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.
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.
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.
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.
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.
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 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
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