One Last Coin


For the quick and rushed

Character Creation


Kin

d6 Kin Boon Bane Desc
1-3 Foulkn Detect undead as chill -2 vs Mutation The most numerous of the Kin they are also amongst the tallest, standing at an average of 5’8. Typically living just over 70 years they are also considered to be one of the “short lived” Kin. Despite this their aptness for learning and conquering has left them with far more of a footprint then the other short lived Kin.
4 Half-foot Re-roll a roll of 1 on a d12 Consume 2 portions during a Feast Half-foots are a Kin of small humans that are lightweight and have exceptional hearing due to their large rodent like ears. They tend to have short lives, not typically exceeding 50 years, but their true age can be hard to discern due to their childlike appearance often no taller than 3’3.
5 Elves Can glow like a candle if you have MD Can never have more then half your Bonds Charged Elves are a human Kin distinguished by their large pointed ears, and slight builds with little sexual dimorphism. They are one of the taller races averaging at 5’2. They are a long-lived race, typically living up to 400 years, but their birthrate is low, and their population is steadily declining.
6 Dwarrow Can identify the origin of any craft Sink like a stone Dwarrow tend to be short and stocky, and are fairly strong, able to wield heavy swords and shields with ease. With an average height of 4’5. They are one of the longer-lived races, alongside elves, living approximately 200 years. Known for their beards Dwarrow are a Sexless Kin though gender expression has made it’s way into their culture.

One Unique Thing

Every PC has one unique thing about them. This is an ability that helps them stand out in a delve. This may be having a magic spell implanted into their soul, allowing them to cast it without a scroll or want. Could be the ability to deflect attacks with a weapon as if it were a shield. You are encouraged to get as flavourful and unique as you can while incorporating the Nutrient Dice into the ability.

Background

Who you were before your career as an adventurer. When making a save you may bargain with the Guide to add the Background value to a Save. You start with 4 Background points that can be distributed as you like. A single Background can never be raised above 4.

The more evocative or flavourful the background the better. below is a list of simple examples.

               
1 Alchemist 6 Cleric 11 Magician 16 Performer
2 Blacksmith 7 Gambler 12 Mercenary 17 Pickpocket
3 Burglar 8 Gravedigger 13 Merchant 18 Smuggler
4 Butcher 9 Herbalist 14 Miner 19 Servant
5 Carpenter 10 Hunter 15 Outlaw 20 Ranger

Tongues

You know Common and one additional Language. You can also spend a Background point to learn an additional Tongue.

  • COMMON: Understood by all sentient creatures.
  • WROTE: Indecipherable even by magic, unspoken.
  • SIGHTLENT: Silent without eye contact, only truthful.
  • JOTUNG: Travels far, sounds like nature.
  • FAELUL: Understood by plants & animals.
  • GOBTOK: Lingers on the air for days, putrid smell.
  • LIGHTLENT: The tongue only travels through shadow.

Inventory Slots

Can contain: 1 Stress 1 medium weapon
Bundle of rope quiver 1/2 heavy weapon
3 rations 1 treasure 3 light items

You begin play with 12 Slots. When you attempt to fetch an item you roll 2d6, if the result is lower then the slot the item is in it takes an additional action to finish fetching it.

Hit Points, Grit, & Scars

Grit: Don’t get hit points. It represents your ability to mitigate harm.

Hit Points represents physical damage. You take HP damage after you’ve used up all your Grit–or take damage in such a way that you can’t avoid, e.g., falling into lava goes straight to HP.

You have 4 HP and die when they have less HP then -your max HP.

If you’re HP is below 0, but you’re not dead, a character can use a First Aid Kit to heal you to 1 HP. Being healed in this way gives you 1 Stress.

Whenever you would take damage, you can choose to gain a scar instead, describe this wound and note it on your sheet. Gaining a scar decreases your max HP by 1. If your max HP would ever be reduced to 0 you die.


Resolving Actions


Saves

When doing anything with an interesting or dangerous chance of failure you roll 1d12, trying to roll higher then 8. A task’s difficulty will grant you a bonus or penalty to your roll.

Gambling and Dice Pools

To gamble dice decide the size of the pool and then roll all of them, losing any dice that show the highest 2 results of that die.

If the gambled dice are Usage Dice (UD) however they instead shrink to the next smallest die, only being lost after a d4.

Bidding Lore

Information and lore are categorised into 3 levels of obscurity.

  • Common Lore: Everyone knows this. The GM will tell you all about this.
  • Rare Lore: Few know this. You must have an applicable background and must roll a Brain Die as if you gambled it. Regardless of the result you know the information.
  • Lost Lore: None know this. You roll a Save and must Gamble at least 1 Brain Die. On a success you know where to learn more information about this.

Cooking Feasts


A feast is a moment of actual rest in the middle of hostile and hungry darkness. Depending on the make up of the feast, characters might gain Grit, Magic, Brain, or Brawn Dice.

To create a feast, you require:

  • Two unique ingredients
  • One portion per character

In addition, you must fulfill 3 of the following 4 criteria:

  • Fire
  • Water
  • Cooking gear
  • Spices

Each creature eaten provides a number of portions. Two rat yields about one portion. A minotaur yields about eight. A dragon could feed upwards of fifty adventurers. 

The GM adds together any nutritional benefits from the unique ingredients used to make a feast and tell the players the totals for each nutrient (see below). Decimals are rounded as God intended and Nutrients can’t be higher the 5. Players then select 2 nutrients to benefit from this meal, gaining an amount of dice equal to it’s respective value.

Nutrients

Each feast has four stats, called Nutrients. 

  • Energy determines how many calories a feast has. This nutrient gives a character Grit.
  • Minerals provide needed magical energy. This nutrient refills a character’s Magic Dice. 
  • Vitamins are good for your brain. This nutrient reinforces a character with Brain Dice. 
  • Protein builds strong bones and muscles. This nutrient reinforces a character with Brawn Dice.

Food Dice

Food Dice (FD) are either d4s, d6s or d8s. 

  • If the feast contained mundane animals or plants, the Food Dice are equal to d4s. 
  • If the feast contained majority exotic ingredients, the Food Dice are equal to d6s. 
  • If the feast contained extraordinarily magical ingredients, like a dragon or an angel, the Food Dice are equal to d8s.

Rations & Meals in Town

Eating a ration grants 1d4 in any one nutrient. Before an adventure or when resting in civilization you can spend 10gp to gain 4d4 spread how you like.


Bonds


The relationships you have with all the other members of your party are called Bonds. Bonds are noted on your Character Sheet: “I am Calryn’s Lover - Brain”.

Your Bonds become charged when you Fulfill them, exemplifying the relationship the Bond represents. Basic suggestions for this role-play are given in the descriptions of the example Bonds below. Though the GM can call for a Bond to be Charged by other examples of excellent role-playing, including but not limited to risking ones well being for their Bond.

A charged bond can be spent to roll a d6 of the attribute you assigned it at creation; Grit, Magic, Brawn, or Brain. Alternatively you can spend a charged bond to heal 2 HP during a Feast.

Ally

Your allies are party members that you are professional and amiable with. This is the default Bond.

  • Charge this bond when you make your Ally laugh both in and out of character.

Spells and Magic


To cast a spell you must have access to one, typically from a scroll or spellbook. Select a number of Magic Dice (MD) you wish to Gamble, roll them, and add the numbers together. Most spells depend on the number of (dice) invest and the (sum) they roll.


Delving


The Underclock

Starting at 20 when entering a dungeon, an Encounter is triggered when the Underclock reaches below 0.

You roll a d6 Dungeon Die and subtract it from the Underclock whenever the party expends time or generates noise. Actions that prompt an Underclock Roll include:

  • Exploring a new room (including long hallways).
  • Moving through 3 already-explored rooms.
  • Lingering or searching.
  • Making noise (excluding Combat).

Most Dungeon Die rolls are considered a Turn, representing approximately 10 minutes of time.

Additional details about the Underclock:

  • If the Underclock drops below 0, an Encounter is triggered.  After the Encounter resolves, the Underclock resets to 20.
  • If the Underworld Clock equals 0 exactly, it resets to 3.
  • If the Underworld Clock equals 3, a Omen occurs.

Resting

While eating a ration is just a turn. Resting and cooking a feast takes some time. You’ll have to roll some Underclock Rolls.

  • If you are resting in the middle of a well-traveled location, make 3 rolls.
  • If you are in a secret room that no one else knows about, you don’t need to make any rolls.
  • Everything in between is either 1 or 2 rolls.

Light

Light sources state how many people they provide for. Without enough light for everyone, roll the Underclock die twice and keep the higher result. With no light at all the die size is also increased.

Whenever the Underclock die rolls, roll the usage die of any light sources lit.

Locks

Requires lockpicks and selecting the correct actions in order. These actions are TWIST, TAP, and TURN. Always 3 never 2 in a row. Upon selecting the wrong action, the lock will become stiff. If the lock was already stiff, the lock is jammed and becomes unable to unlock.

Each failed attempt rolls the Underclock die.

Locks of the same type are all opened the same way.

Some Modifiers that can diversify the locks are below:

  • CRACKED: On the first action, any action taken is correct.
  • WEATHERED: Ignore the first time a lock would jam.
  • SECURED: The first wrong action causes the lock to jam.
  • SPIKED: Wrong actions deals d4 damage to the picker.

Stealth

Moving silently and unseen is a Save with a bonus equal to your empty slots and a penalty equal to the amount of armour filled slots.

When sneaking as a group everyone saves but only half of the group is required to succeed.


Fighting


Initiative

Each round the GM describes what it appears the enemy is going to do. Save Cunning vs the largest enemy HD to act first. On your turn you may take two actions. Move Zones, attack, trip, fetch an item, or raise a shield. Get creative.

Attacking & Defending

When attacking simply roll the weapons damage, dealing it to the enemy. If you attack multiple times you only deal the biggest damage. When being attacked you may Gamble your Armour Dice to avoid damage.

Favour & Disfavour

Whenever the narrative would favour an attack the target adds a d4 to the damage dealt, disfavour means the attacks damage is only a d4. These cancel each other out 1 to 1 though you need immense favour to get more than 1d4 additional damage.

Zones

There are 4 zones in a typical combat encounter. These are Forward↑ and Rearward↓ for allies and enemies. Ranged attacks can be volleyed from any Zone but melee is limited to Forward. Zone Combatants in Forward must target an enemy in Forward, while combatants in Rearward may target whoever they choose. If a sides Forward is empty then everyone on that sides Rearward is considered to be Forward.

Fleeing

If the party agrees to retreat then bar dire circumstances they escape. Each character that escaped gains 2d3 Stress. Any items dropped in the pursuit are lost to the dungeon. Fleeing in this way leaves any fallen or captured ally behind, unless you are holding the fallen and have the slots to do so. The average human is 6 Slots and dragging allows you to ignore their encumbrance.


Equipment


Gear

Gear Desc GP
Air Bladder A large organic air-tight bag 5
Bucket A sizeable bucket of wood or cheap metal 5
Caltrops Small spikey objects 10
Chain (10ft) Sturdy and stronger then rope 10
Chalk Useful for making notes and spotting invisibility 1
Crowbar Can be used to help pry open things 10
Drill Can drill small holes relatively quietly 10
Fishing Gear A small rod and some hooks 10
Glue Jar of sticky, sets slowly 5
Grapple Hook Just the Hook, no rope or batteries included 25
Grease Jar of Slippery, dries slowly 10
Holy Symbol Useful for prayer and warding off evil 25
Holy Water Burns the unholy and can purify minor toxins 25
Horn Loud! Can be used to scare off animals 10
Hourglass Keep time better then saying Mississippi over and over 50
Ladder (slt/5ft) No shame in needing some help getting up. Can be a bridge if it’s sideways 5
Manacles Makes keeping a prisoner a lot less stressful 10
Marbles Small glass or metal balls 5
Metal File Metal bar begone 5
Mirror Seeing around corners without taking an arrow to the head is nice 5
Mumble Stones These rocks wont shut up! Keeps insects and birds away, but may attract predators! 10
Net A little big for fish but I’m sure that’s not an issue 10
Oilskin Bag Much less fragile then a jar. Keep all your mystery liquids in it! 5
Pole (10ft) Be honest, you’ll touch it with a 10ft pole 2
Quill & Ink Good for calligraphy and note taking 10
Rope (30ft) Sturdy enough to hold a few of you up at once 5
Sack Keep an angry fae in it if you dare 1
Scarecrow Keeps Crows from Crops and Zombies from camps! 15
Soap You should wash yourself occasionally, please 1
Spike (s) Metal pitons, think of all the things you can do with ‘em! Useful for locking doors at the very least 1
Spyglass See over yonder 40
Tar Whether boiled or not this shit will not come out of your sweater 10
Wolfsbane (UD4) Burns Lycanthropes and repels wolves 5

Toolkits

Kits Desc GP
Armourer’s Kit (UD8) Can be used to fix chipped armour 30
First Aid Kit (UD6) Bandages and Poultices for helping the fucked up 25
Lockpicks (UD6) Pick locks 25

Light Sources

Lanterns can be affixed to packs or belts to supply light hands free.

Light GP
Torch (Light for 3) (UD10) 2
Lantern (Light for 2) 10
Oil Flask (UD12) 5

Cooking and Food

Provisions En Mi Vi Pr Port GP
Rations (s) X X X X X 2
Cheese (s) 2 0.5 0.5 1 1 7
Dried Fruit (s) 0.4 1 1 0 0 4
Lard 0.5 0.4 0.4 0.4 3 1
Cooking GP
Cook Pot 10
Fire Kit (s) 1
Seasoning (UD6) 10

Animals and Vehicles

Do not concern yourself with feeding the animals.

Animals Tack GP
Cattle/Donkey 2 30
Chicken   2
Dog 1 20
Hawk   15
Hog/Sheep 1 10
Horse (Draft) 3 75
Horse (War) 4 125
Accessories Tack GP
Barding 1 40
Saddle 2 25
Bags 1 5
  • Bags grant 3 slots to a creature.
  • Saddles can carry any medium creature or 2 small creatures.
Vehicles Tack GP
Cart (14) 3 100
Wagon (24) 6 200

Weapons and Armour

Weapons

Weapons are divided into the 3 Hands. Giving a bonus as noted to successful damaging actions that use that Hand. The GM will know what Hand a weapon will have.

Melee

Weapon Damage Slots Price
Light d6 3:1 5
Medium d8 1 10
Heavy 2d6 2 15

Ranged

Weapon Damage Slots Price
Light d4 3:1 10
Medium d6 1 15
Ammo UD6 1 10

Armour

A slot of armour costs 30 GP and grants a d6 Armour Die. These Armour Die can be gambled to avoid damage, becoming chipped when lost. Chipped armour may be repaired with an Armourer’s Kit during a Feast.

Shields

Shields may be raised as an action, allowing you to Gamble with their Armour Dice.

Weapon AD Slots Price Notes
Light d4 3:1 15 Always considered raised
Medium d6 1 25  
Heavy 2d6 2 40