KEMBAR78
Helkara Basic Rules Alpha | PDF | Armour
0% found this document useful (0 votes)
135 views19 pages

Helkara Basic Rules Alpha

The document provides an overview of the grim dark fantasy world of Helkara, which was devastated centuries ago by a cataclysmic event known as "The Cataclysm." It describes how eight great powers now vie for control through strength, magic, and manipulation in the fragmented lands. These powers include the Blood Cult of Azathoth, the Brotherhood of the Blackened Chain, the Dark Council of Aruthaz, the Iron Keep of Vrogathar, the Necromancer's Guild of Keth'Keth, the Order of the Crimson Blade, the Shadow Council of Norgoth, and the Sorcerer King of Nazgar. The document then provides character creation rules for

Uploaded by

Gustavo Ortiz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
135 views19 pages

Helkara Basic Rules Alpha

The document provides an overview of the grim dark fantasy world of Helkara, which was devastated centuries ago by a cataclysmic event known as "The Cataclysm." It describes how eight great powers now vie for control through strength, magic, and manipulation in the fragmented lands. These powers include the Blood Cult of Azathoth, the Brotherhood of the Blackened Chain, the Dark Council of Aruthaz, the Iron Keep of Vrogathar, the Necromancer's Guild of Keth'Keth, the Order of the Crimson Blade, the Shadow Council of Norgoth, and the Sorcerer King of Nazgar. The document then provides character creation rules for

Uploaded by

Gustavo Ortiz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 19

Helkara Basic Rulebook

All is Rot and Woe The Great Powers


Five hundred winters ago, the world shook and split asunder. In the land of Helkara, eight great powers hold sway, each vying
Cities crumbled, and flames licked the skies. The Cataclysm, for control and dominance through strength, magic, and
they called it, a reckoning brought forth by the hubris of manipulation. Know their names.
sorcerer-kings, dabbling in eldritch powers best left forgotten.
Few survived the destruction and those that did clawed their
way through a harsh, unforgiving new world. Warlords rose to
The Blood Cult of Azathoth
power, ruling with iron fists over the scattered remnants of —A dark and twisted religion led by a powerful priestess who
humanity. They turned to dark gods, offering blood sacrifices in performs human sacrifices to grant herself and her followers
exchange for protection. immense power and immortality. Those who oppose them risk
For centuries, humanity struggled to rebuild. Resources were being sacrificed in their twisted rituals.
scarce, and raiders prowled the broken lands. But as the years
passed, trade routes were established, and new technologies The Brotherhood of the
developed. The warlords' grip on power began to loosen, but
banditry and savagery still runs rampant across the land. Blackened Chain
Yet, in the ruins of the past, whispers of ancient magic began —A powerful and abhorred organization of thieves and bandits
to surface. Sorcerers delved into forbidden knowledge, seeking that controls the criminal underworld of Helkara, known for
to harness the power that destroyed the world once before. their brutal tactics and their ability to infiltrate and sabotage
And from their ranks, new warlords emerged, wielding eldritch their enemies from within.
might and carving out their own kingdoms.
Evil priests also rose to power, leading their followers in
brutal raids, sacrificing the innocent to appease their dark
The Dark Council of Aruthaz
deities. —A secretive and powerful group of sorcerers who seek to
Now, the world is a grim and dark place. Warlocks and bring about the end of the world, using dark magic to summon
sorcerer-kings vie for power, and banditry and savagery are a ancient and powerful entities to bring about the destruction of
constant threat. The memories of the Cataclysm still linger, a all living things.
reminder of the fragility of civilization and the danger of
playing with powers beyond human understanding. And the
people live in fear, fortifying themselves against the constant
The Iron Keep of Vrogathar
threat of war and destruction. —A tyrannical warlord who rules over a fortified city and
controls a vast army of soldiers and mercenaries known for
their brutal tactics and mastery of siege warfare. The
A World of Chaos and Sin Necromancer's Guild of Keth'Keth —A powerful organization of
Welcome to Helkara, a dark and perilous world where danger sorcerers who have mastered the forbidden art of necromancy,
lurks around every corner and death is always just a blade's able to raise the dead and control an army of undead soldiers to
edge away. Here, the strong survive, and the weak fall prey to do their bidding.
the many dangers that threaten to consume them.
In this world, you will take on the role of a brave adventurer: The Order of the Crimson Blade
an outlander, a warrior, a sorcerer, a bandit, and others. You will
—A powerful and dreaded group of warriors and assassins,
journey through the ruins of the old civilization, explore the
known for their deadly proficiency with blades and their
wild, and brave the dangers of the dark and twisted places.
willingness to undertake any job, no matter how dangerous or
The road ahead will be fraught with danger and filled with
immoral, as long as the pay is good.
the blood of your enemies. But fear not, for with your sword
arm and your spell casting, your name may grace the lips of
storytellers and bards across the land. The Shadow Council of Norgoth
You will face bandits, warlords, and cultists, all seeking to —A secretive group of sorcerers and assassins who hold
bring you to your doom. But you will not falter, for the fire of immense power and influence over the criminal underworld
adventure burns in your soul. You will journey to the and political landscape. They are reviled for their ability to
Necromancer's Domain, brave the dangers of the Undercity, and manipulate shadows and invisibility, striking from the darkness
explore the ruins of the old civilization. and eliminating their enemies without mercy.
You will be tested, but you will emerge victorious. You will be
feared, but you will be respected. You will be a legend, a hero of
Helkara.
The Sorcerer King of Nazgar
—A mighty sorcerer whose command of ancient and forbidden
magic allows him to bend the minds of his enemies to his will
and summon demons to do his bidding. He rules over an
empire built on dread and dark magic.
1
Creating a Character
Character creation is the very heart of adventure, for it is the
birth of the hero. It's the time when the player dons the mantle
of a warrior, a bandit, a sorcerer, or any other archetype, and
sets out on a journey of danger and discovery.
And like any true hero, your character starts with a modest
sum of silver, 2d6 x 10 silver (s), enough to buy a blade or a
spell, a waterskin to quench your thirst (d4 days worth), and a
few days (d4) of rations to sustain you on your journey. But
it's not just the coin and provisions that define you, it's the gear
you carry, the weapons you wield, and the armor you wear, that
makes you truly formidable.
Heed your calling and follow these steps:

1. Randomize your starting equipment.


2. Choose or randomize an archetype.
3. Randomize your weapon and armor.
4. Roll your abilities.
5. Roll your Hit Points.
6. Roll your history.
7. Roll for Omens.
8. Name your character.

2
Gear Uncommon Gear
d12 Uncommon Gear
Randomize your starting gear to get a sense of who you are. Of
course, you are free to diverge from fate. Your only true master One random Sacred Scroll: the Sacred Scroll, a holy and
is death. ancient tome, its pages filled with ancient wisdom and
1
divine secrets. It calls to you promising wisdom and
Containers enlightenment in exchange for your devotion.
d6 Container Camouflage netting: a large piece of fabric with various
1–2 Nothing colors and patterns, used to blend in with surroundings
2
and conceal oneself. Grants advantage on Dexterity
3 Backpack for 4 normal-sized items checks made to hide.
4 Satchel for 10 normal-sized items Poison antidotes: a small vial or pouch of various herbs
3 or liquids that can counteract different types of poison.
5 Small wagon or one item above your choice
Comes with 6 + Presence doses.
6 Riding horse or one of the above of your choice
Grappling arrow: a special arrow with a grappling hook
4 attached to its tip, used for climbing or pulling oneself
Common Gear up to higher places
d12 Common Gear
Magic detection amulet: a small charm or pendant that
Bedroll: A portable bedroll, typically made of canvas or 5 reacts to the presence of magic, used to detect hidden
1 leather, used for sleeping on the ground or in makeshift magic or hidden magical creatures.
shelters.
Shurikens: small throwing weapons, typically made of
Extra Waterskin: A container made of leather or other 6 metal, used for ranged combat (d2 damage). You have
2 durable material, used for carrying and storing water. 2d4 of them.
Carries 6 + Presence days’ worth of water.
Poisoned needles: small metal needles coated with a
Extra Rations: Food supplies, such as dried meat, 7 potent poison, used for stealthy attacks. (1 piercing
3 hardtack, or trail mix, that can be carried and eaten on damage plus d4 poison damage)
the go. Comes with 8 + Presence days’ worth of food. Smoke bombs: a small bomb made of a special powder
Flint and Steel: A small tool used for making fire, 8 that creates a thick smoke when exploded, used for
4 signaling or obscuring vision. You have d3 bombs.
typically used in combination with tinder and kindling.
Compass: A small instrument used for determining Climbing claws: metal claws worn on the hands and
5 direction. You have advantage on tests to use maps and 9 feet, used for scaling walls and climbing cliffs. Grants
find your way. advantage on Strength tests made to climb.
Map: A document used for navigation and planning. Use Disguise kit: a small collection of makeup, wigs, and
10
6 it to find your way with a DC 8 Presence test. If you fail other tools used for disguising oneself.
the test, you are lost.
Water purification tablets: small tablets that when
Medicine chest: A collection of medical supplies, such 11 added to water, purify it and make it safe to drink.
as bandages and healing salves. Comes with 6 + Comes with 6 + Presence tablets.
7
Presence uses. One use heals d4 HP, stops bleeding, or Silent footsteps powder: a small pouch of powder that
ends an infection. when applied to shoes, makes footsteps silent and less
12
Torch: A long stick or pole with a combustible material detectable. Grants advantage on Dexterity tests made
such as resin or oil-soaked rags wrapped around the to move silently.
8
end, used for lighting the way in dark or dimly lit areas.
You have 6 + Presence torches.
Rope: A long, durable cord or string used for climbing,
9
binding, or creating makeshift shelters.
Grappling hook: A small metal hook with a rope
10
attached, used for climbing or scaling walls.
Healing herbs: A variety of plants used for medicinal
purposes, such as willow bark for pain relief or
11
chamomile for calming nerves. Comes with 6 +
Presence uses. One use heals d2 HP.
One random Scroll of Corruption: a dark and twisted
tome, its pages filled with ancient and forbidden
12
knowledge. It whispers to you, promising power and
immortality in exchange for your soul.

3
Weapons
Your archetype tells you what dice to use for your weapons. If you don’t wish to use an archetype, roll a d10 or a d6 if you started with
a scroll.

      d10       Weapon Damage


Unarmed: Your fists and feet are your only weapons. 1 bludgeoning
Wooden club: A crude weapon hewn from the trunk of a tree, its weight and strength are the
1 only things it has going for it. A tool of the simple folk, it's a weapon that can crack skulls and 1d4 bludgeoning
crush bones with a single blow.
Stone axe: A primitive weapon, chipped from a boulder, its edges are jagged and rough. It's a 1d6 slashing (can be
2
weapon that has stood the test of time, and one that has spilled blood for centuries. thrown)
1d6 piercing (or 1d8
Iron-tipped spear: A spear with an iron tip, its point is honed to a razor's edge, it's a weapon
piercing when wielded
3 of the hunter, the warrior, and the king. It's a weapon that can pierce armor and skewer flesh
with two hands, can be
with ease.
thrown)
Rusty sword: A sword that has been used for a long time and is in poor condition, its blade is
1d6 piercing (fumbles
4 dull, and its hilt is loose. It's a weapon that has seen better days, but it's still a weapon that
on a 1 or 2)
can spill blood.
Iron mace: A weapon made of iron, its head is heavy, and its handle is thick. It's a weapon
5 1d6 bludgeoning
that can crush skulls and break bones with a single blow.
Short bow: A weapon of wood and sinew, its arms are bent, and its string is tight. It's a
weapon of the hunter, the scout, and the rogue, who value speed and stealth above all else.
6 It's a weapon that can strike from the shadows and bring down the prey with a single arrow. 1d6 piercing
But it's also a weapon that requires skill and practice to master, for the inexperienced archer
is as likely to hit the tree as the target. Comes with d10 + Presence arrows.
Flail: A weapon consisting of a handle connected to a ball or chain, it's a weapon that can 1d8 bludgeoning
7
crush bones and shatter armor with a single blow. (ignores shields)
1d8 slashing (or 1d10
Battleaxe: A large axe with a broad blade, its weight is balanced for the killing stroke. It's a
8 slashing when wielded
weapon that can chop through flesh and bone with ease.
with two hands)
War pick: A weapon with a pointed head and a hammer-like back, it's a weapon that can
9 1d8 piercing
pierce armor and crush bones with equal ease.
Greatsword: A massive sword with a long, wide blade, it's a weapon that requires great
10 strength to wield. It's a weapon that can cleave through armor and flesh with a single mighty 2d6 slashing
blow.

4
Armor
Your archetype decides your armor. If you don’t wish to use an archetype, roll a d4 (or a d2 if you started with a scroll).

  d4   Armor Protection Tier  Strength   Stealth  Cost


No armor: Naked and unadorned, you stand, relying on your strength
and skill to protect you. You are a true warrior, unencumbered by the
1 weight of armor, free to move and strike with lightning speed. But you — 0 — — —
are also vulnerable, for a single blow can fell you, and death is always
just a blade's edge away.
Studded leather: The studded leather armor, a covering of tough leather
reinforced with iron studs. It's not as heavy as plate armor, but it's still a
2 -d2 damage 1 — — 45s
formidable protection. It's a favored armor of the rogue, the scout, and
the assassin, who value mobility and stealth above all else.
Scale mail: The scale mail armor, a covering of metal scales sewn onto a
leather or cloth undergarment. It's a formidable protection against
3 blades and arrows, but it's also heavy and restrictive. It's a favored -d4 damage 2 — Disadv. 50s
armor of the knight, the soldier, and the warrior, who value strength and
protection above all else, but cannot afford the heavier armors.
Splint armor: The splint armor, a covering of metal plates or strips sewn
onto a leather or cloth undergarment. It's a formidable protection
4 against blades and arrows, but it's also heavy and restrictive. It's a -d6 damage 3 +2 Disadv. 200s
favored armor of the heavy infantry, who value strength and protection
above all else.
Shield: The shield, a wall of wood and metal, its surface is adorned with
-1 damage (you can
the symbol of its bearer. It's a weapon of the warrior, the knight, and the
choose to ignore all
soldier, who value protection and defense above all else. It's a weapon
damage from one — — — 50s
that can deflect blades and arrows, and protect its bearer from the
attack, but the shield
deadliest of blows. But it's also a weapon that requires strength and skill
breaks).
to wield, for the shield is as much a burden as it is a protection.

5
Archetypes 2. The Bandit
Choose or roll for one of the optional archetypes. A ruthless outlaw, who plunders and pillages the weak for your
own gain. You are a master of deception, able to charm and

1. The Assassin manipulate your victims before striking.

A cold-blooded killer whose skills in stealth and silent death Abilities


are unmatched. You move like a ghost, striking from the Charming: Add 2 to your Presence score
shadows and slipping away into the night. Weak: Subtract 1 from your Strength score
HP: Constitution + d8
Abilities Omens: d2
Charming: Add 1 to your Dexterity and Presence scores. Starting Silver: 2d6 x 10s
Weak: Subtract 1 from your Strength score. Starting Weapons and Armor: Roll d6 for your weapon and
HP: d8 + Constitution d2 for your armor.
Omens: d2
Starting Silver: 2d6 x 10s
Special Talents
You begin with one of the following talents. Roll d6 or pick one
Starting Weapons and Armor: You start with a bow, or you
may roll d6 for your weapon. Roll d2 for your armor. that you like. You gain one extra talent every time you improve.

Special Talents 1. Rogue. Skilled in the art of thievery and pickpocketing. You
You begin with one of the following talents. Roll d6 or pick one have an advantage on Dexterity tests made to pick locks and
that you like. You gain one extra talent every time you improve. pockets.
2. Slippery. Able to navigate rough terrain and avoid pursuit.
1. Stalker. Able to move quietly and unseen, like a ghost. You When fleeing from enemies through lightly or heavily
have an advantage on Dexterity checks made to move obscured terrain, you can make a DC 10 Dexterity test. On a
silently and hide. success, you successfully escape or hide from your enemies.
2. Chameleon. A master of disguise, able to blend into any 3. Quickdraw. Able to read people and anticipate their
crowd. You have an advantage on Presence tests made to actions. You have an advantage on initiative checks.
hide using disguises. 4. Intimidator. Able to intimidate and coerce others into
3. Marksman. A deadly shot with a bow or crossbow. You gain submission. At the start of combat, you can force the
a +2 bonus on attack tests and damage rolls made with enemies to make a morale check before anyone takes their
ranged weapons. turn.
4. Assassin. Able to strike swiftly and silently, killing with a 5. Horsemaster. A skilled horseman and expert in mounted
single blow. You score crits on a roll of 18-20. combat. You have an advantage on tests made to ride, care
5. Quickdraw. Able to read people and anticipate their for, and interact with horses. Additionally, you gain a +2
actions. You have an advantage on initiative checks. bonus on close combat and defense tests made while
6. Poisoner. A skilled poisoner, able to brew deadly toxins. mounted.
Once per day, you can create a simple poison with 4 doses 6. Silver-Tongued Devil. Able to charm and deceive others,
(DC 10 Constitution, d8 damage). If you coat your weapon able to talk their way out of trouble. You have an advantage
with the poison, it deals an additional d8 damage on a hit. on Presence tests made to interact with others.
You must reapply the poison each time you use it.
Your Origin
Your Origin Choose or roll d6 for one.
Choose or roll d6 for one.
1. Raised by a band of ruthless outlaws, honing skills in
1. Trained by a secret society of assassins, honing skills in thievery and violence.
stealth and murder. 2. A former soldier turned bandit, using military tactics to rob
2. Taught by a retired assassin, seeking redemption by passing and plunder.
on skills. 3. A desperate farmer driven to banditry by poverty and
3. Self-taught, honing skills through a life of robbery and starvation.
murder. 4. A member of a secret bandit society, sworn to protect their
4. Trained by a powerful warlord, becoming a weapon of death own at any cost.
in battle. 5. Once a successful merchant, now turned bandit to escape
5. Taken as an apprentice by a skilled and deadly assassin. debt and ruin.
6. Trained by a shadowy organization, becoming a weapon in 6. Formerly enslaved, now leading a band of escaped enslaved
their secret wars. people seeking revenge.

6
3. The Cultist 4. The Inquisitor
A devout follower of dark deities who offers blood sacrifices in The Inquisitors of Helkara, sworn to the service of the Great
exchange for power and immortality. Powers, hunt down rogue spellcasters with ruthless efficiency,
their blades sharpened and their minds set on one goal: to rid
Abilities the land of the arcane corruption
Devout: Add 2 to your Presence score.
Frail: Subtract 2 from your Strength score Abilities
HP: Constitution + d6 Resilient. Add 2 to your Dexterity score
Omens: d4 Damaged. Subtract 1 from your Constitution score
Starting Silver: 1d6 x 10s HP: Constitution + d8
Starting Weapons and Armor: You start with a random Omens: d4
scroll (your choice of corrupted or sacred). Roll a d6 on the Starting Silver: 2d6 x 10s
weapon’s table and a d2 on the armor table. Starting Weapons and Armor: Roll d10 for your weapon
and d4 for your armor.
Special Talents
You begin with one of the following talents. Roll d6 or pick one Special Talents
that you like. You gain one extra talent every time you improve. You begin with one of the following talents. Roll d6 or pick one
that you like. You gain one extra talent every time you improve.
1. Silver-Tongued Devil. A master of manipulating the minds
of the weak-willed, using their fears and desires to bend 1. Truesight. You can see through deception and lies,
them to the cult's will. You have an advantage on Presence revealing the true nature of those around you. You can see in
tests made while interacting with others. the dark (mundane and magical), see through illusions, and
2. Chameleon. A skilled infiltrator, able to blend into any detect the true form of shapeshifters.
crowd and gain access to forbidden knowledge and secrets. 2. Iron-Willed. You are immune to the mind-altering magics
You have an advantage on Presence tests made to hide using of rogue spellcasters. You automatically pass all tests to
disguises. resist magical effects that would charm, confuse, or frighten
3. Concealed Weapons Master. An expert in wielding the you.
hidden blades, striking swiftly and silently to eliminate any 3. Concealed Weapons Master. An expert in wielding the
who would oppose the cult. When you are wielding a hidden blades, striking swiftly and silently to eliminate any
weapon that deals d4 or d6 slashing or piercing damage, who would oppose the cult. When you are wielding a
you can use your Dexterity score for your attack tests and weapon that deals d4 or d6 slashing or piercing damage,
damage rolls instead of Strength, and you have an advantage you can use your Dexterity score for your attack tests and
on initiative checks. damage rolls instead of Strength, and you have an advantage
4. Spellcaster. You are proficient in the ancient rituals and on initiative checks.
sacrifices, able to appease the dark gods and summon their 4. Resilient. You can endure harsh conditions and push
power. You have a +2 bonus on Presence tests made to use through physical pain to complete your mission. You have an
magic and powers. advantage on Constitution tests to resist poisons, extreme
5. Infernal Mark. Your association with dark powers grants temperatures, and other harmful effects.
you supernatural defenses. You have an advantage on 5. Magic Resistance. You can recall every detail of a spell or
defense tests, and you subtract -d2 from damage when you incantation, making them formidable opponents in magical
aren’t wearing armor. duels. You have an advantage on tests to avoid and defend
6. Stalker. A deadly assassin, trained in the art of death, can against magical effects.
strike from the shadows and vanish without a trace. You 6. Shadowstalker. A deadly assassin, trained in the art of
have an advantage on Dexterity tests made to move silently death, can strike from the shadows and vanish without a
and hide. trace. You have an advantage on Dexterity tests made to
move silently and hide.
Your Origin
Choose or roll d6 for one. Your Origin
Choose or roll d6 for one.
1. Raised in a secretive cult, trained in the dark rituals and
practices of the sect. 1. Raised in the shadow of the Iron Throne, trained to hunt
2. A former scholar who discovered forbidden knowledge and rogue spellcasters and stamp out the heretical.
joined a cult to further your studies. 2. A survivor of the Blood Cult's sacrificial rites, now seeking
3. A desperate individual who turned to the cult for power and vengeance against all dark magic.
protection. 3. Once a powerful sorcerer, now a hunted outcast seeking
4. A victim of mind control and manipulation by a powerful redemption through the destruction of others like himself.
cult leader. 4. A zealot of the Shadow Council, tasked with rooting out
5. A wealthy individual who joined a cult for personal gain and traitors and dissenters within the organization.
status. 5. A member of the Necromancer's Guild turned against you,
6. A former prisoner who joined a cult to survive and gain using their own forbidden knowledge to hunt you down.
power within the prison hierarchy. 6. A former member of the Sorcerer's Court, now seeking to
atone for past misdeeds by hunting rogue spellcasters.
7
5. The Mercenary 6. The Outlander
A hired sword who fights for coin and cares not for the cause. A hardened survivor who has mastered the art of surviving in
You are a battle-hardened warrior, able to wield any weapon the wild. You are a skilled tracker, able to find food and shelter
with deadly efficiency. in the most inhospitable places.

Abilities Abilities
Trained: Add 1 to your Strength and Dexterity scores. Trained: Add 1 to your Strength and Dexterity scores.
Wretched: Subtract 1 from your Presence score. Wretched: Subtract 1 from your Presence score.
HP: Constitution + d8 HP: Constitution + d10
Omens: d2 Omens: d2
Starting Silver: 2d6 x 10s Starting Silver: 1d6 x 10s
Starting Weapons and Armor: Roll d10 for your weapon Starting Weapons and Armor: Roll d10 for your weapon
and d4 for your armor. and d2 for your armor.

Special Talents Special Talents


You begin with one of the following talents. Roll d6 or pick one You begin with one of the following talents. Roll d6 or pick one
that you like. You gain one extra talent every time you improve. that you like. You gain one extra talent every time you improve.

1. Marksman. A deadly shot with a bow or crossbow. You gain 1. Hunter. Born with the gift of survival, you can track prey
a +2 bonus on attack tests and damage rolls made with through the harshest of wilds. You have an advantage on
ranged weapons. Presence tests made to track creatures in the wild. You can’t
2. Durable. You can shrug off mortal wounds and keep be surprised so long as you’re conscious.
fighting. When your hit points fall to 0, you can make a DC 2. Survivalist. Fiercely independent, you have a knack for
12 Constitution test. On a success, you fall to 1 hit point living off the land and are not afraid to fight for your
instead. survival. So long as you have access to the wilderness, you
3. Silver-Tongued Devil. A master of manipulating the minds always have food and water available. Additionally, given a
of the weak-willed, using their fears and desires to bend couple of hours, you can create basic tools, weapons, shelter,
them to the cult's will. You have an advantage on Presence or anything else that’s reasonable with the resources you
tests made while interacting with others. have on hand.
4. Hawk-Eyed. You can spot enemies from great distances. 3. Quickdraw. Able to read people and anticipate their
You have an advantage on Presence tests made to perceive. actions. You have an advantage on initiative checks.
5. Rogue. Skilled in the art of thievery and pickpocketing. You 4. Horsemaster. A skilled horseman and expert in mounted
have an advantage on Dexterity tests made to pick locks and combat. You have an advantage on tests made to ride, care
pockets. for, and interact with horses. Additionally, you gain a +2
6. Quickdraw. Able to read people and anticipate their bonus on close combat and defense tests made while
actions. You have an advantage on initiative checks. mounted.
5. Polyglot. A nomad at heart, you have traveled far and wide,
Your Origin learning the ways of different cultures, and can speak many
Choose or roll d6 for one. tongues. You can understand and speak all languages
spoken by humanoids except for extremely rare, esoteric, or
1. Raised among the ashes of war, you learned to fight and
magical languages.
survive in the most brutal of conditions.
6. Marksman. A deadly shot with a bow or crossbow. You gain
2. A soldier of fortune, you sold your sword to the highest
a +2 bonus on attack tests and damage rolls made with
bidder and bathed in the blood of her enemies.
ranged weapons.
3. Abandoned by your comrades in the heat of battle, you
learned to trust only yourself and your blade. Your Origin
4. Born into a clan of warriors, they trained you from birth to Choose or roll d6 for one.
be a weapon of war.
5. A veteran of countless conflicts, you have seen the horrors 1. Raised by wolves in the wilds, you learned to survive by
of war and emerged victorious. hunting and fighting with your bare hands.
6. Betrayed and left for dead by those you once called 2. Abandoned as a child in the desert, you learned to survive
brothers-in-arms, you now fight for coin alone. on your own and now wander in search of a new family.
3. Sold into slavery at a young age, you learned to fight and kill
to survive and eventually escaped.
4. Raised in a tribe of barbarians, you honed your fighting
skills through constant battles and raids.
5. Orphaned in the mountains, you had to learn to survive on
your own and become a skilled hunter and tracker.
6. Grew up as a farmer in the middle of nowhere, never had
contact with civilization, but was forced to defend yourself
from wild animals constantly.

8
Your Origin
7. The Scavenger Choose or roll d6 for one.
The scavenger is a creature born of the ruins, a survivor in a
land of death and decay. They scour the wastelands for scraps, 1. Raised among the refuse and ruins of a war-torn city, you
driven by hunger and the will to survive. learned to survive by scavenging for scraps and trinkets
among the debris.
Abilities 2. A former member of a criminal underworld, you turned to a
Adapted: Add 2 to your Constitution score. life of scavenging after a falling out with your former
Uncivilized: Subtract 2 from your Presence score. associates.
HP: Constitution + d10 3. The descendant of a nomadic tribe known for their ability to
Omens: d2 survive in harsh environments, you learned the art of
Starting Silver: 1d6 x 10s scavenging from your ancestors.
Starting Weapons and Armor: You start with three pieces of 4. A former thrall of the sorcerer-kings forced to scrounge for
random equipment (2 from the common table and 1 from the food and supplies, you honed their skills and eventually
uncommon table) in addition to those you already rolled. You gained your freedom through their scavenging abilities.
roll d10 on the weapons table and d4 on the armor table. 5. A shipwreck survivor who washed up on a deserted island,
you learned to survive by scavenging the wreckage of your
Special Talents ship and hunting the island's native creatures.
You begin with one of the following talents. Roll d6 or pick one 6. A scholar sent on a mission to explore Nothing’s Edge, you
that you like. You gain one extra talent every time you improve. learned to survive by scavenging the area’s resources and
adapting to its harsh conditions.
1. Scavenger. You can accurately spot valuable items or
resources amidst the debris. When you roll on the “Discover
Something Valuable” table, you can roll two d6s and keep
the result you like best. Discard the other result.
2. Hauler. You can carry an extraordinary amount of goods
without appearing encumbered. You can carry Strength + 15
normal-sized items without a problem (instead of Strength
+ 10). After that, you have disadvantage on Strength and
Dexterity tests. It is impossible to career more than twice
Strength + 15.
3. Reactive. You have an uncanny ability to avoid dangerous
situations and find safety in unexpected places. You have an
advantage on Dexterity tests made to avoid taking damage
from sources that you can see, such as magic and traps. You
must be able to see, hear, and not be incapacitated to gain
this advantage.
4. Barterer. You have proficiency in bartering and negotiating
for goods and services. You have an advantage on Presence
tests made to barter for goods and services. Additionally,
you can automatically detect a product's quality and
whether or not it is authentic.
5. Stalker. A deadly assassin, trained in the art of death, can
strike from the shadows and vanish without a trace. You
have an advantage on Dexterity tests made to move silently
and hide.
6. Survivalist. Fiercely independent, you have a knack for
living off the land and is not afraid to fight for your survival.
So long as you have access to the wilderness, you always
have food and water available. Additionally, given a couple
of hours, you can create basic tools, weapons, shelter, or
anything else that’s reasonable with the resources you have
on hand.

9
Your Origin
8. The Shifter Choose or roll d6 for one.
The shifter, a being of primal power, able to take on the form of
beasts and strike fear into the hearts of men, a hunter without 1. Born into a tribe of nomadic shape-shifters, you honed your
equal, a creature of the wild, feared and respected in equal skills in the wilds, learning to harness your powers to
measure. survive in the harsh landscapes of Helkara.
2. A victim of a cursed bloodline, you struggle to control your
Abilities shifting abilities and seek to understand the source of your
Quick: Add 2 to your Dexterity score. powers through adventure and battle.
Lacking: Subtract 1 from Strength, Constitution, or Presence. 3. A former member of a secret society of shapeshifters, you
HP: Constitution + d6 were forced to flee from persecution and have now turned
Omens: d2 to a life of adventure to survive.
Starting Silver: 1d6 x 10s 4. A powerful sorcerer granted the gift of shifting through a
Starting Weapons and Armor: Roll a d4 on the weapon’s dark pact, you use your powers to further your own
table and d2 on the armor table. ambition and gain control over others.
5. A wild and untamed creature, you have always been a
Special Talent: Shapeshift shifter, living alone in the forests, and now seek to discover
You begin with the ability to change into one of the following the world and its inhabitants.
animals. Roll d6 or pick one that you like. Whenever you 6. A former thrall, you were experimented on by a twisted
improve, choose or roll for another animal into which you can sorcerer, gaining the ability to shift but losing all memories
shift. All of the animals’ statistics are included in the adversary of your past life. Now you roam the land seeking answers
section. and revenge.

  d6   Animal Armor Attack Special


Bite/claw
1 Bear -d2 —
d8
Bite/claw Advantage on defense
2 Fox —
d2 tests
Flight and advantage on
3 Hawk — Talon d2 Presence tests made to
see
4 Stag — Gore d4 Fast movement
Advantage on close
Bite/claw
5 Wolf — combat tests when an ally
d6
is near
Bite 1 + Poison deals d2 damage
6 Serpent   —
poison for d6 rounds

When you transform, you may stay in your beast shape as


long as you like. However, once each hour, you must test
Presence with a DC equal to 5 + 1 for each hour you’ve been in
that form. If you fail the test, you revert to your normal form,
and you’re winded for d4 rounds (can’t take actions, can only
move). If you succeed, you remain in your form. If you roll a
fumble, you can’t transform again for d10 days. And if you roll a
crit, your animal brain takes over, and you start forgetting that
you were ever a human in the first place. If you fall unconscious
or your HP falls to 0, you immediately revert back to your
human form.
While you are transformed, you are that animal and can only
do what that animal can do. You retain your ability to think as a
human, but you can’t speak or use magic or perform any
actions that you only could as a human (pick locks, play the
lute, dance a jig, etc.) You replace the damage you deal with the
animals and gain any natural armor it has, but otherwise, you
still use your own ability scores for tests, attacks, and defense.
Your equipment and gear aren’t transformed and instead fall
wherever you transformed, assuming your form is smaller than
your normal form.

10
Your Origin
9. The Sorcerer Choose or roll d6 for one.
A wielder of ancient and forbidden magic, able to harness the
powers that destroyed the world long ago. You are often a 1. Forged a pact with an ancient demon to gain forbidden
reviled and respected figure, able to summon demons and bend knowledge and power.
the elements to your will. 2. Sold their soul to a powerful deity in exchange for magical
abilities.
Abilities 3. Studied under a reclusive wizard, mastering forbidden arts
Connected: Add 2 to your Presence score. at a terrible cost.
Sickly: Subtract 1 from your Strength and Constitution scores. 4. Inherited a cursed bloodline, granting you powerful magic
HP: Constitution + d4 but at the cost of your sanity.
Omens: d4 5. Trained in secret by a sect of heretical mystics channeling
Starting Silver: 2d6 x 10s dark energies.
Starting Weapons and Armor: You start with a random 6. Discovered an ancient spellbook and delved too deep into its
scroll (your choice of corrupted or sacred). Roll a d4 on the forbidden knowledge.
weapon’s table and a d2 on the armor table.

Special Talents
You begin with one of the following talents. Roll d6 or pick one
that you like. You gain one extra talent every time you improve.

1. Truesight. You can see through deception and lies, revealing


the true nature of those around you. You can see in the dark
(mundane and magical), see through illusions, and detect
the true form of shapeshifters.
2. Demon-Voiced. You can command and control the minds of
others. You can make a Presence test against a DC equal to
the target’s morale. If you succeed on the test, the creature
must follow whatever course of action you tell it to. The
creature pursues the course of action you described to the
best of its ability. The suggested course of action can
continue for at least 24 hours. If the target can complete the
suggested activity in a shorter time, the spell ends when the
subject finishes what they were asked to do. If your check
fails, you take d2 damage, and you can’t use this talent on
that creature ever again; furthermore, it is always hostile
towards you, even if it was previously friendly. Using this
talent doesn’t expend your powers.
3. Telekinetic You can weave and shape reality with a mere
gesture. You can move small objects weighing no more than
10 pounds using only your mind. You can’t move an item
more than 30 feet from you, and you may only move one
item at a time.
4. Spellcaster. You are proficient in the ancient rituals and
sacrifices, able to appease the dark gods and summon their
power. You have a +2 bonus on Presence tests made to use
magic and powers.
5. Chaos Mage. You can summon and control the elements at
will. You can shoot acid, fire, cold, or any other element of
your choice from your hands. You attack with a DC 12
Presence test and deal d8 damage on a hit. Doing so doesn’t
use your powers.
6. Lucky. You can bend fate and destiny to serve your desires.
You always roll the maximum number of Omens possible.

11
10. The Warrior
A fierce and mighty fighter, able to wield any weapon and
armor easily. You are a formidable force on the battlefield,
feared by your enemies and respected by your allies. You fight
for glory, honor, or gold, striking down your foes with brutal
efficiency and standing tall in the face of danger. You are a true
warrior, a fierce and unstoppable force, dreaded by your
enemies and respected by your allies.

Abilities
Powerful: Add 2 to your Strength score.
Dull: Subtract 2 from your Presence score.
HP: Constitution + d12
Omens: d2
Starting Silver: 1d6 x 10s
Starting Weapons and Armor: Roll a d10 on the weapon’s
table and a d4 on the armor table.

Special Talents
You begin with one of the following talents. Roll d6 or pick one
that you like. You gain one extra talent every time you improve.

1. Opportunist. You can spot weaknesses in armor and strike


with precision. Whenever you succeed on a defense test by 5
or better, you can make one free attack against the attacker.
2. Martial Artist. You can crush a man's throat with a single
blow. You can make one extra attack each round using your
unarmed strike, and your unarmed strikes deal 1d4 +
Strength bludgeoning damage.
3. Thick-Skinned. You can shrug off blows that would fell a
lesser man. You subtract 1 from all damage that you take.
4. Stalker. A deadly assassin, trained in the art of death, can
strike from the shadows and vanish without a trace. You
have an advantage on Dexterity tests made to move silently
and hide.
5. Fearsome. You can inspire fear in the hearts of enemies.
Enemies with morale scores of 7 or lower check for morale
every turn while you are present and conscious.
6. Quickdraw. Able to read people and anticipate their
actions. You have an advantage on initiative checks.

Your Origin
Choose or roll d6 for one.

1. Raised among barbarians, honed in the crucible of war, your


bloodlust is only quenched by the clash of steel.
2. Abandoned at birth, surviving only through strength and
ferocity, your past fuels a never-ending battle lust.
3. Scarred by a life of battle and betrayal, you fight on, driven
by the ghosts of fallen comrades.
4. A thrall turned gladiator, you know the thrill of the crowd,
the rush of battle, and the taste of freedom.
5. A soldier broken by the horrors of war, you now wander,
seeking redemption in the next fight.
6. A noble's child trained in the art of war, you fight for honor,
glory, and the thrill of battle.

12
Advantage and Disadvantage
Abilities Advantage and disadvantage are the twists of fate, for they can
Abilities are the very essence of a hero, for they define your either aid or hinder you in your trials. Advantage is when fate
strength, skill, endurance, and charisma. smiles upon you, granting you an extra edge in your tests—you
roll an extra d20 and take the higher of the two results.
Strength, which measures the might of a warrior's arm and Disadvantage is when fate frowns upon you, making your trials
the power of your blows. harder—you roll an extra d20 and take the lower of the two
Dexterity, which measures the speed and precision of a results.
rogue's hand and the agility of your foot.
Constitution, which measures the stamina and fortitude of a
soldier's body and the resilience of your spirit.
Carrying Capacity
Presence, which measures the charm and persuasion of a You can carry Strength + 10 normal-sized items without a
leader's words and the power of your presence. problem. After that, you have disadvantage on Strength and
Dexterity tests. It is impossible to career more than twice
Generating Ability Scores Strength + 10.

Roll 3d6 four times and use the table below to generate each
ability scores from -4 to +4. The sum is not used in the game Hit Points
once the character is created, only the table’s value. Assign the Hit points are the measure of your life force, for they represent
values to any ability score you like. the amount of damage you can sustain before falling in battle.
Characters not created with the optional archetypes may roll You lose hit points whenever an enemy's weapon or spell
4d6 and drop the lowest die for two of their abilities. When the strikes you. When your hit points reach zero, you are
character is later improved, an ability can never exceed +5 or incapacitated and may be killed if not treated promptly. And if
-5. your hit points fall below zero, you are dead. No more songs are
sung of your deeds.
Abilities Your archetype determines the number of hit points (HP)
3d6 Ability Score 3d6 Ability Score that you start with. If you choose not to have an archetype, you
1 -5 12–13 +1 start with a number of HP equal to d10 plus your Constitution
score—in the worst case, 1 HP, but never less.
2–3 -4 14–15 +2
4–5 -3 16–17 +3 Omens
6–7 -2 18–19 +4 Omens are the signs of fate, the whispers of the gods, guiding
8–9 -1 20 +5 you on her journey. They are the moments when you are given
a glimpse of what is to come, whether it be good or ill. Every
10–11 ±0 archetype lists the number of omens with which you starts. If
you choose not to take an archetype, you start with d2 Omens.
Tests After your Omens are depleted, you must rest for six hours to
regain the archetype’s designated die roll (or d2) worth of
Tests are the trials of a hero, for they measure your skill, your
Omens.
luck, and your bravery. They are the moments when your's
You may use your omens to gain one of the following
mettle is put to the test when you must roll the dice and hope
benefits:
for the best. Tests are when you must prove yourself, whether
by picking a lock, sneaking past a guard, or lifting a heavy stone. One of your attacks deals maximum damage
Tests are the moments that separate you from the commoner, Reroll a die roll (yours or someone else’s)
for they are the moments when you prove your worth and earn Lower damage dealt to you by d6
your glory. Neutralize a Crit or a Fumble
Tests are made against a Difficulty Class (DC). You make a Gain advantage on a test
test by rolling a d20 and adding your ability score. If the result
is equal to or greater than the DC, you succeed on the test.
Rest
Difficulty Classes There are two types of rest.
DC Difficulty A short rest is a time when you take a moment to catch your
5 Easy breath and tend to your wounds. It's the time when you take
stock of your resources and prepare for the next leg of your
10 Medium journey. She regains d4 HP.
15 Hard A long rest is a good night’s sleep. She regains d6 HP.
You must have access to food and drink. Otherwise, she
20 Very Hard regains no HP. And after two days of starving, you lose d4 HP
25 Nearly Impossible per day.
An infected hero does not benefit from resting. Instead, she
loses d6 HP daily.
13
Background Physical Features
Who are you? Why do you do what you do? Use the tables Roll a d20 or choose one that fits your hero.
below to learn more about you.
1. A distinctive birthmark on the cheek
2. A missing finger on the left hand
Flaws 3. A noticeable limp due to an old injury
Roll a d20, or choose one that fits your hero. 4. A distinctive facial mole
5. A deep, raspy voice
1. Cowardly: You are easily frightened and may flee from 6. A scar above the left eyebrow
danger. 7. A set of missing teeth
2. Weak: You have a frail physique, making her unable to lift 8. A tattoo of a ship on the upper arm
heavy objects or strike hard blows. 9. A set of calloused hands from years of hard labor
3. Clumsy: You are uncoordinated, making her prone to 10. A noticeable limp due to an old injury
accidents and mishaps. 11. A scar across the knuckles from a knife fight
4. Slow: You are sluggish and slow, making her easy to 12. A distinctive birthmark on the thigh
outmaneuver. 13. A set of piercing eyes
5. Fragile: You have a weak constitution, making her 14. A noticeable limp due to an old injury
susceptible to injuries and illnesses. 15. A scar on the left cheek from a burn
6. Dumb: You have a dull mind, making it hard for her to 16. A scar on the right hand from a sword fight
understand complex concepts. 17. A distinctive facial mole
7. Uncharismatic: You have a weak presence, making it hard 18. A set of missing fingers on the right hand
for her to persuade or influence others. 19. A deep, raspy voice
8. Loud: You are not able to move quietly, making it hard for 20. A set of calloused feet from years of hard travel.
her to sneak up on her enemies.
9. Unresourceful: You are unable to find solutions to problems,
making her helpless in dire circumstances.
10. Unperceptive: You have a poor sense of awareness, making
it hard for you to spot potential danger or opportunities.
11. Unlucky: You is plagued with bad luck, making her tests
harder than usual.
12. Dishonorable: You lack a sense of morality, and may resort
to underhanded tactics and deception.
13. Greedy: You are driven by a strong desire for wealth and
material possessions, and may make decisions based on
personal gain.
14. Vengeful: You hold grudges easily and seek revenge for
perceived slights.
15. Arrogant: You have an inflated sense of self-worth, and may
overestimate your abilities.
16. Impulsive: You act without thinking, and may make rash
decisions that put yourself and others at risk.
17. Paranoid: You are suspicious of others and may see enemies
or plots everywhere.
18. Self-centered: You are focused on your own needs and
desires, and may neglect the needs of others.
19. Addicted: You are dependent on a substance or activity, and
may make dangerous choices to feed the addiction.
20. Corrupted: You have been exposed to dark magic, and may
be struggling with its negative effects on your mind and
soul.

14
Bad Habits Story from Your Past
Roll a d20 or choose one that fits your hero. Roll a d20 or choose one that fits your hero.

1. Constant drinking: You are never seen without a bottle in 1. Framed for a crime and had to flee the law.
hand, and are often drunk. 2. Kidnapped by a rival bandit clan and had to escape.
2. Gambling: You are always looking for a game of chance, and 3. Hunted by a vengeful sorcerer.
will bet on anything. 4. Imprisoned in a cursed temple, had to fight off possession
3. Smoking: You are always seen with a cigarette or pipe, and by a demon.
will smoke wherever she goes. 5. Held for ransom by ruthless pirates, had to find a way to
4. Lying: You are a habitual liar, and are not to be trusted. escape.
5. Stealing: You have a penchant for taking what you want, 6. Falsely accused of heresy and had to clear their name.
whether it belongs to you or not. 7. Betrayed by a trusted ally, had to survive in the wilderness
6. Cheating: You are not above cheating to get what she wants, alone.
whether it be in a game or in life. 8. Imprisoned by a tyrannical ruler, had to find a way to
7. Greed: You are driven by a desire for wealth and power, and escape.
will do whatever it takes to get it. 9. Tracked by a powerful witch seeking revenge.
8. Gluttony: You have a voracious appetite, and will eat 10. Trapped in a haunted castle, had to find a way to escape the
anything she can get her hands on. ghostly inhabitants.
9. Sloth: You are lazy, and will avoid any task that requires 11. Forced to participate in gladiatorial combat, had to survive
effort. and find a way to escape.
10. Envy: You are jealous of others and their possessions, and 12. Kidnapped by a cult, had to escape before being sacrificed to
will do whatever it takes to get what they have. their deity.
11. Wrath: You have a quick temper and is prone to violent 13. Lost in an underground labyrinth, had to find a way out
outbursts. before running out of supplies.
12. Lust: You have a strong desire for pleasure, and will indulge 14. Pursued by a powerful dragon seeking revenge.
in any opportunity that arises. 15. Confined by a blizzard, had to survive and find a way to
13. Pride: You are arrogant and believes yourself to be better safety.
than others. 16. Kidnapped by slavers, had to escape before being sold.
14. Despair: You have a tendency to give in to feelings of 17. Trapped in a cave-in, had to find a way out before running
hopelessness and depression. out of air.
15. Blasphemy: You are disrespectful of religion and sacred 18. Hunted by a powerful undead warlord.
things. 19. Locked in a sinking ship, had to find a way to escape before
16. Impudence: You have a tendency to be rude and drowning.
disrespectful. 20. Stalked by a powerful demon, had to find a way to banish it
17. Disrespect: You do not show respect for authority or elders. back to the underworld.
18. Excess: You have a tendency to indulge in everything to the
extreme.
19. Indecency: You have a tendency to act in an inappropriate or
offensive manner.
20. Intolerance: You have a tendency to discriminate against
certain groups or individuals.

15
Improving
Improving, also known as leveling up, is the moment when you
become stronger, wiser, and more capable. It's the moment
when the GM recognizes her achievements and rewards her
with new abilities, skills, and powers. When she improves, the
following things happen

Ability Score Improvements


Roll a d6 against every ability score. If the result is equal to or
greater than the ability score, increase it by 1 to a maximum of
+5. If the result is less than the ability score, decrease it by 1.
Abilities from -5 to +1 always increase by 1 unless the d6
result is 1. The ability is then reduced by 1, but never below -5.

Increase HP
Roll 6d10. If the result is greater than your current hit point
maximum, increase your hit points by d6. Otherwise, it remains
the same.

Choose a New Talent


If You took one of the optional archetypes, she may choose
another talent available to that archetype. You may never take
the same archetype more than once.

Discover Something Valuable


You find something in the debris or suddenly recognize the
value of a previously discovered trinket.

d6 Discovery
1–3 Nothing
4 3d10 silver
5 A scroll of corruption
6 A scared scroll

16
Crit (Natural 20)
Violence When you score a natural 20 on their test, something amazing
Violence, or combat, is the very heart of adventure, for it is the happens.
moment when your strength, skill, and courage are put to the If the test was an attack, they deal double damage to the target,
test. It's the moment when you must face her enemies, whether and the target’s armor/protection is reduced one tier.
they be bandits, monsters, or other heroes. It's the moment If the test was a defense, you gain a free attack against the
when you must use her weapons and her abilities to strike attacker.
down his foes and emerge victorious. Combat is a dangerous
and unpredictable thing, for a single blow can mean the Fumble (Natural 1)
difference between victory and defeat. It's a test of your skill, When you roll the dreaded 1 on a test, your luck turns against
your endurance, and your courage, for in combat, you must be you.
willing to risk everything for glory. If the test was an attack, your weapon breaks, or you lose it.
If the test was a defense, you take double damage, and your
Reactions armor/protection is reduced by one tier. Armor reduced
below 1st tier is ruined and cannot be repaired.
Although enemies lurk in every shadow, violence is not the only
solution. When you meet creatures whose attitude is unclear,
roll 2d6 to determine how they react.
Death and Injury
Survival is never guaranteed in combat.
2d6 Reaction When your hit points fall to 0, you become injured. Roll a d4
2–3 Murderous to determine what happens to you.

4–6 Hostile Injuries


7–8 Indifferent   d4   Injury
9–10 Friendly 1 Fall unconscious for d4 rounds; awaken with d4 HP.
11–12 Helpful Roll a d6: 1–5: broken or severed limb. 6: lost eye.
2 Additionally, you can't act for d4 rounds. At the end of
that time, you become active with d4 HP.
Initiative Bleeding; you dies in d2 hours unless treated. All tests
When combat begins, you and the enemies determine their 3 have a -2 penalty in the first hour and -5 in the second
order of engagement by making initiative checks. Every hero hour.
rolls a d20 and adds their Dexterity score. The GM or one of the
4 Death
players rolls a d20 for the enemies. Play then proceeds in
descending order—you or the enemy with the highest result
If your hit points fall below 1, you die. Likely, no one will
goes first, then the next highest, and so on.
remember you.

Rounds Morale
Combat is broken down into rounds during which you and your
Most adversaries will not fight ot the death. Roll for morale
adversaries take turns. A round is enough time to make an
whenever the leader is killed, half the group is eliminated, or a
attack (or use a Power) and traverse a normal-sized room.
single enemy has only 1/3 of its HP left.
There are usually 10 rounds in one minute. But only fools care
for such trivial matters. Roll a d20 and the highest Presence score. It is demoralized if
the value matches or exceeds the enemy’s Morale value. Roll d6

Turns to determine what the enemy does: 1–3: the enemy flees; 4–6:
the enemy surrenders.
Players roll for both their attacks and their defenses. Creatures
and enemies don’t roll dice in combat.

When you use a close combat weapon such as a sword, mace, or


club, you must make a DC 13 Strength test. On a hit, you deal
damage to the target equal to the weapon’s damage plus your
Strength score (never less than 1).
When you use a ranged weapon, such as a bow or sling, you
must make a DC 13 Presence test. On a hit, you deal damage
to the target equal to the weapon’s damage plus your
Presence score (never less than 1).
When you must defend yourself, you must make a DC 13
Dexterity test. If you fail your test, you take damage from the
enemy’s weapon. Enemies attack only once per round unless
noted otherwise.
17
9. Dimension Door: The power to open gateways to other
Powers realms, to travel in the blink of an eye. You and up to one
willing creature teleport to a location you specify up to 400
Powers are the gifts of ancient magic, remnants of a time long feet away.
past. They are granted by scrolls, whether they be corrupted or
10. Time Warp: The power to twist time and space, to slow it
sacred, and they give you abilities beyond those of mortal men.
down or speed it up, to even travel through time. The GM
At the start of each day, a power wielder may roll d4 and add determines the effect, but heed this warning: altering time
their Presence score to determine how many times they may often has dire consequences for the caster. Tread lightly.
use Powers that day, choosing from available scrolls. When
using a power, test DC 12 Presence. If you succeed, the Power is
activated, and you subtract one use from your daily total. But if Sacred Scrolls
you fail, the Power doesn’t work, and you lose d2 HP and Roll a d10 to determine the power offered by the scroll.
become dizzy for one hour. During this time, all Powers fail in
the worst possible way. 1. Divine Shield: The power to summon a shield of divine
energy, protecting you from harm. You have an advantage on

Scrolls of Corruption defense tests for 8 hours.


2. Healing Touch: The power to heal the wounds of your allies,
Roll a d10 to determine the power offered by the scroll. restoring them to health. For the next 24 hours, your touch
heals 2d4 + 2 hit points to non-evil living creatures and
1. Shadow Walk: The power to slip through shadows, unseen deals 2d4 + 2 damage to evil and dead creatures.
by the enemies, like a ghost in the night. You or a willing 3. Light's Fury: The power to call down bolts of divine energy,
creature becomes invisible for 1 minute or until it is smiting your enemies. One creature that you can see takes
damaged. During this time, the target’s attacks and defense d8 damage. A creature cannot benefit from cover against
tests are made with an advantage. this ability.
2. Soul Drain: The power to suck the life force out of your 4. Tongues: The power to understand and speak any language,
enemies, leaving them a withered husk. For the next minute, a boon for any adventurer. This effect works for 1 hour.
when you hit a creature with a close combat attack, the 5. Divine Smite: The power to imbue her weapons with holy
target takes 3d6 damage, and your regain HP equal to the energy, making them deadly against her enemies. The next
damage the creature takes. time you hit a creature with a close combat attack, it is
3. Summon Demon: The power to call forth a fiend from the instantly destroyed in a brilliant flash of light. All evil
pits of hell to do your bidding. A minor demon (see creatures who witness this must immediately test morale.
adversaries) follows you for 1 hour, then returns to hell. If 6. Divine Flight: The power to soar through the skies as if you
you fall unconscious or die, the demon frees itself from your had wings of your own. You can fly for 1 hour.
magic and attacks your allies. If you use this power when 7. Divine Sight: The power to see through lies and deception,
you already have one demon summoned, the two demons revealing the truth. You automatically know whenever you
break free of your enchantment and attack you. If they kill hear a lie for 1 hour.
you, they drag your soul to hell, where they will torment you 8. Divine Protection: The power to shield your allies from
for all eternity. harm and keep them safe. All creatures of your choice
4. Necromancy: The power to raise the dead and command within 30 feet of you subtract d2 from damage as if they
them like an army of the damned. Choose a pile of bones or were wearing light armor.
a corpse. It returns to life as a skeleton or zombie under 9. Divine Summoning: The power to summon angels, to fight
your command. The statistics for these creatures are in the by your side. You summon a celestial being (see adversaries)
adversaries section. who serves you for 10 minutes, then vanishes. The celestial
5. Mind Control: The power to bend the wills of your enemies, being will protect you if you fall unconscious or become
enslaving them. Make a Presence test with a DC equal to 5 + incapacitated but leaves if you die. You may only have one
the target’s morale. If you succeed, the creature must do as such creature assist you at a time.
you will it for 8 hours or until it takes damage. 10. Divine Inspiration: The power to grant your allies
6. Blood Magic: The power to spill blood and gain dark power, temporary hit points and increased abilities, giving them the
a pact with the devil himself. You have an advantage on all strength they need to fight on. You and up to three creatures
tests for 1 hour. At the end of the hour, your HP falls to 0. of your choice gain d8 extra hit points. These hit points may
Beware—the High Priestess of Blood always knows when exceed the targets’ hit point totals, but they cannot be
someone uses blood magic. recovered once they are lost.
7. Curse: The power to lay a hex upon her enemies, bringing
them misfortune and doom. Choose a target. All attacks
made against that target are made with an advantage, and
all defense checks made to avoid the target’s attacks are
made with an advantage. The curse lasts until you die or use
this power on another creature.
8. Elemental Control: The power to command the elements,
fire, water, earth, and air, to do your will. You create a ball of
elemental energy (fire, ice, water, earth, etc.) and slam it into
d2 creatures you can see. Each creature takes d8 damage.

18
Arcane Catastrophes
Whenever you attempt to read a scroll and roll a 1 on her check,
an arcane catastrophe occurs. Roll a d20 to determine what
happens. If you ever roll the same result twice, you explode,
and all creatures within a few feet of you take d6 damage.

1. The magic backfires and causes your hand to wither and die.
2. Your hair turns white and falls out.
3. You are wracked with terrible pain and lose consciousness
for d4 rounds.
4. Your skin becomes covered in painful sores and blisters. You
have disadvantage on Strength and Dexterity tests until you
complete a long rest.
5. Your eyesight is permanently damaged. You have
disadvantage on Presence tests that require you to see
(including ranged attacks).
6. Your limbs become paralyzed. The effect wears off in d4
days.
7. You are aged 2d4 x 10 years in an instant.
8. You are struck with a terrible illness and will suffer for
weeks. During this time, you have disadvantage on all tests,
and you can’t recover hit points. If your hit points drop to 0
while diseased, you die.
9. You are cursed and will suffer terrible luck for a year and a
day. You can’t use Omens.
10. A powerful demon appears and demands a terrible sacrifice.
If you do not give the demon what the ask for in 24 hours, it
drags you to hell.
11. A powerful curse is placed on you, causing you to suffer
terrible nightmares. Until you find magic to remove the
curse, you can’t gain the benefits of resting.
12. Your soul is bound to an object or place, trapping you in that
location. You can never go more than d6 x 100 feet from that
location.
13. Your body is wracked with terrible mutations, making you
an outcast. You disadvantage on all Presence tests made to
interact with other people.
14. Your mind is consumed by madness, and you become a
danger to yourself and others. You become a monster and
lose control of your character until someone cures the
madness.
15. You are consumed by a terrible hunger that can never be
satisfied. You become a monster and lose control of your
character until someone cures the hunger.
16. Your body is taken over by a powerful evil spirit. You lose
control of your character until the spirit is exorcised.
17. Your body is wracked by terrible pain, and you die a slow,
agonizing death.
18. Your loved ones are cursed and suffer terrible fates.
19. You are dragged to the underworld and forced to serve a
powerful demon.
20. Your soul is consumed by the darkness, turning you into an
undead monster.

19

You might also like