Compendium

Navigate to the section you need. Every rule required to run Torches in the Dark — swift, brutal, and unforgiving.

Character Creation

Build your knave from ten points of raw potential. No attribute may exceed +6 at start.

Ability Scores

The Nine Pillars of Survival

Characters begin with 10 attribute points to distribute among nine ability scores. No ability score may exceed +6 at character creation.

Starting Points
10
Distributed freely among nine abilities
Maximum at Start
+6
No ability may exceed this at creation
Total Abilities
9
Each representing a pillar of character
Example Distribution: Might +2, Finesse +2, Endurance +1, Insight +1, Resolve +0, Presence +2, Faith +0, Magick +0, Luck +2
◆ Character Tools
Character Builder
Build your knave from scratch — distribute ability scores, choose your race, pick traits, and download a complete character sheet as a PDF.
Physical
Might

Add to melee attacks and strength-related checks like swimming, climbing, breaking down doors.

Physical
Finesse

Add to defense, ranged weapon attacks, stealth, lockpicking, balancing and acrobatics.

Physical
Endurance

You can carry items equal to 10 + Endurance. Saving throws vs. poison; increases healing during resting.

Mental
Insight

Add to history, knowledge rolls. Having +1 indicates basic literacy skills.

Mental
Resolve

Add to fear and morale/mind-based saving throws, searching and tracking.

Social
Presence

Add to reaction checks, persuasion and deception. Determines number of hirelings you can maintain.

Divine
Faith

Add to divine abilities and saving throws versus malevolent forces.

Arcane
Magick

Add to spellcasting rolls and saving throws against magical effects.

Fortune
Luck

Fortunate events through chance, bestows favorable outcomes in uncertain situations.

A ragged knave with a scarred face peers from the shadows
Races

Grim Sorts — Choose Your Blood

Some races are rare in the world of Torches in the Dark. To play a rare race, roll a d100 and roll equal to or lower than the number shown. Playing as a non-human race IS your Grim Sort.

RaceRarityBonuses
HumanCommon+1 to any ability score; choose one passive and one active trait.
Dhagax Dwarf40%+3 Endurance, +2 Might, Iron Gut (passive).
Badda Dwarf40%+3 Finesse, +2 Insight, Keen-Eyed (passive).
Khawv Dwarf40%+3 Presence, +2 Might, Foe Reader, Magick Sense.
Drakon20%+2 Might, +3 Faith, Unshakable Faith (passive).
Orkon20%+4 Might, +1 Endurance, Tenacious (passive).
Sun Elf20%+2 Presence, +3 Insight, Unshakable Faith (passive).
Astral Elf10%+2 Magick, +3 Presence, Void Gaze, Quiet Mind.

"You aren't a hero. You're a knave, a scoundrel, a rogue. A survivor. Play your cards right, and you might stay that way."

— Torches in the Dark, Core Rulebook

Core Mechanics

This is how you play the game. Pretty simple.

The Strikes System

Life, Death & Damage

Every character begins with a number of strikes equal to their class's strike count. For every hit taken, a character loses 1 strike worth of damage. Particularly powerful enemies may cause 2 or even 3 strikes of damage.

Finesse + 5 + Armor Bonus = Defense Score
Base Save DC
15
Standard difficulty for saving throws
Attack Roll
d20
Plus relevant ability modifier
Base Spell DC
10
Modified by armor interference
Equipment & Inventory

Armor, Shields & Helmets

Players can hold 10 + Endurance slots of equipment. Armor type affects both defense and damage reduction chances.

Armor

ArmorCategorySlotsDefense BonusDR Chance
No ArmorNone0+0 DEF0/6
Padded TunicLight1 slot+4 DEF1/6 — roll 1 on d6
Hide ArmorLight1 slot+5 DEF1/6 — roll 1 on d6
Leather CorsletLight1 slot+5 DEF1/6 — roll 1 on d6
BrigandineMedium2 slots+2 DEF2/6 — roll 1–2 on d6
Chain MailMedium2 slots+3 DEF2/6 — roll 1–2 on d6
Scale MailMedium2 slots+4 DEF2/6 — roll 1–2 on d6
Ring MailHeavy3 slots−2 DEF3/6 — roll 1–3 on d6
Scale HauberkHeavy3 slots−1 DEF3/6 — roll 1–3 on d6
Plate ArmorHeavy3 slots+0 DEF3/6 — roll 1–3 on d6
Full PlateHeavy3 slots+1 DEF4/6 — roll 1–4 on d6

Shields

ShieldSlotsDefense BonusDR BonusSpecial
No Shield0+0 DEF+0 DR
Buckler1 slot+1 DEF+0 DRCan be destroyed to negate all damage from a single physical attack.
Round Shield1 slot+2 DEF+0 DRCan be destroyed to negate all damage from a single physical attack.
Tower Shield1 slot+3 DEF+1 DRCan be destroyed to negate all damage from a single physical attack.

Helmet

EquipmentSlotsDefense BonusSpecial
Helmet1 slot+1 DEFTurns a critical hit into a normal hit but is destroyed afterward. Test Endurance 10 vs Stun.
Damage Reduction: When you take damage, roll a d6. If you roll within your armor's success range, reduce incoming damage by 1 Strike. You choose when to attempt damage reduction.
Healing

Resting & Recovery

Sanctuary Rest

When at a sanctuary, players regain all strikes over 24 hours with food, drink, and proper rest.

Breather

Once per day, heal for 1d4 strikes. This represents a short rest and catching your breath in the field.

Combat Mechanics

Don't go looking for fights — you'll probably just end up dead.

Grim warriors locked in brutal melee combat
Initiative

Who Acts First

Group-Based Initiative: GM rolls d6: on a 1–3 enemies act first; on a 4–6 players act first. Simple and fast.

Single Initiative: Each character rolls d20 + Insight. Highest result acts first. More granular and tactically interesting.

Critical Results

Critical Hits & Fumbles

Natural 20: Deal an additional Strike of damage. Something spectacular and devastating occurs.
Natural 1: Something horrible happens — GM interpretation. Weapon breaks, you hit an ally, you fall prone.
Weapon Effects: Optional special effects like knockdown, bleeding, or armor sundering can be applied on critical hits per weapon tag.

Spellcasting & Miracles

The gods care nothing for mortal races.

Arcane Magic

Spellcasting

When a Wytch casts a spell, they roll 1d20 + Magick vs the spell's DC. Wearing armor dramatically increases this difficulty.

Base Spell DC: 10

Armor Interference

Light Armor
+4
Added to spell DC
Medium Armor
+8
Added to spell DC
Heavy Armor
+12
Added to spell DC
Magical Mishap (Natural 1): Lose 1 Presence, then roll 1d100 on the Magical Mishap Table.
Arcane energy ripping through the void
Arcane Mishap Table

Magical Mishaps (d100)

RollEffect
01–08Dogs and other animals are terrified when around you.
09–18Shadows begin to move oddly and crows follow you.
19–31You cast a bestial shadow and a strange voice whispers to you.
32–40You develop a disturbing ritual that you must complete daily or suffer disadvantage.
41–48Magical healing no longer works on you. Your hide thickens (+1 Defense).
49–55You hear terrible voices in your head. You can't tune them out.
56–62You become sensitive to daylight. Disadvantage on all rolls when outside during day.
63–70Open sores and pus-filled boils cover your body. Horrible scars.
71–80Your eyes become red and glowing. You can see in total darkness.
81–86Something reaches through the void. −1 Presence. Die if Presence reaches negative.
87–92Psionic energy melts your brain. Take 3 Strikes of damage.
93–99Tentacles rip out of your face. 5 Strikes of damage. All allies roll Resolve DC 14.
100Madness takes you. You become an agent of the Slender Crown.
Divine Magic

Miracles & Divine Mishaps

Crusaders, Prelates, and Pyromancers can attempt to channel divine power. The gods care nothing for mortal races — petition them at your own risk.

Base Miracle DC: 12
Divine Mishap (Natural 1): Lose 1 Faith, then roll 1d100 on the Divine Mishap Table.
RollDivine Mishap
01–10Your god marks you with visible stigmata. All social checks at disadvantage for 1 week.
11–18Divine silence. You cannot attempt miracles for 24 hours. All enemies sense your abandonment.
19–26Cursed tongue. You can only speak in religious blasphemies. Allies must save vs fear when you speak.
27–34The god demands sacrifice. Take 2 Strikes and an ally within sight takes 1 Strike.
35–42Divine test. Complete a dangerous task within 3 days or permanently lose all Faith.
43–50False prophet. Your next miracle automatically fails and affects a random target.
51–58God's jealousy. All magical healing hurts you instead of helping for 1 week.
59–66Divine madness. Disadvantage on all mental saves for 1 week. You see things that aren't there.
67–74Wrathful abandonment. Your god sends a minor divine servant to punish you. It hunts you.
75–82Twisted miracle. The miracle works, but on the worst possible target in the worst possible way.
83–90Divine price. Permanently lose 1 point from a random ability score as the god claims their due.
91–96Heretic's mark. All followers of your god know you've been abandoned. They will not aid you.
97–99God's cruel humor. You are transformed into a mockery of your former self for 1d4 days.
100Ultimate abandonment. Your god personally appears to strip you of all divine connection. Become NPC.

Death & Dying

Death occurs quickly and violently in combat.

A fallen warrior lies on the battlefield
Zero Strikes

Reaching Zero

When a character is reduced to zero strikes, they gain a horrible wound. Roll 1d12 and consult the table based on the damage type that reduced them to zero.

Falling Damage: For every 5 feet fallen, take 1 Strike of damage. A 50-foot drop deals 10 Strikes — almost certainly fatal.
Horrible Wounds

Crushing Damage

Maces, fists, rocks, and blunt force.

d12Result
1Head battered. Knocked senseless — STUNNED.
2–5Beaten to a pulp. STUNNED for 1d4 rounds.
6Bashed over the head, crying out in agony. SKULL CRACK.
7–8Limb broken. Roll 1d4: 1=left arm, 2=right arm, 3=left leg, 4=right leg. EXHAUSTED.
9+Your head is crushed, your skull explodes. You are dead.

Slashing Damage

Swords, knives, saws, and blades.

d12Result
1Scream bloody murder. Lose 1d4 fingers.
2–4Gush blood, cry out. EXHAUSTED.
5Limb severed. Roll 1d4: 1=left arm, 2=right arm, 3=left leg, 4=right leg. LAST GASP.
6–7Bloody and dying — your artery has been slashed open. ARTERY SLASH.
8+The last thing you see is the glint of steel. Your head rolls.

Puncturing Damage

Arrows, bolts, bullets, and spears.

d12Result
1–2Arrow to the knee or a bullet wound. Agonizing pain. Maybe take up being a guard.
3–4Arrow to the chest; blood spurts with every breath. LAST GASP.
5–6Shot strikes your face — your eye is blown out. LAST GASP.
7+The last thing going through your head is an arrow. Dead.

Fang & Claw Damage

Beasts, monsters, and natural weapons.

d12Result
1–2Claws rake across your chest, tearing at flesh. BLEEDING WOUND.
3Throat bitten, bleeding out fast. You are mute. ARTERY SLASH.
4–6Eviscerated. LAST GASP.
7+Claws and fangs tear into your face. Your head is torn away from your body. DEAD.

"Every stone on this road is soaked in the blood of someone who thought they were clever enough to survive."

— Veteran mercenary, found dead the following morning

Conditions

Each condition imposes meaningful penalties until cured.

Last Gasp

You're going to die. Test DC 14 Endurance every encounter; die when you fail.

Artery Slash

Test DC 12 Endurance after every action. Die when you fail.

Bleeding Wound

Bleeding for 1 Strike every round. Ignores DR. DC 14 Insight to bandage.

Morale Broken

Disadvantage on all actions. Enemy attacks have advantage against you. Rally on DC 16 Presence.

Frostbite

Disadvantage on attacks and all actions requiring movement. 10% chance of instant death.

Poisoned

Test DC 10 Endurance every action; vomit and forfeit your turn on fail. Attack with disadvantage.

Stunned

Cannot act on your next turn. Enemy attacks have advantage against you.

Skull Crack

Test DC 12 Endurance every encounter; become Stunned on fail. 10% chance of instant death.

Burning

Burning for 1 Strike every round. Ignores DR. DC 16 Finesse or spend a full turn to extinguish.

Exhausted

Disadvantage on all tests. Requires at least one hour rest, ration, and water to remove.

Character Traits

Define your survivor's unique abilities. Passive traits are always active; active traits have limited uses per encounter.

Always Active

Passive Traits

Passive
Stalwart

+1 maximum Strike.

Passive
Scarred Veteran

+1 to all Resolve-based saving throws.

Passive
Tenacious

You do not fall unconscious until you're at −1 Strike instead of 0.

Passive
Iron Gut

+2 to all Endurance saves vs poison and disease.

Passive
Tactician

+1 to all Initiative rolls. Allies within 10 ft. gain +1 to theirs as well.

Passive
Pain Hardened

Critical hits against you only deal +1 Strike instead of +2.

Passive
Divine Shell

Take −1 Strike from unholy, necrotic, or fiendish sources once per encounter.

Passive
Foe Reader

You always know if a humanoid target is stronger or weaker than you (GM discretion).

Passive
Keen-Eyed

+2 to checks to detect illusions, forgeries, or falsehoods.

Passive
Unshakable Faith

Immune to fear effects caused by enemies with fewer Strikes than you.

Passive
Blooded

Once per day, automatically succeed a morale or Resolve save.

Passive
Magick Sense

You can detect the presence of active magical effects within 30 feet at will.

Passive
Void Gaze

Once per encounter, force one enemy to reroll an attack against you.

Passive
Quiet Mind

+2 to all saves against charm, domination, or mind-reading effects.

Passive
Hard to Kill

Whenever you gain a Horrible Wound, roll twice and take the better result.

Passive
Shadow Step

Moving through darkness or dim light costs no additional movement and makes no noise.

Limited Uses

Active Traits

1/encounter
Battle Cry

All allies within 30 feet gain +1 to attack rolls for 1 round.

1/encounter
Second Wind

Heal 1d6 Strikes as a free action.

2/encounter
Parry

Turn a successful melee attack against you into a miss.

1/encounter
Intimidate

Force one enemy to make a Resolve save DC 14 or flee for 1d4 rounds.

2/encounter
Precise Shot

Your next ranged attack ignores cover bonuses and deals +1 Strike.

1/encounter
Rally

Remove Morale Broken or Fear from yourself or one ally within 30 feet.

2/encounter
Shield Bash

If carrying a shield, make an attack that Stuns the target on a hit (no damage).

1/encounter
Study Weakness

Spend 1 round observing a target; your next attack against them has Advantage.

1/encounter
Heroic Surge

Take an additional action on your turn.

1/encounter
Deathblow

Against an enemy at half Strikes or fewer, your attack deals +2 Strikes.

2/encounter
Taunt

Force an enemy to target only you for 1 round or suffer 1 Strike of psychic damage.

1/encounter
Arcane Surge

Gain Advantage on your next spellcasting roll but risk Magical Mishap even on success (roll 1d6; mishap on 1).

2/encounter
Divine Smite

Channel divine power into a melee attack for +2 Strikes against unholy or fiendish targets.

3/encounter
Gambler's Edge

Declare before rolling: if you succeed, gain +2 to the roll. If you fail, take 1 Strike.

1/encounter
Lucky Twist

Reroll any d20 roll you just made. You must accept the second result.

2/encounter
Poisoned Strike

Apply contact poison on hit; target tests DC 12 Endurance or gains Poisoned condition.

Torches in the Dark — Grim Sorts

Each class represents a different way to survive a world trying to kill you.

Mercenary

Mercenary

Professional Soldier · ⚔ 6 Strikes

Contract Killer (2/encounter)
Mark a target at the start of combat. Deal +1 Strike to that target for the entire encounter.

Combat Veteran (2/encounter)
Reroll any attack roll, but must accept the second result.

Mercenary's Edge (2/encounter)
When you deal a critical hit, heal 2 Strikes.

Knave

Knave

Cunning Rogue · ⚔ 4 Strikes

Dirty Fighting (2/encounter)
Throw sand, strike groins, or use other underhanded tactics. Target attacks with Disadvantage next round.

Lucky Dodge (1/encounter)
Turn a successful hit against you into a miss.

Knife in the Dark (3/encounter)
If your target hasn't acted this encounter or you have Advantage, deal +2 Strikes.

Wytch Hunter

Wytch Hunter

Scourge of the Arcane · ⚔ 5 Strikes

Sanctified Weapons (Passive)
Your weapons count as blessed and deal +1 Strike to spell-casters.

Wytch Sight (3/encounter)
See through illusions and detect magical auras within 12 squares for 1 round.

Supernatural Resistance (Passive)
+2 to all saves against magical effects and supernatural abilities.

Prelate

Prelate

Sawbones & Silent Gods · ⚔ 4 Strikes

Medicinal Prep (Passive)
Start each day with 2 doses of Painkiller, Stimulant, or Sedative.

Herbal Remedy (2/encounter)
Produce medicinal herbs to cure one condition: Poisoned, Bleeding, or Exhausted.

Field Surgery (2/encounter)
Spend full turn on ally to heal 3 Strikes, but they're Stunned next round from trauma.

Marauder

Marauder

Brutal Raider · ⚔ 5 Strikes

Berserker Rage (1/encounter)
For 4 rounds: +2 to all attacks, immune to fear, cannot be Stunned, treat as no armor.

Hate-Fueled (Passive)
Deal +1 Strike against anyone who has wounded you in this encounter.

Crushing Blow (3/encounter)
Your next successful attack ignores armor and shields completely.

Ranger

Ranger

Master Tracker · ⚔ 5 Strikes

Expert Shot (3/encounter)
Ranged attacks ignore cover and deal +1 Strike.

Ranger's Shot (1/encounter)
If you don't move or attack for 1 full round, your next attack deals +3 Strikes.

Tracker's Sense (Passive)
Can follow tracks up to a week old and determine exact numbers and condition.

Crusader

Crusader

Holy Warrior · ⚔ 6 Strikes

Empyrean Aura (Passive)
Undead and demons within 2 squares take 1 Strike at start of their turn.

Divine Weapon (2/encounter)
Your next attack deals +2 Strikes and counts as blessed.

Divine Healing (2/encounter)
Heal yourself or an ally for 1 Strike through prayer and laying on hands.

Pyromancer

Pyromancer

Fire Wielder · ⚔ 4 Strikes

Anointed Oil Bomb (2/encounter)
Throw blessed oil that explodes for 2 Strikes fire damage in a 4 sq radius.

Flame Divination (Passive)
Read omens in any fire source and sense when someone is lying to you.

Righteous Immolation (1/encounter)
Set yourself ablaze for 3 rounds: immune to cold, +2 Strike to all attacks, take 1 Strike per round.

Alchemist

Alchemist

Transmutation · ⚔ 4 Strikes

Acid Vial (2/encounter)
Throw acid dealing 1 Strike initially and 1 Strike next round, ignoring armor.

Mutagen (1/encounter)
Drink mutagen: gain +5 to one ability score for 10 mins, then lose 2 Strikes.

Alchemical Mastery (Passive)
Create 1d4 alchemical concoctions each day.

Wolfgroom

Wolfgroom

Beast Master · ⚔ 5 Strikes

Go for the Throat (Passive)
If you and companion attack the same target, both gain +1 to attack rolls.

Companion's Sacrifice (1/encounter)
Your animal companion takes all damage from one attack targeting you.

Drag Down (2/encounter)
Command wolf to drag foe down, giving next attack advantage.

Blackguard

Blackguard

Intimidation & Brutality · ⚔ 6 Strikes

Ruthless Assault (1/encounter)
Make two attacks against same target. If both hit, deal +2 Strikes.

Cruel Efficiency (Passive)
Deal +1 Strike to enemies who are already wounded, frightened, or helpless.

Intimidating Reputation (Passive)
+3 to Presence rolls when intimidating. Common folk flee rather than fight.

Skald

Skald

Warrior Poet · ⚔ 5 Strikes

Court Intrigue (Passive)
Use knowledge of politics to gain advantage in social situations with nobility.

Warrior's Challenge (2/encounter)
Force an enemy to focus their attacks on you for 2 rounds or suffer a Strike.

Hero's Last Stand (1/encounter)
When at 1 Strike or less, all allies gain +2 to attack and Defense for encounter.

Wytch

Wytch (15%)

Arcane Practitioner · ⚔ 3 Strikes

Harvest the Dead (Passive)
Cut spell-inscribed flesh from dead wytches to add to your Black Book.

Black Book Ritual (3/encounter)
Spend 1 round chanting to cast any spell. Roll with Advantage but risk Mishap on failure.

Flesh-Bound Tome (Passive)
Your spellbook is made of tattooed skin. Cannot be destroyed normally but horrifies all.

World of Warcraft — Grim Sorts

MMO classes from our online campaigns. Different ability progressions from the core TTRPG experience.

Warrior

Warrior

Fury & Steel · ⚔ 6 Strikes

Rending Slash (2/enc): Deal 1 Strike. Target bleeds, taking 1 additional Strike at the end of their next turn.

Battle Cry (1/enc): You and nearby allies gain +1 to attack rolls for 1 round.

Last Breath (1/enc): When reduced to 0 Strikes, remain standing at 1 Strike and take your full next turn.

Rogue

Rogue

Shadows & Deception · ⚔ 5 Strikes

Backstab (3/enc): If target has already acted this encounter, deal +1 Strike on a successful attack.

Poisoned Blade (2/enc): On hit, target must pass Endurance save or take 1 additional Strike next round.

Marked for Death (1/enc): Choose a target: attacks against them deal +1 Strike for rest of encounter.

Hunter

Hunter

Bow and Fang · ⚔ 5 Strikes

Pinning Shot (3/enc): On hit, target cannot use active abilities on their next turn.

Hunter's Focus (2/enc): Reroll a ranged attack or gain +2 to a tracking or perception-based check.

Trophy Kill (1/enc): If you reduce a beast or monster to 0 Strikes, gain 1 temporary Strike.

Paladin

Paladin

Righteous Fury · ⚔ 6 Strikes

Judgment (2/enc): Deal 1 Strike. If the target is unholy, deal +1 additional Strike.

Lay on Hands (1/enc): Restore 2 Strikes to yourself or an ally.

Divine Flame (2/enc): Smite target for 2 Strikes. Target takes 1 Strike next encounter if Faith save fails.

Priest

Priest

Divine Grace · ⚔ 4 Strikes

Heal (3/enc): Restore 1 Strike to yourself or an ally.

Sanctuary (2/enc): Negate all damage from a single attack on one ally this round.

Soothe Madness (1/enc): Remove a mental or spiritual affliction from an ally.

Mage

Mage

Arcane Mastery · ⚔ 4 Strikes

Firebolt (3/enc): Deal 1 Strike. Target catches fire, takes 1 Strike next encounter on failed Magick save.

Arcane Barrier (2/enc): Block the next incoming spell or negate 1 Strike of magical damage.

Dispel Magick (2/enc): End one magical effect or curse on a target (Magick save vs 12).

Warlock

Warlock

Forbidden Power · ⚔ 5 Strikes

Shadow Coil (3/enc): Deal 1 Strike. Target loses 1 use of an active trait next encounter if Magick save fails.

Drain Soul (1/enc): Steal 1 Strike from an enemy: deal 1 Strike, regain 1 yourself.

Pact Seal (Passive): Once per day, reroll a failed spell roll. If you fail again, summon a hostile demon.

Druid

Druid

Nature's Wrath · ⚔ 5 Strikes

Entangling Roots (3/enc): Target cannot use active traits next turn if they fail Resolve save.

Nature's Grace (2/enc): Heal 1 Strike and gain +1 to your next Faith or Endurance roll.

Regrowth (1/enc): Restore 1 Strike immediately, and another 1 Strike at the end of the round.

Shaman

Shaman

Elemental Harmony · ⚔ 5 Strikes

Lightning Surge (2/enc): Deal 1 Strike. If you roll a natural 20, deal 2 additional Strikes.

Spirit Echo (2/enc): Your last healing spell echoes to a second ally for 1 Strike.

Storm Wrath (1/enc): Call the storm: all enemies take 1 Strike unless they pass a Resolve save.

Death Knight

Death Knight

Undeath's Champion · ⚔ 6 Strikes

Death Coil (2/enc): Deal 1 Strike. If target dies from this, regain 1 Strike yourself.

Unholy Frenzy (1/enc): Until end of encounter, deal +1 Strike with all attacks, take 1 Strike yourself each round.

Raise Ghoul (1/enc): Summon decaying servant. Makes 1 attack per encounter for 1 Strike.

Evoker

Evoker

Soldier of the Flight · ⚔ 5 Strikes

Breath of Devastation (2/enc): Unleash draconic breath in a cone. Targets take 1 Strike unless they pass Magick save.

Temporal Rift (1/enc): Rewind time: undo the last action taken by any character this round.

Time Dilation (1/enc): Slow time for enemies: all foes act with Disadvantage on their next turn.

Demon Hunter

Demon Hunter

Fel-Forged Vengeance · ⚔ 5 Strikes

Fel Blade (3/enc): Deal 1 Strike with fel energy. Target takes 1 additional Strike next turn if Endurance save fails.

Metamorphosis (1/enc): Transform into demonic form. Gain +2 to attacks and +1 Strike damage for 2 rounds.

Soul Cleave (1/enc): Deal 2 Strikes to a demon or fiend. If you kill it, regain 2 Strikes yourself.

Monk

Monk

Body & Spirit · ⚔ 5 Strikes

Chi Burst (3/enc): Channel inner energy to heal 1 Strike or deal 1 Strike to an enemy within 30 feet.

Flurry of Blows (2/enc): Make two unarmed attacks in rapid succession. Each deals 1 Strike.

Transcendence (1/enc): Become one with universe. Ignore all damage/effects for 1 round, but cannot act.

Character Advancement

There are no levels — only scars.

Experience & Training

Advancement Without Levels

Character advancement isn't a traditional leveling system. Advancement is earned by exploring the world, finding treasures, earning coin, and purchasing training to learn new traits, passives, and equipment proficiencies.

In addition to purchased training, players can earn honorifics and unique traits from facing unique challenges, clearing dungeons, defeating bosses, and surviving legendary encounters.

Purchased Growth

  • Treasure & Coin — funding for training
  • Exploration — discovering new locations
  • Training — learning from masters & mentors

Earned Through Deeds

  • Legendary Deeds — unique traits through great acts
  • Surviving Horror — resilience through trauma
  • Dungeon Clearing — rewards for the brave and lucky

"What doesn't kill you leaves a scar. And scars are the only currency that matters in this world."

— Torches in the Dark, Advancement Chapter

Tools of Death

Weapon tags that grant deadly advantages. These represent the craftsmanship, materials, or enchantments that make a weapon more than just steel and wood.

Weapon Tags

Tags & Their Effects

Weapon TagTag FeatureRarity
Accurate+1 Attack bonusUncommon
Balanced+1 Defense bonus when wieldedUncommon
BashingBashing weapons ignore shieldsUncommon
Blood LinkDamage is split between two targetsVery Rare
CatalystBase spell DC becomes 8 instead of 10Uncommon
CripplingIf max damage is dealt, target can't move this roundUncommon
DeafeningIncredibly loud. DC 12 Endurance or deaf for 1d4 roundsUncommon
Death's EmbraceIgnore first horrible wound each combatVery Rare
DefensiveGive up your attack action; gain +3 Defense this roundUncommon
ExecutionerOn a critical hit, deal +2 StrikesVery Rare
FearedSome enemies may fear you on sightVery Rare
FinesseUse Finesse instead of Might for melee attacksUncommon
Flame-InfusedOn a critical hit, inflict BURNINGVery Rare
GlowingWeapon glows as bright as a torchVery Rare
Heavy−2 to attack, but +1 Strike of damageUncommon
HiddenAdvantage when trying to conceal the weaponUncommon
LightWeapon weight reduced by 1 (minimum 1)Uncommon
Like a FeatherWeapon weight reduced by 2 (minimum 1)Rare
NobleHigh-born design; advantage on Presence checks while displayedUncommon
Quick-DrawSwitch to and from the weapon instantly; no action costUncommon
RendingOn a critical hit, reduce target's Defense by 2Uncommon
ShatteringOn a critical hit, inflict STUNNEDRare
SkirmisherRetreat from engaged enemies without risk of opportunity attacksVery Rare
SturdyNearly indestructible; ignores the broken weapon conditionRare
TearingOn a critical hit, inflict BLEEDING WOUNDRare
VersatileCan be wielded two-handed for +1 StrikeUncommon

Equipment Reference

Essential gear for survival in a dark world. You can carry 10 + Endurance slots of equipment.

A knight holding a battle axe surveys their adventuring gear
Adventuring Gear

Basic Equipment

Abacus1 slot
Arrows (20)1 slot
Backpack+5 slots
Bedroll2 slots
Bell0.2 slots
Blanket1 slot
Book1 slot
Candle0.2 slots
Chain (10 ft)1 slot
Cloak1 slot
Climber's Kit2 slots
Crowbar1 slot
Fire Kit1 slot
Grappling Hook1 slot
Hammer1 slot
Healer's Kit2 slots
Lamp1 slot
Lantern1 slot
Lock1 slot
Manacles1 slot
Mess Kit1 slot
Mirror, Steel1 slot
Oil (flask)1 slot
Paper (sheet)0.2 slots
Ration (1)0.2 slots
Rope (50 ft)1 slot
Tent (1-person)2 slots
Tent (2-person)3 slots
Tent (6-person)6 slots
Tinderbox1 slot
Torch1 slot
Waterskin1 slot
Mounts & Animals

Beasts of Burden

Mount / AnimalCostSpeedCapacitySpecial
Riding Horse200 coinFastRider + 20 slotsNoble bearing, skittish in combat
War Horse500 coinFastRider + 15 slotsTrained for battle, +1 Strike trampling
Pack Mule30 coinSlow60 slotsStubborn but reliable
Draft Horse150 coinModerate80 slotsPerfect for pulling wagons
Pony50 coinModerateRider + 10 slotsHardy, excellent in mountains
Hunting Dog25 coinFast5 slotsTracking, loyalty, 3 Strikes
Guard Dog40 coinFast3 slotsCombat trained, 4 Strikes
Falcon100 coinVery Fast1 slotScouting and message carrying
Ox120 coinVery Slow100 slotsIncredible strength, patient
Camel180 coinModerateRider + 30 slotsDesert survival, water storage
Vehicles & Transport

Wagons & Vessels

VehicleCostCapacityRequirementsSpecial
Handcart15 coin40 slots1 personPortable, fits through doorways
Small Wagon100 coin120 slots1 draft animalPerfect for small groups
Merchant Wagon250 coin200 slots2 draft animalsLockable storage, weather protection
War Wagon600 coin100 slots2 war horsesArmored, mounted weapons
Caravan Wagon400 coin300 slots4 draft animalsLong-distance travel, sleeping quarters
Sled40 coin80 slots2 draft animalsSnow and ice travel only
Noble Carriage800 coin50 slots2 riding horsesLuxury travel, +2 Presence in cities
Rowboat50 coin20 slots2 crewRivers and lakes only
Canoe25 coin15 slots2 crewFast, quiet, shallow water
A lone torch flickering in endless darkness
Torches in the Dark
Into the Dark

Into the Dark

Gather your knaves, pick your grim sorts, and step into the darkness. Every scar you earn is a chapter in your legend.