Crowns 2e Quickstart Rules - Doubles
Crowns 2e Quickstart Rules - Doubles
Try to avoid having NPCs carry limit (VIT). This You can only quickly drop If an item would be
Example: A Seeker is called to make a COR check with +5. and monsters make rolls. makes them encumbered. readied items. Your back depleted a third time it is
They roll a 14. Their COR is 10. This would normally be a Focus on the players While encumbered, a pack is tightly tied to you, broken. Erase it from your
failure. However, the +5 allows them to treat their COR as if avoiding their effects Seeker cannot succeed an and takes a lot of effort to inventory, it is destroyed
it’s 15, so it is a success. (when possible). initiative check in combat. remove all at once. permanently.
LOR B Renown
Renown B lore The left side of the line is for tracking how much renown
you have spent on training your Seeker. The right side is
the total amount of renown they’ve ever earned, which is
1 used to determine their current milestone.
Resolve F
2
3 C
C Titles
Peril G Here you can write out the name of each title you earn as
you hit different renown milestones. If you have room, its
4 recommended you also write short descriptions.
5 x1 Afraid
x2 Panic D Inventory
Inventory Crowns 100
x4 Resign Each line is an inventory slot with durability bubbles.
When both are bubbled, the item is still usable, it’s when the
third, imaginary bubble is marked that it breaks.
1 To the left of most slots are limiter diamonds. 2-6
2 represent the maximum amount of readied slots the Seeker
can have, mark appropriately. The diamonds from 7-15
3 represent the Seeker’s carry limit, mark appropriately.
4
5 E Attributes
6 This is probably going to be the most viewed part of your
character sheet besides your inventory.
7
D
8
9
F Resolve
Left of the line is your current resolve, right of it is your
10 maximum resolve.
11
12 G Peril
13 In the white section of “Afraid,” “Panic,” and “Resign” write
the threshold. Bubble each section if your current Peril is
14 equal to or greater than that threshold number.
Gain d6 peril. Broken resolve causes a death While panicked one falls
torsos (ribs) are
conditions. Broken heads
check. This is a check
using your maximum
back on the basics, losing
technique to adrenaline.
Broken
roll a d6:
(1) broken nose
resolve as the attribute
and any excess damage as
Bones
(2-3) ruined ear a negative modifier. x4 Broken bones take d4+2
(4-5) ruined eye weeks to heal fully. This
(6) broken neck (dead) If they succeed, they
suffer shock. However,
Resignation cannot be sped up by
mundane means, these
the adrenaline of the blow When a Seeker has peril things take time.
5-6 gives them an additional equal to quadruple their
action next round. On a maximum resolve, they
Severed crit, they don’t get shock. reach the ultimate point
of resignation. They
Poison
Gain d8 peril. Limbs are If they fail, they are a conclude they are ready to Seekers remove one
lost. Reduce resolve to 0. dead man walking. They hang up their hat, and poison condition at the
reduce their peril to zero swear off adventuring at end of each day. Items,
Torsos are disemboweled. (they know their fate). the next refuge. like bottles of leeches, can
They’re dead man walking. They die in VIT rounds. speed this up. This can be
This cannot be stopped. If Death of the body is but one accelerated by utilizing
Heads are beheaded. dealt damage again they way to leave the profession. certain services in a refuge
AKA, instant death. die instantly. (see Specialists).
Death and Bloodshed 10 Damage Death and Bloodshed 11 Peril and Recovery
Combat Stunts
Hit Stunts are effects inflicted on fighters in combat either as an
Ambushers always act first. Otherwise, every Seeker makes a action, or as a result of dealing one damage with an attack.
SEN check for initiative. On a success, they act before their
enemies. If they fail, they act after their enemies. This check is
Locations Different weapons do different stunts when attacked with.
repeated at the start of every combat round. Damage is dealt to a Delay Expose Hinder
random hit location
Actions on Your Turn determined by the
number in the ones-place
The target must
act last this
The next attack
that hits the
The next attack
the target makes
of the d20 that was rolled round (or next target adds the subtracts the
On a fighter’s turn they can move to somewhere nearby to hit: round if they’ve attackers critical their critical die
(page 14) and do one other action. Some example actions are: already acted die to its power. from its power.
Ones Hit Location this round).
1-5 Torso
6-7 Arms
8-9 Legs
Melee Attack Stunt 0 Head Mark Push Stance
Make a COR check. If The fighter performs a If a Seeker wishes to The next attack Push the target You strike a
successful, the result of stunt of their choice. This strike a specific place on a that hits the to somewhere defensive
the roll is the power of the is not limited by the target, they need to target stunts. If it close-by. stance, your next
roll (see Damage). weapons they are using. reduce damage to do so: would already, parry does not
the attacker may sunder your
Hit Location Damage
On a 20, deplete the choose any stunt. weapon.
Torso 0
weapon. On a crit, add the Arms, Legs, -1
weapon’s critical die to the or Head At the end of each round, remove all stunts applied in the
power, deal the damage’s
critical effect, and deplete
Scrounge Eye or Finger -2 previous round. Stunts cannot be stacked (i.e. a monster
cannot be double exposed but can be exposed and hindered).
each of the target’s armor. The fighter can rearrange
their inventory however
they wish. This takes their Defenses
whole action.
Mounted When suffering damage, the following are applied in the
Range Attack order shown. You can parry or dodge an attack, but not both.
Make a SEN check. If Combat
successful, the result of Grapple 1 2
the roll is the power of the While mounted, a Seeker
roll (see Damage). Each side rolls a d20 and
add their VIT. If the
is in one of two states
depending on their
Cover Parrying
On a 20, deplete the grappler rolls higher, the initiative result: charging Any obstructions to a Deplete the parrying
weapon. On a crit, add the target is grappled. This can and cantering. ranged attack act as weapon. Reduces an
weapon’s critical die to the only be done against a cover. Fog, concealing incoming melee attack’s
power, deal the damage’s target of similar size. If they passed initiative, terrain, rain, crates, etc. power by the parrying
critical effect, and deplete they are charging. Gain +1 Gain +1 armor to all areas. weapon’s critical die.
each of the target’s armor. Choose two effects: damage on melee attacks.
����Lock arm. Target
drops items in that arm. If they failed initiative,
����Stunt. The grappler they are cantering. Gain
freely does one stunt. +2 to-hit with melee 3 4
Throw ����Choke out. Target is attacks.
(!) +5 initiative if used (5c) (!) +2 initiative if used (25c) This takes up two inventory
Delay Delay
Hirelings slots.
Inquire Work
Result Outcome Result Outcome
Explore rumors, conduct Manual labor is always
Critical Dead ends and red Critical Wasted time with
research, and scout ahead. available, though rarely
Failure herrings. You learn Failure meager pay, gain pays well.
nothing new d6c
Roll a LOR check. Add
Failure Only scraps of the Failure Long hours and
occupied sanctum’s level. Roll a VIT check. Add +5 if
deeper truth. Ask little to show for it,
Add +2 if there’s an there is a coiner in the
one question gain 2d6c
occultist. Questions must refuge. Roll a d6 for
Success A new lead. Ask Success Your hard work
be simple sentences. If random labor: 1 brick-
two questions pays off, gain 3d6c
the GM says, “you couldn’t layer, 2 ditch-digger, 3
Critical A breakthrough in Critical We couldn’t have
learn that,” but then must stockpile-hauler, 4 crop-
Success your research. Ask Success done it without
give a rumor of a place/ collector, 5 wood-cutter, 6
three questions you, gain 5d6c
entity where you could. errand-runner.
Melee weapons can be used If a dagger is thrown at an Gain +1 damage for the rest Daggers can perform any If the duelist parries a melee As an action at camp, the
to parry ranged attacks. This enemy and hits, it does not of the combat for each stunt, not just the exposed attack into zero power, the enchanter can transfer
does not deplete the melee take the action of the critical hit the bloodrager stunt. attack is canceled. The arcane charges from one of
weapon. blackblade. sustained this combat. duelist may then roll the their magic items into
Gain +2 to-hit any enemy parrying weapon’s critical die another on of their magic
Parrying with a dagger Passing a death check gives with a dagger if a stunt is again using that as the total items.
inflicts the hinder stunt on the bloodrager three extra effecting them. power for a attack melee
the attacker. actions on their next turn. against the target.
When the brute parries with After defeating an enemy in Gain +2 to-hit condemned The filch can swap/move Can parry with two one- Gain +5 to grapple, and the
a weapon that has a greater melee, the butcher may enemies. one item from their pack handed weapons at once, gladiator may grapple in
critical die than the attacker, carry over any excess into their readied slots once depleting both but reducing place of performing a stunt
deplete the attacker’s damage plus one to another Condemned enemies hit by per round for free in the attack’s power by both. when dealing one damage
weapon. When the brute’s enemy in melee (no the crusader’s attacks suffer combat. in melee.
melee attacks are parried, minimum). the marked stunt.
the critical die is always Double the purchase limit Parry unarmed attacks with
treated as a d4. while the filch is in a refuge. a d12, not a d4.
When the gourmand Healing salves applied by When suffering damage Using an instrument to revel Decipher ancient texts five When a marked enemy dies,
renders at camp, regular the healer regain two that is reduced by the at camp reduces all allies times faster. Upon seeing a the officer can mark another
monster parts are worth resolve instead of one. ironclad’s armor, they can peril by two, not one. potion, grimoire, or magic enemy for free.
d12 * 5c and unique monster choose to deplete the item, perform a LOR check.
parts are worth d12 * 25c. Spirits applied by the healer applicable armor to reduce When not using an On a success, identify it. As long as the officer is not
can be depleted to reduce incoming damage by three instrument to revel at camp, Automatically know if a afraid, nearby allies that gain
Gain +2 when cooking and peril by one and not incur a instead of one. still reduce all allies peril by monster has unique parts peril reduce incoming peril
foraging. VIT save. one. worth rendering. by one.
Gain +1 max resolve. The Anytime the legionnaire Any time the marksman When the phalanx performs As an action at camp, the If a short bow or long bow
juggernaut’s resolve can now performs a stunt in melee performs a stunt at range a stunt with a spear or pilgrim can deplete a bottle attack is parried, the ranger
be increased up to ten. This the target is also effected by the target is also effected by polearm they may add their of holy oil to anoint up to may make another attack
doesn’t raise peril thresholds. the marked stunt. the marked stunt. critical die to the attack. four allies. targeting the same enemy.
Excess damage does not act Allies parrying an attack by a Allies making a ranged Double the initiative bonus Anointed gain +5 to resist If a crossbow attack is
as a negative modifier for marked enemy gain +2 to attack against a marked provided by spears and spells and unnatural effects parried, inflict a stunt on the
death checks. the parry roll. enemy gain +2 to-hit. polearms. until next the moon is high. target.
Regardless of the results of Shields are treated as having When a spell is cast near a The templeguard can keep Gain +5 to pick locks, hide, Burning torches can be
your initiative check, at the a d12 critical die. silencer that they know blessings and concecrations and be stealthy. treated as a throwable
start of each of your turns about, they can deplete one through a full moon by melee weapons with d4
decide if your mount is Melee attacks parried by the of their grimoires to reduce holding an overnight prayer The thief can use a dagger critical dice.
charging or cantering. shieldbearer’s shield inflict the other spell’s casting roll vigil. They may turn a to pick a lock without their
on the delay stunt on the by twice the silencer’s WIL. readied iron holy icon to halt innate lock picking bonus, While wielding a burning
Spears have a d12 critical die attacker. a consecrated or blessed depleting the dagger if they torch, gain +2 to avoid traps
while the rider is mounted. item from being depleted. fail. and +5 to initiative.
When a sorcerer casts a A grimoire in the spellbinder The stalwart doubles all of The warmage can cast spells Condemned monsters have As an action at camp, the
spell they can willfully dim has has grown attached to their peril thresholds. while wearing chain armor -2 to-hit the wordbearer wright can repair up to three
the spell, reducing its cast them. They can increase or without a penalty for its while they have holy items long as they were not
roll by 10, or empower the decrease the cast roll of that They suffer no penalty for nature as arcane obscura. scriptures readied. totally broken.
spell, adding 10 to its cast spell by 5, 10, or 20 freely. traveling in poor weather.
roll, in return for suffering The spellbinder suffers the When the wordbearer reads They cannot refill liquids,
from shock after this action. emptiness condition if the The stalwart gains +2 to aloud holy scriptures, all but can refill quivers and
grimoire is not on them. resist mind altering effects. effected are also marked. ammo pouches.
Anima
Certain materials or Inversion
circumstances can
empower a spell. Spells Literary grimoires (spell
cast within LOR feet of an books, breviaries, tablets,
anima have +5 to the roll. not scrolls) allow the user
This effect if doubled if to also cast the inversion
Cast a Deadly Spell there’s a significant
amount or it is very close-
of a spell. Which spell is
the inversion of each spell
by. is listed in its entry.
To cast a spell, one must hold a grimoire (a receptacle of
spellpower: an arcane spellbook, runic ring, or holy breviary)
and speak aloud the power word (unique to the grimoire).
The caster then rolls a d20 and adds their LOR, comparing the
result to their spell’s results chart. This can be dimmed by
obscura or empowered by anima around the caster.
Armor Rituals
The geometric patterns Rituals can be performed
found in metal armor to restore one charge to a
interfere with the grimoire. They take d4
confluence of spell spirits. hours to before (rolled
Wearing chain armor gives each time) and consume
-20 to all casting rolls. the listed components.
Wearing helmets and/or Although some grimoires
plate armor gives -10. can be inverted, only the
ritual for the primary spell
may be performed.
Criticals
If a caster rolls a natural People
Charges and Depletion twenty when casting they
may add their LOR a People are humans or
Anytime a spell is cast it uses one of the focus’ charges. second time to the roll. If near-humans (orcs, elves,
Every arcane focus has a maximum number of one or two a caster rolls a natural one dwarves, etc). Monsters
charges. When out of charges a focus cannot cast spells until when casting they must are explicitly non-human
it is recharged by performing the spell’s ritual (unique to each remove their LOR bonus (beasts). Creatures are
spell). to the roll. either/or.
Spells and Sorcery 42 Spell List Spells and Sorcery 43 Spell List
Mastering the Game
Its Your Table Keep a Notebook Dealing With Slog Keep It Lethal
Every table has the same goal: to have fun Get a notebook, and use it to take notes. Eventually you will run into a scenario The world is dangerous, ensure it never
while playing RPGs. There are a million Spiral or composition work best. Whenever where you there is almost no tension, no ceases to be so. Getting into a head-to-
ways to do this, and there are a million you name an NPC, place, anything, write it excitement, and no dice rolls. You, the GM, head fight with a band of orcs is certain
games to facilitate it. If you’re having fun, down and a few lines about what it is. Later will notice this and panic. You’re immediate death. Funneling them through a cave exit,
keep it up, and do not let the opinions of in the campaign, use these notes to response may be to force the players to setting up oil traps to disrupt them, or
people not playing in your game dissuade connect the plot back to the beginning. make checks for mundane things. This is a attacking while they sleep may lead to
you from having it. Congratulations, you’re a Hollywood-level bad response. It will not provide tension success. Ignore encounter balance, make the
writer and your players will be impressed. only confusion or potential frustration bad guys scary every time.
instead try one of the following:
Keep It Moving There Are Consequences Dont Overplan Short Lives of Glory
If the players MUST pass a save in order Whenever a save is made, there needs to You don’t need to map out every dungeon The players actions can, and will, impact
for the game to continue (for example, be a consequence for failure. The in the region map and determine the the world. Do not confuse this with plot
they’re in a prison and they need to break consequence being “something you motivations for every major NPC in every armor, they can still die at any moment,
the door to escape) do not leave it up to wanted to happen does not happen,” that refuge right from the start. Relax. Take a but they will be living short lives of glory.
chance! Simply let them succeed without a is not a valid save. breath. Only plan what you need for this They are movers-and-shakers, especially at
save or preplan other options for how they upcoming session. Keep it in bullet-point higher levels when they have a keep, and
• Damage. Minor 1-2, Major d4, Deadly d6.
can get past if they fail initially. This is why form. Stay flexible. No plan survives contact the other factions at play will recognize
• Durability. Deplete a relevant item.
there are no perception checks in Crowns. with the players anyway. this.
• Event. Roll for delve/travel/camp events.
• Fatigue. A Seeker gains fatigue.
• Noise. Alert enemies.
• Peril. Fear d4, Terror d8, Agony d12.
Stop Circular Arguments • Save. It’s a not a check, its a save.
• Time. Waste a segment or longer.
Bypassing Content Social Mechanics
Lengthy debates over plans and tactics are If there are no valid consequences the Sometimes, your players will create a There are no particular social mechanics in
awesome, and part of the fun to be had action either: succeeds without the need solution that allows them to bypass much Crowns 2e besides reaction tables. It is
with RPGs. However, many times they can for a roll, or they cannot attempt the action of the adventure and get to the end much assumed roleplay covers it. But, if you
devolve into a circular argument, and go no unless they use an item (and thus the item faster than intended. This can be hard for a would like some, consider the following:
where. The moment the GM notices this is depleted), or they cannot attempt the GM who worked hard to prep the content, COR Sleekness and deftness in word
they need to shake the players a bit to action until something about their only for it to not be used. You will run other SEN Empathy and ability to read others
make a decision: send in monsters, cause environment changes (needs more light or games. Pack up what wasn’t used, re-flavor VIT Physique and intimidation factor
an event, set off a trap, incur an omen. needs less toxic gas). it, and put it in the next one. LOR Education and span of vocabulary
• If attacked while their respective Style Chart, and they perform two basic A monster’s fighting style, For every three or so
exposed, it back-kicks the attacks. describes how it acts in regular monsters present,
attacker with its goat legs
as an attack with +1 Some monsters are Solos. This means they triple their
combat, but also what
chart it rolls on if its Elite
one of them is a variant.
Roll on these options as if
J Rendering
damage that listed HD when in combat. On their turn they roll twice on or Solo (see page 82). it was a table or pick one Seekers only inherently
automatically depletes their respective Style Chart, and they perform three basic that best fits the scene. know what parts of the
plate armor the target is attacks. Lurkers, weaken prey monster to chop up to
wearing as its crushed Manipulators, spur action Elites and solos are sell if they have at least 11
• If attacked while Protectors, defend allies almost always variants. LOR. However, if their
marked or hindered, the Skirmishers, hit-and-run Every elite or solo player knows things, they
serpent’s head snaps out
to bite the attacker as an
B Hit Chart C Treasure Tormentors, inflict peril
Warriors, hit hard/often
monster should be cool
and unique to fight.
just guess right, or guess
close to it, give it to them.
attack that causes VIT vs. Some use the human hit Monsters with a treasure
poison chart, but not all do. If it table drop loot when they
Running the Game 84 Running the Game Running the Game 85 Crowns 2e
Big Cat Chimera Dinosaur Dragon Dragon Age:
1 Young. -5 HD
Elite: A stealthy predator Solo: The body and head of Primeval lizard-birds from a Solo: A massive, winged 2 Adult. No change
that stalks its prey. a lion, the head and hind- land before time. lizard that can talk. 3 Elder. +5 HD, +5 COM
HD 5 quarters of a ram, and the HD 4 HD 10 4 Ancient. +10 HD,
head of a serpent (as its tail). +5 COM
HIT CHART Quadriped HIT CHART Quadriped HIT CHART Quadriped
TREASURE TABLE A HD 7 TREASURE TABLE A TREASURE TABLE E
INTELLECT Animal HIT CHART Chimera INTELLECT Animal INTELLECT Genius Unique Parts to Render:
MORALE 10 TREASURE TABLE D MORALE 9 MORALE 10 Dragon’s Blood (2d6 full
INSTINCT 12 (+2, d8) INTELLECT Animal INSTINCT 9 (+2, d8) INSTINCT 13 (+2, d12) bottles): One use can cure
ARMOR None MORALE 10 ARMOR None ARMOR Plate (natural) any ailment related to that
STUNT Pounce INSTINCT 9 (+5, d8) STUNT Special STUNT Rend dragon’s breath weapon:
STYLE Lurker ARMOR None STYLE Special STYLE Special • Red. Burns
STUNT Hinder and Delay
• Pounce: Attack the • All dinosaurs are fast, • +1 damage on attacks • Blue. Burns
STYLE Warrior
target again, if this attack about as fast as a horse • Can fly • Green. Poison
also stunts, they do not • Attacks are made using • All dinosaurs have a • Sacrifice an action to • Black. Not a miracle
pounce again its lion claws, these deal +1 species, the species gives charge up its main breath cure, instead is a very
• If the big cat ambushes damage it its stunt and style • Can freely make a potent acid that only
a target, their first attack • If attacked while single-target ranged reacts with contact to skin,
has +5 to hit exposed, it back-kicks the Dinosaur Species attack (far), of its breath and so can be used like
attacker with its goat legs 1 Flying. Elite, can fly, • All dragons have a color poison on a blade
Big Cat Species: as an attack with +1 not fast on land and an age, that color • White. Frostbite and
1 Cheetah. Very fast damage that Stunt: Delay gives them their style hypothermia
2 Lion. Leader automatically depletes Style: Lurker • Crystalline. Madness
3 Tiger. +1 HD, climb plate armor the target is 2 Spitting. Can spit Dragon Colors Dragon’s Scales (3d6
4 Leopard. -1 HD, climb wearing as its crushed poison nearby, VIT vs 1 Red. Fire breath, 100ft items worth): Scales can
5 Puma. -2 HD • If attacked while poison cone, d4 be taken to an armorer to
6 War Cat. +1 HD, Chain marked or hindered, the Stunt: Hinder Stunt: On fire (ong. VIT) have them forge dragon-
serpent’s head snaps out Style: Skirmisher Lights all flammables scale armor, cloaks, and
to bite the attacker as an 3 Armored. Solo, +2 HD, Style: Protector shields. The cost is the
attack that causes VIT vs. not fast, Plate (natural), 2 Blue. Lightning breath, number of item’s worth of
Cockatrice poison +1 damage, its attacks
always depletes armor
100ft chain, d4
Stunt: Paralysis (ong.
scales needed to make it
plus 500c for the golden
Elite: A 5ft tall chicken with Other Chimera Heads Stunt: Push and Hinder VIT) thread.
a snakes tail and eyes. (each replaces a head and Style: Protector Style: Skirmisher Item Cost
HD 3 ability of your choice) 4 Tyrant. Solo, +3 HD, Lights all flammables Plate armor 3
HIT CHART Quadriped 1 Basilisk (page 85). Chain (natural), +2 3 Green. Poison gas Helmet 1
Gains the basilisk’s damage breath, 100ft cone, d4 Cloak 2
TREASURE TABLE A gaze ability Stunt: Push and Expose Stunt: Hinder Shield 1
INTELLECT Animal
MORALE 9 2 Cockatrice. Gains the Style: Warrior Instead of dealing
INSTINCT 9 (+2, d6) cockatrice’s petrifying 5 Thunder. Solo, +8 HD, damage, deals poison
venom ability Padded (natural), +1 Style: Manipulator
ARMOR None
STUNT Hinder 3 Dragon (page 87). damage, ignores 4 Black. Acid breath,
STYLE Warrior Breathes fire in a 30ft
cone, d4
armor, depletes armor
Stunt: Push and Hinder
100ft cone, d4
Stunt: Expose Pinnacles
• Each hit it makes causes Stunt: On Fire (ong. VIT) Style: Protector Depletes all armor and
VIT vs paralysis (ong. VIT),
if already paralyzed its VIT
Lights all flammables
4 Wolf (page 90). Leader,
6 Cunning. -1 HD,
Primitive, Alert, 1-in-6
readied items
Style: Lurker of Nature
vs petrify leads 2d6 vermin or chance of any one 5 White. Frost breath,
other chaotic creatures being a Leader 100ft cone, d4 Dragons are the most
Cockatrice Sub-Species: 5 Bear (page 85). Gains Stunt: Expose Stunt: Delay powerful natural beasts in
1 Stonefeathered. Chain the bear’s rage ability Style: Manipulator Extinguishes light the world. They represent
(natural) 6 Giant Frog (page 88). sources and freezes all an elemental, primordial
2 Dire. Solo, +1 damage Gains the giant frog’s liquids strength that resonates
3 Juvenile. -1 HD swallow ability Unique Parts to Render: Style: Warrior with all that see them soar
4 Great. +1 HD, can fly 12” Teeth (d6 “good ones”, 6 Crystalline. Psionic through the sky or use
tyrants only). As dagger, roar, 100ft aura, d4 their powerful breath
Unique Parts to Render: can be repaired by Stunt: Gain one Peril weapons. Luckily most of
Unique Parts to Render: Hide (1). Protects wearer sharpeneing it again, (ong. LOR) them rest at their lairs and
Petrify Venom (2d6 uses). from polymorphing. surprisingly durable. Style: Tormentor guard their vast hoards.
Running the Game 86 Running the Game Running the Game 87 Crowns 2e