Conflict Engine

CE Rules Reference (Alpha 0.8)

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.

10 Starting Points
+6 Max at Start
9 Abilities

Example Distribution

Might +2, Finesse +2, Endurance +1, Insight +1, Resolve +0, Presence +2, Faith +0, Magick +0, Luck +2

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.

Race Rarity Bonuses
Human Common +1 to any ability score, choose one passive and active trait.
Empire Dwarf 40% +3 Endurance, +2 Might, Iron Gut.
Drakon 20% +2 Might, +3 Faith, Unshakable Faith.
Orkon 20% +4 Might, +1 Endurance, Tenacious.
Astral Elf 10% +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
15 Base Save DC
d20 + Ability

Equipment & Inventory

Players can hold 10 + Endurance slots of equipment.

Armor Type Slots Defense Bonus DR Chance
Light Armor 1 slot +4 DEF 1/6 (roll 1 on d6)
Medium Armor 2 slots +2 DEF 2/6 (roll 1-2 on d6)
Heavy Armor 3 slots -2 DEF 3/6 (roll 1-3 on d6)

Damage Reduction

When you take damage, you may choose to roll for damage reduction using your armor. Roll a d6—if you roll within your armor's success range, reduce the incoming damage by 1 Strike. You can choose when to attempt damage reduction.

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 Mishaps (Natural 1)

1. Lose 1 Presence
2. Roll 1d100 on Magical Mishap Table

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 Mishaps (Natural 1)

1. Lose 1 Faith
2. Roll 1d100 on Divine Mishap Table

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.

Environmental Hazards

Falling Damage: For every 5 feet fallen, take 1 strike of damage. A 50-foot drop deals 10 strikes of damage.

Horrible Wounds Tables

Crushing Damage (Maces, 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 Damage (Swords, 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 Damage (Arrows, 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 Damage (Beasts, 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.

Active Traits (Limited Uses Per Round)

Reaper's Blow (1/encounter)

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

Crushing Strike (1/encounter)

Ignore all armor reduction on a successful melee hit.

Blood Price (1/encounter)

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

Counterblow (1/encounter)

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

Savage Rhythm (2/encounter)

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

Piercing Edge (3/encounter)

Your attack ignores shields and helmets this round.

Shield Breaker (2/encounter)

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

Disrupting Strike (1/encounter)

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

Wounding Blow (2/encounter)

Deal +1 additional Strike with your next successful attack.

Final Judgement (1/encounter)

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

Overchannel (1/encounter)

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

Faith Surge (2/encounter)

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

Warding Light (2/encounter)

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

Unmake Hex (1/encounter)

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

Divine Rebuke (1/encounter)

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

Spell Echo (1/encounter)

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

Arcane Spike (2/encounter)

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

Purify Soul (1/encounter)

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

Void Gaze (1/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 Reflection (1/encounter)

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

Gambler's Edge (3/encounter)

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

Lucky Twist (1/encounter)

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

Torches in the Dark - Grim Sorts

Choose your path through the darkness.

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
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
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
Sawbones and silent gods
4 Strikes
Medicinal Preparation (Passive)

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 Remedy (2/encounter)

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

Field Surgery (2/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 Rage (1/encounter)

For 4 rounds: +2 to all attacks, immune to fear, cannot be Stunned, treat as wearing 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
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 number of creatures, their condition, and when they passed.

Crusader
Holy Warrior
6 Strikes
Empyrean Aura (passive)

Undead and demons within 2 squares take 1 Strike at the 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
Fire Wielder
4 Strikes
Anointed Oil Bomb (2/encounter)

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

Flame Divination (passive)

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

Righteous Immolation (1/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 Vial (2/encounter)

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

Mutagen (1/encounter)

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

Alchemical Mastery (Passive)

Create 1D4 alchemical concoctions each day.

Wolfgroom
Beast Master
5 Strikes
Go for the Throat (passive)

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

Blackguard
Intimidation & Brutality
6 Strikes
Ruthless Assault (1/encounter)

Make two attacks against the 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 attempting to intimidate a target. Common folk flee rather than fight you.

Skald
Warrior Poet
5 Strikes
Court Intrigue (passive)

Use knowledge of politics and protocol to gain advantage in any social situation 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 the rest of the encounter.

Wytch (15%)
Arcane Practitioner
3 Strikes
Harvest the Dead (passive)

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

Black Book Ritual (3/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 Tome (passive)

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 Slash (2/encounter)

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

Battle Cry (1/encounter)

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

Last Breath (1/encounter)

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

Rogue
Shadows and Deception
5 Strikes
Backstab (3/encounter)

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

Poisoned Blade (2/encounter)

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

Marked for Death (1/encounter)

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

Hunter
Bow and Fang
5 Strikes
Pinning Shot (3/encounter)

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

Hunter's Focus (2/encounter)

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

Trophy Kill (1/encounter)

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

Paladin
Righteous Fury
6 Strikes
Judgment (2/encounter)

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

Lay on Hands (1/encounter)

Restore 2 Strikes to yourself or an ally.

Divine Flame (2/encounter)

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

Priest
Divine Grace
4 Strikes
Heal (3/encounter)

Restore 1 Strike to yourself or an ally.

Sanctuary (2/encounter)

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

Soothe Madness (1/encounter)

Remove a mental or spiritual affliction from an ally.

Mage
Arcane Mastery
4 Strikes
Firebolt (3/encounter)

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

Arcane Barrier (2/encounter)

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

Dispel Magick (2/encounter)

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

Warlock
Forbidden Power
5 Strikes
Shadow Coil (3/encounter)

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

Drain Soul (1/encounter)

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
Nature's Wrath
5 Strikes
Entangling Roots (3/encounter)

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

Nature's Grace (2/encounter)

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

Regrowth (1/encounter)

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

Shaman
Elemental Harmony
5 Strikes
Lightning Surge (2/encounter)

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

Spirit Echo (2/encounter)

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

Storm Wrath (1/encounter)

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

Death Knight
Undeath's Champion
6 Strikes
Death Coil (2/encounter)

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

Unholy Frenzy (1/encounter)

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

Raise Ghoul (1/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 Devastation (2/encounter)

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

Temporal Rift (1/encounter)

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

Time Dilation (1/encounter)

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

Demon Hunter
Fel-Forged Vengeance
5 Strikes
Fel Blade (3/encounter)

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

Metamorphosis (1/encounter)

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

Soul Cleave (1/encounter)

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

Monk
Body & Spirit
5 Strikes
Chi Burst (3/encounter)

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

Flurry of Blows (2/encounter)

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

Transcendence (1/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 Tag Tag Feature Rarity
Accurate +1 Attack bonus Uncommon
Balanced +1 Defense bonus Uncommon
Bashing Bashing weapons ignore shields Uncommon
Blood Link Damage split between two targets Very Rare
Catalyst Base spell DC becomes 8 instead of 10 Uncommon
Crippling If max damage is dealt, target can't move this round Uncommon
Deafening Incredibly loud. DC 12 End or deaf Uncommon
Death's Embrace Ignore first horrible wound Very Rare
Defensive Give up attack, +3 defense Uncommon
Executioner On a successful critical hit, deal +2 strikes Very Rare
Feared Some enemies may fear you Very Rare
Finesse Use Finesse instead of Might for melee attacks Uncommon
Flame-Infused On a critical hit, inflict BURNING Very Rare
Glowing Weapon glows as bright as a torch Very Rare
Heavy -2 to attack, but +1 strike of damage Uncommon
Hidden Advantage when trying to hide weapon Uncommon
Light Weapon weight reduced by 1. (Min 1) Uncommon
Like a Feather Weapon weight reduced by 2. (Min 1) Rare
Noble High-born design, advantage on Presence checks Uncommon
Quick-Draw Switch to and from the weapon instantly Uncommon
Rending On a critical hit, reduce target's DEF by 2 Uncommon
Shattering On a critical hit, inflict STUNNED Rare
Skirmisher Retreat from enemies without risk of attack Very Rare
Sturdy Nearly indestructible Rare
Tearing On a critical hit, inflict BLEEDING WOUND Rare
Versatile Can be wielded two-handed, deals +1 strike Uncommon

Equipment Reference

Essential gear for survival in the dark world

Equipment Slots

Players can hold 10 + Endurance slots of equipment.

Basic Adventuring Gear

Abacus1 slot
Arrows (20)1 slot
Backpack+5 slots
Bedroll2 slots
Bell0.2 slots
Blanket1 slot
Book1 slot
Candle0.2 slots
Chain (10 feet)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 feet)1 slot
Tent (Single)2 slots
Tent (Two-person)3 slots
Tent (Six-person)6 slots
Tinderbox1 slot
Torch1 slot
Waterskin1 slot

Mounts & Animals

Beasts of burden and loyal companions for the road ahead.

Mount/Animal Cost Speed Capacity Special
Riding Horse 200 coin Fast Rider + 20 slots Noble bearing, skittish in combat
War Horse 500 coin Fast Rider + 15 slots Trained for battle, +1 Strike trampling
Pack Mule 30 coin Slow 60 slots Stubborn but reliable
Draft Horse 150 coin Moderate 80 slots Perfect for pulling wagons
Pony 50 coin Moderate Rider + 10 slots Hardy, good in mountains
Hunting Dog 25 coin Fast 5 slots Tracking, loyalty, 3 Strikes
Guard Dog 40 coin Fast 3 slots Combat trained, 4 Strikes
Falcon 100 coin Very Fast 1 slot Scouting, message carrying
Ox 120 coin Very Slow 100 slots Incredible strength, patient
Camel 180 coin Moderate Rider + 30 slots Desert survival, water storage

Vehicles & Transport

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

Vehicle Cost Capacity Requirements Special
Handcart 15 coin 40 slots 1 person to push Portable, fits through doorways
Small Wagon 100 coin 120 slots 1 draft animal Perfect for small groups
Merchant Wagon 250 coin 200 slots 2 draft animals Lockable storage, weather protection
War Wagon 600 coin 100 slots 2 war horses Armored, mounted weapons
Caravan Wagon 400 coin 300 slots 4 draft animals Long-distance travel, sleeping quarters
Sled 40 coin 80 slots 2 draft animals Snow and ice travel only
Noble Carriage 800 coin 50 slots 2 riding horses Luxury travel, +2 Presence in cities

Watercraft & Naval Vessels

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

Vessel Cost Crew Capacity Special
Rowboat 50 coin 2 people 20 slots Rivers and lakes only
Canoe 25 coin 2 people 15 slots Fast, quiet, shallow water