strength roll. On a failure, you lose 1d6 Health. If such exposure drops your Health to 5 or lower, you fall prone and become weakened until your Health rises above 5. While weakened in this way, you cannot stand up and can move only by crawling.
Exposure can also have additional effects. Frostbite, for example, might eat away at your ears, nose, and fingers, while damp climates might expose you to infections.
Fire
Fire deals 1d6 damage to any creature or object that touches it. A creature or object takes this damage just once per round, regardless of how many times it touches the fire during the same round. Extended contact with fire can cause a creature or object to catch fire. Extinguishing a fire requires smothering it with water, sand, or a rug or tapestry.
Starting a fire takes 1 minute of work using a tinderbox or similar ignition method, such as a candle or flame-maker.
Poisons
Any toxic substance counts as poison. Poison affects creatures when introduced to their bodies and persists until it runs its course, is neutralized, or is otherwise overcome.
A manufactured poison is produced by mixing certain ingredients or harvesting them from biological sources, rather than a toxin a creature naturally produces. You can apply a dose of manufactured poison to food, drink, an edged or pointed weapon or piece of ammunition, or some other object that can introduce the poison to a victim’s system. You might even soak a book’s pages in a toxic substance to poison anyone who turns them and then licks their finger. Some special poisons require only physical contact to have an effect.
Once applied to a surface or mixed into a substance, the poison remains harmful for 8 hours. If a living creature of flesh and blood takes the poison into its body—eats poisoned food, drinks poisoned liquid, takes damage from a poisoned weapon or piece of ammunition—the creature becomes poisoned (luck ends).
Infection
Infection results from exposure to something that can sicken you, such as drinking contaminated water, eating spoiled food, or being close to someone suffering from a disease. If you’ve been exposed to infection, note the exposure on your character sheet. After your next rest, make a Strength roll. On a success, you shake off the infection. On a failure, you become infected and lose 1d6 Health.
While you are infected, you are weakened; at the end of each rest, make a Strength roll, losing 1d6 Health on a failure. If your Health drops to 10 or lower while you are infected, you fall prone, and cannot stand up and can move only by crawling. If your Health drops to 5 or lower, you become unconscious and cannot be woken until your Health increases above 5. If you succeed on a total of three Strength rolls, you fight off the infection and can regain lost Health by normal means.
Suffocation
You are subject to suffocation when you go without breathing for 1 minute or longer. While subject to this effect, you make attribute rolls with 1 bane and you grant 1 boon on attribute rolls against you. In addition, you cannot talk or perform activities that require speech, such as casting spells. Last, you take 1d6 damage at the end of each round, or double this damage if you used an action during your turn.
Transformation
You transform when an effect alters your body so that you become someone or something else. Unless the effect responsible for the transformation says otherwise, the following rules apply.
ATTRIBUTES: You use the Strength and Agility scores of the new form, but you keep your original Intellect and Will scores.
DEFENSE AND HEALTH: You use the Defense and Health scores of the new form. You ignore any losses to Health from your previous form, but your damage total carries over to your new form.
POSSESSIONS: If you were holding one or more objects in your hands, and the new form lacks hands or similar appendages, you drop the items to the ground in your space (or beneath your space if you are not on the ground). The Sage might also rule certain items fall off your body when you assume the new form.
SPEECH: If the new form is that of an ordinary creature not normally capable of speech, you lose the ability to speak.
TRAITS: You lose all traits of your original form and gain the traits of your new form.
TALENTS: You retain all talents you have gained, regardless of your new form. However, certain activities might be impossible in your new form. If you become a harmless mouse, you would not be able to attack and thus would not benefit from any talents that would affect your attacks.
Hirelings
Some people have specialized training that makes them valuable to an expedition. The listed price for a hireling employs the individual for one quest. Hirelings perform the services for which they are hired but might be convinced to do more if well treated; conversely, they might do less or even quit if they suffer poor treatment. As humans have the largest population in the Borderlands, most hirelings are assumed to be human. All hirelings speak Common, plus any other languages the Sage decides.
| Name | Rarity | Price |
|---|---|---|
| Laborer | Common | 5 cp |
| Professional | Common | 1 sp |
| Bodyguard | Uncommon | 2 gp |
| Hedge mage | Rare | 5 gp |
Bodyguard: These trained warriors protect their employers and take risks, even sacrificing themselves if need be. Bodyguards do not throw their lives away for no reason, though; employers who show no regard for their safety might end up with no protection at all.
Hedge Mage: Hedge mages hire out spells for a steep price and cast them as needed. In addition to Common, a hedge mage also knows Arcane.
Laborer: Workers, drivers, pilots, stevedores, porters, sailors, butchers, servants, valets, and more fill the ranks of laborers.
Professional: Any commoner with special training counts as a professional. These characters include guides, entertainers, healers, and scholars.
Kits and Tools
You use kits and tools to make items and perform specialized activities.
Kits & Tools
| Name | Rarity | Price |
|---|---|---|
| Block and Tackle | Common | 5 cp |
| Dice set | Common | 1 cp |
| Garrote | Common | 5 cp |
| Healer's Kit | Common | 2 sp |
| Heavy Tool Kit | Common | 2 gp |
| Ladder | Common | 2 cp |
| Tool Kit | Common | 1 gp |
| Book | Uncommon | }1+ gp |
| Book, blank | Uncommon | 1 sp |
| Cards, deck | Uncommon | 1 sp |
| Crystal ball | Uncommon | 1 gp |
| Disguise kit | Uncommon | 1 sp |
| Holy water | Uncommon | 5 sp |
| Lock picks | Uncommon | 1 sp |
| Musical instrument | Uncommon | 1+ sp |
| Spare parts | Uncommon | 1 sp |
| Writing kit | Uncommon | 1 sp |
| Alchemist's kit | Rare | 2 gp |
| Clock | Rare | 1 gp |
| Flame-maker | Rare | 5 sp |
| Forger's kit | Rare | 1 gp |
| Magnifying glass | Rare | 5 sp |
| Navigator's instruments | Rare | 1 gp |
| Occultist's kit | Rare | 5 sp |
| Pocket watch | Rare | 2 gp |
| Spyglass | Rare | 1 gp |
| Gas mask | Exotic | 5 sp |
Alchemist's Kit A leather case containing a burner, alembics, flasks, and a manual, plus an assortment of magical substances. It counts as 3 items for the purpose of carrying limits.
Block and Tackle When used with a rope or chain, a block and tackle can help lift extremely heavy objects. A block and tackle counts as 3 items.
Book A book contains writing on a subject. The listed price is for a book containing common knowledge. Uncommon books sell for 1 gp or more, rare books for 5 gp or more, and exotic books for 25 gp. The degree of rarity might grant you 1 or more boons on rolls to learn information about a related topic, or the book might contain the answer you seek.
Book, Blank A heavy book with 100 blank pages.
Cards A typical deck of cards has seventy-eight cards, with twenty-two major arcana and fifty-six minor arcana cards divided into four suits. The suits are usually cups, pentacles, wands, and swords. The cards of the minor arcana include those numbered from 1 to 10, along with a page, knight, queen, and king to complete a set of fourteen. The major arcana cards typically correspond to those found in a typical tarot deck. Games of chance are played using the minor arcana only.
Clock An ornate mechanical device used for keeping time. When fully wound, the clock operates for 1 week but loses 1d6 minutes every 24 hours.
Crystal Ball A sphere, about 6 inches in diameter, made from crystal, glass, or some other material.
Dice Set A typical set of dice includes three to five six-sided dice carved from ivory, bone, or some other material. Each die side features a different number of pips, numbered 1 to 6. Other shapes of dice might exist with uncommon availability.
Disguise Kit This kit contains greases, waxes, and other cosmetics to make someone appear other than who they are. A disguise kit has enough material to create five disguises.
You can create a disguise for yourself or for someone within your reach by expending a use from the kit. It takes 10 minutes of work to create the disguise. To disguise yourself, you must also have a reflective surface. When you finish, you or the creature becomes disguised until the disguise is removed, ruined, or thwarted.
A disguised creature appears to be someone else. The disguise can replace a person’s coloration, apparent gender, blemishes, and so on with different ones. A disguise can increase apparent height by up to 6 inches or apparent weight by 20 percent. The disguise holds up to casual visual inspection, but any kind of scrutiny enables a creature to make an Intellect roll and recognize the disguise on a success.
A creature wearing a disguise can use an action to remove it. Damage from fire, being submerged in water, or brisk activity such as combat ruins the disguise unless the wearer succeeds on a luck roll.
Flame-Maker A small metal cube that can fit in the palm of your hand, the flame-maker has a hinged lid that opens to reveal a wick, wheel, and bit of flint. You can spin the wheel and cause a tongue of flame to appear that sheds faint light. The flame-maker has enough fuel to burn for 4 hours total, with each use counting as 1 minute of time. You can refill the flame-maker with a quarter-pint of oil.
Forger's Kit A forger’s kit contains everything one needs to make a copy of a simple document, invitation, and similar items. It includes enough material to make one forgery.
You can make a forgery of a document or similar object you can see. The time it takes to produce the copy varies from just a few minutes to several days, depending on the nature of the original item. Usually, creating the forgery requires a successful Intellect roll, with 3 or more banes depending on the original’s complexity. Some forgeries might not be possible without a profession or materials, at the Sage’s discretion. A forger’s kit counts as 2 items.
Garrote You can use this length of wire with wooden handles to choke the life out of your foe. If you are wielding a garrote when you attempt to grab a creature, on a success, the target loses Health equal to your Strength modifier (minimum 1), plus loses extra Health equal to your Strength modifier each time you maintain the grab. The target is affected by suffocation in addition to the grab’s other effects.
Gas Mask This heavy mask, made from rubber with two round filters near the mouth, helps clean the air you breathe. You can equip the mask as an action. The mask’s filters work for a total of 4 hours, and you can replace a pair of filters for 1 sp. The filters make you immune to the effects of breathing in smoke, gas, and inhaled toxins.
Healer's Kit A set of bandages, ointments, herbs, thread, and needles all carried in a leather satchel. You can use the kit to treat injuries. The healer’s kit has 5 uses.
You can spend 1 minute treating a willing or unconscious creature. When you finish, expend a use from the kit and make an Intellect roll. On a success, the target heals 2d6 damage.
Heavy Tool Kit A heavy tool kit includes a shovel, pick, and sledge for breaking up and clearing away dirt and rock. It counts as 6 items.
Holy Water Sold in glass bottles etched with the symbol of the religion responsible for its blessing, each bottle contains one dose. Any demon, faerie, fiend, spirit, or undead splashed with holy water loses 2d6 Health. Any other kind of creature that drinks the liquid heals 2d6 damage.
Ladder A standard ladder measures 18 feet long and has twelve rungs. When carried, a ladder counts as 6 items.
Lock Picks A set of implements for opening locks, this kit includes files, bent wires, needles, screwdrivers, and other small tools.
It takes 1d6 minutes to pick an inferior lock, 2d6 minutes for a typical lock, and 4d6 minutes or longer for a superior lock. At the end of this time, make an Agility roll with 1 or more banes depending on the lock’s complexity. On a success, you open the lock and can freely unlock and lock it. On a failure, it remains locked and attempts to try again result in automatic failures until after you rest.
Magnifying Glass This glass lens in a metal frame with handle provides 10 times magnification of any object you examine through it.
Musical Instrument A musical instrument includes any easily carried device for making music, such as a lute, hand drum, fiddle, or pan pipes.
Navigator's Instruments You can use this set of maps, sextants, and astrolabes to chart courses and avoid becoming lost. When traveling with these instruments, you can reroll one result of 1 on a die rolled to determine progress, but you must use the second result, even if it’s another 1. Navigator’s instruments count as 2 items.
Occultist's Kit An occultist’s kit contains a pair of knives, a chalice, a pentacle, chalks for inscribing mystic diagrams and circles, and a set of ten black candles. An occultist’s kit counts as 2 items.
Pocket Watch A compact version of a clock, it is small enough to fit in your pocket. The item includes a thin chain.
Spare Parts You can use spare parts to build and repair mechanical objects. Some talents enable you to expend spare parts to build objects. You can use a tool kit and a set of spare parts to repair one ordinary object within reach. It takes 1 minute to complete the repairs. When you finish, expend the set of spare parts and the target regains 2d6 Health.
Spyglass A collapsible tube of brass and wood fitted with a set of lenses, the spyglass lets you see at a distance with 10 times magnification.
Tool Kit A tool kit includes a hammer, wrench, pliers, screwdrivers, an awl, and other tools used by crafters. It counts as 2 items.
Writing Kit A writing kit includes bottles of ink, pens, a knife, and a bag of fine sand.
Legendary Characters
Shadow of the Weird Wizard campaigns typically end at level 10, but legendary characters can continue to adventure and grow as they face even larger challenges.
They no longer follow paths, but they do still increase their level after each completed quest. At odd-numbered levels, each member of the group increases their Health score by 10. At even-numebred levels, each member of the group gains one Legendary talent for their choice.
Legendary Talents
Climb Anything: You gain the Climber trait if you don’t have it already. You can climb up, down, or across any surface, even ones that could not normally bear your weight, such as a thread, a waterfall, or the slenderest branch of a tree. In addition, you climb 2 yards for every yard of movement you expend.
Free Teleportation: You gain the Teleport 10 trait.
Friends Everywhere: After you spend 1 minute talking to an indifferent or friendly creature that can understand what you say, the creature sees you as an ally. It aids you to the best of its ability, doing whatever it can short of risking its other friends, family, property, and livelihood. The effect lasts indefinitely but ends if you harm the creature.
Immortal: Natural causes never end your life. You grow no older physically, ignore infection, and, short of mishap or violence, live forever.
Incredible Health: Increase your Health by 20. You can take this talent up to four times. The increase to Health decreases by 5 each time after the first: the second time increases your Health by 15, 10 for the third, and 5 for the fourth.
Legendary Action: When you use an action, you can use this talent to regain the use of the action. Once you use this talent, you lose access to it for 1 hour.
Legendary Attribute: One attribute score of your choice increases to 18. You can choose this talent up to four times. The second time, a different score increases to 17, the third, yet another different score increases to 16. The fourth time, you raise your last score to 15.
Legendary Caster: You regain all of your expended castings after you rest for 1 hour. Once you use this talent, you lose access to it until after you finish a normal rest.
Legendary Flier: You gain the Fly trait.
Legendary Reflexes: After you use a reaction, make a luck roll. On a success, you can use another reaction before the end of the round. Once you use this talent, you lose access to it for 1 hour.
Legendary Speed: Increase your Speed by 10.
Legendary Vision: You gain the True Vision trait.
Legendary Warrior: Add 5 to the result of your rolls to attack; your attacks deal extra damage equal to your level.
Mighty Bounds: You can use an action to jump up to 50 yards and land safely. You never suffer harm from landing after a fall.
Nearly Unkillable: You always succeed on luck rolls made for being incapacitated.
Overcome Anything: When you gain an affliction, the affliction ends immediately. After you use this talent, you lose access to it (luck ends).
Perfect Hearing: Quintuple the normal range of your hearing. If you use an action to do so, you can hear a whisper from a mile away until the end of your next turn, but you take double damage from sound effects until this effect ends.
Rapid Healing: You heal one-sixth of your normal Health score at the end of each hour you rest.
Spell Discovery: You learn one spell of any tier and from any tradition. You can take this talent as many times as you like.
Swim Anywhere: You gain the Swimmer trait. You can swim in any liquid, even up waterfalls or through mists. In addition, you swim 3 yards for every yard of movement you expend.
Unassailable Defense: Your natural and armored Defense increases by 5 (maximum 25).
Uncanny Success: You make attribute rolls with 1 boon.
Uncanny Luck: When you make a luck roll, you can roll an additional die and use either result. If you roll the same number on two or more of these dice, add them all together and use the sum as the result of the roll instead.
Ultimate Resilience: You take half damage from ordinary sources. In addition, when you take 5 damage or less from a single source, reduce the damage to 0.
Luck Rolls
Sometimes, the rules or the Sage might call for a luck roll to see what happens. A luck roll uses no attribute, so it’s just a roll of a d20. Since you never make a luck roll against a creature or object, the target is always 10.
(LUCK ENDS): If you are subject to an effect that has the (luck ends) notation, you make a luck roll at the end of the round. If you have multiple (luck ends) effects affecting you, you make a separate luck roll for each effect, in any order you choose. If you have a (luck ends both) or (luck ends all) effect, you make a single roll. On a success, the effect ends. On a failure, the effect persists until the end of the next round, at which point you repeat the luck roll to end the effect.
You can end a (luck ends) effect with a successful use of the Overcome action (see page 47). Any (luck ends) effect ends automatically when combat ends.
Magic
Rules
Discovering a Tradition
When a path or other feature lets you discover a magical tradition, you gain one of the talents listed for that tradition. If you are discovering the same talent a second time, you gain a second talent. If you have four talents from a tradition already, you instead learn a novice spell from the tradition.
Learning a Spell
When a path or other feature lets you learn a new spell, it will specify which tier that spell is. You can then choose a spell of that or any lower tier from any of the traditions you have discovered.
Alternately, you can choose a spell you already have learned. If you do this, you increase the number of castings for this spell by the number of castings the spell normally grants. For instance, if the spell normally allows for 3 castings, you would have 6 castings for it after you select it a second time.
Castings
Normally you can cast any spell you have learned once, but some allow for more castings. You regain all castings after you rest.
Traditions
| Name | Quick Description |
|---|---|
| Aeromancy | Wind and Weather |
| Alchemy | Object creation and transformation |
| Alteration | Transformation and enhancement |
| Animism | Nature |
| Astromancy | The sun, stars, and moon |
| Chaos | Randomness and Uncertainty |
| Chronomancy | Time |
| Conjuration | Bringing forth and sending away |
| Cryomancy | Cold and ice |
| Dark Arts | Cruelty, pain, and suffering |
| Destruction | Ruin and Disaster |
| Divination | Prediction and Espionage |
| Eldritch | Strange, alien powers |
| Enchantment | Manipulation and control |
| Evocation | Using words of power |
| Geomancy | Earth and stone |
| Hydromancy | Water |
| Illusion | Deception |
| Invocation | Calling upon the gods for aid. |
| Necromancy | Death and undeath |
| Oneiromancy | Dreams |
| Order | Law, force, and predictability |
| Primal | Beasts and violence |
| Protection | Defensive effects |
| Psychomancy | Mind, psychic powers |
| Pyromancy | Fire |
| Shadowmancy | Darkness |
| Skullduggery | Subterfuge, tricks and deceit |
| Spiritualism | Spirit World and Spirits |
| Symbolism | Runes and symbols |
| Technomancy | Technology |
| Teleportation | Movement |
| War | Combat |
| Faith* | Spells granted from gods, cannot be chosen as a tradition. |
Magical Items
Any object that carries a magical effect, permanent or temporary, counts as a magical item. Although creating magical items takes an investment of time and resources, magic’s abundance makes such items available anywhere one might find a witch with a cauldron, an alchemist with a laboratory, or an artificer with a workshop.
Magical items described here come in three types: consumables, inscriptions, and trinkets. In addition, the Sage has access to oddities, relics, and artifacts, each of which is a potent item that might be exotic or unique. The items described in the following pages represent but a small sample of the kinds of things one might purchase in a shop or find in treasure.
Consumables
Consumables are any substances imbued with magic that’s released on its consumption. Consumables have strange flavors, come in wild colors, and give off odd odors. Consumable names indicate their effects. Elixirs tend to cure the body, while philters affect the mind. Potions transform body or mind. You can perform the use an item action to either consume or administer to one willing or unconscious creature one consumable you hold or carry on your person in a place from which you can retrieve it easily.
A superior consumable has double efficacy. It lasts twice as long, heals twice as much damage, and the like. If you consume an inferior consumable, make a luck roll with 1 bane. On a success, the consumable works as described. On a failure, the consumable has no effect. On a critical failure, you lose 1d6 Health and become poisoned (luck ends).
Consumables
| Name | Rarity | Price |
|---|---|---|
| Elixir of Healing | Common | 5 sp |
| Elixir of Health | Uncommon | 1 gp |
| Philter of Courage | Uncommon | 1 gp |
| Philter of Good Feeling | Uncommon | 1 gp |
| Philter of Rage | Uncommon | 1 gp |
| Potion of Clarity | Uncommon | 1 gp |
| Potion of Invisibility | Uncommon | 1 gp |
| Potion of Might | Uncommon | 1 gp |
| Potion of Speed | Uncommon |
Elixir of Healing: At the end of the round, you heal 1d6 damage.
Elixir of Health: At the end of the round, you heal 4d6 damage and regain 1d6 Health. Then, for 24 hours, you roll with 1 boon when you would resist infection and being poisoned.
Philter of Courage: At the end of the round, you become Intellect impaired for 1 hour. While you have this affliction, you are immune to the frightened affliction, and you make Strength and Agility rolls with 1 boon.
Philter of Good Feeling: At the end of the round, you become friendly to all creatures for 8 hours. If you are harmed, the effect ends early.
Philter of Rage: At the end of the round, you become Intellect impaired and unfriendly to all creatures for 1 minute, but, during this time, you roll to attack with 1 boon and you take half damage from one source each round. The effect ends early if you become frightened.
Potion of Clarity: At the end of the round, you gain the Awareness 5 trait for 1 hour.
Potion of Invisibility: At the end of the round, you become invisible for 1 minute. The effect ends early if you harm another creature.
Potion of Might: At the end of the round, you feel strength and power flow through your body for 1 hour. You make Strength rolls with 1 boon, impose 1 bane on rolls made against your Strength, and have +1d6 Bonus Damage. The effect ends early if you become poisoned.
Potion of Speed: At the end of the round, your Speed increases by 5. In addition, you make Agility rolls with 1 boon and impose 1 bane on rolls made against your Agility. The effect wears off after 1 hour but ends early if you become held.
Preparing Consumables
You prepare a consumable by distillation, infusion, brewing, cooking, baking, or the like, a process that takes time, special ingredients, and a related profession or path. You can prepare a consumable from ingredients with availability one step lower than the consumable’s (minimum common availability) and that cost one-quarter the consumable’s price. With the ingredients assembled, you spend 1 hour working with an alchemist’s kit per gp of the consumable’s final price. When you finish, you produce a single dose of the consumable.
Inscriptions
Inscriptions are spells in written form. An inscription is written in the Arcane script. Inscriptions can appear on scrolls, on tablets, and inside the pages of tomes and books.
An inscription has a number of castings equal to the number of castings that learning a spell once would grant. Once the last casting has been expended, the inscription disappears.
| Spell Rank | Rarity | Price |
|---|---|---|
| Novice | Uncommon | 1 gp |
| Expert | Rare | 5 gp |
| Master | Exotic | 25 gp |
Using Inscriptions
If you can read Arcane, you can use an action to attempt to cast the spell. If you know the spell, you cast it and resolve its effects. If you don’t know the spell, make an Intellect roll. You make this roll with 1 boon if the spell is of a tier lower than yours, or with 1 bane if the spell is of a higher tier. On a success, you cast the spell. On a failed roll, make a luck roll and find the result on the Inscription Mishaps table.
Inscription Mishaps
| Luck Roll | Effect |
|---|---|
| 1 or less | The script blazes and explodes, throwing magical energy from the surface on which the inscription appeared out in a 5-yard radius. The inscription disappears, the spell has no effect, and each creature and object in the area of the explosion takes 2d6 damage for a novice spell, 4d6 damage for an expert spell, or 8d6 damage for a master spell. |
| 2-5 | The script lifts from the page and swirls around you, the symbols plunging into your body. The inscription disappears, the spell has no effect, and you take 1d6 damage for a novice spell, 2d6 for an expert spell, or 4d6 for a master spell. |
| 6-9 | What seemed a successful casting turns out to be a failure: the inscription fades from the surface on which it was written, and the spell has no effect. |
| 10 or more |
Write an Inscription
You can write an inscription of any spell you have learned provided you have the time and materials. You need a writing kit, knowledge of the Arcane script, special inks worth half the inscription’s price, something to hold the inscription such as paper or a tablet, and a period of time determined by the spell’s tier:
- 1 hour for a novice spell
- 2 hours for an expert spell
- 4 hours for a master spell.
When you finish, you expend a casting of the spell to imbue the inscription with magic that lasts until expended.
Trinkets
Trinkets are magical items that produce specific effects or enhance an item’s normal capabilities. Some trinkets bestow traits for as long as you wear or carry them, while others require you to perform the use an item action. In addition to trinkets, you might find oddities, relics, and artifacts, all of which are detailed in Secrets of the Weird Wizard. Trinkets count as superior items and benefits granted are in addition to the normal benefits of being such. You can have any number of trinkets. Many require you to wear them, in which case you can wear only one trinket on a particular part of your body and, if the trinkets come in a pair, you must wear both to gain their benefits. In other words, you have to wear both gloves in a pair and you cannot benefit from two pairs of gloves at a time. Let common sense be your guide.
| Name | Rarity | Price |
|---|---|---|
| Enchanted Armor | Uncommon | 5 gp* |
| Enchanted Weapon | Uncommon | 5 gp* |
| Fire Opal Diadem | Uncommon | 5 gp |
| Gloves of Climbing | Uncommon | 5 gp |
| Glow Sphere | Uncommon | 5 gp |
| Night Eyes | Uncommon | 5 gp |
| Talisman | Uncommon | 5 gp |
| *Add this price to the price of a superior item. | ||
| Amulet of Protection | Rare | 15 gp |
| Bloodthirsty Blade | Rare | 15 gp |
| Bottomless Bag | Rare | 15 gp |
| Chameleon Clock | Rare | 15 gp |
| Collapsible Boat | Rare | 15 gp |
| Flaming Sword | Rare | 15 gp |
| Ghost Shoes | Rare | 15 gp |
| Icon of Faith | Rare | 15 gp |
| Kraken Skull | Rare | 15 gp |
| Mask of Tongues | Rare | 15 gp |
| Serpent Rope | Rare | 15 gp |
| Shield of Warding | Rare | 15 gp |
| Skeleton Key | Rare | 15 gp |
| Apotropaic Brooch | Exotic | 50 gp |
| Belt of Scales | Exotic | 50 gp |
| Belt of Strength | Exotic | 50 gp |
| Carnage Axe | Exotic | 50 gp |
| Circlet of Thought | Exotic | 50 gp |
| Flying Carpet | Exotic | 50 gp |
| Hammer of Doom | Exotic | 50 gp |
| Helm of Leadership | Exotic | 50 gp |
| Invulnerable Plate | Exotic | 50 gp |
| Mantle of Courage | Exotic | 50 gp |
| Ring of Invisibility | Exotic | 50 gp |
| Scoundrel Cloak | Exotic | 50 gp |
| Widdershins | Exotic | 50 gp |
| Winged Shoes | Exotic | 50 gp |
Amulet of Protection:This medallion hanging from a silver chain has the shape of an open eye. If you are wearing the amulet when you become cursed, make a luck roll with 1 boon. On a success, you end the cursed affliction.
Apotropaic Brooch: Numerous lines form a complex pattern on this faintly glowing brooch. While you wear the brooch, you take half damage from magical sources, impose 1 bane on rolls made against you from magical sources, and make rolls to resist magical effects with 1 boon.
Belt of Scales: A thin length of snakeskin with a coiled serpent for its buckle, this belt adjusts to fit the wearer. You have the Slippery trait while you wear it.
Belt of Strength: This wide, thick leather belt has a dinged and dented bronze buckle. It resizes to fit its wearer. While you wear this belt, your Strength is 15 if it is normally lower than 15.
Bloodthirsty Blade: This sword features a long blade with a fuller down the center to carry blood to its yawning mouth-shaped guard. It uses the rules for a sword but also has the Brutal trait. In addition, when you use it to attack an injured target, you roll with 1 boon.
Bottomless Bag: This bag has a 1-foot-diameter opening and can hold up to 20 objects of the opening’s diameter or smaller. Objects placed in the bag have no weight. A creature placed inside the bag vanishes, never to be seen again. Finally, if the bag is damaged, everything it carried falls out through the opening, the magic dissipates, and the bag becomes an ordinary scrap of fabric.
Carnage Axe: The wide, crescent shaped blade of this axe shows heavy use by its many notches and stains. It uses the rules for a battle axe but also has the Slashing trait. In addition, whenever your attack with this weapon causes a creature to become injured or incapacitated, you can use a reaction to make another attack against a target within reach. This attack deals 3d6 damage and does not benefit from expending Bonus Damage. If there is no other target in reach, the axe drags you 1d6 yards toward the nearest enemy, if there is one.
Chameleon Cloak: A hooded cloak of some fine gray fabric that moves like water through your hands. If you are hidden while you wear this cloak, you are also invisible until you are no longer hidden.
Circlet of Thought: Sigils decorate this thin loop of silvery steel, which stretches or shrinks to fit your head. While you wear the circlet, your Intellect is 15 if it is normally lower than 15.
Collapsible Boat: What appears to be a small wooden cube unfolds when you use an action and speak the command word to become a rowboat on a surface within reach or folds itself back up into its cube shape.
Enchanted Armor: The magic imbued in this armor increases your Defense by 1 when you wear it.
Enchanted Weapon: The magic imbued in this weapon grants you 1 boon on rolls to attack with it.
Fire Opal Diadem: The bright jewel set in this headpiece gleams in the shadows and darkness. While you wear the diadem, you shed faint light and, whenever you would take damage from fire, roll 2d6 and reduce the damage by the total of the roll (to a minimum of 0).
Flaming Sword: The blade of this sword has a wavy edge and feels warm to the touch. It uses the rules for a long sword but lacks the Slow trait. When you attack with this sword, you can choose to have the blade erupt in flames that burn for 1 minute, shedding dim light. Your attacks with this weapon deal an extra 1d6 damage from the flames. In addition, whenever you get a critical success on an attack made using this weapon, the target also catches fire (luck ends).
Once you use this aspect of the weapon’s effects, you lose access to it for 1 hour.
Flying Carpet: Unrolling the carpet reveals a distinctive weave showing colorful birds in flight. An unrolled carpet is 9 feet wide and 12 feet long. It can seat up to twelve Size 1 creatures.
A creature sitting on the carpet can speak the command word and become the pilot. The carpet can fly and hover. Performing the use an item action allows the pilot to fly the carpet in any direction, using the pilot’s base Speed.
Ghost Shoes: These soft shoes have padding on the soles and adjust their size to fit your feet. While you wear the shoes, you have the Silent trait.
Gloves of Climbing: These leather gloves fit snug over your hands, and with a gesture, sprout bristling spines to help secure your grip. While you wear these gloves, you have the Climber trait.
Glow Sphere: While you hold this fist-sized orb of opaque white glass, you can use an action to cause the sphere to cast bright, dim, or faint light until you dismiss the light as a minor activity.
Hammer of Doom: This war hammer’s head has notches and grooves on either side to rend the flesh even as it shatters bone. It uses the rules for a war hammer but also has the Brutal trait. In addition, whenever you deal damage with this weapon, roll one additional time and use the higher amount.
Helm of Leadership: While you wear this helmet forged from steel and etched with images of battle, you emit an aura that spreads through a Size 3 space centered on you. Allies in the aura roll to attack with 1 boon.
Icon of Faith: A painting of a martyr’s likeness appears on this wooden board. While you are not injured and you are carrying the icon, you roll to attack with 1 boon, but you are Will impaired.
Invulnerable Plate: The components making up this suit of plate armor have runes of warding etched into them. When you would take damage while wearing this armor, you can choose to make a luck roll. On a success, you take no damage. Regardless of the result, you lose access to this benefit for 1 minute.
Kraken Skull: Constructed from corroded copper and wrought to look like a kraken, this helmet adjusts to fit your head. While you wear this helmet, you have the Swimmer trait and you can breathe while submerged in water.
Mantle of Courage: You feel braver while you wear this dark blue shirt. The mantle renders you immune to the frightened affliction.
Mask of Tongues: A delicate porcelain mask that changes shape when worn to match the contours of your face. While you wear the mask, whenever you speak, anyone who hears you and knows at least one language understands what you say.
Night Eyes: A pair of spectacles with black lenses that clear in shadowy conditions. While you wear these lenses in an area of bright light, you cannot see. While wearing them in darkness, you have the Dark Vision trait.
Ring of Invisible: This simple gold band feels heavy when held. While you wear the ring, you can use an action to become invisible to all creatures except demons, fiends, and spirits. You remain invisible until you harm a creature, at which point the ring becomes an ordinary ring for 24 hours.
Scoundrel Cloak: This cloak of many colors shimmers in the light. While you wear it, you can expend your move to teleport to an empty space you can see within 10 yards. Once you do so, the cloak becomes an ordinary garment for 1 minute.
Serpent Rope: The slender cord of this 50-foot length of rope looks too thin to bear any weight, but it shows itself stronger than that woven from hemp. You can use an action and speak the command word to direct the rope to knot or untie itself, gather itself in a tidy coil, or send one end slithering up or across a surface and attach to something at the top or side.
Shield of Warding: While you wield this shield with a heraldic device depicting a stone tower, you impose 1 bane on rolls made to attack allies within your reach.
Skeleton Key: A hand-sized key carved from bone with a skullshaped handle, it fits into any lock. You can use an action to place this key into any lock you can reach. The lock unlocks or locks as you choose. Each time you use the key after the first, make a luck roll. On a failure, the key breaks and its magic departs.
Talisman: A protective charm is attached to a chain for wearing around the neck or wrist. If you are wearing a talisman when you make a luck roll, you can roll with 1 boon. If the roll fails, the talisman becomes an ordinary bauble for 24 hours. After the talisman is used 3 times, it becomes an ordinary object.
Widdershins: This doorknob is made from gold and wrought into the form of a grinning fey face. As an action, you can place the doorknob on a flat surface and turn it counterclockwise while thinking of a place you have visited at least once before. An outline of a door, up to 7 feet tall and 3 feet wide, forms on the surface, then opens and connects to a surface of the Sage’s choice in the place you imagined. The door remains open until you close it and turn the knob clockwise, which causes the door to disappear.
Winged Shoes: Tiny feathered wings sprout from the sides of these soft leather shoes. While you wear these shoes, you take no damage from landing after a fall and you ignore challenging terrain on the ground when you move.
Identifying Trinkets
Normally, a trinket’s seller can tell you how to use it, but when you find one in treasure, identifying its properties might take some effort. Spending 1 minute experimenting with the object enables you to make an Intellect roll. On a success, you learn its traits. On a failure, you must use some other method to discover what it does. Often the best way is through experimentation— pushing buttons, shaking it, or using it in a manner that seems intended.
Movement
During your turn in combat, you can move a number of yards equal to your Speed score using your primary mode of locomotion—walking, rolling, slithering, or fluttering.
Special Forms of Movement
In addition to walking and its equivalent, you might move in any of the following ways. Each requires you to expend yards of your normal movement.
Climb
You can climb surfaces that have handholds and footholds, or when you have a rope. For every 2 yards of movement you expend, you can climb up, down, or across a distance of 1 yard. If you use a rope, you can descend 2 yards for every yard of movement you expend. You grant 1 boon on rolls against your Defense and Agility while you climb.
Difficult Surfaces
Climbing might be more difficult if you have to avoid attacks, contend with a greased surface, or need to make your own handholds. If you attempt to climb under such conditions, the Sage might require you to make a Strength roll. On a failure, you make no progress. On a critical failure, you lose your grip and fall.
Harm While Climbing
Once per round, if you suffer any form of harm while you are climbing, make a Strength roll. You roll with 1 bane if you are injured. On a failure, you lose your grip and fall.
Crawl
You crawl while prone. For every 2 yards of movement you expend, you crawl 1 yard across a surface on which you are prone.
Drop Prone
You can expend 1 yard of movement to drop to the surface on which you are standing. You become prone.
Fly
A trait, magical talent, or spell can grant you the ability to fly. When you fly, you move 2 yards for every yard of movement you expend.
Once airborne, you remain so until you land, the effect enabling your ability to fly ends, or something causes you to land. If you become held, prone, stunned, or unconscious while flying (or are prevented from flying in any other way), you fall.
If you fall because you are knocked prone, you can make an Agility roll at the end of the round if you have not landed yet and you are not held, stunned, or unconscious. On a success, you end the prone affliction and can continue flying. Otherwise, you continue falling. Repeat this process until either you succeed on the Agility roll or you hit something and suffer the consequences.
If you can hover, you are at risk of falling when flying only when you become unconscious. You remain airborne even if you are held or stunned.
Jump and Leap
You jump when you try to reach something overhead or drop down to something below you. You leap to hop over an obstacle. To jump or leap, you expend 2 yards of your movement. The distance you jump or leap depends on your Size. You can jump up a number of yards equal to half your Size, or your full Size if you used an action to run. You can safely jump down to a surface within a number of yards equal to twice your Size. Beyond that distance, you fall. You can leap a number of yards equal to twice your Size or four times your Size if you are running. You can double your jumping and leaping distances by making an Agility roll to jump or a Strength roll to leap. If you would jump or leap even farther, the Sage might impose 1 or more banes on your roll.
Mount and Dismount
You can expend 3 yards of movement to mount a friendly creature with the Mount trait within reach or dismount one you are riding. When you mount, you move into that creature’s space and share that space until you are no longer riding the creature. When you dismount, you move from the creature’s space into an empty space of your choice within 1 yard of the creature. See Mounts for more information.
Retreat
When you are in the reach of an enemy, you can retreat to safely move out of its reach provided you can move to a space not in the reach of another enemy. For each yard you would move, expend 1 additional yard of movement, preventing the enemy from making a free attack against you.
Sneak
You attempt to move without making much, if any, sound. For every 2 yards of movement you expend, you sneak 1 yard across the surface on which you are standing, making no more sound than a whisper during your movement.
If you wear heavy armor or attempt to sneak across a noisy surface, such as broken glass, gravel, and the like, the Sage might call for you to make an Agility roll. You make normal sounds from moving on a failure. A critical success indicates you make no sound at all, while a critical failure means you make a particularly loud noise.
Stand Up
If you are prone, you can expend 4 yards of movement to stand up, thus ending the prone affliction.
Swim
You can swim in just about any liquid, though immersing yourself in acid or toxic goo is never a good idea. For every 2 yards of movement you expend, you swim 1 yard in any direction inside the liquid. While swimming, you make rolls to attack with 1 bane and you grant 1 boon on rolls to attack you. In rough conditions, when you wear medium or heavy armor, have your hands bound, or are hindered in some other way, you might have to make a Strength roll, possibly with 1 or more banes. On a failure, you make no progress, and on critical failure, you sink beneath the surface and risk suffocation.
Teleport
Magical effects can teleport you, transporting you with whatever you are wearing and carrying from one place to another in an instant. When you arrive in the new location, you do so in the same orientation and posture had when you left the previous position. So, if you were prone, you remain prone after teleportation. If an effect teleports multiple targets, all of them appear in the same positions they had relative to each other before they moved. Finally, movement by teleportation does not trigger free attacks. Some teleportation effects enable you to teleport to empty spaces. Any space you deem to be empty is a legitimate target for the spell. However, if there is an invisible creature or object in that space, you make an Intellect roll. On a failure, both you and the creature or object occupying the space lose 1d6 Health and the smaller of the two (if the same Size, the Sage chooses) is pushed into the nearest empty space away from the direction you traveled.
Mounts
You treat any friendly creature you ride that has the Mount trait as your mount. You gain control of the mount and maintain it each round by expending 2 yards of your movement. The mount moves as you direct it using its own Speed score. If you cannot control the mount and you are not secured in some way, you make a luck roll at the end of the round. You fall prone in a space within 1 yard of the mount on a failure.
Attacks: When a mount under your control uses an action to attack, you choose the target of its attack.
Prone: If an effect knocks you prone while you ride a mount, you fall prone in a space within 1 yard of the mount in a direction away from the effect that knocked you prone. Your mount then makes a luck roll with 1 boon. On a failure, the mount falls prone and you make an Agility roll. If the Agility roll is a failure, the mount falls on you, causing you to lose 1d6 Health per point of the mount’s Size, and you become held until the mount stands up or is moved off you. You can overcome this affliction with a successful Strength or Agility roll with 1 bane.
If an effect knocks your mount prone, make an Agility roll. On a success, you leap clear of the mount and land in an empty space of your choice within 3 yards of the mount. On a failure, you fall prone and the mount falls on top of you as described above.
Vehicles
Vehicles are objects that move when drawn by creatures, pushed by wind, or powered by engines. In combat, a vehicle might be immobile, granting cover to creatures behind it, or mobile, creating new complications in the battle.
Controlling a Vehicle: The driver or pilot becomes the vehicle’s controller until it stops driving or piloting the vehicle or the vehicle comes to a stop. The controller must be in a position inside the vehicle that allows control, and must expend 3 yards of movement to take or maintain control until the end of its next turn. If the controller leaves that position, it stops being the controller and the vehicle becomes uncontrolled.
Movement: A vehicle moves in the direction and at the velocity its controller chooses. A vehicle has a Speed score, the number of yards the vehicle moves on the controller’s turn (See Vehicles in Chapter 3 for more information). A vehicle moves just once per round, regardless of how many controllers it has during the round. The controller can maintain the vehicle’s velocity when it establishes or maintains control. The controller can increase the vehicle’s velocity (up to its maximum Speed) by 1 or decrease it by 1 for each yard of movement expended.
A vehicle moves in the direction it is heading, though changes in terrain might cause the vehicle to drift or turn slightly. The controller can turn the vehicle up to 45 degrees by expending 1 yard of movement.
The Sage might call for Agility rolls from the controller to maintain control of the vehicle under challenging circumstances, such as turning at maximum velocity, moving over an obstacle, or being caught in a powerful blast of wind. A failed roll typically results in a loss of velocity, but the Sage can also decide that the vehicle becomes uncontrolled, moves in an unexpected direction, or tips over.
Entering and Exiting: You expend 1 yard of movement to enter a vehicle you can reach or to exit from a vehicle in which you ride. Once on board, you can move around the interior as normal. If you attempt to board a moving vehicle, the Sage might call for an attribute roll or even a luck roll to determine if you succeed. If you exit a moving vehicle, you lose 1d6 Health per 5 yards of the vehicle’s velocity and fall prone.
Collisions: A collision occurs when a vehicle’s movement brings it into contact with a creature or an object. If the creature or object is smaller than it, the vehicle slows down but continues moving. If the creature or object is the same size as the vehicle or larger, the vehicle stops moving.
When a collision occurs, the vehicle, its occupants, and whatever was hit take damage if the vehicle is moving at velocities of 5 or faster. When the collision occurs, the creature or object struck takes 1d6 damage plus 1d6 damage for every 2 yards of the vehicle’s velocity above 5. The vehicle takes half this damage if it continues moving after hitting a pedestrian, or twice this damage if the collision stops its movement, such as slamming into a wall. Any creature inside a vehicle that has stopped due to a collision makes a luck roll. On a failure, it takes damage equal to that taken by the vehicle. On a success, it takes half the damage, or no damage with a critical success.
The Sage might decide there are other consequences from a collision—occupants might be thrown from the vehicle, fall off, or become trapped inside.
Obstacles
Obstacles slow or prevent movement. A pit in the center of a passageway, a gigantic boulder on a narrow path, a scattering of caltrops on the floor, a cramped tunnel, or a steep slope can all make movement difficult, even perilous. Unless an obstacle poses a risk of harm, as long as you have plenty of time to bypass it, you can continue moving. If an obstacle is dangerous or you’re under pressure, the Sage might call for an attribute roll to keep moving. A failed roll indicates no progress and might result in damage or the loss of Health, depending on the nature of the obstacle.
Challenging Terrain
Any terrain that is difficult to traverse counts as challenging. Rubble, ice, oil, caltrops, deep water, and other factors make movement perilous. Normally, challenging terrain covers the ground and sometimes walls, but strong winds and turbulent waters count as challenging terrain to fliers and swimmers, respectively.
For each yard you would move across challenging terrain, you must expend 1 extra yard of movement.
If you run across challenging terrain, make an Agility roll, possibly with 1 or more banes. On a failure, you fall prone on the challenging terrain and your Speed drops to 0 until the start of your next turn.
Clearing Away Challenging Terrain
It takes 1 hour using a heavy tool kit to clear a surface of challenging terrain within a Size 3 space. If multiple creatures work on clearing the terrain and have their own heavy tool kits, divide the total required time by the number of creatures contributing to the effort to see how long the work takes.
Falling
You fall when you drop a distance greater than your height. At the end of the first round you fall, you descend 50 yards. You descend another 150 yards at the end of the second round, 250 yards at the end of the third round, 350 yards at the end of the fourth round, and so on until you land on a solid surface that can bear your weight.
On landing, you lose 1 Health for every yard you fell. You make a luck roll, losing half as much Health on a success, or no Health with a critical success. On a critical failure, you lose all your Health and die.
If you lose any Health from the fall, you also land prone.
If you fall onto a liquid surface, you halve the amount of Health you would lose. If you dive into the liquid, you can make an Agility roll in place of a luck roll.
Squeezing
You can squeeze through tight spaces by crawling. You can typically squeeze through a space of half your Size (minimum 1/2). So, a typical person can squeeze through a Size 1/2 space, while a Size 3 creature could squeeze through a Size 1 space. Certain spaces might be too small for squeezing, as the Sage decides, or the Sage might require a successful Agility roll to squeeze.
While you are squeezed in a space, you cannot use reactions, you grant 1 boon on rolls against your Defense and Agility, and you make Agility rolls with 1 bane.
Minor Activities
You can perform minor activities chosen from the following options by expending 2 yards of movement for each.
- Open an unlocked door, a chest, or some other container in your reach.
- Retrieve an item from your backpack or some other container you carry.
- Pick something up off the ground.
- Pull a lever or flip a switch.
- Draw or stow a weapon.
- Any other physical activity that involves movement and does not require an attribute roll to perform or resist it.
Special Movement Traits
Many creatures have special movement traits, which are described below.
Burrower: The creature burrows 1 yard into a solid surface of earth or stone for every 2 yards of movement it expends. It leaves behind a tunnel with a diameter equal to its Size – 1.
Climber: The creature climbs 1 yard for each yard of movement it expends; it can climb across ceilings and overhangs; it grants no boons on rolls to attack it due to climbing; and it rolls to climb with 1 boon.
Fly: The creature can fly when it moves.
Hover: The creature ignores any effect other than being unconscious that would cause it to fall while flying.
Insubstantial: The creature can move through or end its movement inside a solid object. While it is inside a solid object, the creature cannot be harmed until the object is destroyed. The creature ignores the effects of wind and other kinds of challenging terrain that can ordinarily affect flying creatures.
Mount: The creature enables other creatures to ride upon it.
Silent: The creature can sneak 1 yard for each yard of movement it expends and rolls to sneak with 1 boon.
Slippery: The creature’s moves do not enable other creatures to make free attacks against it.
Squeeze (# inches): The creature can squeeze through openings of the indicated size.
Strider: The creature reduces by 1 the number of yards of movement it expends to move each yard across challenging terrain.
Swimmer: The creature swims 1 yard for each yard of movement it expends; it ignores the effects of swimming on its attribute rolls, on its rolls to attack, and on rolls against its Defense; and it makes rolls to swim with 1 boon.
Teleport #: This creature can expend its move to teleport to an empty space that it can see within the indicated number of yards.
Water Walk: The creature can move across liquid surfaces as if they were solid and treats them as challenging terrain.
Movement Complications
Various complications, coming from effects that target you or from the nature of your environment, might restrict your movement.
Forced Movement
An effect that forces you to move propels you in the direction and to the distance indicated unless you encounter an obstacle that prevents you from continuing to move. If being moved would expose you to peril, such as pushing you over the edge of a cliff or into a fire, you can make a luck roll and, on a success, drop prone at the edge of the danger. Being moved in this way does not enable enemies to make free attacks against you.
Moving Out of Reach
If you willingly move out of the reach of one or more enemies, you trigger a free attack from each enemy whose reach you leave. You can avoid this risk by retreating.
Climbing or Jumping onto Creatures
You can attempt to climb or jump onto a creature whose Size score is higher than your own. You must be able to reach the target to climb onto it, or the target must be somewhere you can jump onto it. Typically, you make a Strength or Agility roll to climb or jump onto the target, though if it resists the effort, you roll against the target’s Agility. Once on the target, you move with it when it moves. If you try to move across its body, you treat it as challenging terrain.
At the end of the round, if the Sage deems your situation on the target to be precarious—the creature ran, or moved in an erratic manner, you make a Strength roll to maintain your hold. On a success, you stay put. On a failure, you fall off, with consequences determined by the Sage, such as taking damage from a fall.
Naval Rules
These are the rules for naval movement and combat.
Pilots and Captains
Every ship requires a pilot to control the vehicle or a captain to coordinate the efforts of the crew, which controls the ship’s movement and performs other activities as instructed. Smaller vessels such as rowboats need only a pilot, while larger vessels such as triremes and galleons require a captain. To captain a ship, a character must have an appropriate profession (sailor, boatman, ferryman, pirate, fisher, whaler, or something similar).
A ship controlled by a pilot replaces its Agility with half the pilot’s Agility score. A ship controlled by a captain replaces its Agility with half the captain’s Intellect score or Will score. In both cases, the ship’s Defense when it is piloted equals its Agility score (minimum 5).
Nautical Movement
Ships move by being rowed with oars or by filling their sails with wind.
Rowing
Ships that list oars in their Speed entries can move at the indicated Speed by being rowed. On smaller vessels, the pilot uses an action to pull the oars, while larger vessels require each member of the crew to use an action to pull the oars under the direction of the captain. A creature can typically row for a number of consecutive hours equal to 1 + its Strength modifier (minimum 1 hour). At the end of that time, and again after each additional hour of continuous rowing, the creature must make a Strength challenge roll. On a failure, the creature becomes fatigued until it completes a rest. If the creature was already fatigued, it takes a –1d6 penalty to Health. A fatigued creature adds 1d6 to this penalty for each subsequent failure. This penalty remains until the creature removes the fatigued affliction.
Current: The direction in which the water flows can make rowing harder or easier, depending on whether the vessel moves with or against the current. Rowing with a fast-flowing current can increase a ship’s maximum Speed by half, while rowing against the current might reduce or even halve the ship’s maximum Speed at your discretion.
Forced Rowing: A captain can goad the crew to push harder and thus move the vessel faster. The captain must make a Will attack roll against the crew’s Will. On a success, the captain increases the ship’s Speed by 1d6 for 1 hour. At the end of that hour, members of the crew make challenge rolls to resist the effects of continuous rowing with 1 bane. On a failure, the captain cannot try to goad the crew again until after the captain completes a rest.
Sailing
Ships that list sails in their Speed entries can move at the indicated Speed by using wind for propulsion. While favorable winds can take days off a journey, unfavorable winds can add time and even strand a ship for days until the winds returns. Controlling a sailing vessel requires the pilot (for small sailboats) or the crew to use an action, or a triggered action, each round to tend to the vessel, which includes manipulating sails, checking rigging, and doing all the other tasks required to keep the ship heading in the right direction.
A ship with Speed given for both oars and sails can use one or the other propulsion method, but not both at the same time. Changing from one method to the other takes 1d6 minutes.
Inspiring the Crew: A captain can attempt to inspire the crew by shouting words of encouragement and taking part in the effort to direct the ship. If the captain gets a success on a Will challenge roll, increase the ship’s base Speed by 1d6 for 1 hour. On a failure, the captain cannot try again for 1 hour.
Wind Strength and Direction
A sailing ship’s movement depends on wind strength and direction. The Sailing Speed by Wind table shows how much a ship’s Speed increases or decreases based on the wind strength and the direction the ship is moving relative to the direction the wind is blowing. A ship can move against the wind, at an angle across the wind’s path, or with the wind. For example, a galleon has Speed 9. If it sails against a moderate wind, its Speed is 3. If it sails with a moderate wind, its Speed becomes 15. If it sails across a moderate wind, its Speed is 12.
If a modifier would reduce the ship’s Speed to 0, the ship can move only if it is rowed
Sailing Speed By Wind
The following table shows the speed modifier for wind strength and what direction the ship is in regards to the wind.
| Wind Strength | With | Across | Against |
|---|---|---|---|
| Calm* | * | * | |
| Light | +3 | 0 | -3 |
| Moderate | +6 | +3 | -6 |
| Strong | +12 | +9 | * |
| Severe | +12 | +9 | +3| |*The ship must be rowed.| |The ship moves in the direction the wind is blowing. |
Damaging Ships
Severe weather, spells, war machines, and monsters can damage a ship. A ship can take some amount of damage and remain seaworthy, but if it takes too much damage, it can be scuttled or even sink.
Crew: When a ship takes any damage, any creature within 1 yard of the spot where the ship was struck must get a success on an Agility challenge roll or take half the damage. To account for the effect of the attack against crewmembers, assume that 5 to 10 percent of the crew is in the affected area.
Scuttled Ships: A ship becomes scuttled when its damage total equals half its Health. A scuttled ship has its Speed halved and adds 2 banes to its seaworthiness and its maneuverability. If it is not repaired, the ship will sink in 1d6 + 3 days.
Destroying a Ship: If a ship’s damage total equals its Health or if a ship’s Health is reduced to 0, the ship begins to sink. The pilot or captain must make an Intellect challenge roll, applying boons or banes from the ship’s seaworthiness to the roll. On a success, the ship sinks at the end of a number of minutes equal to its Size. On a failure, the ship sinks immediately.
At the end of each minute while a ship is sinking, each creature on the ship must make an Agility challenge roll, applying boons or banes from seaworthiness to the roll. On a failure, the creature takes 1d6 damage from sliding debris.
Any creature on the ship when it sinks must get a success on an Agility challenge roll with 2 banes or be dragged under, tangled in debris, and take damage equal to its Health. A creature that gets a success on this roll still has to swim to escape the ship and might be forced to make Strength challenge rolls to do so.
Running Aground
A ship is at risk of running aground if it moves into water of a depth less than the ship’s draft, or if it is moored in a location close to shore when the tide goes out. A ship might be grounded intentionally or be run aground by severe weather. When a ship goes to ground for a reason beyond the control of its pilot or captain, the ship takes 3d6 damage and cannot be sailed or rowed until it is moved back into deeper waters. If a ship runs aground on rocks or a coral reef, the ship takes 1d6 damage each hour it remains there until it sinks.
Ship-to-Ship Combat
Pirates, privateers, sailors from an enemy nation, or mad cultists wreaking havoc on the high seas can make an ordinary ocean voyage exciting and, most likely, dangerous. Distance, speed, and other factors can make ship-to-ship combat more complex than ordinary combat.
Of course, ships and their occupants are vulnerable to the effects of spells, relics, and talents that could resolve an episode of ship-to-ship combat in short order. Especially powerful spells can effectively end a battle before it begins by utterly destroying enemy ships, summoning storms, or bringing forth creatures that feast on enemy crews. Assuming such resources are not brought to bear, use the following rules when ships come into conflict with one another.
Rounds and Turns
Combat involving ships unfolds in rounds, as does any other combat. Ship-to-ship combat, however, makes no distinction between fast turns and slow turns. Instead, the player characters, along with the ship or ships they are on, go first. Then, creatures and ships you control go next. After that, you resolve the end of the round and proceed with the next round until the combat ends.
On each ship, the captain or pilot along with any active crewmembers use their actions to control the ship. Creatures not involved in controlling the ship can move and use actions to perform other activities.
Ship Maneuvers
During each round of combat, each captain or pilot chooses one maneuver from the following choices: flee, pursue, or ram.
Each time a captain performs a maneuver, the captain makes an Intellect attack roll against the Intellect of the opposing captain. Boons and banes from the ship’s maneuverability apply to this roll. The result of the roll determines what happens on that attempt.
Flee
Fleeing is an attempt to increase the distance between one ship and another.
20 or higher: The fleeing ship moves its Speed + 3 away from the other ship.
Success: The ship moves its Speed away from the other ship.
Failure: The ship moves half its Speed away from the other ship.
0 or lower: The ship moves one-quarter its Speed away from the other ship and suffers a mishap. Roll on the Mishaps table.
Pursue
Pursuing is an attempt to decrease the distance between one ship and another.
20 or higher: The pursuing ship moves its Speed + 3 toward the other ship.
Success: The ship moves its Speed toward the other ship.
Failure: The ship moves half its Speed toward the other ship.
0 or lower: The ship moves one-quarter its Speed toward the other ship and suffers a mishap. Roll on the Mishaps table.
Ram
Ramming is an attempt to crash one ship into another. This maneuver is possible only if the ship could move into the other’s ship’s space on its current turn. See “Crashes” for more information on what happens.
20 or higher: The ramming ship crashes into the other ship and deals 3d6 extra damage.
Success: The ship crashes into the other ship.
Failure: The ship misses the other ship.
0 or lower: The ship misses the other ship and suffers a mishap. Roll on the Mishaps table.
Crashes
A crash occurs when a ship collides with an object such as a pier, an iceberg, or another ship.
If the ship collides with an immovable object, the ship stops moving. Both the object and the ship take damage equal to half the ship’s Health.
If a ship collides with an object that was moving across its path, both the ship and the object continue moving at half the Speed they were traveling before the crash. Both the ship and the object take damage equal to half the ship’s Health.
If the ship collides with an object that was moving toward it, both the ship and the object stop moving. Add half the ship’s Health to half the Health of the object and deal the total as damage to both the ship and the object struck.
Passengers and occupants
Any creature on the object struck or the ship takes half the damage taken by the ship. A creature that gets a success on an Agility challenge roll reduces the damage taken by half.
War Machines
Some ships might have light cannon, ballistas, or other war machines, each of which counts as cargo. Each war machine has its own crew in addition to the crew of a ship. The crew of a war machine can use their actions to aim and fire the weapons. The following section details war machines.
Attacking with War Machines
The category of war machines includes a variety of siege engines that are used to take down fortifications, sink ships, and knock airships from the skies. Most war machines are so large that they require more than one person to operate them. Three special actions are available to those who use war machines: load, aim, and fire.
Load
Loading a war machine takes one or more actions, as indicated by the “load” number in the description of the weapon’s special attack. If a weapon’s load number is 2 or higher, multiple people can use actions in the same round to load the weapon more quickly.
Aim
As with loading, aiming a war machine takes one or more actions, as indicated by the “aim” number in the description of the weapon’s special attack. If a weapon’s aim number is 2 or higher, multiple people can use actions in the same round to aim the weapon more quickly.
If a weapon is fired without being aimed, it launches its projectile at the same space that was targeted the last time it was fired.
When a crew aims a weapon, the crew must designate a 1-yard cube within the weapon’s range as the target of the shot.
Direct Fire: A war machine that attacks with direct fire looses its projectile at a chosen target within range. The projectile must have an unobstructed path to the target in order to strike it. Glass, cloth, and other fragile substances do not obstruct the projectile, though they might obscure what lies beyond. Similarly, a Size 1/2 creature standing in the path of a fired cannonball is not sufficient to stop the projectile, and it’s unlikely for the creature to obscure the intended target.
Indirect Fire: A war machine that attacks with indirect fire hurls its projectile arcing into the air to land in a chosen space, enabling its crew to launch projectiles up and over intervening obstacles. When aiming the projectile, the crew chooses any point within range, regardless of obstacles that block line of sight between the war machine and the target.
Fire
Usually, only one creature needs to use an action to fire the weapon.
Direct Fire: A war machine that attacks with direct fire launches its projectile in a straight line toward the target. If something solid lies in the projectile’s path, the projectile hits it instead, likely damaging it. If the projectile destroys the object struck, it might continue moving, dealing any leftover damage when it strikes another obstacle or hits its target.
Indirect Fire: To fire a war machine that attacks with indirect fire, one member of the crew involved in aiming the weapon must make an Intellect challenge roll. (You might impose 1 or more banes on the roll based on the conditions.) On a success, the projectile lands at the desired location. On a failure, the projectile lands 1d6 yards away from that location in a random direction.
Damaged War Machines
If a war machine takes damage equal to half its Health or more, the damage imposes 1 bane on Intellect challenge rolls made to operate an indirect f ire weapon and grants 1 boon on rolls made to resist attacks by such weapons.
Misfires
Some war machines can misfire, as noted in their statistics boxes. When this happens, roll a d6.
On an even number, the weapon simply misfired and can be fired again after it is repaired. Repairing a war machine takes twice as long as it takes to load the weapon.
On an odd number, the weapon explodes, taking damage equal to its Health and dealing damage equal to its Health to everything within 5 yards of it. A creature in the area of the explosion can make an Agility challenge roll and takes half the damage on a success.
War Machines
BALLISTA
Size: 2 object (war machine)
Defense: 5; Health 20
Space: 2 × 2; Crew 1 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls
Ammunition: spear (1 ss)
Special Attacks
Direct Fire (load 1, aim 1) The ballista hurls a spear into a cube of space, 1 yard on a side, within long range, dealing 3d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 1 bane and takes no damage on a success. If the spear fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the spear’s path when it travels toward or beyond the target space can avoid the spear by getting a success on an Agility challenge roll with 1 bane.
BOMBARD
Size: 3 object (war machine)
Defense: 5; Health 60
Space: 3 × 3; Crew 2 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls
Ammunition: ball (4 gc) or a round stone (free, but halves the range and damage)
Special Attacks
Indirect Fire(load 3, aim 1) Choose a cube of space, 3 yards on a side. The target space must be within 250 yards, but at least 50 yards away. If the number on the die for the challenge roll is a 1 or 2, the bombard misfires. Otherwise, the weapon lobs a ball into the air, which comes down into the target space, dealing 8d6 damage to everything in the space and half the damage to everything within 1 yard of it. A targeted creature can make an Agility challenge roll and takes half the damage on a success.
CANNON, LIGHT
Size: 2 object (war machine)
Defense: 5; Health 40
Space: 2 Í 2; Crew 2 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls
Ammunition: cannonball (3 gc) or a round stone (free, but halves the range and damage)
Special Attacks
Direct Fire (load 3, aim 1) The cannon hurls a cannonball into a cube of space, 1 yard on a side, within 200 yards, dealing 6d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 2 banes and takes no damage on a success. If the cannonball fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the cannonball’s path when it travels toward or beyond the target space can avoid the cannonball by getting a success on an Agility challenge roll with 2 banes.
CANNON, HEAVY
Size: 3 object (war machine)
Defense: 5; Health 60
Space: 3 Í 3; Crew 3 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls
Ammunition: cannonball (3 gc) or a round stone (free, but halves the range and damage)
Special Attacks
Direct Fire (load 3, aim 1) The cannon hurls a cannonball into a cube of space, 2 yards on a side, within 250 yards, dealing 10d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 3 banes and takes no damage on a success. If the cannonball fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the cannonball’s path when it travels toward or beyond the target space can avoid the cannonball by getting a success on an Agility challenge roll with 3 banes.
CATAPULT
Size: 3 object (war machine)
Defense: 5; Health 30
Space: 3 Í 3; Crew 3 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls
Ammunition: stone (—)
Special Attacks
Indirect Fire(load 3, aim 2) Choose a cube of space, 1 yard on a side. The catapult hurls its ammunition to fall into a target space within 300 yards, but at least 40 yards away, dealing 6d6 damage to everything in the area. A targeted creature can make an Agility challenge roll and takes half the damage on a success
SWIVEL GUN
Size: 1 object (war machine)
Defense: 5; Health 10
Space: 1 Í 1; Crew 1 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls
Ammunition: shot (1 gc)
Special Attacks
Direct Fire (load 3, aim 1) The swivel gun blasts lead pellets into a 10-yard cone originating from a point in its space that deals 5d6 damage to everything in the area. A targeted creature can make an Agility challenge roll and takes half the damage on a success. If the total of the roll was 20 or higher, the creature instead takes no damage.
Gear
Torches, lanterns, coils of rope, and more help you overcome challenges.
Gear Table
| Name | Rarity | Price | |
|---|---|---|---|
| Backpack | Common | 1 cp | |
| Bedroll | Common | 1 cp | |
| Blowgun | Common | 1 sp | |
| Caltrops | Common | 5 cp | |
| Candle (10) | Common | 1 cp | |
| Canteen or waterskin | Common | 1 cp | |
| Chain, 20 feet | Common | 1 sp | |
| Chest | Common | 5 sp | |
| Crowbar | Common | 5 cp | |
| Flask | Common | 1/2 cp | |
| Grapnel | Common | 1 cp | |
| Incense (bundle of 5 sticks) | Common | 1 cp | |
| Knife | Common | 2 cp | |
| Lantern | Common | 5 cp | |
| Lime | Common | 1 sp | |
| Manacles | Common | 1 cp | |
| Mess kit | Common | 1 cp | |
| Net | Common | 5 cp | |
| Oil, pint | Common | 1 cp | |
| Pitons (10) | Common | 5 cp | |
| Pole, 10-foot | Common | 1 cp | |
| Pouch | Common | 1/2 cp | |
| Provisions | Common | 1 cp | |
| Rope, 20 yards | Common | 5 cp | |
| Sack | Common | 1/s cp | |
| Scroll case | Common | 5 cp | |
| Spike, iron (3) | Common | 1 cp | |
| Tent | Common | 5 cp | |
| Tinderbox | Common | 1 cp | |
| Torch (5) | Common | 1 cp | |
| Acid | Uncommon | 5 sp | |
| Antitoxin | Uncommon | 1 gp | |
| Compass | Uncommon | 5 sp | |
| Devil sticks (box of 20) | Uncommon | 1 cp | |
| Hourglass | Uncommon | 2 sp | |
| Lock and key | Uncommon | 1 sp | |
| Mirror, small | Uncommon | 1 sp | |
| Paper (5 sheets) | Uncommon | 5 cp | |
| Poultice | Uncommon | 1 sp | |
| Poison | Rare | 5 sp | |
Gear Descriptions
Acid: A small glass bottle contains one of many different kinds of acid. You can use an action to pour out the contents or throw the bottle. Any creature or object (other than the container) that comes into contact with the acid loses 1d6 Health plus an extra 1 Health at the end of each round (luck ends). A creature losing Health in this way can end the acid’s effect by washing it away with water or neutralizing it with lime.
Antitoxin: You can use an action to drink this substance, removing the poisoned affliction from yourself at the end of the round.
Backpack: A leather bag with shoulder straps, a backpack holds 8 items.
Bedroll: This can be anything from a sleeping bag to a bundle of blankets.
Blowgun: A blowgun is a long tube with a mouthpiece fitted at an end. You can use an action to load the blowgun with a dart or needle, take a breath, and blow through the mouthpiece to propel the projectile at one creature or object within 10 yards. Make an Agility roll against the target’s Defense. On a success, the projectile hits the target. A flesh and blood target takes 1 damage. Using a blowgun does not count as an attack.
Caltrops: You can use an action to scatter caltrops on the ground within 5 yards of you. The caltrops remain until cleared away. A creature moving onto a surface covered in caltrops makes an Agility roll with 1 bane. On a failure, the creature loses 1 Health and takes 1 damage for each yard it moves across the surface. On a critical failure, the creature also falls prone.
Candle: A lit candle burns for 8 hours. One lit candle sheds enough light to see something to which it is held close, while five lit candles shed faint light.
Canteen or Waterskin: A canteen or waterskin holds liquid. While you have a canteen or waterskin and have ready access to water, you are immune to deprivation from thirst.
Chain: A length of chain counts as 2 objects and has Health 20. A creature with Strength 15 or higher can take an action to make a Strength roll with 1 bane, snapping the chain on a success. You can use a chain as an improvised weapon.
Chest: This large wooden box has a hinged lid and a lock on the front. It comes with a pair of keys. A chest can hold 50 items, but it counts as 6 items for the purpose of carrying limits.
Compass: A compass’s iron needle points north.
Crowbar: A crowbar grants 1 boon on Strength rolls to open doors and containers when using it. You can also use a crowbar as an improvised weapon.
Devil Sticks: Sold in boxes often printed with colorful labels and designs, devil sticks are thin lengths of wood that catch fire when drawn across a rough surface. Each stick burns for 1 minute and gives off enough light to see something held close to it.
Flask: This is a small metal container with a screw cap. It can hold one pint of liquid.
Grapnel: You attach this heavy pronged device to a rope and throw it to catch onto a surface and thus enable climbing. To catch the grapnel on a suitable edge, you must get a success on a Strength roll.
Hourglass: A wooden frame holds a pair of glass bulbs connected in the middle by a narrow neck. Sand sits in one bulb and, when it is flipped, fully drains into the empty bulb after about 1 hour.
Incense: You can use an action to light a stick or block of incense, which then burns for 1 hour and fills the air within 5 yards of it with a perfumed smoke strong enough to cover obnoxious odors.
Knife: A small bladed tool designed for cutting, trimming, and the like, a knife can serve as an improvised weapon.
Lantern: A lantern has a square metal frame with glass panels that fits overtop an oil reservoir with a wick. The reservoir holds one pint of oil. Lighting the wick causes the lantern to cast dim light. It takes 8 hours to burn through a pint of oil.
Lime: Sold in bags, lime neutralizes acids on contact and can dissolve organic matter in time.
Lock and Key: A heavy metal lock that comes with a key. The lock has Health 20.
Manacles: A set of metal cuffs attached by a thick chain, manacles have a locking mechanism and a key. Manacles have Health 20. A creature with Strength 13 or higher can use an action and make a Strength roll to attempt to break free from manacles.
Mess Kit: A mess kit includes a plate, cup, knife, and fork that all fold up into a wallet.
Mirror, Small: A small mirror has a polished, reflective surface.
Net: A net is a mesh made from rope that’s used to ensnare targets. You can throw the net (see Chapter 2) at a creature by making a Strength roll against the target’s Agility. (If the target is held, you get an automatic success.) On a success, the target becomes entangled in the net. While entangled, the target is weakened and its Speed drops to 2 if it’s higher than 2. An entangled target can overcome the effect with a Strength or Agility roll or by cutting through the rope.
Oil, Pint: Sold in clay bottles with cork stoppers, oil protects gear, waterproofs leather, and serves as fuel for lanterns. Anything covered in oil that takes damage from fire automatically catches fire (luck ends).
Paper: Parchment, papyrus, or genuine paper.
Pitons: You can hammer pitons into rock and thread rope through their loops to aid in climbing. Rope secured with pitons prevents climbers using it from falling. You need to place pitons within 2 yards of each other to gain their benefits.
Poison: One dose of a toxic substance created in a laboratory or found in nature. See Poison in Chapter 2 for more details.
Pole, 10-Foot: Tapping a floor or prodding doors with this 1-inch diameter, 10-foot-long wooden pole might spring traps and reveal hazards from a distance.
Pouch: This small cloth bag can hold up to 1 item.
Poultice: A poultice includes all the ingredients needed to make a healing compress. It takes 1 minute to prepare a poultice and apply it to a creature. After wearing a poultice for 1 hour, the creature heals 1d6 damage.
Provisions: Foodstuffs can be rations of dried meats, nuts, hard bread, and dried fruit, or they might be fully cooked meals. While you have provisions, you are immune to deprivation from hunger. One purchase of provisions lasts one person until the end of a quest.
Rope: Hemp, jute, or silk rope sells in 20-yard lengths. Cutting the rope requires dealing 5 damage or more to it using an edged weapon or 10 damage using a pointed weapon. A creature with Strength 15 or higher can break the rope by making a successful Strength roll. You can spend 1 minute working with a rope of at least 10 yards in length to turn it into a lasso. You can use the lasso to grab a target within 5 yards of you. A target grabbed by the lasso can end the effect as normal, but can also end the effect by cutting the rope. If you have a target grabbed with your lasso and you attempt to drag it, you also knock the target prone on a critical success.
Sack: A typical burlap sack can hold 6 items.
Scroll Case: This wood-and-leather case protects up to ten sheets of paper or similar objects.
Spike: A 1-foot-long tapering length of iron. You can hammer the spike into stone to block doors or prevent them from closing. You can also wield a spike as an improvised weapon.
Tent: It takes 10 minutes to set up a tent and take it down. A tent provides shelter for up to two people.
Tinderbox: This wooden box contains a piece of flint, a small steel bar, and several curls of wood shavings. It takes 1 minute of work using the tinderbox to start a flame. You can replenish the wood shavings at no charge.
Torch: A typical torch is a bundle of twigs or length of wood wrapped with a naphtha-soaked rag. If you have a ready flame, you can use an action to light a torch. Otherwise, it takes 1 minute. A lit torch emits dim light for up to 2 hours. You can attack with a torch as an improvised weapon. A lit torch deals an extra 1 damage from the flames and can cause flammable creatures or objects it touches to catch fire (luck ends).
Professions
Before you started down the path of adventuring, you had to work to keep a roof over your head and food in your belly. Your profession describes how you made a living and gives an idea about the things you know and can do. You choose from among eight categories of professions, each with specialties representing narrower expressions of the larger professional category.
Most specialties provide a piece of equipment, which might be a flavorful item (such as a special book) or something that’s described in Equipment. Some might grant knowledge of an additional language. If you would learn a language that you already know, you can choose a different non-secret language instead.
You can choose your profession and specialty or roll dice to gain a random result.
Professional Knowledge
In addition to common knowledge, you also have knowledge related to your profession as well as your paths.
Stories and Legends: You can recall details about legendary members of your profession, as well as famous and infamous members of your profession in and around the lands in which you live. If you are a blacksmith who has worked in a particular town, you know if there’s a famous blacksmith in the next town over.
Tasks and Activities: You know how to perform tasks and activities directly related to your profession and your paths. If you’re a scribe, you know how to illuminate a manuscript. If you’re a poet, you can produce poetry. If you are a criminal, you can probably open a lock using lockpicks.
For difficult tasks directly related to your profession, you and you alone can perform the task. A person who is not a forger could not produce a believable forgery, for example. In addition, when performing such tasks, the Sage might grant an automatic success or 1 boon or more to your attribute roll.
Competence: You count as being competent in any work you perform related to your profession. Between quests, if you can find work, you can provide for yourself a quality of life typical for a member of your profession.
Eye for Quality: You can identify the quality of any good or service produced by a member of your profession. You can identify good writing as a writer, good or bad cooking as a cook, or fine or terrible service as a servant.
Tangential: Your profession might also grant benefits on tasks not directly related to your work at the Sage’s discretion. An impossible task might be possible, if difficult, for you, or difficult tasks might be easier. The Sage might also reveal additional information in descriptions based on your expertise.
Profession Categories
| D20 | Category |
|---|---|
| 1-2 | Academic. You received a formal education or specialized training |
| 3-5 | Criminal. You learn a trade that operates outside or against the law, or that works to prevent such activity. |
| 6-8 | Entertainment. You entertain audiences using a particular method. |
| 9-11 | Commoner. You come from the ranks of ordinary people. |
| 12-14 | Wilderness. You learned how to survive in the wild places of the world. |
| 15-16 | Military. You are trained to fight and survive in battle. |
| 17-18 | Religious. You were indoctrinated into a particular faith. |
| 19-20 | Aristocratic. You come from money and status. |
Academic Professions
| D20 | Profession |
|---|---|
| 1-2 | Apothecary. You learned the medicinal properties of herbs, roots, and other useful plants. You have either a dose of antitoxin or a dose of poison. |
| 3-4 | Apprentice Magician. You studied under a magician to learn all you could of magic. You understand the principles that form the foundation of magic and hope to learn your first spell soon. You know Arcane in addition to your other languages. |
| 5-6 | Astrologer. you made a study of the stars. You can identify the constellations, divine their meaning, and interpret the movements of heavenly bodies. You have a bundle of star charts and a writing kit. You know the Old Tongue in addition to your other languages. |
| 7-8 | Doctor. Your studies of anatomy, medicine, and treatment methods combine to make you a dependable healer. You have a healer's kit. |
| 9-10 | Folklorist. You study the local legends, superstitions, and customs of your community and of neighboring lands. As part of your research, you also learned a bit about the faeries. You know Sylvan in addition to your other languages. |
| 11-12 | Inventor. You build interesting machines in your workshop. You have a tool kit and one set of spare parts. |
| 13-14 | Naturalist. The life sciences dominated your educational pursuits, and thus you now know much about animals, the natural world, and the weather. You have two poultices. |
| 15-16 | Occultist. You looked into the dark places to gain an understanding of things and concepts that others deem forbidden. You know about demons, the Void, fiends, the Underworld, and the Netherworld. You have an occultist’s kit. You know Archaic in addition to your other languages. |
| 17-18 | Philosopher. You studied the nature of reality, space, time, and ethics, and the question of what it means to be. You know Archaic or Kingdom in addition to your other languages. |
| 19-20 | Politician. You know how to navigate the ins and outs of bureaucracies. You might have held political office or aided those who did. You have a set of superior clothing. |
Aristocratic Professions
| D20 | Profession |
|---|---|
| 1-4 | Carouser. A lesser scion of a noble house, you spent your days frittering away your inheritance in gambling halls and taverns. You have a deck of cards or a set of dice. |
| 5-8 | Dilettante. You were a patron to artists, poets, and musicians; you gave funds to anyone who impressed you. You have a work of art created by one of those under your patronage that could be worth as much as 1 gp. |
| 9-12 | Merchant. You belonged to the class of the newly rich, having made your money in commerce rather than through inheritance. Your wealth opened doors for you, but you never found acceptance among the elite. You have a cart and a pack animal to draw it. Add one non-secret language of your choice to the languages you know. |
| 13-16 | Landholder. You owned an extensive plot of land and likely had a noble title to go with your holdings. You have a sword. |
| 17-20 | Influencer. Your opinions determined which trends and fads swept through the upper classes. You were renowned for your impeccable taste and often envied for your life of luxury. You have a set of superior clothing. |
Commoner Professions
| D20 | Profession |
|---|---|
| 1 | Baker. You worked in a bakery and learned how to bake breads, cakes, pies, and pastries. You have a set of kitchen utensils. |
| 2 | Bartender. You sold drinks to earn your pay. You know all about beverages, alcoholic and otherwise. You have a small cask of beer and two bottles of spirits. |
| 3 | Carpenter. You know how to cut wood and join pieces of it to produce anything from small chests to furniture to entire dwellings. You have a tool kit. |
| 4 | Cook. You might have been a cook in a camp, charged with rationing provisions, or you could have been a chef at a restaurant where you created culinary masterpieces. You have a dagger and a pair of kitchen knives. |
| 5 | Exterminator. You made your living by hunting rats and other vermin. You have a net and a dog. |
| 6 | Farmer. You worked the land to produce crops for your family and for sale at the market. You might also have raised livestock. You have a pitchfork (treat as an improvised weapon). |
| 7 | Fisher. You know how to pilot a small boat and how to catch fish either in freshwater or on the open seas. You have a fishing pole, line, lures, and a net. |
| 8 | Gravedigger. You handled corpses for a living. You could have been a digger of graves or a collector of corpses for some purpose. You have a shovel (treat as an improvised weapon). |
| 9 | Groom. You cared for horses and perhaps other animals and helped train them to perform certain activities. You have a tool kit. |
| 10 | Herder. You watched over a flock of sheep, a herd of goats or cows, or another form of livestock. You have either a sling or a quarterstaff. |
| 11 | Jeweler. You made jewelry from precious metals and stones. You can ascertain the value of such things by examining them. You have a tool kit. |
| 12 | Laborer. You performed manual labor for whoever paid you. You could have worked as a porter, a stevedore, or at some other job that involved moving heavy objects. You have a club. |
| 13 | Mason. You worked with stone, shaping it into blocks and mortaring those blocks into larger shapes. You have a tool kit. |
| 14 | Miner. You dug ore out of the ground. You have a mattock. |
| 15 | Sailor. You worked on a ship and helped keep the vessel in good working order. You have a dagger and a coil of rope. |
| 16 | Servant. Maybe you waited tables in a tavern. You could have been a scullery worker, washing pots and pans for a noble household. You might also have served as a butler, a valet, a maid, or in some other similar capacity. You have a uniform. |
| 17 | Shopkeeper. You ran a small shop selling minor baubles and other curios. You have three pieces of cheap jewelry. |
| 18 | Smith. You worked at a forge, pounding metal ingots into different forms. You have a hammer. |
| 19 | Tanner. You turned raw animal hides into leather suitable for making clothing, gear, and armor. You have a quarterstaff. |
| 20 | Teamster. You drove a cart, wagon, carriage, or some other vehicle for commercial purposes. You have a whip. |
Criminal Professions
| D20 | Profession |
|---|---|
| 1-2 | Bandit. You waylaid and robbed travelers to earn enough coin to survive. You have a bow and arrows. |
| 3-4 | Burglar. You made ends meet by breaking into buildings and pilfering their contents. You have a set of lock picks. |
| 5-6 | Charlatan. You know how to trick people out of their coins. You have a dagger, a deck of cards, and a case holding 10 tiny bottles filled with alcohol in different colors. |
| 7-8 | Constable. You patrolled your community to uphold the law and protect the citizens from lawbreakers. You have a club and a badge of office. |
| 9-10 | Detective. You investigated crimes committed in your community. You could have been a member of law enforcement or a private investigator. You have a magnifying glass. |
| 11-12 | Forger. You earned a living by making fake copies of official documents. You have a writing kit. |
| 13-14 | Grave Robber. You stole valuables from the dead and sold them to buy food and shelter. You might also have stolen corpses for interested buyers. You have a shovel (treat as an improvised weapon). |
| 15-16 | Jailer. You watched over prisoners sentenced to spend time in your dungeon. You have a club and a lantern. |
| 17-18 | Mugger. You threatened or roughed up people and then took their money. You have a blackjack (treat as a club). |
| 19-20 | Rake. You fleeced people of their valuables, then squandered your earnings on gambling and carousing. You have either a deck of cards or a set of dice. |
Entertainment Professions
| D20 | Profession |
|---|---|
| 1-2 | Acrobat. You jumped, tumbled, and performed other feats of dexterity for the crowds. You have a quarterstaff. |
| 3-4 | Animal Handler. You trained animals to perform tricks. You have a harmless pet of your choice. |
| 5-6 | Artist. You produced works of art such as sculptures, paintings, tapestries and more. You have a tool kit. |
| 7-8 | Busker. You performed songs, music, told jokes, and performed other acts on street corners. You have a musical instrument. |
| 9-10 | Clown/Mime. You painted up your face and acted the fool. You have a disguise kit. |
| 11-12 | Dancer. You performed exotic and complex dances. You have a cosmetics kit. |
| 13-14 | Fortune Teller. You used cards, crystal balls, and other implements of divination to foretell the future for those who paid. You have a deck of cards. |
| 15-16 | Juggler. Knives, torches, bottles, balls, or fish—you can juggle just about anything. You have a set of five daggers. |
| 17-18 | Singer. You have a beautiful voice and can move people with your songs. You have a book containing several common songs. |
| 19-20 | Thespian. The stage is your home; you never feel more alive than when you perform in front of an audience. You have a book that contains scripts for several common plays. |
Military Professions
| D20 | Profession |
|---|---|
| 1-2 | Caravan Guard. You traveled with caravans to protect them from bandits and monsters. You have a bow and arrows. |
| 3-4 | Herald. You delivered messages and made announcements for a person of power. You have a uniform, a trumpet, and a sword. |
| 5-6 | House Guard. You served as a guard for a noble family. You have a uniform and a spear. |
| 7-8 | Marine. You helped protect ships sailing the deep waters. You have a mace. |
| 9-10 | Member of the Watch. You belonged to your community’s watch and helped keep the peace. You have a spear and a lantern. |
| 11-12 | Mercenary Soldier. You sold your services to the highest bidder. You have an axe. |
| 13-14 | Militia Member. You belonged to your community’s militia. When your ruler called for it, you took up arms to protect your people. You have a spear. |
| 15-16 | Soldier. Whether conscripted or enlisted, you joined an army and fought on battlefields. You have a spear and a shield. |
| 17-18 | Squire. You served a knight. You have a short sword and a shield. |
| 19-20 | Sworn Bodyguard. You swore an oath to protect one or more people. You have a suit of brigandine armor. |
Religious Professions
| D20 | Profession |
|---|---|
| 1-2 | Acolyte. You studied to become a priest and spent your time perusing the holy texts. You have an acolyte’s uniform. You know Archaic in addition to your other languages. |
| 3-4 | Aspirant. You studied to become a priest of the Old Faith or a particular god of the pantheon. You have the uniform of your faith. |
| 5-6 | Cultist. You belonged to a small religion that operated on the fringes of your community. Your cult might have had good intentions or could honor some monstrous power. You have a symbol or badge of your faith. |
| 7-8 | Evangelist. You traveled the land, attempting to convert people to your religion. You have a book containing uncommon knowledge about your faith. |
| 9-10 | Fundamentalist. You subscribe to an extremely orthodox interpretation of your religion. You have a book containing uncommon knowledge of your faith. |
| 11-12 | Heretic. You held unorthodox beliefs about an extant religion and were an outsider among the faithful who shared your devotion. You have a quarterstaff. |
| 13-14 | Missionary. You traveled into unexplored lands, hoping to bring the message of your religion to the people you met. You have a symbol of your faith. |
| 15-16 | Minister. You led a congregation of the faithful and taught them to lead spiritual lives. You have a book containing uncommon knowledge about your religion. |
| 17-18 | Prophet. You believe the gods spoke to you or through you to pronounce future happenings. You have a quarterstaff. |
| 19-20 | Scribe. You made copies of sacred texts and illuminated the manuscripts. You have a writing kit. |
Wilderness Professions
| D20 | Profession |
|---|---|
| 1-2 | Beggar. You travel from place to place, living off the charity of others. You might suffer some malady, such as leprosy, have fallen on hard times, or just prefer the hobo life. You have a quarterstaff. |
| 3-4 | Forester. You worked as a game warden for a noble’s preserve. You have a bow and arrows. |
| 5-6 | Gatherer. You lived by gathering what you could forage from the land. You have two poultices. |
| 7-8 | Hunter. You stalked game through the wild places, hunting them for meat and materials. You have a bow and arrows. |
| 9-10 | Nomad. You belonged to a traveling people. You might have followed your herds, been performers who traveled from town to town, or belonged to a people displaced from your homeland. You have a quarterstaff. |
| 11-12 | Pilgrim. You traveled to sites deemed holy by your faith: places where saints performed miracles or where the gods have walked among mortals, and shrines and temples be- lieved to hold relics of your faith. You have a quarterstaff. |
| 13-14 | Prospector. You traveled into the wilderness searching for precious metals. You have a tool kit. |
| 15-16 | Recluse. You retreated from the world to contemplate the nature of divinity in isolation. You know how to forage for provisions and clean water. You have a quarterstaff. |
| 17-18 | Spelunker. You explore caves and caverns. You have rope, a lantern, oil, and a tinderbox. |
| 19-20 | Woodcutter. You cut timber from forests. You have an axe. |
Fae Professions
| D20 | Profession |
|---|---|
| 1–2 | Artist: You develop artistic talent. Choose your medium: music, painting, poetry, or sculpture. You have a tool kit or a writing kit. |
| 3–4 | Envoy: You represent a community of faeries in dealing with mortals. Add one language to your list of languages. |
| 5–6 | Helper: You adopted a mortal family, directly or indirectly, and aided them in doing the chores around their home. You know how to mend clothing, knit, cook, and carry out other domestic tasks. You have a tool kit. |
| 7–8 | Highborn: You belong to an aristocratic family. You have even fewer responsibilities than other faeries, so you can fill your time in pleasurable pursuits. You have a writer’s kit and a dozen sheets of paper. |
| 9–10 | Maker of Mischief: You spend your time spying on mortals and playing tricks on them. You have 10 pieces of fool’s gold (see page 15). |
| 11–12 | Messenger: You carry messages for another, mighty faerie. You know the best routes to take, how to avoid becoming lost, and how to husband your resources for making long journeys. Add one language to the list of languages you know. |
| 13–14 | Ne’er-Do-Well: You have lived as a scoundrel, miscreant, and troublemaker. You gambled, you played, you drank, and you ate. You wooed mortals and broke their hearts. You have a set of fancy clothing. |
| 15–16 | Squire: You pledged your service to a fey knight, one of the great noble warriors who undertake quests for the highborn. Either you have bark armor (as brigandine) or an ironwood sword. |
| 17–18 | Taleteller: You have at your disposal a variety of stories about legends, ancient history, and the lore of the word. Add one language to the list of languages you know. |
| 19–20 | Wild Hunter: You ventured into the mortal world to abduct humans. You have skill at tending to animals and riding, as well as knowledge of humans. You have a spear. |
Rest
Characters have many ways to heal damage and regain Health. They might avail themselves of poultices, elixirs, spells, talents, and other game effects. But the most reliable way to recover from injuries is resting.
Resting allows you to heal damage and regain expended resources. If you have uninterrupted rest for 6 consecutive hours, you heal all damage and regain Health equal to one-tenth your normal Health score. Some of your other resources, such as spells or talents, might also be replenished after a rest. If you stop resting to use an action or reaction, the time you spent resting up to that point is wasted and you must start resting again to gain any benefit from doing so.
Ships
One can find ships of all designs and styles in the ports of all the great maritime cities. The ships presented here represent the most common vessels available in the game.
Statistics
Ships use statistics boxes to organize their information for use in play. Each statistics box provides the following information.
Size: The ship’s Size.
Objects: Ships are subject to all the rules concerning objects as described in the main rulebook. Unless a ship is under the control of a pilot or a captain, it is typically inert.
Defense: The ship’s Defense. If a captain or a pilot controls the ship, the ship’s Defense is equal to the ship’s Agility score.
Health: The ship’s Health.
Attributes: The ship’s attribute scores and modifiers. If a captain or a pilot controls the ship, the ship’s Agility is equal to half the pilot’s Agility score. Otherwise Strength and Agility are 0 and Intellect and Will are non-existent.
Space: Space describes a ship’s overall dimensions in yards, its width × its length at the widest point of its keel.
Draft: The minimum depth of water in yards required for a ship to float or to avoid running aground.
Speed: The vessel’s typical maximum Speed. A ship might be propelled by oars, sails, or either one.
Crew: Each ship’s Crew entry has three numbers. The second number is the number of crewmembers needed to dependably control the ship. The first number is the maximum number of crewmembers the ship can hold; having extra crew allows crewmembers to work in shifts rather than round the clock. The third number is the minimum number of crewmembers needed to operate the vessel. If a ship’s crew is less than the second number but at least the third number, the pilot makes challenge rolls to control the ship with 1 bane. If a ship has fewer crew than the minimum required, it becomes uncontrolled.
Passengers: In addition to the crew, a ship might be able to carry some number of passengers. The given number assumes that all passengers are Size 1 creatures; thus, two Size 1/2 creatures would count as one passenger, while a Size 3 creature would count as three passengers.
Cargo: This entry gives the amount of cargo a ship can carry, expressed as the total of the Sizes of the objects that make up the cargo. A ship that has cargo 6 can hold six Size 1 objects, two Size 3 objects, or any other combination of items whose total Size is 6 or smaller.
Seaworthiness: A ship’s stability and durability is expressed as a number of boons or banes, which the pilot applies to rolls made to keep the ship under control.
Maneuverability: A ship’s maneuverability is represented as a number of boons or banes, which the pilot applies to rolls made to direct the ship in combat (see Ship Maneuvers).
Immune: All ships are unaffected by afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls.
Ship List
Barge
Size 6 object (vehicle)
Defense 5; Health 60
Space 4 × 8; Draft 2
Speed 3 (oars)
Crew 4/3/2
Passengers 2
Cargo 10
Seaworthiness 2 banes
Maneuverability 3 banes
CARAVEL
Size 15 object (vehicle)
Defense 5; Health 250
Space 7 × 25; Draft 3
Speed 18 (sails)
Crew 40/20/10
Passengers 20
Cargo 80
Seaworthiness 2 boons
Maneuverability 1 bane
COG
Size 15 object (vehicle)
Defense 5; Health 200
Space 7 × 22; Draft 3
Speed 12 (sails)
Crew 20/8/4
Passengers 5
Cargo 60
Seaworthiness 1 boon
Maneuverability 2 banes
DROMOND
Size 30 object (vehicle)
Defense 5; Health 300
Space 7 × 60; Draft 4
Speed 12 (sails) or 18 (oars)
Crew 200/85/30
Passengers 160
Cargo —
Seaworthiness 1 bane
Maneuverability 1 bane
GALLEON
Size 25 object (vehicle)
Defense 5; Health 250
Space 7 × 45; Draft 4
Speed 9 (sails) or 12 (oars)
Crew 100/40/10
Passengers 20
Cargo 100
Seaworthiness 3 boons
Maneuverability 2 banes
GREATSHIP
Size 35 object (vehicle)
Defense 5; Health 350
Space 10 × 60; Draft 5
Speed 15 (sails)
Crew 100/40/20
Passengers 40
Cargo 35
Seaworthiness 3 boons
Maneuverability 2 banes
KEELBOAT
Size 4 object (vehicle)
Defense 5; Health 40
Space 2 × 7; Draft 1/2
Speed 6 (sails) or 6 (oars)
Crew 1/1/1
Passengers 6
Cargo 4
Seaworthiness 1 bane
Maneuverability —
LAUNCH
Size 4 object (vehicle)
Defense 5; Health 40
Space 2 × 7; Draft 1/2
Speed 6 (oars)
Crew 1/1/1
Passengers 8
Cargo 2
Seaworthiness 1 bane
Maneuverability —
LONGSHIP
Size 15 object (vehicle)
Defense 5; Health 150
Space 5 × 25; Draft 2
Speed 9 (sails) or 12 (oars)
Crew 50/40/16
Passengers 150
Cargo 15
Seaworthiness 1 boon
Maneuverability 2 boons
PINNANCE
Size 8 object (vehicle)
Defense 5; Health 250
Space 4 × 12; Draft 3
Speed 18 (sails) or 3 (oars)
Crew 16/8/4
Passengers 6
Cargo 10
Seaworthiness 1 boon
Maneuverability 1 bane
ROWBOAT
Size 3 object (vehicle)
Defense 5; Health 30
Space 2 × 5; Draft 1/2
Speed 6 (oars)
Crew 1/1/1
Passengers 3
Cargo 1
Seaworthiness 2 banes
Maneuverability 2 boons
TRIREME
Size 25 object (vehicle)
Defense 5; Health 250
Space 5 × 45; Draft 2
Speed 9 (sails) or 12 (oars)
Crew 170/120/70
Passengers —
Cargo —
Seaworthiness 1 bane
Maneuverability —
Shadow of the Weird Wizard
Created by Robert Schwalb, one of the writers for 5e, Shadow of the Weird Wizard is the less edgy and more high-powered version of his first game, Shadow of the Demon Lord.
Traditions
Magic is divided into traditions that offer magical talents and spells. For a list of each tradition and its spells, refer to the table below.
| Name | Quick Description |
|---|---|
| Aeromancy | Wind and Weather |
| Alchemy | Object creation and transformation |
| Alteration | Transformation and enhancement |
| Animism | Nature |
| Astromancy | The sun, stars, and moon |
| Chaos | Randomness and Uncertainty |
| Chronomancy | Time |
| Conjuration | Bringing forth and sending away |
| Cryomancy | Cold and ice |
| Dark Arts | Cruelty, pain, and suffering |
| Destruction | Ruin and Disaster |
| Divination | Prediction and Espionage |
| Eldritch | Strange, alien powers |
| Enchantment | Manipulation and control |
| Evocation | Using words of power |
| Geomancy | Earth and stone |
| Hydromancy | Water |
| Illusion | Deception |
| Invocation | Calling upon the gods for aid. |
| Necromancy | Death and undeath |
| Oneiromancy | Dreams |
| Order | Law, force, and predictability |
| Primal | Beasts and violence |
| Protection | Defensive effects |
| Psychomancy | Mind, psychic powers |
| Pyromancy | Fire |
| Shadowmancy | Darkness |
| Skullduggery | Subterfuge, tricks and deceit |
| Spiritualism | Spirit World and Spirits |
| Symbolism | Runes and symbols |
| Technomancy | Technology |
| Teleportation | Movement |
| War | Combat |
| Faith* | Spells granted from gods, cannot be chosen as a tradition. |
Weapons
Grip
Weapons on the table are shown by their grip. Their grip tells you how to wield the weapon to attack with it.
Off: You wield this weapon in your primary hand or your seconday (off) hand.
One: You wield this weapon in your primary hand. You can attack with this weapon while wielding it in your off hand, but you roll with 1 bane.
Two: You wield this weapon in both hands. You can attack with this weapon while you wield it in only your primary hand, but you would make that roll with 2 banes.
Requirements
Some weapons list attribute score requirements for their use. If you fail to meet or exceed the required score and attack with the weapon, you roll with 1 bane.
If an effect would enable to use an attribute other than the one normally required by the weapon to make the attack, you use the score of the new attribute instead for the purpose of determining whether you meet the weapon's requirements.
Weapon Tables
Melee Weapons
Melee Weapons - Off Hand
| Name | Rarity | Price | Requirement | Damage | Traits |
|---|---|---|---|---|---|
| Dagger | Common | 5 cp | — | 1d6 | Light, Nimble, Thrown 5 |
| Hammer | Common | 5 cp | — | 1d6 | Bludgeoning, Light, Thrown 5 |
| Hatchet | Common | 5 cp | — | 1d6 | Brutal, Light, Thrown 5 |
| Knuckledusters | Common | 2 cp | — | 1d6 | Special |
| Shortsword | Common | 1 sp | — | 1d6 | Nimble, Piercing |
| Whip | Common | 5 cp | Agility 11 | 0 | Long, Nimble, Slow,Special |
| Scourge | Uncommon | 5 cp | Agility 12 | 1d6 | Light, Nimble, Special |
Knuckledusters A set of fused rings worn over the fingers. Wearing knuckledusters prevents you from wielding another weapon or using an object in that hand.
Whip A long, braided length of leather cord extending from a stout handle. Some have a metal cap or hook at the end to tear at the skin. You can use the whip to disarm, grab, drag, and trip. When you attack with the whip and get a critical success, the target takes 1d6 damage. Attacks using a whip derive no benefit from bonus or extra damage.
Scourge A scourge has several metal-tipped cords extending from a handle. When you attack a flesh and blood target with a scourge and the result of your roll is a critical success, the target makes a Will roll. On a failure, the target becomes weakened until the end of your next turn.
Melee Weapons - One Hand
| Name | Rarity | Price | Requirement | Damage | Traits |
|---|---|---|---|---|---|
| Club | Common | 3 cp | — | 2d6 | — |
| Javelin | Common | 5 cp | — | 1d6 | Thrown 10 |
| Mace | Common | 2 sp | Strength 11 | 2d6 | Bludgeoning |
| Saber | Common | 3 sp | Agility 11 | 2d6 | Disarming, Nimble |
| Spear | Common | 5 cp | — | 2d6 | Thrown 5 |
| Sword | Common | 2 sp | — | 2d6 | Slashing |
| Battle Axe | Uncommon | 5 sp | Strength 12 | 2d6 | Brutal, Slow, Versatile |
| Bident/Trident | Uncommon | 5 sp | Strength 12 | 2d6 | Nimble, Slow, Versatile |
| Flail | Uncommon | 5 sp | Strength 12 | 2d6 | Bludgeoning, Disarming, Slow |
| Long Sword | Uncommon | 1 gp | Strength 12 | 2d6 | Slashing, Slow, Versatile |
| Rapier | Uncommon | 1 gp | Agility 12 | 2d6 | Nimble, Piercing |
| War hammer | Uncommon | 1 gp | Strength 12 | 2d6 | Bludgeoning, Slow, Versatile |
Melee Weapons - Two Hands
| Name | Rarity | Price | Requirement | Damage | Traits |
|---|---|---|---|---|---|
| Axe | Common | 2 sp | Strength 12 | 3d6 | Brutal, Large, Slow |
| Lance/Pike | Common | 2 sp | Strength 11 | 2d6 | Long, Special |
| Mattock | Common | 2 sp | Strength 13 | 3d6 | Large, Piercing, Slow |
| Maul | Common | 2 sp | Strength 13 | 3d6 | Bludgeoning, Large, Slow |
| Quarterstaff | Common | 4 cp | — | 1d6 | Light, Nimble |
| Polearm | Uncommon | 1 gp | Strength 12 | 3d6 | Long, Slow |
| Chain Knife | Rare | 1 gp | Agility 13 | 1d6 | Disarming, Long, Nimble |
| Great Axe | Rare | 1 gp | Strength 14 | 4d6 | Brutal, Large, Slow |
| Great Hammer | Rare | 1 gp | Strength 14 | 4d6 | Bludgeoning, Large, Slow |
| Great Sword | Rare | 1 gp | Strength 14 | 4d6 | Large, Slashing, Slow |
Lance or Pike A lance or pike is a long, heavy spear. You can wield a lance or pike in one hand without penalty while you ride a mount. In addition, when you get a success on a roll to attack while riding a mount and the mount ran before the attack, the attack deals an extra 2d6 damage.
Ranged Weapons
Ranged Weapons - Off Hand
| Name | Rarity | Price | Requirement | Damage | Range | Traits |
|---|---|---|---|---|---|---|
| Crossbow pistol | Rare | 1 gp | Agility 11 | 1d6 | 10 | Ammunition (Bolt), Light, Reload |
| Pistol | Exotic | 5 gp | Agility 11 | 3d6 | 5 | Ammunition (Ball), Brutal, Firearm, Misfire |
Ranged Weapons - One Hand
| Name | Rarity | Price | Requirement | Damage | Range | Traits |
|---|---|---|---|---|---|---|
| Sling | Common | 1 cp | — | 1d6 | 15 | Ammunition (Stone), Bludgeoning, Light, Slow, Special |
Sling In lieu of a stone, you can load an item in to the sling that can be held in one closed hand, such as a potion or a grenade.
Ranged Weapons - Two Hands
| Name | Rarity | Price | Requirement | Damage | Range | Traits |
|---|---|---|---|---|---|---|
| Bow | Common | 1 sp | — | 2d6 | 20 | Ammunition (Arrow), Large, Light |
| Longbow | Uncommon | 1 gp | Strength 12 | 2d6 | 30 | Ammunition (Arrow), Large |
| Shortbow | Uncommon | 5 sp | Agility 12 | 2d6 | 20 | Ammunition (Arrow), Light |
| Crossbow | Rare | 1 gp | — | 2d6 | 20 | Ammunition (Bolt), Brutal, Reload |
| Musket | Exotic | 10 gp | Agility 12 | 6d6 | 20 | Ammunition (Ball), Brutal, Firearm, Misfire |
Traits
Ammunition
You must have at least one piece of ammunition of the indicated kind to attack with this weapon. Ammunition, and a container to hold it is included in the weapon's price. You can recover spent ammunition after combat and make replacements while you rest.
Bludgeoning
When you attack with this weapon and get a critical success, the target becomes vulnerable until the end of your next turn.
Brutal
When rolling damage for an attack made using this weapon, you can reroll each die that comes up as 1 once. You must use the new number rolled, even if it is another 1.
Disarming
You ignore the bane imposed on your roll when you use this weapon to disarm.
Firearm
Attacks you make with this weapon create a loud noise. If the weapon becomes submerged in water, you must dry and clean it before you can make ranged attacks with it. Cleaning the weapon takes 1 hour of work using a tool kit and a pint of oil. It takes 1 minute to load this weapon. If you do something else during this time, you must start over from the beginning.
Large
The result of your roll to attack with this weapon while squeezing or while you are mounted result in an automatic failure.
Light
When you would add Bonus Damage to an attack made using this weapon, you add one fewer die (minimum +1d6).
Long
When you attack with this weapon, increase your reach by 1 for the purpose of choosing targets.
Misfire
When you get a critical failure on an attack with this weapon, the weapon misfires. Make a luck roll. On a success, you need only reload the weapon before you can attack with it again. On a failure, the weapon is ruined until repaired, which takes 1 hour, a tool kit, and spare parts whose value equals half the selling price of the weapon.
Nimble
When you attack with this weapon, you can use Agility in place of Strength for the roll.
Piercing
When you attack with this weapon and get a critical success, the target becomes weakened until the end of your next turn.
Range
You select the target for your ranged attacks with this weapon from those within the listed number of yards.
Reload
You must load this weapon before you can make ranged attacks with it. You can use an action to load the weapon or, if you are capable of moving and you have a Speed of 2 or higher, you can give up your move to load the weapon.
Slashing
When you attack with this weapon and get a critical success, the target takes an extra 1d6 damage.
Slow
You can attack with this weapon just once per round.
Special
This weapon has special rules detailed in its description.
Thrown
You can make a ranged attack with this weapon by throwing it. You use Strength for the roll unless the weapon also has the Nimble trait. You choose your target from among those within the listed number of yards. If the attack results in a success, the weapon either sticks in the target’s body or falls to its feet. If the attack results in a failure, the weapon lands 1d6 yards behind the target.
Versatile
When you wield this weapon with both hands, the weapon’s damage increases by 1d6.