DungeonSworn - Basic Beta v0.2
DungeonSworn - Basic Beta v0.2
2
Birth Sign / Traits Appearance
Roll d100 x2 for Element (Odd) / Spirit (Even) and Shape / Gesture. Roll 1d20 for your Prime Stat and again for your Second Stat, or
Element Spirit Shape Gesture
roll up to 3 1d20 and 1d6 (ignore 6s) for random results.
d100
(O/E) (Odd) (Even) (Odd) (Even) Virtue (Odd) Vice (Even) d20 Edge Heart Iron Wits Knack
1-2 Wood Youth Shield Word Ambitious Addict 1 Clear-eyed Beautiful Big feet Aged Blazing eyes
3-4 Wind Wisdom Heart Ward Benevolent Aggressive 2 Clean shaven Braided hair Big shoulders Bald Skewed teeth
5-6 Water Truth Halo Song Bold Alcoholic 3 Disheveled Bright eyes Chiseled Big eyebrows Curly hair
7-8 Treasure Spirit Guide Sigil Brave Antagonistic 4 Fair Cleft chin Grubby Burn scars Deep voice
9-10 Sun Soul Crown Sentinel Charitable Arrogant 5 Gray hair Dimple Large head Deep voice Disfigured
11-12 Stars Nature Armor Seal Chaste Boastful 6 Lanky Faded clothes Long-legged Disfigured Disheveled
13-14 Plant Love Wings Oracle Cautious Cheater 7 Long hair Freckles Missing eye Goatee Gaunt
15-16 Moon Life Weapon Oath Compassion Covetous 8 Mature Jewelry Missing teeth Hooded eyes Hirsute
17-18 Light Knowledge Wall Guard Confident Cowardly 9 Piercing Gaze Large hands Notable nose Heavyset Limp
19-20 Lead Justice Tooth Glimmer Considerate Cruel 10 Pockmarked Melodic voice Poised Ignoble Long fingers
21-22 Iron Hope Tendril Feast Cooperative Decadent 11 Ragged Nervous tick Pockmarked Long beard Mustache
23-24 Gold Health Sword Charm Courteous Deceitful 12 Steely gaze Oblong head Scarred Mossy Notable chin
25-26 Ember Harmony Staff Boon Creative Disloyal 13 Strange mark Piercings Smiling Piercing gaze Raspy voice
27-28 Earth Glory Sphere Bond Curious Doubtful 14 Tanned Soulful eyes Steeled Raspy voice Small hands
29-30 Cosmos Destiny Rune Blessing Daring Egotistical 15 Thin Spiritual Squint Rosy cheeked Smelly
31-32 Steel Balance Pyramid Aura Defiant Envious 16 Unkempt Tall Tattoos Skeletal Stubble
33-34 Steam Aether Portal Weave Dependable Gluttonous 17 Well worn Thin lips Washed Warty Twitchy
35-36 Silver Will Pocket Wave Determined Greedy 18 Wild-eyed Thin scar Wild hair Wellgroomed Unsmiling
37-38 Salt Time Pillar Voice Disciplined Hasty 19 Young Whimsical Youthful White hair Widows peak
39-40 Mist Sound Mouth Tongue Enthusiastic Hedonist 20 Roll Heart Roll Wits Roll Knack Roll Iron Roll Edge
41-42 Metal Sight Mantle Spray Fair Impatient
43-44 Lightning Plane Horn Spell Focused Inflexible
45-46 Fog Perception Helm Sign Forgiving Irritable
47-48 Fire Might Hand Shaft Friendly Lazy
Traits
49-50 Dark Lore Hammer Ray Frugal Lewd Roll 1d100 three times, referring to the table above. Odd results are
51-52 Copper History Golem Pattern Funny Liar Virtues, Even results are Vices. The results determine Alignment,
53-54 Cloud Energy Globe Mind Generous Lustful if you chose to play with one. If any two rolls sum to 100 (54+46,
55-56 Clay Dimension Gate Memory Gregarious Mad 99+1, etc.), you are Neutral and may roll an additional Trait.
57-58 Ooze Void Finger Mark Helpful Malicious
59-60 Air Vermin Fang Lock Honest Manipulative Virtues Vices Alignment Goal
61-62 Venom Vanity Face Gaze Honorable Merciless 0 3 Evil Personal gain even to the harm of others.
63-64 Storm Terror Eyes Dart Hopeful Moody 1 2 Chaotic Disrupt norms to achieve ends.
65-66 Stone Rot Door Cone Humble Murderous
2 2 Neutral Consider others and maintain balance.
67-68 Soil Revulsion Cup Call Idealistic Obsessive
2 1 Lawful Impose norms even at the cost of goals.
69-70 Smoke Pain Cube Bolt Just Petulant
71-72 Shadow Lust Circle Arrow Kind Prejudiced 3 0 Good Protect others even at personal expense.
73-74 Quicksilver Lies Brain Whisper Loving Reckless
75-76 Poison Hatred Blade Veil Loyal Resentful
77-78 Oil Hate Axe Trap Merciful Rude Background
79-80 Mud Greed Storm Strike Orderly Ruthless
81-82 Ice Gluttony Spear Servant Patient Self-Pitying
Mark your Background based on your First (largest) and Second
83-84 Heat Fury Noose Scream Persistent Selfish (second largest) Stats: Edge, Heart, Iron, Wits, Knack. If the two
85-86 Dust Force Fist Mesmer Pious Snobbish Match, take both gear and mark Background based on Supply.
87-88 Death Fear Demon Guise Resourceful Stingy
89-90 Brimstone Envy Dagger Fissure Respectful Stubborn
91-92 Bone Doom Cloak Disturb Responsible Vain
93-94 Blood Despair Claw Curse Selfless Vengeful
95-96 Blight Deceit Blood Burst Steadfast Wasteful
97-98 Ash Avarice Blob Blast Tactful Wrathful
99-00 Acid Anger Beast Bane Tolerant Zealous
3
Background
Edge Ranger
fine longbow
Duelist
fine rapier
Tinker
spell
Tumbler
javelins
Hunter
shortbow
shortsword leather armor hammer 10 foot pole hatchet
instrument gloves eye piece rope trap
lembas bread trophies tinker’s tools bag of tricks furs
Iron Laborer
hound
Warrior
greatsword
Smith
spell
Sergeant
great hammer
Gravedigger
shovel
short spear chain armor fine longsword chain armor rusty plate armor
leather armor momento leather smock banner relic
wineskin tobacco pouch smith’s tools field rations corpse dust
Wits Warden
spell
Artisan
spell
Hedgemage
spell
Healer
spell
Apothecary
spell
shillelagh hammer and chisel spell staff wand
wooden shield leather armor spell book cure potion flasks
seeds artisan’s tools fine ink and paper healer’s tools herbalist tools
Heart Troubadour
instrument
Peddler
pack mule
Cleric
spell
Mayor
guard
Barkeep
battleaxe
sling mace shield town deed alembic
fine clothes fine hat holy symbol gold heirloom bundle of IOUs
pen and ink trade goods candles fine food fine spirits
Knack Pickpocket
crossbow
Mercenary
shortsword
Cutthroat
spell
Soothsayer
spell
Thief
crowbar
dagger studded armor pair of daggers long staff grappling hook
jeweled ring shield disguise fine hat lockpicks
knickknacks field rations poison deck of cards bag of caltrops
Action Roll +Wits for a Weapon Action Roll +Wits for Armor Action Roll +Wits for a Spell
4
The Rolls Progress Roll Gear Dice
Progress is used to measure your pace and determine the outcome Gear, Spells and hirelings in DungeonSworn are represented by
Action Roll of a goal or challenge in specific situations. On Journeys, progress dice ranging from d4 to d20 and have a Tag recommending the
represents how far you’ve gone towards your destination. In Narrative where it would be useful. When you make a Move where
The Action Roll uses one Action Dice for your Edge, Heart, Iron, Combat, progress represents your advantage as you weaken, Gear might come in to play, you roll the Gear Dice (GD) along with
Knack, Wits or Supply. The Action Dice Step (d4, d6, d8, d10, d12, wound, or demoralize your foe toward victory. the Action Dice. The highest dice is your Action Score. Gear can
d16, d20) equals the number at or below your Stat or Resource also add to your Hit Count when Gear Dice are higher than one or
value. Some Assets and Moves give you a bonus called an Add RANK DICE. When you Face a Challenge, you give the challenge both Challenge Dice.
where you increase the AD one or more steps for the roll along the Rank Dice. The size of the dice (d4 to d20) represents how difficult
Gear Dice steps as follows. the foe or journey is, both in terms of the Progress it takes to defeat DESPERATE ATTEMPT. If you resolve the Action Roll before
it and the amount of damage it can do to you when you must Pay rolling the Gear Dice, you make a Desperate Attempt. It might
1 → d4 → d6 → d8 → d10 → d12 → d16 → d20 the Price. In increasing order of difficulty… improve your roll, but the Gear is always fragile in a desperate
Then, roll the chosen Action Dice (AD) along with two Challenge attempt and Damaged as a result. Similarly, if you use Gear well
Challenge Rank Dice Pay the Price OSR HD
Dice (CD). Challenge Dice are two separate d10s by default, but one Difficulty Harm/Stress
beyond its intended use, it is fragile. For example, a non-weapon is
always Damaged when used to Clash or Strike.
is exchanged for Rank Dice when you Face a Challenge and travel Inconvenient Rd4 1 ½ HD
in a Journey or fight in Combat. Troublesome Rd6 2 1 HD TAGS. Tags are situation descriptors of the Narrative and Efect of
You may also add Gear Dice (GD) to the Action Roll. The highest Dangerous Rd8 3 2 HD gear. When you gain GD, write it in your Inventory and note the
Rd10 4 3 HD Tags. Although Gear Dice always have a Narrative Tag in reference
dice out of your Action Dice and Gear Dice is your Action Score. Formidable
Extreme Rd12 5 4 HD to when the Gear might apply. This is for convenience and is not
● Default Action Roll: Use this when there is no travel or foe. Weird* Rd16 6 5 HD limited. You may use any Gear in any situation, so long as you
Action Dice + Gear Dice vs. Challenge Dice [2d10]. Epic Rd20+ 7 6+ HD
Begin and End with the Fiction. Narrative Tags are guidance! Use
● Journey Action Roll: Use this when you Face a Challenge and Gear whenever it makes sense. If Gear is used well beyond its
are actively trying to reach a destination. Action Dice + Gear *A d16 is uncommon and is optional (see Weird Dice, p. ###). obvious purpose, it is fragile for that use. If it is the proverbial key to
Dice (Journey) vs. Challenge Dice [changes per terrain] and PROGRESS TRACK. Incremental Moves let you amass the figurative door, it just opens. Don’t roll. Effect tags are
Rank Dice [changes per Journey]. advantages. Whenever you advance toward your goal, mark referenced after Gear is used and help illustrate the impacts.
● Combat Action Roll: Use this when you Face a Challenge and Progress on the challenge’s Progress Track. An Epic challenge can
are actively trying to defeat a foe. Action Dice + Gear Dice INVENTORY. You begin with 6 to 8 Slots taken up by Gear Dice.
have multiple stages with multiple Progress Tracks.
(weapons) vs. Challenge Dice [1d10] + Rank Dice [changes per When you gain a new Gear Dice, note it in an available slot along
Foe]. Journey: When you mark Progress towards a destination that is with the Gd Step and any Tags. You may also use pre-printed item
equal to or greater than the Journey’s Rank Dice, decrease the cards. A Light Tag indicates it takes half a slot. Heavy takes two slots.
You can roll the Gear Dice after the Action Dice in a desperate Rank Dice Step by 1 as you approach your final goal.
attempt to improve your result. However, the Gear Dice is DAMAGED GEAR. Equipment is Damaged whenever its GD rolls
automatically Damaged in the attempt. Combat: When you mark Progress towards defeating a foe, reduce a 1 or or as a consequence when you Pay the Price. When Damaged,
the Rank Dice according to the foe’s Progress Track, indicating reduce the Gear Dice one Step (e.g. GD8 to GD6). The chances are
● If the Action Score is higher than both Challenge Dice, you low morale or individual foes taken out of the fight. lower that you damage Gear of higher quality (1 in 4 for GD4 vs. 1
score a Strong Hit, a positive result. in 6 for GD6). You must Recover and score a hit to restore an item.
● If the Action Score is higher than one Challenge Dice, but PROGRESS TRACK When GD4 Gear is Damaged, it cannot be repaired and is lost.
lower than or equal to the other, you score a Weak Hit, a
pd4 pd6 pd8 pd10 pd12 pd16 pd20 LIMITED USES. Some gear have Usage Dice (UD). UD are
positive result with a cost. ⚪⚪ ⚪ ⚪ ⚪
● If the Action Score is lower than or equal to both Challenge ⚪⚪ ⚪⚪ ⚪⚪ ⚪⚪⚪⚪ ⚪ Damaged when they roll a 1 AND when they score a Hit and add to
⚪ ⚪ ⚪ ⚪
Dice, you Miss. You fail and Pay the Price. A tie is a miss. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
the Hit Count.
HIT COUNT. Note your Hit Count, the number of Action and SPELL DICE. When you Cast a Spell, if the duration is greater than
PROGRESS DICE. When you think you are ready to meet the Instant, you may write a d4 to d20 Spell Dice (SD) into your
Gear Dice that are higher than Challenge Dice. Without Gear Dice,
challenge, defeat the foe, or reach your destination, tally your Inventory. Roll the SD whenever it is used in the narrative. If the
a Strong Hit always has a Hit Count of 2 (the AD is higher than 2
Progress. Roll a Progress Dice (PD) equal to or less than you your Spell enchants another move, add the SD to the dice pool as a GD.
CD), and a Weak Hit always has a Hit Count of 1 (the AD is higher
Progress. Then roll two Rank Dice and compare. If your Progress On a Hit (on any dice), it triggers a unique result depending on the
than only 1 CD). Gear can increase the effect of your hits, including
Dice is greater than both Rank Dice, it’s a Strong Hit. If you beat spell. A Spell Dice is Damaged on a 2. And it is always Dispelled
Progress in Combat and on Journeys.
one of the Rank Dice, it’s a Weak Hit. If you fail to beat either, it’s a and lost (not reduced a Step) when you roll a 1 on the SD. Spell
Miss. The Pd must be greater than a Rd, a tie counts as a miss. Dice are Light. See more on Magic on page ###.
5
IP to increase a Stat by 1. A Stat may never be raised higher than 20 Weak Hit: You accomplish your quest, but not without cost. You
The Moves (AD20). face an unforeseen hazard or complication. If Combat continues,
you are on the Back Foot.
Secure an Advantage Pay the Price Miss: You have gone hopelessly astray, your objective is lost to you,
When you have the Upper Hand and attempt something risky to press When you sufer the outcome of a move, choose one… or you were misled. Pay the Price. If you continue to face the
your advantage, envision your Action. If you act… ● Make the most obvious negative outcome happen. challenge, raise the Rank Dice by one Step.
● With speed, agility, or precision: Roll +Edge. ● Ask the Oracle.
● With charm, command, or courage: Roll +Heart. ● Suffer Harm: physical injury, fatigue, or illness. Reduce your Make Camp
● With aggression, defense, or endurance: Roll +Iron. Iron or Edge by a number of Steps according to the Rank Dice.
When you rest and recover for several hours in the wild, roll +Supply.
● With wisdom, insight, or magic: Roll +Wits. Then if you resist, Roll +Iron or +Edge.
● Suffer Stress: mental strain, shock, or despair. Reduce your Strong Hit: You and your allies can each apply the Hit Count to
● With expertise, stealth, or trickery: Roll +Knack. two Recover options. Weak Hit: Each choose one. Miss: You take
● With rationing, resources, or gear: Roll +Supply. Wits or Heart by a number of Steps according to the Rank
no comfort or a danger interrupts rest. Pay the Price.
Dice. Then if you resist, Roll +Wits or +Heart.
Strong Hit: You succeed and keep the Upper Hand. Take +1 ● Consume Resources: lose or sacrifice gear. Reduce your
Momentum and choose one… Supply or damage Gear by a number of Steps according to the Recover
● Mark 1 Progress per 2 Hit Count. Rank Dice. Then if you resist, Roll +Supply or +Knack. When you ind a moment of peace to provide care, receive healing,
● Take the Upper Hand for yourself OR an ally. socialize, or restore your equipment, envision your approach and roll. If
● Add +1AD to your AND an Ally’s next move. You must Roll to resist if any Stat or Resource is at 0. you are in a safe place, multiply the Hit Count by days recovering.
● Take +1 Momentum. Strong Hit: Shake it off or make good use of your resources. Gain
HEAL
Weak Hit: Your advantage is short lived; you are on the Back the Upper Hand and choose 1… ● Provide healing, Secure Advantage +Wits.
Foot. Choose one above. ● Resist 1 Harm per Hit Count. ● Receive healing from an NPC, Face Danger +Iron.
Miss: You fail, assumptions betray you, or you don’t have the right ● Resist 1 Stress per Hit Count. ● Heal yourself, Face Danger +Wits or +Iron, whichever is lower.
item. Pay the Price. You are on the Back Foot. ● Gain +1 Momentum. Then, recover +1 Iron or Edge per Hit Count.
Weak Hit: You choose as above, but you are on the Back Foot. HEARTEN
Face Danger ● Socialize, Secure Advantage +Heart.
When you are on the Back Foot and attempt to save against an imminent Miss: You fail and must gain a condition to fill an Inventory Slot. ● Rationalize, Face Danger +Wits.
threat, envision your Reaction and roll. If you react… If none are empty and you are unable to add a new condition, you Then, recover +1 Heart or Wits per HC for yourself or an ally.
are incapacitated according to your lowest stat. Edge: unconscious
● Maneuvering, dodging, taking cover, or parrying: Roll +Edge.
● Remaining stalwart against fear or temptation, or or immobilized, Heart: depressed or demoralized, Iron: mortally RESUPPLY
wounded, Wits: madness, Supply: starve or die from exposure. ● Hunt, forage, or scavenge, Secure Advantage +Wits.
commanding under pressure: Roll +Heart. ● Barter, Secure Advantage +Heart.
● Blocking or diverting with force, taking the hit, or exchanging
Face a Challenge ● Steal or swindle, Face Danger +Knack.
blows: Roll +Iron. Then, recover +1 Supply per Hit Count.
● Observing a risk, cleverly bypassing an obstacle, or resisting When you set out on a Journey or face of against a foe in Combat,
magical effects: Roll +Wits. envision your objective and assign the challenge a Rank. At the HONE GEAR
● Using expertise, moving into hiding, or crafting a distraction: start of combat, Secure an Advantage or Face Danger to see if you have ● Craft, repair, or hone Gear, Secure Advantage +Knack.
Roll +Knack. the Upper Hand or are on the Back Foot. Make moves to mark ● Check supply for a specific item, Secure Advantage +Supply.
● Sacrificing gear or distracting with treasure: Roll +Supply. Progress, and choose when to try to Achieve a Goal. Then, pay 1 Supply to restore or craft 1 Step of Gear Dice per HC.
Strong Hit: You succeed and gain the Upper Hand. Take +1
Momentum.
Achieve a Goal Compel
When you take decisive action to accomplish your objective, roll your When you persuade someone, envision your approach. If you…
Weak Hit: You succeed, but face a troubling cost. You are on the Progress Dice, equal to or lower than your Progress Score against ● Charm, pacify, or encourage: Roll +Heart.
Back Foot and must Pay the Price (half Harm/Stress, rounded up). both Rank Dice. ● Threaten or incite: Roll +Iron.
Miss: You fail or the situation worsens. You stay on the Back Foot ● Lie or swindle: Roll +Knack.
If you are on the Back Foot when you take decisive action to end
and Pay the Price. Combat, a Strong Hit becomes a Weak Hit, and a Weak Hit Strong Hit: They’ll do what you want. Weak Hit: As above, but
becomes a Miss. you must Pay the Price and they ask something of you in return.
Advance
Strong Hit: You prevail. You reach your destination or defeat a foe. Miss: Pay the Price. They refuse or demand an immense price.
When you add Iron Pieces to your Treasures Legacy Track, you
may spend 4 IP to upgrade an Asset, 6 IP to add a new Asset, or 6
6
Barter
When you make an ofer on a speciic helpful item or resource, Roll
+Heart. Add -1AD if the item is rare. +1AD if you are in a well
stocked location.
Strong Hit: you may gain +1 Gear Dice at the cost of -1 Iron Piece
(IP) per Gd Step (Gd4: free; Gd6: 1; Gd8: 2; Gd10: 3; Gd12: 4).
Weak Hit: As above, but you must Pay the Price and they ask
something of you in return, or they demand +1 IP.
Miss: Pay the Price. They refuse or demand an immense price.
7
The Combat The Magic Overcast
Combat begins when you Face a Challenge to set the foe’s Rank
Dice. Then, Face a Danger to defend or Secure an Advantage to
Cast a Spell When you draw too much power to Cast a Spell and get a Match, Roll
When you have the Upper Hand and cast a Spell you carry, Roll 2d10 and Add +1 per extra Hit Count above the Spell’s Power
attack. The result determines whether you have the Upper Hand or
+Wits. If you are in a place of power, lower the CD Step. Level…
are on the Back Foot. This reflects who is in control.
● COLD IRON. On a Hit, if you do not carry any metal weapons 2d10 Overcast Effect
When you have the Upper Hand, you are proactive.
● Strike or Cast a Spell to attack and mark Progress. or armor, you may add +2 Hit Count. 20+ Incursion! Pay the Price (Power Level). The spell fails. It is
● OVERCAST. On a Hit, If any of the Dice Match, note the destroyed and transforms into an arcane danger with Rank
● Secure an Advantage to outwit, demoralize a foe, or help an
extra Hit Count above the Spell’s Power Level and Overcast. Dice equal to its intended Power Level, minimum Rd4.
ally.
● CONCENTRATION. A spell with duration greater than 19 Metamorphosis! The spell fails. It is destroyed and attaches
● Face Danger to overcome an obstacle or escape.
Instant is represented by a Spell Dice (Sd) (light) and must be itself to you. You are wounded by an arcane mutation.
● Achieve a Goal to finish the fight against this foe.
carried in your Inventory until it rolls a 1 and is dispelled. 18 Corruption! The spell works. It is destroyed and it enters
When you are on the Back Foot, you are forced to react. your body. You must Face Danger +Iron against a dangerous
● Clash to fight back and mark Progress. Strong Hit: You cast the spell, but if the Hit Count is less than the magical disease. On a Miss, you must Pay the Price (1)
● Face Danger to focus on defense and resist damage. Spell’s Power Level, it fizzles. Reduce its Power Cost until the Hit whenever you make a Move.
● Compel to convince your foe to accept your surrender. Count is met. You retain the Upper Hand. 17 Disaster! Pay the Price (Power Level). The spell works. It is
● Achieve a Goal to make a desperate attempt at victory. destroyed, and targets someone or something nearby with
Weak Hit: As above, but you must Pay the Price (Wits or Heart) Damage in proportion to the spell’s intended Power Level.
equal to the amount you reduce the Power Level. You are on the 16 Disruption! Pay the Price (Power Level). The spell works, but
Strike Back Foot. reduce the Hit Count by 1. The spell is destroyed and
When you have the Upper Hand and attack with strength or grit, Roll temporarily warps reality for the worse.
+Iron; with precision, Roll +Edge. Miss: You fail to cast and are on the Back Foot. Pay the Price.
15 Misfire! Pay the Price (Power Level). The spell works as
Strong Hit: Mark 1 Progress, and add +1 per Hit Count. Retain the
Inscribe a Spell intended, but additionally affects a different target.
Upper Hand. Weak Hit: As above, but your advantage is short When you engrave a Spell into your inventory, envision it or create a 14 Perplexity! The spell works as intended, but you Pay the
lived. You are on the Back Foot. new one. First, give the spell a name (Ask the Oracle). Then, set the Price (Power Level).
Power Level. The Spell’s Power Level is the sum of its Power 13 Vacuity! The spell works as intended, but you temporarily
Miss: Pay the Price. The fight turns against you. You are on the Cost based on Effect, Duration, Range, and Target: lose your connection and cannot Cast this spell for a day.
Back Foot. 12 Disturbance! The spell works but casting draws unwanted
Power Effect Range Target Spell Dice attention. Pay the Price.
Clash Cost Rank Dice Mod Duration 11 Odd? The spell works, but you communed with something
When you are on the Back Foot and you ight in Close quarters, Roll 0 Parlor Trick +0 Close Self/Single Instant/Sd4 else. Pay the Price.
+Iron; when you exchange a volley at range, or shoot at an advancing 1 Troublesome +1 Reach Two-Three Sd6 10 Efficient. The spell works, and regain +1 Wits.
foe, Roll +Edge. 2 Dangerous +2 Short 1 Zone Sd8 9 Flow. The spell works, and you regain +1 Heart.
8 Summon. The spell works, and a creature with a Rank Dice
Strong Hit: Mark Progress, 1 per Hit Count. You take the Upper 3 Formidable +3 Long 2 Zones Sd10
equal to the Power Level appears. It is impartial but seems
Hand. Weak Hit: As above, but you are dealt a counterblow. Pay 4 Extreme +4 Distant Region Sd12 compelled to follow you.
the Price. You stay on the Back Foot. 5 Weird +5 World World Sd16 7 Heft. The spell works, and a mysterious seemingly
+6 Planar Sd20 insignificant item tied to the spell appears in your possession.
Miss: Your foe dominates this exchange. You are on the Back Foot. 6 Epic Planar
6 Mark. Regain +1 Wits. The spell works with +1 Power Level.
Pay the Price. The effect column includes both an Efect Tag and suggested
numerical modifier (i.e., a Dangerous Effect costs 2 Power and 5 Knowledge. Regain +2 Wits. The spell works, and gains +2
Power Levels.
Take Damage might be used to Add +2AD to a move, or +2 Instant Progress in
Combat or on a Journey). But spell effects are not limited to 4 Mana. Regain +3 Wits. Reset your Supply to maximum.
When you Pay the Price in combat, make the most obvious negative 3 Unity. Regain +3 Iron. Reset your Heart to maximum.
result happen. Usually, you take damage to Health (Iron/Edge), numbers. Use your imagination.
2- Power Overwhelming! You gain Wits and Heart equal to
Spirit (Wits/Heart), or Supply, reducing your Stat’s Action Dice Then, Face Danger +Wits and exchange each Hit Count for +1 the surplus Hit Count. If this pushes you above your max
by Steps according to the challenge Rank, or half when you Face Power Level inscribed. If the Spell is not yet at the desired Power capacity, roll on this table again for each extra HC.
Danger and score a Weak Hit. If a Stat is at 0 or you choose to resist Level and you have enough downtime, you may continue to
the damage, roll Pay the Price and include your armor’s Gear Dice. Inscribe this Spell.
8
The Gear SWORDS GD IP
Held
Narrative Effect ARMOR GD IP
Worn
Narrative Effect
Gear is uniquely helpful equipment. General equipment like food, Knife GD4 0 close, throw (short) light Leather GD6 1 armor worn
torches, and mundane items are part of your Supply. You begin Dagger GD6 1 close, precise, throw (short) light, pierce Studded GD8 2 armor worn
with the Gear listed as part of character creation. You may also find, Shortsword GD8 2 close, parry Chain 2GD6 3 armor worn, heavy
search your Supply, and barter for new Gear. Gear costs 1 Iron
Scimitar/Rapier 2GD6 2 close, parry, precise Plate 2GD8 4 armor, rare worn, heavy, awkward
Piece (IP) per Gear Dice (GD) Step above GD4. Generally, you can
Longsword 2Gd8 3 close, parry, 1h/2h heavy
sell Gear at half price (round down) or Compel to trade at full price.
Greatsword Gd10 3 Reach, 2h, parry, rare heavy, awkward CLOTHING GD IP Narrative Effect
0
Narrative Tags AXES GD IP Narrative Effect
Common
Quality
---
GD6 1 Compel
worn
worn
Dice 1
Handaxe GD6 close, throw (short) light Exquisite GD8 2 Compel, Trick, rare worn
Gd# Gear Die, Damaged on a 1.
Battleaxe GD8 2 close messy
Sd# Spell Die, triggers a unique spell effect when any dice Hit.
Damaged on a 2. Lost and dispelled (not just damaged) on a 1. Great Axe GD10 3 close, 2h, rare heavy, messy, awkward BAGS GD IP Narrative Effect
Ud# Usage Die, abstract for duration and limited uses. Damaged when Belt Pouch GD4 0 Roll +Supply worn, light
it scores a Hit or on a 1. HAMMERS GD IP Narrative Effect Pack GD6 1 Roll +Supply worn
Range Club GD4 0 close force Saddlebags GD8 1 Roll +Supply worn, heavy
close target must be within a sword’s reach (default) Mace GD6 1 close force
reach just beyond sword range, a few steps away Warhammer GD8 2 close force, pierce
short a stone’s throw, room or long hallway away
Flail 2GD6 2 close force
Carried
long a clearing or huge building away
distant as far as the eye can see Great Hammer GD10 3 close, 2h, rare heavy, force, pierce, awkward TOOLS GD IP Narrative Effect
Rope (50ft.) GD4 0 Climb, Capture light
Form
2h Two-handed: requires two hands to wield in combat POLEARMS GD IP Narrative Effect Chain (10ft.) GD6 1 Climb, Capture light
armor worn, rolled when you Pay the Price +Iron or +Edge Quarterstaff GD4 0 reach, precise, parry force Grappling Hook GD8 2 Climb, Stealth light
block stop a blow, rolled when you Face Danger +Iron Short Spear GD6 1 reach, precise, throw (short) force Snare GD4 0 Resupply, Hunt light
carry# increases inventory slots by the # Long Spear GD8 2 reach, 2h force, heavy Trap GD6 1 Resupply, Hunt light
damaged# # of GD Steps required to restore the item Pike GD10 3 reach, 2h force, heavy Fishing Net GD8 2 Resupply, Capture
focus rolled when you Cast a Spell, fragile if used to Clash or Strike
Halberd GD12 4 reach, 2h, rare force, pierce, heavy, awkward Bed roll GD6 1 Make Camp
heavy takes two inventory slots
hired no inventory cost, when damaged Heal/Compel or destroyed Tent GD8 2 Make Camp heavy
light takes half an inventory slot RANGED GD IP Narrative Effect Bandages UD8 1 Heal light
parry deflect a blow when you Face Danger +Edge Sling GD4 0 short, precise light Healer’s Kit UD10 2 Heal light
precise can be used with careful aim or an exacting Strike +Edge Short Bow GD6 1 short, precise, 2h light Healing Potion UD* 1 per UD Heal, rare light, heal +4/HC
rare hard to come by, -1Ad when you try to Barter for one Longbow GD10 2 long, precise, 2h pierce, awkward Crafting Tools UD* 1 per UD Craft, Repair light
reload recharge with Secure Advantage or Face Danger after each use Crossbow GD12 3 long, precise, 2h, reload rare heavy, pierce Lockpicks UD* 1 per UD Sneak, Pick, rare light
throw can be thrown effectively up to (range)
Fine Ink, Paper UD* 2 per UD Inscribe, rare light, ine
worn can fill a body inventory slot
Effect
SHIELDS GD IP Narrative Effect Book UD* 1 per UD Title (choose)
area targets all creatures in a zone Buckler GD6 1 parry light
awkward difficult to use, -1 Hit Count on a Hit if you also wear armor Heater Shield GD8 2 block
burn inflicts Harm on its victim periodically until extinguished Tower Shield GD10 3 block, rare heavy, awkward
Hired
ine well-crafted, +1 Hit Count on a Hit, costs +1 IP MOUNT GD IP Narrative Effect
force push or stun a foe, exchange -1 HC to retain the Upper Hand FOCI GD IP Narrative Effect Pack Mule GD6 2 Journey carry 10
fragile ramshackle gear that counts as Usage Dice (damaged on a hit) Spell Component UD* 1 per UD focus, rare light Riding Horse GD8 3 Journey on open ground carry 6
masterwork +1Gd Step, +1 Hit Count on a Hit, costs +2 IP 5
Wand GD8 3 focus, rare light Charger GD10 Strike, Clash, Journey, rare carry 6
messy rips unarmored things, +1 HC on a Hit without armor
pierce # ignores # armor, exchange -2 Hit Count to sunder armor by -1 Staff GD10 4 focus, rare
slow takes a while to take effect HIRELING GD IP Narrative Effect
Torchbearer GD4 1 Journey underground hired, carry 4
**Narrative Tags are guidance! Use Gear whenever it makes sense. If it Armsman GD6 2 Strike hired
is the proverbial key to the figurative door, it just opens. Don’t roll. But, if Champion GD8 4 Strike, Clash, rare hired
Gear is used well beyond its obvious purpose, it is fragile for that use.
9
The Spells Power Level 1+
9. Bless/Blight. [##] allies Add +1[++]AD to attack OR to defend
Power Level 3+
26. Magic Missile. Conjure glowing dart(s) of energy to inflict 1
To Inscribe a new spell, envision a name or roll d100 for each part: against [##] blighted enemies for [SD] (Bless: Strike/Clash or Harm each upon [##] foes within Short range.
1d8 Arcane Oracle d100 for each part Blight: Clash/Face Danger). 27. Cure/Cause Disease. Cure a [RD] disease or inflict a disease
1-2 [Element/Spirit] [Shape/Gesture] 10. Darkvision. [##] allies Add +1AD for [SD] (Journey in dark). upon a [RD] foe within Short range. The wasting disease gives
3-4 [Function/Effect] [Shape/Gesture] 11. Decipher. Intuit all written languages and magic. Both +1AD to Strike and Clash against the foe and will kill the foe in
5-6 [Function/Effect] [Element/Spirit] permanent and temporary enchanted objects, areas, or creatures 2d12 days.
7 [Shape/Gesture] of [Element/Spirit] within [Range] are caused to glow for [SD] (Search area). 28. Invisibility. [##] creature(s) within Short range become
8 [Shape/Gesture] of [Function/Effect] [Element/Spirit] Inscriptions, scrolls, and spellbooks can be understood. invisible for [SD] (Sneak) or until they Clash, Strike, or Cast a
12. Hold Person. Paralyze [##] [RD] creatures for [SD] (Every spell. When you Move +Knack while invisible, Weak Hits
move). count as Strong Hits and Misses count as Weak Hits.
Otherwise, here are common spells by base Power Level (PL) and
variable tags. A spell must be Inscribed with a set Power Level. 13. Purify/Putrefy Food and Water. Make poisoned, rotten, or
contaminated food and water within [Range] clean for eating Power Level 4+
Variable Tags: or drinking. Gain [++] × HC Supply. OR rot edible supplies.
29. Fireball. All creatures within 1 Zone in Short range take [++]
RD Rank Dice of the target 14. Cleanse/Curse. Remove one [RD] curse or cursed item from a damage.
++ Progress, Stat, or Action Dice Step modifier creature in an Instant, or place one [RD] curse on a creature for 30. Teleport. [##] travelers instantly Journey to a distant destination
Range Close, Reach, Short, Long, Distant, Ininite [SD] (Attempt to cleanse curse, eg 1: dispelled, 2: reduced). you know or can visualize.
## Number of targets 15. Find Creature. Sense the direction of a single creature (clearly
31. Confusion. [##] subjects within 1 Zone become confused and
SD (Tag) Spell Dice duration. Rolled when used in the narrative visualised) or the closest of a type of [RD] creatures (human, have a random reaction and motivation for [SD] (every move).
(alone) or in a Tagged Move as a GD. When any dice goblin, dragon) within [Range] for [SD] (Search). 32. Speak with the Dead.
scores a hit (even a Weak Hit), the Spell triggers. 16. Mend. Repairs a single break or tear in an object at Close range. 33. Polymorph,
Damaged on a 2. Lost and Dispelled on a 1. Can mend larger objects, but for every foot, add 1 to the target 34. Elemental Wall,
Power Level. 35. Create Food/Water
17. Sleep. Cause [##] [RD] foes to fall into a magical slumber for
Power Level 0+ [SD] (Disturbance).
36. Dimension Door
37. Animate Dead
1. Charm Person. Command [##] [RD] humanoid foe(s) within 18. Speak with Animals. Communicate with one type of animal
[Range] to be charmed for [SD] (Command). They regard you as 38. Commune
within Reach for [SD]. 39. Summon Elemental
a friend and ally, and will obey a single command, so long as it is 19. Telekinesis. Move a [RD] object at [Range] with your mind.
in their nature and doesn’t lead to harm. Roll the SD whenever
you use or change the command (no Move necessary). Power Level 18+
Power Level 2+
2. Cure Wounds. Heal ## denizens at [Range] for [++] × HC Iron 40. Wish. Make a single Epic, Planar, and permanent change to
or Edge. 20. Web. Conjure an interwoven tangle of sticky threads in 1 Zone reality affecting [##].
3. Floating Disc. Conjure a circular, concave disc of magical force within Short range for [SD] (Entrap).
that follows the caster at waist height. Can carry [++] Inventory 21. Find Object. Sense the direction of a single specific object
Slots of Gear for [SD] (Journey). (clearly visualised) or the closest of a type of object (e.g. traps,
4. Knock/Lock. Unlock a [RD] door, or hold shut a door, gate, swords, gold) within [Range] for [SD] (Search).
or window for [SD] (Face Danger against entry). 22. Dispel/Counterspell. Remove or reverse the effects of a [RD]
5. Light/Darkness. Conjure an arcane light or magical blackness spell within Short range.
that stretches within Reach and follows you for [SD] (Journey) or 23. Haste. [##] creature(s) within [Range] is enchanted to move
blinds [RD] foes within Reach for [SD] (Secure Advantage, Strike). twice as fast for [SD]. The creature keeps the Upper Hand on a
6. Protection from Evil/Good. Gain [SD] (Secure Advantage, Face Weak Hit and is only on the Back Foot on a Miss or when the
Danger vs. Evil/Good) when you try to sense or resist forces of spell ends.
the opposite alignment. 24. Magic Mouth. Imbue an object with a spoken message that is
7. Shield. Create an invisible field of force that protects you with triggered on SD4 (Trigger).
[SD] (Face Danger +Edge or +Iron, lost regardless of roll). 25. Silence. A single Zone within [Range] is encapsulated in an
8. Thaumaturgy. Manifest a minor image or sound within area of silence, preventing speech and spells for [SD]. It follows
the qtarget when cast on a [RD] foe.
[Range] that lasts for an Instant.
10