Weapons, Armor, and Special Materials Guide
Weapons, Armor, and Special Materials Guide
Cumbersome: When you attack with this weapon, you make the attack roll with 1 bane.
Clothing & Armor
Finesse: You can make a Strength attack roll or an Agility attack roll for attacks made using this weapon.
Misfire: When you attack with this weapon and the total of your attack roll is 0 or less, the weapon misfires.
Roll a d6. On an even number, the weapon simply misfired and can be fired again once you spend 1 minute
using tools to clear the barrel and repair the weapon. On an odd number, the weapon explodes and you take
2d6 damage.
Weapons for Larger Creatures
Multiply the weapon’s price by the creature’s Size to determine its price if it was created for a creature of Size
2 or larger. As well, a weapon for a larger creature (including unarmed strikes) deals 1d6 extra damage for
each point of Size above 1. If the weapon normally deals less than 1d6 damage, fist increase the damage to
1d6 for Size 2 and then increase the damage by 1d6 for each point of Size the creature is larger than 2.
Special Materials
Many peoples, such as faerie, cannot tolerate touching iron. They instead construct their armor and weapons
from other materials, using bronze, bone, or wood for iron. The prices for armor and weapons made from
other materials are the same.
• Shattering Weapons: When you attack with a weapon that is normally made of metal and that is made from a material other
than metal, it is at risk of breaking. If the total of the roll is 0 or less, the weapon takes damage equal to its Health and breaks.
• Silvered Weapons: Weapons plated in silver are useful when fighting certain monstrous creatures.
You can silver any weapon with a metal component by multiplying its price by 3. Silvered weapons Type: Armor is clothing, light armor, medium armor, or
count as exotic items. heavy armor. You make Strength challenge rolls with 1
Exposure
Each hour a living creature is subject to extreme cold
Putting On and Taking Off Armor
bane to swim while you wear medium armor. You take
a –2 penalty to Speed and you make Strength challenge
You can put on or take off clothing using an
(temperatures of -50 degrees Fahrenheit or lower) or rolls with 2 banes to swim while you wear heavy armor.
extreme heat (temperatures of 150 degrees Fahrenheit action, but it takes time to put on and take
• Requirement: If you wear armor and do not meet or ex-
or higher), it must make a Strength challenge roll. On a off heavier armor. Light armor takes 1 mi-
ceed its requirements listed in the table, you make all
failure, the creature becomes fatigued. If it is already nute, medium armor 5 minutes, and heavy
fatigued, it instead takes a cumulative -1d6 penalty to Strength and Agility rolls with 1 bane. In addition, you take a
armor 10 minutes. With help, you can put on
Health. This penalty remains until the creature is no –2 penalty to Speed. The effects of not meeting the armor’s
and take off armor in half the time.
longer fatigued and is no longer subject to exposure. A requirements are cumulative with the other effects of wearing
creature fatigued from exposure removes this affliction armor.
when it completes a rest in a comfortable environment
Relics Pg.212
Legendary objects whose discovery and recovery
are events of great and lasting significance in the
game.
Pg.104
Finding a Trap
Traps Examples of Traps Pg 203
Nearly all traps are hidden. A creature examining an area that contains a trap can make a Perception chal- Collapsing Ceiling Flesh-Eating Slime
lenge roll to locate it. You secretly decide how many banes apply to the roll, based on how well hidden the
trap is and other circumstances, such as time pressure. Unlike other challenge rolls, you roll that many d6 Concealed Pit Magical Rune
instead of the player and adjust the player’s roll accordingly. If the total of the player’s roll is 0 or less, the
character makes challenge rolls to find the trap or avoid its effects with 1 bane. Concealed Spiked Pendulum Blade
Disarming a Trap Pit
Poison Gas
A character can use a tool kit to disarm a trap by succeeding on an Intellect challenge roll. Complex traps Dart Trap
might impose 1 or more banes on the roll. Failure to disarm a trap might spring it, at your discretion. A char- Poisoned Needle
acter might attempt an unorthodox action or improvise tools to neutralize a trap. You decide whether to Falling Portcullis
allow the attempt, imposing banes if necessary. Refer to the guidelines for improvisation earlier in this chap- Spear Trap
ter. Flame Jet
Webs
Carrying Limits
You can reasonably carry or wear a number of items
equal to your Strength score by holding them in your
hands or strapping them to your body. If you exceed
your limit, but no more than twice your Strength
score, you become encumbered. While encumbered,
you’re slowed and you make all Strength and Agility
rolls with 1 bane.
Clothing and Accessories: Wearable items such as
clothing, necklaces, rings, crowns, and the like count
as one item. Elaborate apparel, heavy clothing, and
costumes count as two items.
Coins and Gems: Every ten loose bits and coins, as
well as every fie loose gems you carry count as one
item.
Containers: A container and everything it contains
counts as a single item. You could, for example, stuff
your backpack with adventuring gear. While you
keep the stuff in your pack, it counts as one item. You
can fi about 500 coins or a 1-foot cube of items in a
sack or backpack, 1,000 coins or a 2-foot cube of
items in a metal box, and 5,000 coins or a 4-foot cube
of items in a typical chest. A chest or an iron box are
quite heavy and become heavier when loaded up.
Such containers count as three items instead of one.
water, if it is aquatic). It can go without breathing for a Fire ignites combustible materials it touches. Ob-
number of minutes equal to one-quarter its Strength jects/creatures that catch fire take 1d6 damage at the
score. If the creature uses an action during this time, it end of each round until they are destroyed or the fire
reduces the minutes it has remaining by 1 unless it is extinguished
gets a success on a Strength challenge roll.
When the creature runs out of time, it must make
a Strength challenge roll. On a failure, it takes a -2d6
penalty to Health. At the end of each additional round
it goes without breathing, the creature repeats the roll,
but with 1 bane for each additional round it has gone
Pg.108
without breathing. If the creature uses an action during
a round when it cannot breathe, it makes this roll with
1 additional bane. Each failure imposes another cumu-
lative 1d6 penalty to Health. If the accumulated penal-
ty reduces the creature’s Health to 0, it dies. The pen-
alty to Health ends after the creature spends a few Land Prone
If you take damage from landing after a fall, you fall prone.
minutes breathing clean air or water
Falling onto Other Creatures & Objects
If you land on another creature or an object other than the
ground, both you and the creature or object on which you fell
If you take damage from landing after fall, you fall prone
take the half the damage from landing after the fall.
Instant Death: Taking full damage from a single source.
Random Encounters
Travel can be dangerous beyond the reach of civiliza-
tion. While traveling or resting in the wilderness, the
group might run across a potential hazard. The En-
counter Frequency table shows how often you
should check for such random encounters based on
the threat level of the group’s current location.
• Extreme: A haunted ruin or underground complex
infested by foes.
• Major: Within 1 mile of a place of extreme danger.
• Moderate: A wilderness capable of sustaining living
things.
• Minor: A barren wilderness
Getting Lost
Unless the characters follow a road, use a map, or
hire a guide, they have a chance of becoming lost
while traveling. At the start of each day, secretly roll a
d20. On a 10 or higher, the characters move in the
direction they intended. Otherwise, they get turned
around and move in a direction you choose, becom-
ing lost in the process. Boons or banes might apply to
the roll based on prevailing conditions, as shown on
the Travel Conditions table. These are cumulative;
for example, traveling through forested hills during
rain would impose a total of 4 banes. ―Navigator‖
means a character with some ability to find the cor-
• Cautious: At this pace, you move quietly and watch-
rect path, such as the navigation or guide profession.
fully. While moving at a cautious pace, you make all
Perception rolls with 1 boon.
• Walk: You move at a steady pace. You can typically walk for 8 hours
without difficulty. Walking for longer is considered a force march.
• Jog: You move at a quick pace. Each hour spent jogging counts as 2 hours
of walking. You make all Perception rolls with 1 bane while moving at this
pace.
• Run: You sprint, moving as fast as you can. Each hour of running counts as
4 hours of walking. You make all Perception rolls with 2 banes while mov-
ing at this pace. It’s typically not possible to run for 8 consecutive hours
Helpful: A person or group of people offers assistance, such
without taking periods of rest.
Battlefield Elements
Complex battlefields make combats more challenging, but they also make them more exciting. Introducing battlefield elements
as information, healing, food and water, or shelter. Examples
include pilgrims, a wandering knight, caravan, a band of
merchants, or nomads.
gives the player characters new tactical options and lets them engage with the game in different ways. Be careful about adding
too many battlefield elements, though, since they can slow down game play. Simple fights shouldn’t include more than one Harmless: The characters notice a creature or creatures at
element. For big, set-piece battles, three or four is a good limit. some distance from them. The creatures might be dangerous
• Obscured Terrain: Reduced visibility from precipitation, shadows, darkness, foliage, and other factors can make a combat or not, but they are too far away to pose a threat to the group.
more challenging, imposing banes on attack rolls against obscured targets. Obscured terrain also creates opportunities for Alternatively, the characters come upon an interesting but
characters and their enemies to become hidden. harmless site; a ruined building, the wreckage from an old
• Obstacles: Large objects such as doors, pillars, altars, and idols can block sightlines and grant varying degrees of cover to battlefield, a toppled statue, or a forgotten monument.
one or both sides.
• Difficult Terrain: Rubble, undergrowth, staircases, slippery surfaces, and narrow surfaces hinder movement on the battle- Environment: Something changes in the characters’ imme-
field, channeling combatants into cleared areas where they can maneuver more easily. diate environs. The event is not dangerous but can heighten
tension or build atmosphere. Examples include a cold wind
• Challenging Terrain: Some kinds of terrain require a success on a challenge roll to traverse safely can also make combats
through the trees, thunder, a rising fog, a shrill scream in the
more exciting. For instance, a battle might start while the group is climbing up the side of a cliff the increased danger means a
distance, weird knocking noises, rain or snow, or anything else
character might fall at any time.
suitable to the setting.
• Hazards and Traps: You can turn an ordinary battle into a memorable one by adding dangerous elements such as explo-
sive spores, hidden traps, magical energy fields, teleportation zones, and anything else you can think of. See Traps later in this Combat Encounters: A combat encounter features hostile
chapter for some ideas. creatures that are likely to attack the group. Most combat
• Interactive Elements: You can create opportunities for the player characters to improvise in combat by adding ways to encounters are planned, but if a random encounter is combat,
interact with the battlefield environment. Examples include a chandelier to swing from, ropes to climb, banisters to slide down, you can quickly create an appropriate threat by consulting the
furniture to knock over or smash, and staircases for thrilling sword fights. appropriate encounter difficulty table for the group’s level.
Pg.196
Traps Pg.203
You can use traps to create tension when the player
• Force March: If you travel more than the equivalent
of 8 hours without taking a break for 1 hour or longer,
characters explore dangerous areas. Try not to you risk exhaustion. At the end of each additional
overuse them though. A character can use a tool kit hour of travel (regardless of pace), make a Strength
to disarm a trap by succeeding on an Intellect chal- challenge roll. This roll is made with 1 bane if you are
lenge roll. Complex traps might impose 1 or more jogging or with 2 banes if you are running. On a fail-
banes on the roll. Failure to disarm a trap might ure, you take 1d6 damage and become fatigued until
spring it, at your discretion. you complete a rest.
Corruption
Player characters gain Corruption when they commit
Gaining Corruption
Your Corruption score might increase during the
truly heinous acts driven by selfishness, greed, ha- game, usually as a result of performing an act of great
tred, or some other dark motive. Frequently, situa- evil. As your Corruption score increases, you suffer
tions arise in which the characters might do question-
able things, such as minor theft or killing someone increasingly unpleasant effects. In addition, whenever
who probably deserves to die. But only seriously dark you gain Corruption, roll a d20. If the number rolled
acts are worthy of Corruption— things that make the is less than your new Corruption score, roll a d20
world a little worse than it was before. Examples again and consult the Mark of Darkness table. If you
include torturing an innocent person, burning down a would gain a mark of darkness you already have, you
town, stealing from the poor and hungry, or commit-
instead gain 2d6 Insanity
ting cold-blooded murder. Such an act should earn 1
Corruption for the character responsible.
Insanity
The player characters might gain Insanity whenever
they encounter the truly horrific. Various creatures,
spells, and other special effects impose Insanity, but
characters are also at risk when they witness acts of
terrible depravity or experience events that cause
them to doubt everything they believe. Situations that
might impose Insanity
Intellect
Intellect describes cunning, wit, memory, and educa-
Blinded
A blinded creature cannot see. It treats everything else as
affliction. If the grabbed creature’s Size is larger than that of
the creature grabbing it, whenever the grabbed creature
totally obscured (see Obscurement). Other creatures make moves, the creature grabbing it can choose to move with it
tion.
attack rolls with 1 boon against a blinded creature’s Defense (by clinging to the grabbed creature’s body) or end the
• Score: Your Intellect score is the target number for or Agility. Perception challenge rolls that rely on sight auto- grab. (See Grab for more information on how to grab, and
any kind of attack that would deceive or confuse your matically result in a failure. Finally, the blinded creature’s Escape for how to escape a grab.)
mind, thoughts, and senses. Speed becomes 2 unless its normal Speed is lower. Immobilized
• Perception: You use Perception to notice and inter- Charmed An immobilized creature has Speed 0 and cannot benefit
A charmed creature sees the source of the affliction as a from bonuses to Speed. Other creatures make all attack rolls
act with your surroundings. Your base Perception
trusted friend and ally. The charmed creature cannot choose against the immobilized creature with 1 boon
score normally equals your Intellect score, but your
the creature that bestowed the affliction as the target of its Impaired
ancestry can adjust this score. attacks. An impaired creature makes all attack rolls and challenge
• Attack Rolls: You make Intellect attack when you Compelled rolls with 1 bane.
try to deceive another creature. A compelled creature cannot use actions or move. Instead, Poisoned
• Challenge Rolls: You make Intellect challenge rolls during each fast turn (see Combat), the creature that be- A poisoned creature makes all attack rolls and challenge
stowed the affliction can force the compelled creature to rolls with 1 bane.
when you try to recall obscure information, use logic
move up to its Speed or to use an action. The creature that Prone
to solve a problem, or attempt any other activity that
bestowed the affliction makes all decisions on the compelled A prone creature lies on the ground. Other creatures can
requires knowledge or education. You also make creature’s behalf. move through its space. While prone, the creature can move
Intellect challenge rolls to resist effects that would Dazed only by crawling or use its move to stand up. The prone
weaken or harm your mind, deceive your senses, or A dazed creature cannot use actions. creature makes Strength and Agility rolls with 1 bane. Crea-
confound or confuse you. Deafened tures that can reach the prone creature make all attack rolls
• Distant Shot: You can attack a target that is be- • Driving Attack: You make the attack roll with 1
Half Covered
yond your weapon’s range, but no more than twice bane. On a success, you and the target move a num-
the weapon’s range. You make the attack roll with 1 If an object between you and the attacker covers at
ber of yards equal to your Strength modifier in the
bane. least half your body, ranged attack rolls against you
are made with 1 bane. same direction.
• Staggering Shot: You make the attack roll with 2 • Guarded Attack: You make the attack roll with 1
Three-Quarters Covered
banes. On a success, a target that is your Size or bane, but the next creature to make an attack roll
smaller must make an Agility challenge roll. On a If an object between you and the attacker covers at
least three-quarters of your body, ranged attack rolls against your Defense before the end of the round
failure, the target falls prone. Other Actions against you are made with 2 banes. does so with 1 bane.
Disarm: Choose one target creature within your end of the next round. If you are prevented from • Lunging Attack: You can increase your reach by
reach that’s holding an object. Make a Strength or using actions (such as because you are dazed, 1 yard, but you make the attack roll with 1 bane.
Agility attack roll against the higher of the target’s stunned, or unconscious), the grabbed affliction
Strength or Agility. If you are unarmed, you make this ends. The grabbed affliction also ends if you move or • Shifting Attack: You make the attack roll with 1
roll with 2 banes. On a success, the target drops one are moved to a position where you can no longer bane. On a success, your movement does not trigger
object it is holding of your choice. reach the grabbed target. (See Grabbed for more free attacks from the target until the end of the round.
information on the effects of being grabbed, and
Distract: Choose one target creature within short • Unbalancing Attack: You make the attack roll
Escape for how to escape a grab.)
range of you that can see you. Make an Intellect with 1 bane. On a success, if the target is your Size or
attack roll against the target’s Intellect. On a success, Knock Down: Choose one target creature within your smaller, it must make an Agility challenge roll. On a
the target makes its next attack roll or challenge roll reach. Make a Strength attack roll against the target’s failure, the target falls prone.
before the end of the round with 2 banes. Agility. If the target is larger than you, you make this