Preface
TODO: This is my RPG system.
Characters
Character creation
Fast character creation:
-
Set your attributes.
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Choose your dominant physical and mental characteristics.
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Set your stress endurance.
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Choose or roll an example career.
Advanced character creation:
-
Instead of just choosing a career build your lifepath.
-
Add any fitting talents.
-
Add an optional dark secret.
-
Add any fitting starting afflictions.
Attributes
PHYSICAL:
| BODY |
covers brute strength, hardiness, lifting, grappling, pushing through pain, and other actions where raw physical power matters most. |
| PRECISION |
covers speed, aim, balance, careful movement, and other actions where control and exact timing matter most. |
Pick either body or precision as your dominant physical characteristic.
MENTAL:
| LOGIC |
covers learning, recall, analysis, deduction, and staying mentally organized when information is confusing or incomplete. |
| HEART |
covers reading people, trust, conviction, emotional resilience, and acting on instinct in social or stressful situations. |
Pick either logic or heart as your dominant mental characteristic.
You can either choose the values; the average must be 10. Alternatively, you can roll dice. Roll 3d6 four times and assign the values to attributes as you wish. These are the maximum values for each attribute.
Each attribute has a max value and a current value. The max value is your normal full rating and only changes when a rule specifically says it does. The current value is the amount you have left right now during play.
At character creation, each attribute’s current value starts equal to its max value. Damage and other effects usually reduce the current value first. A lower current value makes tests harder, because you always roll against the current value, not the max value.
When one of your attributes' current values decreases to 0, your character goes insane or dies; make their death memorable and create a new character.
Stress endurance
| PSE |
represents bruising, shock, exhaustion, pain, and the body’s ability to keep functioning under pressure. It stands between incoming physical harm and your physical attributes. |
| MSE |
represents panic, dread, emotional overload, and the mind’s ability to keep functioning under pressure. It stands between incoming mental harm and your mental attributes. |
PSE and MSE measure how much immediate strain a character can absorb before that strain starts damaging their core attributes. In combat and horror, damage usually reduces these pools first. Only once one of them is reduced to zero does the remaining damage spill over into the related attributes.
Like attributes, PSE and MSE each have a max value and a current value. The max value is the character’s usual limit. The current value is what remains at the moment after taking stress or damage.
Both start at 1. At rest, their current values are equal to their max values. They naturally increase with the hardships of life.
During play, damage often lowers current PSE or current MSE. This does not lower the max value unless a rule specifically says it does. If current PSE or current MSE is restored, it can be raised back up to its max value, but not above it unless a rule explicitly allows that.
After about 10 minutes spent in relative peace, both PSE and MSE reset to their max values.
Lifepaths
A lifepath is a 6-year period from the character’s life. For each lifepath, choose a career for the character. The first lifepath is always a learning period. By the end of it, the character knows the basics of that career and can make a living from it. Tasks that are part of that career’s daily routine usually do not require a roll unless a lot is at stake.
For each lifepath in a career you can pick a talent that is allowed for that career and its prerequisites are satisfied.
See the appendix for some example careers.
Aging
Starting at age 40, every ten years the player rolls d3 three times. Those three results are assigned as reductions to BODY, PRECISION, and LOGIC as the player chooses.
Talents
Talents represent specialized professional strengths. They show that a character has developed expertise beyond ordinary training and can rely on it when the situation fits. A talent should matter in play and provide a clear, meaningful advantage in the right circumstances.
Examples
| Battle-Hardened |
If a character makes an opposed roll in a field where they are trained against someone who is not trained, the trained character rolls with advantage and the untrained character rolls with disadvantage. For example, a trained fighter rolls damage with advantage against someone who is not trained in fighting, while the untrained opponent rolls damage with disadvantage. If that trained fighter has to roll for critical damage during the same fight, that roll is also made with advantage, while the untrained opponent would roll critical damage with disadvantage. |
| Steeled Mind |
If a character makes an opposed mental roll in a field where they are trained against someone who is not trained, the trained character rolls with advantage and the untrained character rolls with disadvantage. For example, a trained interrogator or manipulator rolls mental damage with advantage against someone who is not trained in social attack, while the untrained opponent rolls mental damage with disadvantage. If that trained character has to roll for mental critical damage during the same exchange, that roll is also made with advantage, while the untrained opponent would roll mental critical damage with disadvantage. |
| Duelist |
Armor does not reduce damage caused by the character. |
| Deadeye |
The character rolls ranged attacks with advantage when they have time to aim and a clear line of fire. |
| Deathly Calm |
The character rolls fear-based critical mental injury with advantage. |
| Field Medic |
The character rolls with advantage when treating wounds, disease, or shock with proper tools and a few moments to work. |
| Iron Nerves |
The character rolls with advantage to resist panic, intimidation, or immediate supernatural shock. |
| Silver Tongue |
The character rolls with advantage when persuading, calming, or misdirecting someone who is willing to listen. |
| Sure-Footed |
The character rolls with advantage to keep balance or move safely across ice, rubble, rooftops, narrow ledges, or other treacherous ground. |
| Beast Handler |
The character rolls with advantage to calm, control, or read horses, dogs, pack animals, and other domesticated beasts. |
| Street Reputation |
The character rolls with advantage when leaning on criminal contacts, recognizing underworld custom, or judging who actually holds power in a gang, crew, or neighborhood racket. |
| Light Fingers |
The character rolls with advantage when lifting a purse, palming a small object, or hiding something on their person without notice. |
| Ambusher |
If the character can approach unnoticed in a fitting environment such as darkness, heavy cover, crowding, noise, or similar confusion, they may attempt a sneak attack by making a precision test. On a success, they make one free attack before the first combat round begins; that attack deals maximum damage without a roll. After resolving the attack, the attacker may immediately disengage without a roll. If they stay engaged, they still act first in the first combat round. On a failure, the sneak attack is lost, but combat still begins with that attacker taking the first normal attack. |
| Lockbreaker |
The character rolls with advantage when opening ordinary locks, manacles, shutters, or sealed chests with proper tools and a little time. |
| Second-Story Work |
The character rolls with advantage when climbing walls, slipping through windows, moving across rooftops, or getting into places not meant for entry. |
| Cover Identity |
The character rolls with advantage when maintaining a false name, passing as someone expected to belong, or keeping their true purpose hidden during conversation. |
| Patient Eye |
The character rolls with advantage when shadowing a target, memorizing a routine, or spotting when someone is watching back. |
| Master of Repairs |
The character rolls with advantage when judging the quality of craft work, repairing common tools, or improvising a practical fix from available materials. |
| Seasoned Hand |
The character rolls with advantage when estimating the value of mundane goods, spotting shoddy workmanship, or bargaining over honest labor and materials. |
Dark secret
A dark secret is something truly terrible from the character’s past or present that could ruin them if it comes to light. It should be taken seriously. A dark secret is not a small embarrassment or a harmless flaw, but a deeply shameful, dangerous, or unforgivable thing that should haunt the character throughout the game.
A good dark secret should answer three questions:
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What happened?
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What still follows the character now?
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What does it drive the character to do?
During character creation, a player may choose one dark secret to gain +1 PSE or +1 MSE.
A dark secret should also suggest one or more likely afflictions. The secret is the buried truth. The affliction is the damage, curse, enemy, obsession, or pressure it leaves active in play.
-
Blood on Your Hands: Someone died because of what you did, ordered, or failed to stop, and the death still stains your life.
Present pressure: the dead are not forgotten, and someone may still trace the truth back to you.
Drives: hide the truth; justify what you did; atone before the past catches up.
Likely afflictions: Guilt-ridden, Haunted, Broken memory.
-
Sold Out the Living: You betrayed allies, neighbors, or comrades to a power that profited from their suffering.
Present pressure: survivors, relatives, or the power you served may return and demand more.
Drives: keep your role hidden; protect those who still trust you; destroy the records or witnesses.
Likely afflictions: Blackmail, Paranoia, Owned.
-
Profaned Ground: You broke a grave, shrine, relic, or resting place and took something that should have been left untouched.
Present pressure: something sacred has been disturbed, and the stain has not left you.
Drives: bury the evidence; learn what you awoke; placate or destroy what now follows you.
Likely afflictions: Cursed, Haunted, Marked flesh.
-
The One You Left Behind: You walked away when someone needed you, and their ruin still follows your name.
Present pressure: the victim, a witness, or your own conscience refuses to let it stay buried.
Drives: rescue someone this time; avoid those who remember; prove you are not that person anymore.
Likely afflictions: Loss of confidence, Guilt-ridden, Night terrors.
-
The Wrong Gospel: You embraced a truth, teaching, or revelation that the world would call poison if it were spoken aloud.
Present pressure: if your doctrine is exposed, authorities, priests, or rivals will move against you.
Drives: spread the truth; protect the text, relic, or teacher; survive the purge that will come.
Likely afflictions: Fanatic bond, Marked mind, Bad reputation.
-
A Knife at Your Back: You wronged someone, or survived something that left another person hungry for revenge, exposure, or ruin.
Present pressure: someone is still looking for you, watching you, or waiting to strike.
Drives: find them first; learn how much they know; protect the people they may use against you.
Likely afflictions: Nemesis, Paranoia, Bad reputation.
-
Leash of Favors: You hold another person’s ruin in your hands and have already used that leverage for gain.
Present pressure: the victim may strike back, preempt you, or drag others into the conflict.
Drives: keep control; secure stronger leverage; silence anyone who can expose how far you went.
Likely afflictions: Nemesis, Obsession, Paranoia.
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Borrowed Name: You live under a stolen identity, bloodline, office, or claim that would collapse if the truth were known.
Present pressure: documents, blood relatives, old servants, or rivals can tear your life apart.
Drives: secure your place; destroy contrary evidence; become worthy of the name you stole.
Likely afflictions: Blackmail, Bad reputation, Doomed.
-
Rot in the House: You know the truth about a monstrous crime, scandal, or corruption in your own family and helped keep it buried.
Present pressure: the family expects loyalty, and the buried crime is still hurting people.
Drives: protect the family; expose the truth; keep the innocent from paying for it again.
Likely afflictions: Owned, Guilt-ridden, Haunted.
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Debt to the Unseen: In desperation, ambition, or grief, you made terms with something that still expects payment.
Present pressure: omens, collectors, or impossible demands remind you the debt is not closed.
Drives: delay the price; find a way out; turn the bargain against its master.
Likely afflictions: Cursed, Owned, Marked mind.
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Back from the Silence: You should have died, vanished, or been taken, but you came back and do not know what crossed back with you.
Present pressure: missing time, strange recognition, and unnatural echoes cling to your return.
Drives: learn what happened; hide how changed you are; find what still wants you.
Likely afflictions: Haunted, Repressed memory, Marked flesh.
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A House of Masks: The people who raised you lied about who they are, who you are, or what your family serves in secret.
Present pressure: old kin, hidden rites, or inherited enemies are closing in.
Drives: uncover your real origin; protect those trapped inside; escape the role prepared for you.
Likely afflictions: Paranoia, Fanatic bond, Nemesis.
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Made and Remade: A doctor, prison, lodge, or occult circle altered your body or mind, and the work was never truly undone.
Present pressure: the makers may want you back, and the changes still surface under strain.
Drives: understand what they made of you; find the others; destroy the place that did this.
Likely afflictions: Seizures, Dissociation, Marked flesh.
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Bound Watch: You swore to guard a person, threshold, relic, grave, or blood debt, and the oath still binds your fate.
Present pressure: if you fail your charge, something worse will be unleashed or someone innocent will pay the price.
Drives: keep the charge safe; learn why it matters; find a way to pass the duty on without disaster.
Likely afflictions: Obsession, Doomed, Haunted.
Personal drives
A personal drive is a request from the table for your character to take a particular action during the session. It points your trouble toward the foreground, but it does not decide whether the attempt ends in relief, ruin, or something worse.
Each character should usually have two personal drives at a time.
At the start of the first session, each player may choose two drives for their own character. In later sessions, new drives should usually come from the other players or the referee, since they can better see what pressure would be most interesting to bring forward.
When you fulfill a personal drive, mark 1 improvement and ask the table for a new one. If an entire session passes without fulfilling any personal drive, you may trade one current drive for another that better fits the way the story is moving.
When writing personal drives, start with a strong verb and complete the thought:
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Admit
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Confront
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Return to
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Reveal
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Seek out
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Finish
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Protect
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Destroy
For example:
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Return to the place where you first understood something was terribly wrong.
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Reveal to your wife what you did to keep the family safe.
A personal drive is fulfilled once the character actually performs the action named by the verb. The scene does not need to end well. Do not write drives that fix the outcome in advance; let the consequences emerge in play.
Starting afflictions
A character may begin play with old damage, vice, haunting, pursuit, or some other lasting trouble from earlier in life. This represents violence, horror, humiliation, dependency, or other pressure that marked the character before the campaign began.
During character creation, you may choose to take one or more afflictions. Each chosen affliction must fit the character’s lifepath, background, dark secret, and personal history.
When you take a starting affliction, handle it as if the character had already suffered the relevant fallout in play:
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choose whether it is a physical, mental, or other affliction
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pick an appropriate affliction from the matching table
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the affliction is permanent unless the game later provides some way to remove or transform it
After taking the affliction, use the same improvement rule as in play.
For each starting affliction, your PSE or MSE might increase by 1. You can choose which one you try to increase. Roll a d6. If it is higher than your max value of the chosen SE, increase it by 1.
This means old suffering can make a character harder to break, but only by leaving behind active trouble that still matters in play.
Do not pick starting afflictions casually. Every extra PSE or MSE should come with a real scar, impairment, obsession, curse, enemy, dependency, or other consequence that still shapes the character’s life.
Tests
To test your abilities during the game, roll a d20. The test succeeds if the roll is lower than or equal to the tested attribute’s current value.
For easy tasks, roll with advantage: roll twice and choose the better result. For hard tasks, roll with disadvantage: roll twice and choose the worse result. The same advantage and disadvantage rules can also be used for damage rolls.
In general, do not roll for things that are part of someone’s daily routine unless a lot is at stake.
Combat
Roll a precision check. If you succeed, you start combat; otherwise, the enemy goes first. You immediately roll damage defined by the weapon used. First, reduce the damage by the armor value; then, for each leftover damage point, you have to decrease both PSE and MSE. When PSE is reduced to zero, the leftover damage is deducted from the current value of precision and body.
You can attempt to disengage from a fight with a successful precision test. If you fail, your opponent makes an immediate attack in addition to their default attack on their turn.
When you have to decrease the current value of an attribute, you have to roll for a critical damage. Make a test on your dominant physical attribute. If you fail the roll, you gain a physical critical damage.
For each critical damage, your PSE or MSE might increase by 1. You can choose which one you try to increase. Roll a d6. If it is higher than your max value of the chosen SE, increase it by 1.
Flesh wounds are temporary. Minor and major injuries have lasting effects.
| damage | severity | gunshot | stabbing/slashing/biting | crushing/bludgeoning | burning | gore |
|---|---|---|---|---|---|---|
1 |
Flesh wound |
graze |
shallow cut |
knocked over |
singed |
retching |
2 |
through-and-through |
cut or laceration |
massive bruising |
peeling |
laceration (badass scar) |
|
3 |
Minor injury |
bullet remains inside |
stabbed |
sprained (extremity) |
blistering |
mangled (fingers) |
4 |
bone fracture (extremity) |
slashed (face, loss of ear) |
concussion/dazed |
large burn |
flayed (partially) |
|
5 |
internal bleeding |
severed (fingers) |
dislocated shoulder |
3rd-degree burn |
severed (hand or foot) |
|
6 |
major injury |
bone fracture (chest) |
severed (hand) |
broken (collarbone) |
still on fire (extremity) |
severed (limb) |
7 |
gushing artery |
severed (limb) |
broken (arm, leg, hand) |
flesh sloughed off |
impaled |
|
8 |
lethal wounds |
massive hole |
throat slit |
split open (skull) |
engulfed |
disemboweled |
Horror
When you suffer mental damage, first reduce the damage by your stability; then, for each leftover damage point, you have to decrease both PSE and MSE. When MSE is reduced to zero, the leftover damage is deducted from the current value of logic and heart.
Stability works like armor in combat: it reduces incoming mental damage before that damage reaches your stress endurance. A source of stability should be something concrete that helps the character hold together against fear, despair, or the unnatural. For example, a priest holding rosemary might gain 1 stability against horror.
When you have to decrease the current value of an attribute, you have to roll for a critical damage. Make a test on your dominant mental attribute. If you fail the roll, you gain a mental critical damage.
For each critical damage, your MSE might increase by 1. Roll a d6. If it is higher than your current max MSE, increase it by 1.
| damage | wound |
|---|---|
1 |
nervous, jumpy |
2 |
shaken |
3 |
adrenaline shock, regain 1d6 SE |
4 |
overwhelmed, coward, frightened |
5 |
nightmares, loss of confidence, deflated |
6 |
doomed, haunted |
7 |
death wish, catatonic |
8 |
rage, heart attack |
| nervous, jumpy |
1d10 minutes; disadvantage on the first roll made after a sudden threat, loud noise, or other shock. |
| shaken |
1d10 minutes; disadvantage on the first mental save made during the effect. |
| overwhelmed |
1d10 minutes of disadvantage on all rolls |
| coward |
1d10 minutes; make a mental save to engage in violence |
| frightened |
1d10 minutes; take 1 mental damage when encountering a threat |
| nightmares |
1d10 days; cannot sleep well; make a luck roll to recover SE |
| loss of confidence |
1d10 hours; lose one talent |
| deflated |
1d10 hours; take 1 mental damage whenever an ally fails a save |
| doomed |
1d10 days; add +1 to mental save rolls |
| haunted |
1d10 days; night visits in dreams or visions. It will make demands soon. Make a luck roll to recover SE |
| death wish |
24 hours; make a mental save or attack any enemy or stranger; SE resets |
| catatonic |
unresponsive for 2d10 minutes; SE resets |
| rage |
1d10 minutes; BODY + 1d6, PRECISION + 1d6, advantage on all damage rolls; SE resets. Attack any enemy; if none is found, attack an ally. Deal 1 mental damage to all allies |
| heart attack |
1d10 hours of disadvantage on all rolls; MAX BODY - 1 |
Social Attack
A social attack is a high-pressure social conflict where both parties are forced to take part and cannot simply walk away. It should be used for scenes such as a public debate in front of an audience, an interrogation, a formal accusation, or any confrontation where social pressure, duty, fear, or circumstance keeps both sides engaged.
If either side can safely leave, refuse to answer, or otherwise avoid the exchange, it should usually not be treated as a social attack. Social attacks are for situations where staying in the conflict matters and where losing has immediate social, emotional, or practical consequences.
The same rules apply as in horror, but a social attack ends when the first mental critical damage is inflicted.
The default damage is d4.
Depending on the situation, the critical damage could take many different forms. You should consider the following common effects for many situations:
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both sides receive the enemy dark secret
-
the loser has to roll a mental save or attack the other party
| type of situation | effect |
|---|---|
public debate |
the loser is publicly discredited, loses the support of the audience |
seduction |
you cannot resist the temptation |
interrogation |
the loser reveals a secret, betrays an ally, or breaks under pressure |
humiliation |
the loser flees, lashes out, or loses standing with the audience |
intimidation |
the loser backs down, obeys, or freezes instead of acting |
accusation |
the loser panics, blurts out more than intended, or turns on an ally |
Afflictions
Critical damage is the immediate harm suffered in the moment. Once that crisis is cured, stabilized, or otherwise no longer the main problem, it leaves behind a lasting affliction.
Whenever a character finishes dealing with critical damage, they must take one fitting affliction from the appropriate table. Physical critical damage leads to a physical affliction. Mental critical damage, including the fallout from horror and social attacks, leads to a mental affliction.
Dark secrets, curses, addictions, enemies, and similar long-term trouble can also give a character an affliction even when no critical damage was involved. Those usually come from the other afflictions table or from a custom affliction that follows the same rules.
Pick the affliction that best matches the fiction. If you want uncertainty, you can instead roll 1d16 on the appropriate table.
Affliction tests
Each affliction has a trigger. When that trigger comes into play, make a test on the listed attribute.
-
On a success, you keep control for now.
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On a failure, the affliction creates a complication.
-
If the roll is a natural 20 or misses the attribute by 5 or more, it creates a severe complication instead.
A complication can happen immediately or later in the scene, but it should hit before the danger has truly passed. Severe complications should be harder to shake off, more public, more dangerous, or more costly.
If an affliction makes you lose PSE or MSE, you lose all current points of that stress endurance, not just 1. Once an affliction drains PSE or MSE, you cannot regain that pool by rest, luck, or ordinary recovery for one full day.
Physical afflictions
| roll | affliction | trigger | complication |
|---|---|---|---|
1 |
Lamed |
When you sprint, climb, flee, or fight on bad footing, test precision. |
You stumble, fall behind, lose position, or drop something vital. |
2 |
Maimed hand |
When you rely on grip, reload, climb, grapple, or do delicate work fast, test precision. |
Your hand fails you. You fumble, drop the item, lose the action, or need help. |
3 |
Bad shoulder |
When you strike hard, lift, shove, or force something open, test body. |
Pain locks the joint. You lose force, cannot keep hold, or expose yourself to a counter. |
4 |
Damaged eye |
When you aim carefully, track movement at range, or judge distance under pressure, test precision. |
You misjudge the shot, lose the target, or put the wrong person in danger. |
5 |
Deafened ear |
When you need to catch quiet sounds, notice approach, or follow shouted orders in chaos, test logic. |
You miss the warning, misunderstand the call, or react too late. |
6 |
Cracked ribs |
When you run, wrestle, take a blow, or keep going through pain, test body. |
Your breath goes. Lose all current PSE or stop and give the enemy an opening. |
7 |
Marked face |
When first impressions, authority, or public attention matter, test heart. |
People stare, remember you, recoil, or decide you are trouble before you speak. |
8 |
Chronic pain |
At the start of a dangerous scene or after any rest cut short by stress, test body. |
Pain flares up. Take disadvantage on the next physical roll or lose all current PSE. |
9 |
Tremor |
When steadiness matters, especially with tools, medicine, locks, or ranged weapons, test precision. |
Your hands shake. The task takes longer, becomes noisy, or fails at the worst point. |
10 |
Weak lungs |
When you sprint, swim, choke, endure smoke, or stay active for several rounds, test body. |
You lose breath. Lose all current PSE, cough loudly, or must stop to recover. |
11 |
Fragile frame |
The first time you take physical damage in a fight or fall hard, test body. |
The old break opens again. Take +1 damage, fall prone, or lose the use of the limb for the scene. |
12 |
Head trauma |
When you are rushed, concussed, awakened suddenly, or forced to think under threat, test logic. |
Your thoughts blur. You lose the next careful action, forget something important, or act too slowly. |
13 |
Burn scars |
When exposed to open flame, great heat, smoke, or someone touching the scarred area, test heart. |
You recoil, freeze, or lash out. Fire or panic takes control of the moment. |
14 |
Gut wound |
After hunger, stress, bad food, fear, or a hard impact to the torso, test body. |
Nausea and pain double you over. You lose the next action, make noise, or leave a clear trail. |
15 |
Seizures |
After extreme exertion, flashing light, fever, or intense stress, test body. |
Your body locks or convulses. You collapse, drop what you hold, and become helpless for a moment. |
16 |
Marked flesh |
When occult forces are near, when your blood is spilled, or when someone studies the scar closely, test heart. |
Something recognizes you. The supernatural notices, follows, or reveals part of your secret. |
Mental afflictions
| roll | affliction | trigger | complication |
|---|---|---|---|
1 |
Phobia |
When confronted by the object of your fear or anything strongly resembling it, test heart. |
You panic, freeze, flee, or leave someone else exposed. |
2 |
Paranoia |
When trust, cooperation, or accepting help matters, test heart. |
You suspect betrayal, refuse help, accuse the wrong person, or break the plan. |
3 |
Night terrors |
After any uneasy sleep or supernatural disturbance in the night, test logic. |
You wake exhausted. Lose all current MSE, blurt out a secret, or draw attention in your sleep. |
4 |
Rage trigger |
When insulted, cornered, humiliated, or reminded of the original harm, test heart. |
You threaten, strike, or escalate when caution would have served you better. |
5 |
Dissociation |
After taking mental damage, seeing horror, or being emotionally overwhelmed, test logic. |
You go distant. Lose your next action, drift away, or fail to answer when needed. |
6 |
Obsession |
When a clue, symbol, rival, promise, or forbidden lead appears, test logic. |
You cannot let it go. You pursue it, neglect everything else, or expose yourself to danger. |
7 |
Loss of confidence |
When you must lead, decide quickly, or act first in a dangerous scene, test heart. |
You hesitate. An ally must act for you, the enemy seizes initiative, or you take disadvantage on the roll. |
8 |
Haunting voices |
In silence, isolation, darkness, or moments of doubt, test logic. |
The voices distract, mislead, or goad you. You reveal something, follow the wrong lead, or miss what is real. |
9 |
Emotional numbness |
When comfort, empathy, seduction, or reading pain in others matters, test heart. |
You come off as cold or wrong. Trust drops, offence is taken, or the moment passes. |
10 |
Doomed |
Before a serious risk, a prophecy, omen, or obvious bad choice, test heart. |
You act like failure is certain. You surrender ground, abandon hope, or invite the worst outcome. |
11 |
Broken memory |
When recalling the event, giving testimony, or piecing together the past, test logic. |
Memory twists. The GM may distort one detail, hide a key fact, or make you confidently wrong. |
12 |
Compulsion |
When stressed and given a familiar ritual, vice, prayer, counting habit, or cleansing routine, test logic. |
You must perform it now or become distracted and impossible to calm. |
13 |
Guilt-ridden |
When you meet victims, reminders of the harm, or anyone asking what happened, test heart. |
You confess too much, self-sabotage, protect the wrong person, or refuse a necessary act. |
14 |
Repressed memory |
When a place, smell, phrase, or symbol touches the buried truth, test logic. |
The past breaks through. You freeze, relive it, or mistake the present for the old trauma. |
15 |
Haunted |
When alone, asleep, wounded, or near the uncanny, test heart. |
A presence makes demands, shows visions, or denies you real rest until you respond. |
16 |
Marked mind |
When you use occult knowledge, witness the supernatural, or draw too close to your dark secret, test logic. |
Something answers. You attract attention, lose time, speak with another voice, or let the unreal slip in. |
Other afflictions
These afflictions usually come from dark secrets, bargains, long-term vice, family trouble, enemies, or campaign events rather than from direct critical damage.
| affliction | trigger | complication |
|---|---|---|
Drug addiction |
When denied the substance, offered it, or forced to function under pain and stress, test body. |
Withdrawal, craving, or relapse takes hold. Lose all current PSE or MSE, betray a need, or make a desperate choice for supply. |
Owned |
When your former master, creditor, cult, or handler calls in a debt, test heart. |
You obey, stall and pay a price, or bring danger onto someone close to you. |
Nemesis |
When you become visible, successful, or vulnerable, test logic. |
Your enemy finds a trace, gets there first, turns someone against you, or attacks indirectly. |
Bad reputation |
When your name, face, trade, or hometown becomes known in the wrong place, test heart. |
Doors close. Prices rise, guards take interest, or witnesses assume the worst. |
Cursed |
When you act out of greed, violence, or pride, or when the curse’s theme is provoked, test heart. |
The curse twists events against you, harms an ally, or marks the scene with unnatural fallout. |
Stalker |
When you are isolated, asleep, or repeating a routine, test precision. |
The stalker gets close, leaves a sign, steals something, or traps your line of retreat. |
Blackmail |
When you need trust, status, or a clean name, test heart. |
The pressure resurfaces. You must comply, pay, reveal something worse, or lose standing. |
Fanatic bond |
When your creed, oath, or cause is challenged by reality, test logic. |
You choose doctrine over sense, escalate the conflict, or sacrifice something human for the cause. |
Luck
Roll 1d6: 1-3 is a failure, 4-6 is a success.
Appendix
Weapons
| 1d4 |
fists, or attacks made while impaired with any weapon |
| 1d6 |
Dagger, Cudgel, Sickle, Staff |
| 1d8 |
Spear, Sword, Mace, Axe, Flail |
| 1d10 |
Halberd, War Hammer, Long Sword |
| 1d12 |
enhanced attack with any weapon |
| Shield |
(+1 Armor) |
| Helmet |
(+1 Armor) |
| Gambeson |
(+1 Armor) |
| Brigandine |
(1 Armor, bulky) |
| Chainmail |
(2 Armor, bulky) |
| Plate |
(3 Armor, bulky) |
Damage from horror
Mental damage from horror:
| 1 |
something horrid |
| 1d4 |
particularly horrific scene, minor horror ability |
| 1d6 |
major horror ability |
| 1d8 |
events not meant for human eyes |
Example careers
These are example careers for lifepaths. Use them as inspiration when building a character’s past.
Village life
| Farmer |
Works the land, keeps animals, and knows the rhythm of planting, harvest, and hard physical labor. |
| Midwife |
Delivers children, tends mothers, and carries practical knowledge of herbs, bodies, and village gossip. |
| Fisherman |
Earns a living from rivers, lakes, or the sea and knows nets, boats, knots, and bad weather. |
| Shepherd |
Watches over flocks, survives long lonely stretches outdoors, and learns to notice danger early. |
| Woodcutter |
Fells trees, splits timber, and is used to heavy work in rough country. |
| Hunter |
Tracks animals, moves quietly, and lives by patience, fieldcraft, and a clean kill. |
| Trapper |
Sets snares, skins animals, and knows how to survive on the edges of settled land. |
| Miller |
Runs a mill, bargains over grain, and holds a small but vital place in the local economy. |
| Head of Household |
Keeps a family alive through planning, bargaining, and the unglamorous burdens of responsibility. |
Medieval town life
| Peddler |
Travels from place to place selling goods, trading stories, and reading what people want. |
| Shopkeeper |
Keeps a small business alive through counting, bargaining, and knowing the needs of regular customers. |
| Clerk |
Handles records, letters, and contracts and understands the slow power of writing things down. |
| Runner |
Carries messages quickly through busy streets or between villages and survives by speed, nerve, and local knowledge. |
| Laborer |
Takes whatever heavy work is available and endures exhaustion, injury, and poor conditions better than most. |
| Miner |
Works underground in darkness and dust, digging out wealth while living with constant danger. |
| Ratcatcher |
Hunts vermin in alleys, cellars, and sewers, earning poor pay for filthy but necessary work. |
| Tomb Robber |
Breaks into crypts and barrows for coin, relics, or forbidden objects, always risking curses and the law. |
| Beggar |
Survives on alms, pity, and a sharp eye for danger, rumor, and human weakness. |
| Cutpurse |
Lives by stealth, nerve, and quick hands in markets, taverns, and festival crowds. |
| Hosteller |
Runs or serves in an inn, hearing travelers' tales while dealing with drunks, merchants, and secrets. |
| Chandler |
Makes and sells candles, soap, and other necessities, working with smoke, tallow, and stubborn customers. |
Military life
| Conscript |
Was dragged or pressured into service and learned to survive war through fear, obedience, and luck. |
| Soldier |
Fights in formation, follows orders, and knows camp life, forced marches, and ugly discipline. |
| Archer |
Trains to kill at range and understands patience, positioning, and the value of distance. |
| Scout |
Moves ahead of the force, reading tracks, terrain, and ambushes before others see the danger. |
| Sapper |
Digs trenches, undermines walls, and knows the brutal craft of siege work. |
| Mercenary |
Sells skill at arms for pay and has likely changed banners more than once. |
| Village Sergeant |
Keeps rough order among frightened recruits or unruly town militia. |
| Taskmaster |
Keeps order through fear, intimidation, and relentless pressure on weaker workers. |
| Camp Follower |
Lives on the edge of armies, trading, cooking, patching gear, and surviving among desperate people. |
Monastic life
| Novice |
Lives under rule and discipline while learning prayer, obedience, and the daily order of a religious house. |
| Monk |
Copies texts, keeps the hours, and balances spiritual duty with the plain labor needed to sustain the monastery. |
| Nun |
Oversees prayer, work, and care within a convent, often holding more practical authority than outsiders expect. |
| Scribe |
Copies books, letters, and records with patient hands and trained eyes. |
| Herbalist |
Grows, dries, and prepares remedies, poisons, and tonics from a carefully tended garden. |
| Itinerant Priest |
Moves between settlements preaching, performing rites, and carrying doctrine to remote places. |
| Pilgrim Guide |
Leads the faithful along dangerous roads, knows shrines and customs, and keeps hope alive. |
| Augur |
Reads omens, dreams, and strange signs, whether as a true seer or a troubled visionary. |
Nobility and court
| Page |
Serves in a noble household, learning manners, discipline, and the first lessons of war and service. |
| Steward |
Manages servants, stores, and accounts, keeping an estate running through diligence and pressure. |
| Courtier |
Survives on charm, status, gossip, and careful insults disguised as courtesy. |
| Lady-in-Waiting |
Serves a noble household while navigating rank, obligation, and private scandal. |
| Envoy |
Carries messages, offers, and veiled threats between powerful houses. |
| Elder |
Holds local memory, settles disputes, and has seen enough hardship to judge people quickly. |
| Noble Heir |
Was raised with privilege, expectation, and the constant weight of inheritance. |
Knights and apprentices
| Apprentice Smith |
Learns metalwork through heat, repetition, and hard criticism from a demanding master. |
| Apprentice Mason |
Cuts stone, studies structure, and slowly learns how great buildings are held together. |
| Apprentice Alchemist |
Mixes rare substances, cleans dangerous tools, and knows that one mistake can scar or kill. |
| Groom |
Cares for horses, tack, and travel gear, and is at home on the road or in a stable yard. |
| Squire |
Serves a knight in camp and battle, carrying arms while learning what chivalry looks like in practice. |
| Knight |
Fights as an armored elite, trained for war, status, and the harsh burden of reputation. |
| Tournament Lancer |
Specializes in public displays of mounted skill where honor, spectacle, and injury meet. |
19th-century life
| Railway Porter |
Hauls trunks, guides travelers, and knows timetables, station masters, and the chaos of crowded platforms. |
| Telegraph Operator |
Sends coded messages across great distances and learns patience, precision, and discretion. |
| Factory Hand |
Endures noise, heat, and dangerous machinery while surviving the discipline of industrial labor. |
| Chimney Sweep |
Climbs narrow flues in soot and darkness, doing filthy work for meager pay and constant risk. |
| Lamplighter |
Walks the streets at dusk and dawn, tending the city lights and seeing what moves in the half-dark. |
| Dockworker |
Loads cargo, coils rope, and labors among ships, cranes, and hard men from every port. |
| Seamstress |
Sews for long hours under dim light, earning little through skill, speed, and aching hands. |
| Governess |
Educates children in a wealthier household while living uneasily between servant status and genteel expectations. |
| Constable |
Keeps public order, breaks up brawls, and learns which alleys, public houses, and faces bring trouble. |
| Printer’s Apprentice |
Sets type, runs presses, and handles pamphlets, posters, and newspapers that can stir a whole district. |
| Coal Miner |
Works below ground amid dust, bad air, and the ever-present fear of collapse or fire. |
| Undertaker |
Prepares the dead, manages grieving families, and conducts business where sorrow, ritual, and profit meet. |
Wild West
| Cowboy |
Rides long distances, tends cattle, and survives on endurance, rope work, and a cool head in open country. |
| Stagecoach Guard |
Rides shotgun over passengers, mail, and payroll, watching for bandits, bad roads, and panic. |
| Marshal’s Deputy |
Enforces the law where the law is thin, balancing grit, violence, and uneasy local politics. |
| Prospector |
Searches streams and hills for precious metal, living on hope, hard luck, and stubbornness. |
| Railroad Surveyor |
Measures land ahead of the tracks, judging distance, terrain, and the risks of pushing into unsettled country. |
Japan
| Rikshaw Puller |
Hauls passengers through crowded streets, living by stamina, local knowledge, and relentless effort. |
| Silk Mill Worker |
Tends delicate machinery and fine thread in hot, exhausting conditions where speed and care both matter. |
| Former Samurai |
Carries old training, discipline, and pride into a world that has less and less use for the sword. |
| Police Inspector |
Keeps order in a rapidly changing society, moving between old obligations and imported modern methods. |
| Village Headman |
Mediates taxes, disputes, and official demands while holding a community together under outside pressure. |
Hungary
| Csikós |
Lives in the saddle on the plains, handling half-wild horses through balance, nerve, and deep knowledge of the puszta. |
| Gulyás |
Drives cattle over long distances and knows camp craft, weather, and the hard business of moving livestock to market. |
| Vineyard Keeper |
Tends grapes on difficult ground and lives by patience, seasonal labor, and a sharp eye for blight or theft. |
| River Barge Hand |
Works the Danube or Tisza hauling cargo, managing ropes, and enduring cold water, mud, and backbreaking labor. |
| Gendarme |
Keeps rural order for the state, traveling between villages where fear, resentment, and authority meet. |