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Advanced Rules & Keywords

This document provides definitions and explanations for various keywords that describe statuses, abilities, and mechanics in combat and adventuring. Some keywords confer positive statuses like BLESSED or PERCEPTIVE, while others impose negative conditions like CURSED or POSSESSED. The keywords cover a wide range of effects relating to damage, defense, movement, skills, and more.

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Gyoji Tormentum
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0% found this document useful (0 votes)
83 views2 pages

Advanced Rules & Keywords

This document provides definitions and explanations for various keywords that describe statuses, abilities, and mechanics in combat and adventuring. Some keywords confer positive statuses like BLESSED or PERCEPTIVE, while others impose negative conditions like CURSED or POSSESSED. The keywords cover a wide range of effects relating to damage, defense, movement, skills, and more.

Uploaded by

Gyoji Tormentum
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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KEYWORDS

1 HAND: In reference to a weapon. If you have two 1HAND weapons equipped, you may spend IMMOBILIZED: A negative status. The forces around you prohibit your movement. Receive -10
1 Power Point to attack with the secondary one. Might. Pass ECOLOGY 5 at the start of each round or your Stride becomes 0. This status ends when
2 HANDS: In reference to a weapon. Roll damage dice twice and take the better result. combat is over. Resist with the TRICKERY skill bonus.
Weapon takes two Hand slots. Sickened characters using 2HANDS weapons roll damage once. LUCKY: A positive status. It seems that luck favors the foolish, and those who risk much to
ABSORPTION #: Ignore # Damage from an attack. Does not ignore Snare damage unless achieve their goals. Gain +1 TRICKERY and +1 to all search rolls.
LYCANTHROPIC: A negative status. 1 Damage, +1 Stride. Receive half of Coin awards. See
ARCING: Target 1 additional adjacent foe in your attack. “Lycanthropy” on page 21 for more details. Resist with the OCCULT skill bonus.
AURA #: PERCEPTIVE: A positive status. Your keen eyes do not miss much, even in this land blanketed
in perpetual gloom. Receive +1 AWARENESS and ignore Darkness penalties.
BLACKOUT #: Target loses their next turn if the attack roll is above #. PENETRATE#: Attack penetrates # spaces past your target in a straight line, up to the REACH of
the weapon. Must be used horizontal or vertical. Does not work diagonally.
BLESSED: A positive status. You have proven yourself virtuous and on the side of the Light.
Gain +5 Might and ABSORPTION 1. POSSESSED: A negative status. Your possessed with a demonic presence. While adventuring
and during combat, allies within AURA 1 of you lose 1 Vita at the start of each round. Resist with
BRAVE: A positive status. Your bravery transcends that of normal folk. Gain +1 NERVE and +1
the FAITH skill bonus.
Damage, allowing you to more easily purge the darkness from the world.
PUSH #: Push your target # spaces. Lose 1d4 and anyone impacted also loses 1d4 Vita. This is
BLOODLUST: A negative status. +2 Damage, -2 SPEECH, -2 FAITH and -3 Max Vita. Allies
considered Snare damage.
receive -1 SPEECH due to your foul presence. See “Bloodlust” on page 21 or more details.
Resist with the FAITH skill bonus. RANGE # /REACH #: Target foe(s) # spaces from your position. If no # is listed, the range is
unlimited.
BURST #:
RAZOR #:
ETHEREAL foes.
COLD STEEL: Roll attack dice twice vs. Spirits/Nature creatures, take the higher result and add
+1 Damage. REDUCTION #: Attack damage is reduced by #.
CRUSHING: Causes REDUCTION 1 for a target’s next turn. Does not stack. RESPECTED: A positive status. You have proven your willingness to stand up for the
downtrodden of this land. Gain +1 SPEECH and +1 TRICKERY. See “The Wanted Condition” on
CURSED: A negative status.
page 21 for more details.
reduced by 4 and you receive -1 to all skill checks. Resist with the FAITH skill bonus.
SACRED: Roll attack dice twice vs. Demonic/Undead creatures, take the higher result and add
DERANGED: A negative status. Your mental control has been smashed, causing you to lose all
+1 Damage.
focus. You cannot use Abilities that require Power Points. You cannot use Prayers or Rituals. Resist
with the AWARENESS skill bonus. SICKENED:
combat. In an encounter, roll damage dice twice and take the worst result. Resist with the ECOLOGY
DISCARD: Remove the card from place by placing on the appropriate discard deck.
skill bonus.
ELDRITCH:
SILVER: Roll attack dice twice vs. Shapeshifters/Undead creatures, take the higher result and
ENCHANTED #: Store up to # Power Points into the item. To activate the associated power, add +1 Damage.
you expend the stored points. You can choose to recover these instead of your normal Power Point
SNARE #:
reserve.
EXECUTE: encountering it.
when performing a Devastating Strike.
SPECTRAL: The Item/Artifact may be used in Ghost form.
EXHAUST, EXHAUSTED, EXHAUSTING: Item, Ability, etc. becomes unusable until UN-
SPOOKED:
EXHAUSTED, which occurs when characters leave their current Adventure Map, unless otherwise
NERVE. Pass NERVE 5 at the end of any combat (one attempt each combat) to remove this status.
Resist with the NERVE skill bonus.
ETHEREAL: A positive status. You are balanced between this world and the next, granting you
SWARM: Designates the creature as a Swarm. See “Swarms” on page 28.
ABSORPTION 2 vs. corporeal (non-ETHEREAL) foes and SNARES. Full damage to ETHEREAL foes.
Ignore Stride penalties. SWIFT:
FAITHFUL: A positive status. Your devout nature gives you the strength of will to prevail
against those rallied against you! Gain +1 FAITH and +1 OCCULT. THROWN: EXHAUST to throw a melee weapon with the same rules as RANGED 3.
FAVORED: A positive status. Your good deeds have made an impression on the powers beyond TRANSFORMED: A negative status. Your form has become unstable, morphing into strange
the veil. You are granted +3 Max Vita and +1 to all skill checks. mutations. You lose 1 HAND slot and cannot perform skill checks. If forced to make a skill check, you
automatically fail. Resist with the OCCULT skill bonus.
FILL:
TRUE: Ranged weapons may shoot through foes/allies without receiving a Might penalty. See
FILLABLE: Weapon may use a item with the FILL keyword to augment its capabilities.
Advanced Encounter Rules.
FLANK #: If there is an adjacent ally to your target, cause an additional # Damage.
VORPAL: Attack rolls >95 do maximum damage.
FOCUS #: Gain +# Might with this weapon if you attack the same foe as the previous round.
WEAKEN, WEAKENED: Place a tracking token on the target for each hit. Remove a tracking
FRACTURED: token each time the target attacks and they must roll twice for their attack roll and take the
Receive -10 Defense. You may only use one HAND item slot. Resist with the TRICKERY skill bonus. lower result.
FORTIFIED: UN-EXHAUST, UN-EXHAUSTED: Make an EXHAUSTED Ability, Artifact or Item usable
shrouding the land. Gain +5 Defense and immunity to Infection. once again.

SYMBOLS
Demonic Nature Shapeshifter Undead

Mortal Occultist Spirit


ADVANCED ENCOUNTER RULES
Attack or Defend: You may utilize the Character Skirmish token during encounters.
When ghost characters defend, they fade from sight and cannot attack or be targeted.
Evade: Characters may move through foes by spending one Power Point. Movement
through foes costs 2 Stride per space.
Focus: During active combat, a character may spend their Act to recover 1 Power Point.
Guard: Characters that choose to Defend, using the Skirmish token, enter a guard stance.
Once per round, if there are no foes adjacent to them, they strike back at an enemy that
enters an adjacent space and attacks. After being attacked, hit or miss, the Character can
attack back. Remember they receive -10 Might because they are Defending.
Ranged Adjacency: Any character (or ally) attacking with a ranged weapon whilst
adjacent to an enemy must roll twice for their attack and take the lower result. The
same is true for foes that attack whilst adjacent to a character or one of their allies.
Regroup: During combat, a character may spend 1 PP to recover 1 Vita.
Sight: For every ally or foe that blocks Sight to your target, you receive -5 Might. This
affects Characters only.

ADVANCED SKIRMISH RULES


Fleeing from a Skirmish: The Leader may choose to have the group flee, but the
attempt is not without consequences. To do so, follow these steps at the beginning of the
character’s turn where they attempt to flee:
• All characters must pass TRICKERY 5.
• Creatures immediately get a free attack against the group, ignoring any Defense bonuses
given by the Character Skirmish token.
• If all characters successfully passed the TRICKERY check, the skirmish is over with no awards.
• If not, the skirmish resumes with the characters being allowed to finish their turn by attacking.

Focus: During a skirmish, a character may give up their attack to recover 1 power point.
They would not receive the Defense bonus given by the Character Skirmish token (Defend).
Regroup: A character that Defends may give up their attack to recover 1 vita.

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