Torches in the Dark

Conflict Engine

CE Rules Reference (Alpha 0.8)

Everything a knave needs at the table: how to build one, how to fight, how to bleed, and what it costs to call on forces that don't care whether you live.

Character Creation

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.

Ability Scores

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

  • 10Starting Points
  • +6Max at Start
  • 9Abilities

The Nine Abilities

Might

Add to melee attacks and strength-related checks like swimming, climbing, etc.

Finesse

Add to defense, ranged weapon attacks, stealth, lockpicking, balancing, etc.

Endurance

You can carry items equal to 10 + Endurance, saves vs. poison, increases healing during resting.

Insight

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

Resolve

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

Presence

Add to reaction checks, persuasion/deception, number of hirelings, etc.

Faith

Add to divine abilities and saving throws versus malevolent forces.

Magick

Add to spellcasting rolls and saves vs. magick.

Luck

Fortunate events through chance, bestows favorable outcomes.

Grim Sorts (Races)

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 active trait.
Empire Dwarf40%+3 Endurance, +2 Might, Iron Gut.
Drakon20%+2 Might, +3 Faith, Unshakable Faith.
Orkon20%+4 Might, +1 Endurance, Tenacious.
Astral Elf10%+2 Magick, +3 Presence, Void Gaze, Quiet Mind.

Core Mechanics

This is how you play the game. Pretty simple.

The Strikes System

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

  • 15Base Save DC
  • d20+ Ability

Equipment & Inventory

Players can hold 10 + Endurance slots of equipment.

Armor TypeSlotsDefense BonusDR Chance
Light Armor1 slot+4 DEF1/6 (roll 1 on d6)
Medium Armor2 slots+2 DEF2/6 (roll 1-2 on d6)
Heavy Armor3 slots-2 DEF3/6 (roll 1-3 on d6)

Shields & Helmets

  • Shield: +1 to DR success chance; can be destroyed to negate all damage from a single physical attack.
  • Helmet: +1 Defense; turns a critical hit into a normal hit but is destroyed afterward. Test Endurance 10 vs Stun.

Resting & Healing

Sanctuary Rest

When at a sanctuary (town, village, city), behind closed walls, players regain all strikes over 24 hours with food, drink, and rest.

Breather

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

Combat Mechanics

Swift, brutal, and unforgiving

Initiative

Group-Based Initiative

GM rolls d6: 1-3 enemies first, 4-6 players first

Single Initiative

Each character rolls d20 + Insight. Highest acts first.

Critical Hits & Effects

  • Natural 20: Deal an additional strike of damage.
  • Natural 1: Something horrible happens (GM interpretation).
  • Weapon Effects: Optional special effects like knockdown, bleeding, or armor sundering.

Spellcasting & Miracles

Channel alien forces and divine wrath at your peril

Spellcasting (Arcane Magic)

When a Wytch casts a spell, they roll 1d20 + Magick vs the spell's DC.

Base Spell DC: 10

Armor Interference

Light Armor

+4 to spell DC

Medium Armor

+8 to spell DC

Heavy Armor

+12 to spell DC

Magical Mishap Table (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.
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 when outside during day.
63-70Open sores and pus filled boils cover your body. Horrible scars.
71-80Your eyes become red and irritated, they glow in the darkness. (Can see in dark).
81-86Something reaches through the void. -1 Presence. Die if negative.
87-92Psionic energy melts your brain. 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.

Miracles (Divine Magic)

Crusaders, Prelates, and Pyromancers can attempt to channel divine power. The gods care nothing for mortal races.

Base Miracle DC: 12

Divine Mishap Table (d100)

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. You must complete a dangerous task within 3 days or lose all Faith permanently.
43-50False prophet. Next miracle you attempt automatically fails and affects random target.
51-58God's jealousy. All magical healing hurts you instead of helping for 1 week.
59-66Divine madness. Roll with disadvantage on all mental saves for 1 week. 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

Reaching Zero Strikes

When a character is reduced to zero strikes, they gain a horrible wound. Roll 1d12 and consult the Horrible Wounds Table based on damage type. Don't go looking for fights—you'll probably just end up dead.

Horrible Wounds Tables

Crushing DamageMaces, fists, rocks, etc.
d12Result
1Head battered. Knock 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're dead.
Slashing DamageSwords, knives, saws, etc.
d12Result
1Scream bloody murder. Lose 1d4 fingers.
2-4Gush blood, cry. EXHAUSTED.
5Limb is 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 DamageArrows, bullets, etc.
d12Result
1-2Arrow to the knee, or bullet. Agonizing pain, maybe take up being a guard.
3-4Arrow to the chest, blood spurts with 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 DamageBeasts, monsters, etc.
d12Result
1-2Claws rake across your chest, tearing at flesh. BLEEDING WOUND.
3Throat bitten, bleeding out fast. Mute. ARTERY SLASH.
4-6Eviscerated. LAST GASP.
7+Claws and fangs tear into your face, head is torn away from body. DEAD.

Conditions

Afflictions that plague adventurers

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 give up 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 full turn to put out.

Exhausted

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

Character Traits

Define your hero's unique abilities

Passive Traits (Always Active)

Stalwart

+1 maximum Strike.

Scarred Veteran

+1 to all Resolve-based saving throws.

Tenacious

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

Iron Gut

+2 to all Endurance saves vs poison and disease.

Tactician

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

Pain Hardened

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

Divine Shell

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

Foe Reader

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

Keen-Eyed

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

Unshakable Faith

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

Blooded

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

Magick Sense

You can feel nearby active magical effects or auras, no roll required.

Beast Tongue

Animals are never hostile unless provoked. You understand their intent.

Inscription Lore

You can read all runes and arcane glyphs, even without formal study.

Spell-Bitten

You have +2 Magick saves when resisting hostile spells.

Shield Bearer

Your shield is only destroyed on a failed Endurance save vs 12 instead of automatically.

Will of Iron

Once per encounter, ignore mental effects such as charm, confusion, or fear.

Battle-Tested

You always act first in surprise rounds, even when surprised.

Ghosttouched

Your physical attacks can hit incorporeal or ghostly entities.

Cursed Soul

You take -1 to all Luck rolls, but enemies always have Disadvantage on rolls to affect you with hexes or curses.

Steady Hand

No penalties for making attacks while wounded (even at 1 Strike).

Aura of Discipline

Allies within 5 ft. gain +1 to Resolve saves.

Forged in Faith

+1 to all saving throws if your Faith stat is higher than the opponent's Magick.

Quiet Mind

You cannot be read by telepathy, divination, or detect thoughts unless you allow it.

Arcane Affinity

+1 to all spellcasting rolls, but you cannot wear heavy armor.

No traits match that.

Active Traits (Limited Uses Per Round)

Reaper's Blow1/encounter

If you down an enemy with a melee attack, make another attack immediately.

Crushing Strike1/encounter

Ignore all armor reduction on a successful melee hit.

Blood Price1/encounter

Take 1 Strike to make your next melee or ranged attack an automatic hit.

Counterblow1/encounter

When an enemy misses you, make an immediate melee attack against them.

Savage Rhythm2/encounter

If your previous attack this encounter hit, gain +1 to your next attack.

Piercing Edge3/encounter

Your attack ignores shields and helmets this round.

Shield Breaker2/encounter

If your melee hit lands, destroy the target's shield or reduce their damage reduction by 2.

Disrupting Strike1/encounter

Your attack stuns the target unless they pass an Endurance save (DC 12).

Wounding Blow2/encounter

Deal +1 additional Strike with your next successful attack.

Final Judgement1/encounter

If the enemy has 2 or fewer Strikes left, deal double damage on a successful hit.

Overchannel1/encounter

When casting a spell, deal +1 Strike but roll with Disadvantage.

Faith Surge2/encounter

+2 to your next Faith-based save or divine spell roll.

Warding Light2/encounter

Grant yourself or an ally +2 Defense for one round.

Unmake Hex1/encounter

End a curse or magical effect on yourself or a nearby ally (Magick test vs 12).

Divine Rebuke1/encounter

All unholy creatures within 10 ft. must pass a Faith save (DC 12) or flee or cower for one round.

Spell Echo1/encounter

Immediately recast a spell you just cast (same target, no additional cost).

Arcane Spike2/encounter

Your spell deals +2 Strikes, but you cannot cast on your next turn.

Purify Soul1/encounter

End a fear, poison, or madness effect afflicting you or an ally within sight.

Void Gaze1/encounter

Stare into a creature's essence. They must pass a Resolve or Insight save (DC 12) or roll their next action at Disadvantage.

Hex Reflection1/encounter

Once per encounter, reflect a single spell or curse targeting you.

Gambler's Edge3/encounter

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

Lucky Twist1/encounter

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

No traits match that.

Torches in the Dark - Grim Sorts

Choose your path through the darkness.

Mercenary

Professional Soldier

6 Strikes

  • Contract Killer2/encounter

    Mark a target at the start of combat. Deal +1 Strike to that target for the entire encounter.

  • Combat Veteran2/encounter

    Reroll any attack roll, but must accept the second result.

  • Mercenary's Edge2/encounter

    When you deal a critical hit, heal 2 Strikes.

Knave

Cunning Rogue

4 Strikes

  • Dirty Fighting2/encounter

    Throw sand, strike groins, or use other underhanded tactics. Target attacks with Disadvantage next round.

  • Lucky Dodge1/encounter

    Turn a successful hit against you into a miss.

  • Knife in the Dark3/encounter

    If your target hasn't acted this encounter or you have Advantage, deal +2 Strikes.

Wytch Hunter

Scourge of the Arcane

5 Strikes

  • Sanctified WeaponsPassive

    Your weapons count as blessed and deal +1 Strike to spell-casters.

  • Wytch Sight3/encounter

    See through illusions and detect magical auras within 12 squares for 1 round.

  • Supernatural ResistancePassive

    +2 to all saves against magical effects and supernatural abilities.

Prelate

Sawbones and silent gods

4 Strikes

  • Medicinal PreparationPassive

    Start each day with 2 doses of either: Painkiller (+2 to next Endurance save), Stimulant (+3 to next action), or Sedative (force enemy END 12 save or pass out for 2 rounds).

  • Herbal Remedy2/encounter

    Produce medicinal herbs to cure one condition: Poisoned, Bleeding, or Exhausted.

  • Field Surgery2/encounter

    Spend a full turn on an ally to heal them for 3 Strikes, but they're Stunned next round from trauma.

Marauder

Brutal Raider

5 Strikes

  • Berserker Rage1/encounter

    For 4 rounds: +2 to all attacks, immune to fear, cannot be Stunned, treat as wearing no armor.

  • Hate-FueledPassive

    Deal +1 Strike against anyone who has wounded you in this encounter.

  • Crushing Blow3/encounter

    Your next successful attack ignores armor and shields completely.

Ranger

Master Tracker

5 Strikes

  • Expert Shot3/encounter

    Ranged attacks ignore cover and deal +1 Strike.

  • Ranger's Shot1/encounter

    If you don't move or attack for 1 full round, your next attack deals +3 Strikes.

  • Tracker's SensePassive

    Can follow tracks up to a week old and determine exact number of creatures, their condition, and when they passed.

Crusader

Holy Warrior

6 Strikes

  • Empyrean Aurapassive

    Undead and demons within 2 squares take 1 Strike at the start of their turn.

  • Divine Weapon2/encounter

    Your next attack deals +2 Strikes and counts as blessed.

  • Divine Healing2/encounter

    Heal yourself or an ally for 1 Strike through prayer and laying on hands.

Pyromancer

Fire Wielder

4 Strikes

  • Anointed Oil Bomb2/encounter

    Throw a vial of blessed oil that explodes for 2 Strikes of fire damage in a 4 square radius.

  • Flame Divinationpassive

    Can read omens in any fire source and sense when someone is lying to you.

  • Righteous Immolation1/encounter

    Set yourself ablaze with sacred oils for 3 rounds: immune to cold, +2 Strike to all attacks, take 1 Strike per round.

Alchemist

Master of Transmutation

4 Strikes

  • Acid Vial2/encounter

    Throw acid that deals 1 Strike initially and 1 Strike next round, ignoring armor.

  • Mutagen1/encounter

    Drink a mutagen: gain +5 to one ability score for 10 minutes, then lose 2 Strikes.

  • Alchemical MasteryPassive

    Create 1D4 alchemical concoctions each day.

Wolfgroom

Beast Master

5 Strikes

  • Go for the Throatpassive

    If you and your companion attack the same target, both gain +1 to attack rolls.

  • Companion's Sacrifice1/encounter

    Your animal companion takes all damage from one attack targeting you.

  • Drag Down2/encounter

    Command your wolf to drag your foe down to the ground, giving your next attack against the target advantage.

Blackguard

Intimidation & Brutality

6 Strikes

  • Ruthless Assault1/encounter

    Make two attacks against the same target. If both hit, deal +2 Strikes.

  • Cruel Efficiencypassive

    Deal +1 Strike to enemies who are already wounded, frightened, or helpless.

  • Intimidating Reputationpassive

    +3 to Presence rolls when attempting to intimidate a target. Common folk flee rather than fight you.

Skald

Warrior Poet

5 Strikes

  • Court Intriguepassive

    Use knowledge of politics and protocol to gain advantage in any social situation with nobility.

  • Warrior's Challenge2/encounter

    Force an enemy to focus their attacks on you for 2 rounds or suffer a strike.

  • Hero's Last Stand1/encounter

    When at 1 Strike or less, all allies gain +2 to attack and Defense for the rest of the encounter.

Wytch (15%)

Arcane Practitioner

3 Strikes

  • Harvest the Deadpassive

    Can cut spell-inscribed flesh from dead wytches to add their knowledge to your Black Book.

  • Black Book Ritual3/encounter

    Spend 1 full round chanting from flesh-pages to cast any spell. Roll with Advantage but risk Magical Mishap on any failure.

  • Flesh-Bound Tomepassive

    Your spellbook is made of tattooed skin and preserved flesh. Cannot be destroyed by normal means but horrifies all who see it.

World of Warcraft - Grim Sorts

MMO classes from our online campaigns

MMO Campaign Classes

These classes were designed for our MMO-style campaigns and differ from the core Torches in the Dark experience. While mechanically similar to the TTRPG classes, these were balanced for persistent online play and feature different ability progressions and power scaling appropriate for MMO-style advancement.

Warrior

Fury & Steel

6 Strikes

  • Rending Slash2/encounter

    Deal 1 Strike. Target bleeds, taking 1 additional Strike at the end of their next turn.

  • Battle Cry1/encounter

    You and nearby allies gain +1 to attack rolls for 1 round.

  • Last Breath1/encounter

    When reduced to 0 Strikes, remain standing at 1 Strike and take your full next turn.

Rogue

Shadows and Deception

5 Strikes

  • Backstab3/encounter

    If the target has already acted this encounter, deal +1 Strike on a successful attack.

  • Poisoned Blade2/encounter

    On hit, target must pass Endurance save or take 1 additional Strike next round.

  • Marked for Death1/encounter

    Choose a target: your attacks against them deal +1 Strike for the rest of the encounter.

Hunter

Bow and Fang

5 Strikes

  • Pinning Shot3/encounter

    On hit, target cannot use active abilities on their next turn.

  • Hunter's Focus2/encounter

    Reroll a ranged attack or gain +2 to a tracking or perception-based check.

  • Trophy Kill1/encounter

    If you reduce a beast or monster to 0 Strikes, gain 1 temporary Strike.

Paladin

Righteous Fury

6 Strikes

  • Judgment2/encounter

    Deal 1 Strike. If the target is unholy, deal +1 additional Strike.

  • Lay on Hands1/encounter

    Restore 2 Strikes to yourself or an ally.

  • Divine Flame2/encounter

    Smite a target for 2 Strikes. Target takes 1 Strike next encounter if they fail Faith save.

Priest

Divine Grace

4 Strikes

  • Heal3/encounter

    Restore 1 Strike to yourself or an ally.

  • Sanctuary2/encounter

    Negate all damage from a single attack on one ally this round.

  • Soothe Madness1/encounter

    Remove a mental or spiritual affliction from an ally.

Mage

Arcane Mastery

4 Strikes

  • Firebolt3/encounter

    Deal 1 Strike. Target catches fire and takes 1 more Strike next encounter on failed Magick save.

  • Arcane Barrier2/encounter

    Block the next incoming spell or negate 1 Strike of magical damage.

  • Dispel Magick2/encounter

    End one magical effect or curse on a target (Magick save vs 12).

Warlock

Forbidden Power

5 Strikes

  • Shadow Coil3/encounter

    Deal 1 Strike. Target loses 1 use of an active trait next encounter if Magick save fails.

  • Drain Soul1/encounter

    Steal 1 Strike from an enemy (deal 1 Strike, regain 1 yourself).

  • Pact SealPassive

    Once per day, reroll a failed spell roll. If you fail again, summon a hostile demon.

Druid

Nature's Wrath

5 Strikes

  • Entangling Roots3/encounter

    Target cannot use active traits next turn if they fail Resolve save.

  • Nature's Grace2/encounter

    Heal 1 Strike and gain +1 to your next Faith or Endurance roll.

  • Regrowth1/encounter

    Restore 1 Strike immediately, and another 1 Strike at the end of the round.

Shaman

Elemental Harmony

5 Strikes

  • Lightning Surge2/encounter

    Deal 1 Strike. If you roll a natural 20, deal 2 additional Strikes.

  • Spirit Echo2/encounter

    Your last healing spell echoes to a second ally for 1 Strike.

  • Storm Wrath1/encounter

    Call the storm: all enemies take 1 Strike unless they pass a Resolve save.

Death Knight

Undeath's Champion

6 Strikes

  • Death Coil2/encounter

    Deal 1 Strike. If the target dies from this, regain 1 Strike yourself.

  • Unholy Frenzy1/encounter

    Until end of encounter, deal +1 Strike with all attacks, but take 1 Strike yourself.

  • Raise Ghoul1/encounter

    Summon a decaying servant for 1 round. It makes 1 attack per encounter for 1 Strike.

Evoker

Soldier of the Flight

5 Strikes

  • Breath of Devastation2/encounter

    Unleash draconic breath in a cone. All targets in area take 1 Strike unless they pass Magick save.

  • Temporal Rift1/encounter

    Rewind time: undo the last action taken by any character this round.

  • Time Dilation1/encounter

    Slow time for enemies: all foes act with Disadvantage on their next turn.

Demon Hunter

Fel-Forged Vengeance

5 Strikes

  • Fel Blade3/encounter

    Deal 1 Strike with fel energy. Target takes 1 additional Strike at end of next turn if they fail Endurance save.

  • Metamorphosis1/encounter

    Transform into demonic form. Gain +2 to all attack rolls and +1 Strike to damage for 2 rounds.

  • Soul Cleave1/encounter

    Deal 2 Strikes to a demon or fiend. If you kill it, regain 2 Strikes yourself.

Monk

Body & Spirit

5 Strikes

  • Chi Burst3/encounter

    Channel inner energy to heal 1 Strike or deal 1 Strike to an enemy within 30 feet.

  • Flurry of Blows2/encounter

    Make two unarmed attacks in rapid succession. Each deals 1 Strike.

  • Transcendence1/encounter

    Become one with the universe. Ignore all damage and effects for 1 encounter, but cannot act.

Character Advancement

Grow stronger through experience and training

Experience & Training

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.

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

Methods of Advancement

  • Treasure & Coin: Funding for training and equipment
  • Exploration: Discovering new locations and secrets
  • Training: Learning from masters and mentors
  • Legendary Deeds: Earning unique traits through great acts
  • Surviving Horror: Gaining resilience through traumatic experiences

Tools of Death

Weapon tags that grant deadly advantages

Weapon Tags

Weapons can possess special tags that modify their function and grant unique benefits in combat. These tags represent the craftsmanship, materials, or enchantments that make a weapon more than just steel and wood.

Weapon TagTag FeatureRarity
Accurate+1 Attack bonusUncommon
Balanced+1 Defense bonusUncommon
BashingBashing weapons ignore shieldsUncommon
Blood LinkDamage 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 End or deafUncommon
Death's EmbraceIgnore first horrible woundVery Rare
DefensiveGive up attack, +3 defenseUncommon
ExecutionerOn a successful critical hit, deal +2 strikesVery Rare
FearedSome enemies may fear youVery 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 hide weaponUncommon
LightWeapon weight reduced by 1. (Min 1)Uncommon
Like a FeatherWeapon weight reduced by 2. (Min 1)Rare
NobleHigh-born design, advantage on Presence checksUncommon
Quick-DrawSwitch to and from the weapon instantlyUncommon
RendingOn a critical hit, reduce target's DEF by 2Uncommon
ShatteringOn a critical hit, inflict STUNNEDRare
SkirmisherRetreat from enemies without risk of attackVery Rare
SturdyNearly indestructibleRare
TearingOn a critical hit, inflict BLEEDING WOUNDRare
VersatileCan be wielded two-handed, deals +1 strikeUncommon

Equipment Reference

Essential gear for survival in the dark world

Equipment Slots

Players can hold 10 + Endurance slots of equipment.

Basic Adventuring Gear

Abacus
1 slot
Arrows (20)
1 slot
Backpack
+5 slots
Bedroll
2 slots
Bell
0.2 slots
Blanket
1 slot
Book
1 slot
Candle
0.2 slots
Chain (10 feet)
1 slot
Cloak
1 slot
Climber's Kit
2 slots
Crowbar
1 slot
Fire Kit
1 slot
Grappling Hook
1 slot
Hammer
1 slot
Healer's Kit
2 slots
Lamp
1 slot
Lantern
1 slot
Lock
1 slot
Manacles
1 slot
Mess Kit
1 slot
Mirror, Steel
1 slot
Oil (flask)
1 slot
Paper (sheet)
0.2 slots
Ration (1)
0.2 slots
Rope (50 feet)
1 slot
Tent (Single)
2 slots
Tent (Two-person)
3 slots
Tent (Six-person)
6 slots
Tinderbox
1 slot
Torch
1 slot
Waterskin
1 slot

Mounts & Animals

Beasts of burden and loyal companions for the road ahead.

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, good in mountains
Hunting Dog25 coinFast5 slotsTracking, loyalty, 3 Strikes
Guard Dog40 coinFast3 slotsCombat trained, 4 Strikes
Falcon100 coinVery Fast1 slotScouting, message carrying
Ox120 coinVery Slow100 slotsIncredible strength, patient
Camel180 coinModerateRider + 30 slotsDesert survival, water storage

Vehicles & Transport

Wagons, carts, and vessels for transporting goods and people.

VehicleCostCapacityRequirementsSpecial
Handcart15 coin40 slots1 person to pushPortable, 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

Watercraft & Naval Vessels

Ships and boats for river, lake, and ocean travel.

VesselCostCrewCapacitySpecial
Rowboat50 coin2 people20 slotsRivers and lakes only
Canoe25 coin2 people15 slotsFast, quiet, shallow water
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