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Mystic Items

Cures Effect Cost Antidote Advantage on Tests to resist poison until Significant Time passes. 20 Healing brew Recover 1D6 + 1 Hit-points. 15 Rousing brew Reduce Burden by one. 20 Healers Bloom Advantage on Tests to resist diseases until Long Time passes. 25 Implements Effect Cost Tea of split mind Use Attunement to find Hidden, […]

Followers, Uncategorized

Followers

Extra hands or claws are often useful. Hound can keep watch while you sleep and a bodyguard can hold ghouls at bay while you channel magic. They all have their own reasons for adventure and will stay with you as long as those reasons are realized or their bravery allows.Followers are Npcs under an Adventurers

Afflictions

Afflictions

Mental Afflictions Dread: To gain benefit from Rest you must succeed in Difficulty 10 Will Test until this Affliction is removed. If you suffer this Affliction again the Difficulty increases by 5. Doubt: To Draw Strength from a Guide you must succeed in Difficulty 10 Will Test until this Affliction is removed. If you suffer

Enchantments

Enchantments

Enchantments are minor mystical properties and results of great craftmanship. They alter items properties in many beneficial ways.Strength of an enchantment is rated as Known, Famed or Legendary. Single item can hold one Famed or Legendary enchantment and up to two Known enchantments. Binding Characters and npcs with Gift of Binding are able to enchant

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Armor

Armor increases Resistance against external physical damage, for example from cuts, arrows and bolts of fire.• Damage from a source is reduced by characters Armor rating• Armor does not protect from falling or internal threats like drowning, suffocation or poison• Character can benefit from one armor at a time Armor Qualities Burden: Increases Burden by

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Weaponry

Weapon Qualities Weaponry Class: Defines Skill to use with the weapon. Common, Martial or Cunning for example. Burden: Increases Burden by rating. Discreet: When hidden, Tests to search for this weapon are made with Disadvantage. Great Reach: Use a Response to gain Advantage in a melee Clash against adversary without Great Reach. Heavy: Add Item

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Traps & Poisons

Traps Traps create Hazards for unsuspecting victims. Difficulty to notice and resist the trap is passive Intellect of user.On successful Test traps effect is avoided. Traps Cost Bear Trap Deal 2D6 physical damage and prevent movement. 5 Net snare Prevent movement and grant Advantage on physical actions against this being. 3 Alarm snare Cause a

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Tools, Supplies & Valuables

Tool Cost Backpack Reduce Burden from possessions by one. 10 Burglars’ tools Pick locks and disable traps. 25 Crowbar Pry and break. 1D6 damage. 2 Rope Useful for climbing and tying knots. 3 Shackles Restrain a being. Difficulty 20 to escape. 5 Hammer & Pitons Make unclimbable surface climbable. 3 Grappling hook Secure rope. Throwable.

Boons

Boons

Boons are powerful abilities and enchantments granted as a reward for great deeds, negotiated as a part of pacts or stolen from vaults of occult powers.Boons can be bound to a Guide slot or an item. Boon bound to a Guide represents a pact or oath to a mysterious power. Completing Challenges in line with

Magical Gifts

Words of Power

Intents: Word of Thunder: As an Attack against Vigor push target by Close. Word of Shielding: Increase Armor and Mental Resistance by +1. Word of Clarity: Use Channeling Test to Break an effect affecting the target. Word of Harm: As an Attack against Will. Deal 1D6 mental damage. Word of Peace: As an Attack against

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