Backwater Quickstart Guide Pages
Backwater Quickstart Guide Pages
Published by Backwards.
www.backwatertabletop.com
© 2021 Backwater Games
Permission to use the Backwater: Quickstart Guide and System Reference Document is granted is granted solely through
the use of the Backbone Tabletop Roleplaying System, version 1.0 license.
Acknowledgements:
This game was made possible by the generosity of Ben Self, Sonya Henar, Morgan Weeks, Nadia Kurd, Trever Greene,
John Lucania, Patrick Otero, Alexander Morales, Trevor Langill, Bloodgodlucifer, Mara Marzocchi, Zachary Cullimore,
Brian DiMambro, Holly Jade, Joseph D Pollard, Thomas Ryan, John S., Brady McBride, Garret Ross, Dee, Craig Hindle,
Dedren Snead, Mark Watson, Bridget Barros, Michele “Mix” Gelli, Ms. Rachel N Scales, Mentoya, Tom “PaperAlchemist”
Skidmore, Guppy G, Andrew Beal, Joshua Chafin, Ella Waddell, Harry Robb, and Richard Warner.
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How to Play
D20 Rolls............................................................................39
VIG Order..........................................................................40
Healing and Conditions................................................... 42
Miscellaneous Rules........................................................44
Appendix
Pre-generated Character Sheet.....................................46
Blank Character Sheet....................................................48
Quickstart Guide & System Reference Document
GET STARTED
Introduction What is a Tabletop RPG?
Backwater is a southern-gothic horror tabletop A tabletop roleplaying game (TTRPG) is a game
roleplaying game in the style of survival horror. in which players take on the roles of characters
In Backwater, you play as a warden in the post- within a story. They often work collaboratively to
apocalyptic South. You’re tasked with keeping order further the plot or resolve problems. One of the
at civilization’s southern reach: Backwater ward, a players, the game master (GM), tells the story.
post-apocalyptic region that spans the Old World’s They describe the circumstances that characters
Louisiana, Mississippi, and southern Arkansas. are in and pretend to be other characters in the
Your job is to navigate the swamps, quell conflicts in story (non-player characters). A player can
towns and families, and keep monsters at bay. choose how their characters respond to these
circumstances, and they may base their decisions
The southern gothic genre explores social issues on their character’s statistics, skills, or resources.
relating to fear, poverty, religion, and alienation The GM describes how the circumstances unfold
through its southern U.S. setting. Prominent in reaction to the players’ decisions, and sometimes
among the genre’s themes is a conscious criticism they ask players to roll dice based on their skills or
of superficial values and regional or familial history statistics to determine the outcome. For example,
depicted through the region’s decaying structures if a player wanted their character to sneak up on
and aristocratic families. It can contain monsters an enemy, the GM would have them make a roll
and the supernatural, though the true horrors are using the character’s Sneak skill. The GM would
often humans themselves. Backwater is set in a compare their roll against the appropriate goal
post-apocalyptic future with a tenuous social order, (i.e. the enemy’s Vigilance goal) and determine if
and it reimagines the genre as a reflection on issues the character was successful. Usually, the GM and
in not only American history but also our present players interact fluidly, interjecting bits of story,
world. questions, and their characters’ decisions. There is
no established turn order. However, when there are
Survival horror games are those in which characters a lot of moving pieces, such as in a battle, the GM
are fragile and must actively try to survive. They can impose a turn order. In the Backbone system,
increase the pressure of stressful situations, and they this structure is called VIG order. The GM and
require the player to think more carefully about players take turns determining how their characters
their decisions. In Backwater, characters are not act, and they can only do certain things and so
so frail as they are in cosmic horror tabletops. The many things per turn.
monsters that they fight aren’t all-powerful, but
they are deadly, and the battles add up. To play Backwater, you need a character sheet,
the quick-start guide or core rulebook, and dice.
Monstrosities—abnormally large and aggressive Backwater is usually played with three or more
versions of beasts—patrol the wilderness; packs of players, one of which is a GM; however, it can be
skinless humanoids, gores, hunt for unsuspecting played with two characters. You can also play a
travelers at night; and hordes of hollow men, slow- solitaire version, which is similar to an interactive
moving humanoids covered in fungal growths, fiction novel, except you’re playing as a character
stumble across ancient roadways. Your character with statistics.
may be squishy, but it doesn’t mean they don’t have
abilities to survive against these horrors. Use your
abilities carefully, and stay alive.
—2—
Character Creation — Get Started
In addition to these statistics, characters have Players can also customize their characters by
both Health Points and Resolve Points, which selecting from a vast array of items and animal
represent their current physical and mental health, companions. The core rulebook supplies nine
respectively. These attributes max out at a relatively animal companions and almost 200 items, including
low number to reflect human fragility. If a character books, clothing, light sources, elixirs & brews, kits,
loses all their Health or Resolve Points, they fall body armor, ranged & melee weapons, and item
unconscious and may even die. Combat can move accessories. Characters begin with a slightly more
quickly as a result, and they often require careful limited selection and can expand their inventory as
strategizing to defeat threats rapidly. One especially they level. Characters can also customize many of
unique element of the system is its Health rolls their items, cosmetically and statistically.
and Resolve rolls. Players must try to roll under
their current Health or Resolve with a d20 to avoid Characters level rapidly in the Backbone system,
suffering a condition, like the Bleeding condition, after every game session and/or mission. They
which imposes a disadvantage on the character. The can gain skill proficiencies every time they level.
more damage or duress that a character receives, the Occasionally they also gain mastery (increased
more likely it will suffer the condition. chance of critical success) and increase their
Health or Resolve when they level. Otherwise,
Players determine these statistics and others when characters develop mechanically in two main ways:
they create their characters. Backbone’s character achievements and ability modules. Achievements
creation process is meant to be flexible and robust. are minor bonuses that characters earn by
It incorporates minor details that flesh out a accomplishing specific tasks throughout a game or
character in the creation process, such as where a campaign. Ability modules are groups of abilities
character is from (origins), their values (ideals), from which a character can select every four
their socio-economic status (family fortune), and levels. A character’s warden type determines which
any unique qualities (traits). It also incorporates modules they can choose from. Characters can
character types for wardens: accomplish up to 25 possible achievements, and
• Savants (the brains and the faces) there are thirteen ability modules total with eight
• Seekers (the explorers and thieves) potential abilities each.
• Seers (the psychics and magic users)
• Slayers (the ranged or melee fighters)
—3—
Quickstart Guide & System Reference Document
The Supernatural. Old remains of cities and towns exist in the swamps
Anything can happen... In Backwater, the of Backwater harboring information for those
supernatural creeps behind every corner. Wardens who dare to seek it. Some of the elite with money
will hear common talk about livestock born dead to spare and a desire to know more about the Old
or deformed, but they may also hear more dubious World may pay wardens handsomely to scour the
claims of large crops that suddenly perished, well- ruins for ancient texts written in the Old Speech
water turned to blood, or insect plagues set upon or the technologies they would like to revive or
the land. They may run into characters possessing recover.
abilities suggestive of the supernatural, perhaps a
witch who scatters hints about the wardens’ quest, Outsiders and Family Names
a person driven to madness by a spirit, or a dæmon The people of Backwater care about a person’s
in human form offering a most-tempting deal. But clothes, accent, and gestures, all of which
they may also encounter events that trigger an reveal their origins in the American Lands. The
influx of paranormal activity, such as a snake cult precarious stability of communities lends itself
performing a summoning ritual, a mysterious and toward distrust, especially when there is a sense of
powerful conjurer coming to town, or a group of local or regional competition between economies.
skulks settling a new nest. A suspicious resident may subtly ask for a family
name, hometown, or connections by kin. A warden
Most folk say they don’t believe in supernatural who refuses to answer usually draws more suspicion.
hocus pocus, but when night falls and the wind Wardens, who are frequently outsiders, are rarely
blows they lock their doors. They shut their shades. welcomed into close-knit communities, especially
They check their closets. They’ll do anything to when they visit as representatives of “the law.”
rest assured.
—4—
Character Creation — Get Started
Family name also carries weight in Backwater. Deformity, Disfigurement, & Disability.
Whether patrician class or working class, a Backwater departs from southern gothic fiction
person’s family can get them aid in an emergency, in its treatment of characters with deformity,
an enemy out of spite, unique privileges in a disfiguration, and disabilities. Although characters
particular region, or access to elite circles. Names with short or tall stature, missing limbs, and affected
resembling those of past presidents hold peculiar cognition are commonly represented in southern
sway among the American Lands’ elite and can gothic literature, some fiction including southern
even be a determining factor in upper and merchant gothic, sci-fi, and fantasy depicts deformity and
class marriage, which are frequently used establish disability in the style of the “grotesque,” which
alliances. Merchant families who have money but invites audiences to gaze with fear, pity, or disgust.
no land or political power may negotiate marriages A common theme in southern gothic dictates
with a shrinking elite, who in some areas are that bodily disability and mental illness are
desperate to hold on to their estates. And among manifestations of an inner or regional corruption of
the elite, surname remains so important that some morals. More recent literature seeks to disrupt these
families arrange marriages between cousins at an ableist notions. We hope Backwater can do the
early age, simply to keep their name. same while representing a diversity of people with
disabilities.
For 50 pages of Backwater setting, see the core rulebook.
As in reality, the people of Backwater have
Statements of Intent disabilities; many of these disabilities are
invisible; and they make people unique without
Race & Racism. necessarily defining them. Physical, cognitive, and
Much southern gothic fiction has confronted the
psychological disabilities are even more ubiquitous
South’s ugly history of racism. It has sought to
as a result of The End and the American Lands’
undermine idealized, antebellum values relating
harsh environment. Backwater presents a world
to slavery, reflecting society’s moral decay in
where disability does not necessarily equate to
crumbling buildings and conflict-filled families.
suffering and people with disabilities are consciously
It’s a pointed focus of more recent works within the
represented—not only as victims and villains
genre, as some early literature reinforced racism
but also as heroes and everyday characters. We
in the process of confronting it. Racism is not a
recognize that our efforts do not explicitly confront
theme in Backwater. Backwater seeks a careful
ableist notions or perform advocacy, but we do
balance: to establish a setting in which everyone can
hope the game represents disability respectfully.
comfortably roleplay, without erasing or ignoring
We encourage game masters to carefully consider
centuries of oppression.
whether/how they incorporate these themes,
perhaps beginning a discussion with the players and
The American Lands emerged from the apocalypse
ensuring that they do not accidentally represent
just as racially and ethnically diverse by modern
disability or deformity as the “grotesque” of bygone
day’s standards, especially in New Orleans where
art and literature.
many residents descend from African American
and/or Haitian, German, French, or Spanish,
Vietnamese, and Native American ancestry. Many Safety Tools.
stereotypes and inequities built around skin color If a game master is uncertain about any of these
and regional ancestry faded after The Old World topics, we encourage that they converse with
ended in Backwater—they are not built into the their players first and use a technique like John
game. Of course, figurative ghosts of slavery and Stavropoulos’s X-Card system or the Lines and
racial oppression haunt the American south as a Veils system to edit out uncomfortable or triggering
setting, including its structures, monuments, and content. We have tried to write the game to be
cemeteries. We cannot forget this history or pretend inclusive of all players, and these tools can help
that it did not happen, and we strongly encourage keep gameplay inclusive as well.
game masters to carefully consider the implications
of custom settings before running a game.
—5—
Quickstart Guide & System Reference Document
Warden. Attributes.
Most player-characters are wardens. Wardens Attributes consist of goal scores and modifiers that
are errant peacekeepers who serve as vassals or represent a character’s learned abilities in Vigilance,
mercenaries for government officials and the gentry, Build, Intuition, and Reflex. Characters roll against
the noble class of land-owners with political power. an attribute’s goal score, and characters add the
The government trains and sanctions wardens, but modifiers to their attribute rolls.
wardens may feel more beholden to the people.
Never insult a Backwater gator, even after you cross the crick.
—6—
Character Creation — Get Started
Health Points (HP).
Health Points determine how much damage a
character can receive. When making a Health roll,
a character must roll less than their current HP.
When a character falls to zero HP, it must succeed a
RES roll or suffer the Unconscious condition. On a Non-Proficiency Penalty.
successful roll the character suffers the In Extremis A Non-Proficiency Penalty grants a -1 modifier to
condition instead. a skill roll in which a character has no proficiency
level. A Warden can attempt any skill, including
Damage (dmg). a skill that they have not learned; however, they
Damage represents a physical harm inflicted on a receive a Non-Proficiency Penalty for these skill
character. It decreases their current Health Points. rolls to simulate their inexperience.
—7—
Quickstart Guide & System Reference Document
D. Special Attributes.
F. Ideals.
D1. Health Points & Resolve Points. A warden’s ideals determines the skills a warden is
Health Points determine how much damage a
most likely to know and influences their credit.
character can receive, and Resolve Points determine
how much stress a character can withstand. A
GM can require a warden to make a Health roll G. Skills.
or Resolve roll when they encounter a hazard or A skill is a learned ability that a warden can use as
stressful situation. A character rolls 1d20 with the an action. A skill roll refers to a d20 roll that uses a
goal of rolling less than or equal to the warden’s particular skill to achieve a goal. A player rolls 1d20
Current Health or Resolve Points. and adds bonuses from proficiency levels and the
characteristic modifier to make a skill roll.
D2. Luck Value.
A character has either an even or odd luck value. A
character succeeds a luck roll if a luck roll matches
their luck value.
—8—
Character Creation — Get Started
B
E
G
A
D2
D6 D1
D5
D3
F1 D4
—9—
Quickstart Guide & System Reference Document
I1
J
I2
I3
I4
H2 K
—10—
Character Creation — Get Started
H. Gear. I2. Coin.
All gear takes up space, so a warden must determine Coin is the basic currency in Backwater. Wardens
what gear to equip or store. A warden can equip up can spend coin on gear, animal, companions,
to three weapons, two ammo containers, and one services and more.
armor without item slots. All other items require
one item slot to equip, unless noted otherwise. I3. Badge.
Each warden has a badge that indicates their office
H1. Equipped Gear. and ward of origin. Wardens are required to wear
A warden can use an item slot to equip an item. their badge on their overcoat and jacket sleeves.
They can equip up to two additional items beyond Other characters may use a warden’s badge to
the number of their item slots, but they suffer determine where they are from and whether to trust
-5 MOV for each extra item. Wardens can use them.
equipped items freely; however, they may be subject
to environmental hazards or pick-pocketing thieves. I4. Clothes.
A warden’s credit determines the quality of their
H2. Stored Gear. off-duty clothes, which a player records here. A
Wardens can store an unlimited amount of gear off warden’s clothing can impact how other characters
their person; however, they have limited access to interact with them, such as in the Lake District or
this gear. Wardens can access stored gear during at a patrician masque.
an hour-long rest or, if in town, after 15 minutes of
rummaging. Wardens can swap their equipped gear J. Traits.
for stored gear or simply use their stored gear as if Traits are features that a player can select during
equipped at this time. the character creation process. They can impose
bonuses or penalties on a warden, and they can help
I. Coin & Assets. develop a character’s backstory, such as their their
I1. Credit. superior bravery as an explorer.
Credit dictates how much coin a warden has on their
person and what type of clothing they wear. Credit K. Backstory.
is chiefly used for character creation, but it can also A warden’s backstory describes their history, such as
determine whether another character trusts to lend where they’re from, who is important to them, their
money or assets to the warden. motivation, and their secrets.
L. Archetype Abilities.
Every warden archetype indicates the abilities that
they can begin with and the modules that the player
can select from at 4th, 8th, 12th, 16th, and 20th
levels.
M. Animal Companions.
Animal companions can provide excellent company,
protection, and utility for a warden. If a warden
purchases or tames a companion, they can add
its stats to the animal companion seciton of the
character sheet.
In Backwater, opossums
don’t need to play dead...
—11—
Quickstart Guide & System Reference Document
—12—
Character Creation — 01. Determine Characteristics
01. DETERMINE CHARACTERISTICS
Characteristics Point Buy
Characteristics are modifiers that represent Each characteristic begins with -1 modifier
a warden’s natural abilities. A player adds by default. You can distribute up to thirteen
these modifiers to skill rolls. Players also use points among characteristics to improve these
characteristics to determine a warden’s attributes. modifiers. Each point increases the characteristic
Each character has eight characteristic modifier by one (e.g. a -1 modifier improves to
modifiers: Athleticism, Size, Charisma, Aptitude, a +0 modifier). You can distribute these points
Logic, Wisdom, Stamina, and Willpower. however you please, so long as no characteristic
• Aptitude (APT): finesse and dexterity. score is greater than +2. You cannot have a
• Athleticism (ATH): physical power and modifier that is less than -1.
speed.
• Charisma (CHA): charm and appeal.
• Logic (LOG): cumulative knowledge.
• Wisdom (WIS): instinct and awareness.
• Size (SIZ): combined height and weight. After distributing all thirteen points, record
• Stamina (STA): health and hardiness. each of your characteristic modifiers on your
• Willpower (WIL): force of will, spirit, and character sheet and proceed to the next step.
stability.
—13—
Quickstart Guide & System Reference Document
—14—
Character Creation — 02. Choose an Origin
The Gulf Ward. The Outskirts.
The Gulf ward is a region in the southeastern The Outskirts form a boundary between Backwater
American Lands, which neighbors Backwater and and the arid west as well as the wild North. The
the Tidewater. Merchants hold heavy sway in this resources of the west have petered out over the
ward, yet piracy runs rampant in this relatively centuries, and the few who live in the Western
stable but chaotic state. Besides Backwater, the Gulf Outskirts eke out a living in a harsh, desolate
is the poorest ward of the American Lands. landscape. In contrast, the rich resources of the
• Vulgar Dialect: Gulf North have attracted middle-class industry, despite
• Stat Increase (+1): ATH, LOG, WIS, or STA its great dangers and near lawlessness. Moreover,
• Choose a Family Fortune: the scarcity of wardens and the tenuousness of their
Working Class or Merchant Class jurisdiction makes the Outskirts a common home for
wanted criminals.
New American. • Vulgar Dialect: Wastelander
New Americans are a self-governing group in the • Stat Increase (+1): ATH, WIS, STA, or WIL
American Lands who mostly wander the Backwater • Choose a Family Fortune:
and its Outskirts. It started as a coalition of various Low-born or Working Class
Native Americans who separated themselves from
the merging wards of the American lands. As it Tidewater Ward.
developed, other separatists joined the ranks, taking Tidewater is a region in the southeast of the
up residence in the few New American settlements American Lands. The Tidewater is first and
or traveling from place to place based on the seasons foremost a rich agricultural region that supplies the
and food sources. New Americans consist of quite other wards with a variety of crops. It prides itself
culturally and religiously diverse citizens, though on the safety of its roads and coasts and is the center
most have little economic clout in the Backwater. of all trade and travel in the American Lands.
• Vulgar Dialect: New American • Vulgar Dialect: Tidewater
• Stat Increase (+1): CHA, SIZ, WIS, or WIL • Stat Increase (+1): APT, CHA, SIZ, or WIL
• Choose a Family Fortune: • Choose a Family Fortune:
Low-born or Working Class Merchant Class or High-born
—15—
Quickstart Guide & System Reference Document
Intuition (INTU).
This attribute represents your natural instinct
and hunches. Characters make Deceive, Disguise,
Persuade, and Threaten skill rolls against a target’s
INTU goal to fool, convince, or scare characters.
To determine a character’s INTU goal, add your
CHA and WIS modifiers to 10.
—16—
Character Creation — 03. Determine Attributes
Special Attributes
Health Points and Resolve Points.
Health Points determine how much damage a Item Slots.
character can receive, and Resolve Points determine Item slots determine how many items a warden can
how much hardship or duress a character can equip on their person for immediate use. A warden
withstand. A character’s Current Health Points and has item slots equal to either SIZ + 3 or SIZ + ATH
Current Resolve Points decrease when a warden + 1, whichever is greater. A player can assign gear
receives damage or duress, respectively. The warden to an item slot on their character sheet to equip it.
suffers the Unconscious or Comatose condition if Their warden can use equipped items at any time. A
the respective score reaches zero. A GM can require warden can equip up to three weapons, two ammo
a warden to make a Health roll or Resolve roll containers, and one armor without an item slot.
when they encounter a health hazard or stressful All other gear requires an item slot to equip, unless
situation. A character rolls 1d20 with the goal of indicated otherwise. See Miscellaneous Rules:
rolling less than or equal to the warden’s Current “Equipped and Stored Gear.”
Health or Resolve Points.
• Health Points (HP). A character’s Maximum Adrenaline Points.
Health Points is equal to 10 + STA. Characters begin with zero adrenaline points. GMs
• Resolve Points (RES). A character’s Maximum may award characters with adrenaline points during
Resolve Points is equal to 11 + WIL. gameplay for accomplishing impressive feats or
surviving harrowing attacks. Players can use these
Luck Value. points to enhance their character’s rolls or to bring
Choose an even or odd value. A character succeeds a them back from unconsciousness. See D20 Rolls:
luck roll if their roll matches their luck value. “Adrenaline Points.”
—17—
Quickstart Guide & System Reference Document
—18—
Character Creation — 04. Choose a Warden Archetype
Savant Seeker
Savants are skill-based wardens, who benefit chiefly Seekers love adventure and travel. Their ward may
from flexibility. They often act as the leader of a send them to settle regions, scout ahead of a party,
warden crew—as the “face” or the “brains”— or explore newly discovered ruins and caverns.
but they can also serve as a jack of all trades. If a Many seekers are avid outdoorsmen and hunters;
warden crew needs something repaired, translated, some are “reformed” criminals; but almost all
or decoded, a savant may be able to puzzle it out. seekers possess a daredevil quality that makes them
They usually specialize in diplomacy, scholarship, uniquely suitable for the job. They often function
or salvaging ancient tech. Savants tend to have as a scout or ranged support in a warden crew, and
the following ideals: Creativity, Industry, or they specialize in exploration, battle tactics, and
Knowledge. theft. Seekers tend to have the following ideals:
Crime, Discovery, and Serenity.
Savant Starting Abilities.
At first level, savants gain the following ability: Seeker Starting Abilities.
• Passive (Adapt): When you roll for a skill in At first level, seekers gain the following ability:
which you have one (+0) or no proficiency level, • Passive (Messenger): Your MOV increases by 5
you can gain a Best-of-Two modifier on the roll. ft. and your sprint by 5 ft.
You can use this ability a number of times equal • Passive (Hunter): You have +10 to the range
to your LOG modifier before your next full rest. of your bow weapons. Your attacks with a bow
• Passive (Crafty): You do not suffer a Non- weapon ignore the armor score of Beasts and
Proficiency Penalty when you attempt an Monstrosities.
Aptitude-related skill roll in which you do not
have proficiency. This ability includes all Craft Seeker Development.
specialties. At fourth level, seekers may select an ability from
one of the following modules:
Savant Development. • Exploration, Tactics, and Thievery.
At fourth level, savants may select an ability from At eighth level, seekers may select an ability from
one of the following modules: one of the following modules:
• Diplomacy, Salvage, and Scholarship. • Diplomacy, Exploration, The Sight, Tactics,
At eighth level, savants may select an ability from and Thievery.
one of the following modules: At 12th level, seekers may select an ability from one
• Diplomacy, Salvage, Scholarship, The Sight, of the following modules:
and Thievery. • Close-Combat, Exploration, Salvage, Tactics,
At 12th level, savants may select an ability from one and Thievery.
of the following modules: At 16th level, seekers may select an ability from one
• Blood Magic, Diplomacy, Enforcement, of the following modules:
Salvage, and Scholarship. • Artillery, Exploration, Scholarship, Tactics, and
At 16th level, savants may select an ability from one Thievery.
of the following modules: At 20th level, seekers may select an ability from one
• Close-Combat, Diplomacy, Salvage, of the following modules:
Scholarship, and Tactics. • Exploration, Tactics, and Thievery.
At 20th level, savants may select an ability from any
module.
—19—
Quickstart Guide & System Reference Document
Seer Slayer
Seers can use magic or psychic abilities to help, Slayers tend to serve as mercenaries, soldiers, or
heal, or hurt others. Common folks generally fear peace officers. Many slayers used to be local law
and ostracize seers; however, the elite find them enforcement, athletes, or folk heroes who joined
extremely useful, employing them in negotiations or were recruited by wardens. They have fought
and arbitration or to strike fear into the heart against other humans, humanity’s ugly cousins
of their rivals. Seers come from all sorts of (gores and hollows), and animal monstrosities, but
backgrounds but have all (at one point) awoken to they are not always proud of their actions. In the
the power of witchery. They often provide healing name of the gentry they serve, some have committed
and support for a warden crew but can specialize in unspeakable offenses that still keep them up at
The Sight or the reviled Blood Magic. Seers tend to night. Slayers usually provide the frontline for their
have the following ideals: Compassion, Hedonism, crew, either soaking damage or inflicting it. They
or Spirituality. may specialize in close combat, ranged attacks, or
passive imposition. Slayers’ ideals typically gravitate
Seer Starting Abilities. around Justice, Valor, and Wealth.
At first level, Seers gain the following ability:
• Passive (Inherent Ward): You can see characters Slayer Starting Abilities.
and threats with the Action (Fade) and Passive At first level, Slayers gain the following ability:
(Shade) abilities regardless of your VIG goal. • Passive (Favorite Weapon): You have a special
• Action (Finger Torch): You can prick one of bond and aptitude with one specific weapon that
your fingers and cause it to bleed. As an action, you own. On successful attacks with this weapon,
you can expend 1 HP and magically light the you inflict an additional 1 dmg. You can choose
blood so that it resembles a small candle flame a new favorite weapon after a full rest if this
extending from your finger. This flame sheds weapon is lost or destroyed; however, you can
light in a 5 ft radius and lasts up to one hour. It only have one favorite weapon at a time.
cannot damage you. You can dismiss the flame • Passive (Weapon Savvy): If your firearm
as a free action. Req. Blood Magic Witching malfunctions, you can repair the jam with a blitz
Elements. action instead of an action.
—20—
Character Creation — 05. Choose an Ideal
Crime. Valor.
It’s only illegal if you get caught, and you scoff You are easily induced into conflict and constantly
at those who try to catch you. You are skilled at search for your newest conquest. You brag of your
entering and exiting a room unnoticed. You know battle scars and heroic deeds, and you pity those
how to deceive someone when it benefits you. who appear weaker than you.
• Credit: 10 + CHA • Credit: 9 + CHA
• Skill Points: 12 + LOG + APT • Skill Points: 12 + LOG + ATH
• Free Skills: Craft (any), Lore (Urban) • Free Skills: Language (any), Lore (Strategy)
• Familiar Skills: Deceive, Legerdemain, • Familiar Skills: Craft (any), Hide, Sneak, Stunt;
Locksmith, Sneak, Tinker; Ranged. Melee, Ranged.
At the moment, Adélaïde has a credit of 09 and 14 skill points. We assigned three proficiency levels
to her Free Skills immediately, which include Lore (Strategy) and our choice of any one Language
dialect. We selected Language (Backwater) to make sure she can fit in while on missions.
—21—
Quickstart Guide & System Reference Document
Adélaïde now has a credit of 08 and 15 skill points. Her credit is finished, and we can record it in her
character sheet. However, she can still adjust her skill points in the next step before using them to
purchase skills.
—22—
Character Creation — 07. Add Traits
Now Adélaïde’s Maximum Resolve is 12 RES, and she has 14 skill points to spend as she chooses.
—23—
Quickstart Guide & System Reference Document
—24—
Character Creation — 08. Spend Skill Points
Combat Skills. Regional Dialects.
• Melee (ATH): Fighting with close-ranged If your ideals specificies Language as a Free or
weapons to decrease HP. Familiar Skill, you can choose one of the following
• Ranged (APT): Aiming firearms and projectiles options:
to decrease HP. • Backwater: A regional dialect spanning the
Jackson, Fayette, and Shreve territories,
Craft (APT) Skill Specialties. incorporating vocabulary from Cajun French
Craft skills are special manual abilities that require and Latin American Spanish. In the Backwater,
an equipment kit. A warden can choose from five this dialect signifies that someone is a local.
Craft specialties: Arts, Compound, Perform, Smith, • Decent Speech: The language of government
and Writing. Each of these specialties is meant to officials and the elite. Low-born and working
be flexible. For example, an Arts roll can produce class people of the American Lands may distrust
a beautiful painting, but wardens can also use it others who speak to them in this dialect.
to forge an object or design; characters can use a • The Gulf: A regional dialect of the Gulf ward.
Perform roll to imitate another person’s voice just People of the Backwater may view those with the
as easily as they can earn coin in a taphouse; and a Gulf dialect as outsiders but relatively harmless.
Writing roll can compose eloquent poetry as well as • New American: A dialect associated with New
to imitate someone’s handwriting or writing style. American communities and culture. Backwater
Some Craft specialties are more straightforward, folk view New Americans favorably and may
such as a Compound roll, which a character can consider them locals, despite their tenuous
make to restore one use to an emergency kit or a connection with the American Lands.
medicine kit, or a Smith roll to customize a weapon. • New English: A regional dialect of the
Each specialty requires a kit or equipment for Heartlands, also called “Yank speech” by other
use, which characters can purchase in Step 10. territories. It is often associated with privilege
“Purchase Gear.” and dirty politics.
• Arts: Creating convincing products with your • Tidewater: A regional dialect from the mid-
hands. eastern corner of the American Lands. Citizens
• Compound: Mixing herbs with a mortar and of Backwater often associate the Tidewater
pestle. dialect with privilege and wealth.
• Perform: Acting, imitating, or playing music. • Wastelander: A regional dialect of the northern
• Smith: Customizing items and restoring and western Outskirts, which Backwater folk
ammunition. may associate with criminals and outlaws.
• Writing: Composing letters or fiction eloquently.
Distinct Languages.
If your ideals specify Language as a Free or
Familiar Skill, you can choose one of the following
most common languages:
• Angliparla or Spanish: spoken commonly in the
Western Outskirts and the Fayette territory.
• Creole Nouvo: spoken in and around New
Language (COG) Specialties. Orleans in the Fayette and Jackson territories.
All wardens are native speakers of the “vulgar • Franglais or French: spoken in the Jackson
speech,” a bastardized version of the “decent territory, especially among the gentry.
speech” used by the elite and government officials. • Old Speech: found on artifacts and in texts from
By default, wardens are masters of vulgar speech in the Old World.
their regional dialect. When selecting a language, • Sign: communicated by hands and facial
wardens should not select their origin’s dialect. For expression, based on the Vulgar Speech.
the Language skill, wardens can specialize in faking • Vietnamese or Vietglish: spoken in New Orleans,
the following dialects and communicating with the especially the Docks and French Quarter.
following languages. You may also choose modern languages that are not
listed here (e.g. Chinese, Greek, or Arabic).
—25—
Quickstart Guide & System Reference Document
Lore (COG) Skill Specialties. Lore Specialties.
The Lore skill represents a warden’s likelihood • Culture: knowledge in art, literature, and music,
to know specialized knowledge about a subject. including folk traditions and popular culture.
Lore has eight specialties: Culture, History, Law, • History: knowledge of past events and figures, as
Nature, Religion, Strategy, Tech, and Urban. well as when they happened and why.
One of the most valuable uses of Lore specialties • Law: knowledge of regional laws, regulations,
is to leverage them for a Best-of-Two modifier on loopholes, and technicalities.
another skill roll. Almost any specialty can help • Nature: knowledge of an area’s flora and fauna,
a warden succeed on a Research or Persuade roll, as well as where to find them.
for example. A successful Lore (Tech) roll can • Religion: knowledge of regional religions, cults,
help a warden attempt to Tinker, and a successful their practices, and myths.
Lore (History) roll can give a warden the edge on • Strategy: knowledge of both strategies and
identifying an ancient artifact with an Assess roll. tactics in combat or retreat.
• Tech: knowledge of ancient technology and how
it works.
• Urban: knowledge of city secrets, shortcuts,
rumors, and crime.
We also want to purchase proficiency in skills that are unfamiliar to Adélaïde, which cost two
skill points per proficiency level as a result. We purchase two proficiency levels in Survive, and we
purchase one proficiency level in Tinker. These proficiency levels cost six skill points total, so that
we have spent all fourteen of Adélaïde’s skill points.
—26—
Character Creation — 09. Calculate Coinage
—27—
Quickstart Guide & System Reference Document
—29—
Quickstart Guide & System Reference Document
Equipment Kits. Craft Specialty Equipment Kits.
Some skills require equipment kits in certain • Ammunition Kit (lg.) 90 coin. 100 uses; Req.
circumstances, such as First Aid, which requires a Craft (Smith) skill. Use this kit to recover basic
first aid kit to reduce a condition’s duration. Craft rounds for firearms, arrows, and bolts.
Specialty skills also require unique equipment. For • Arts Kit (lg.) 150 coin. 15 uses; Req. Craft (Arts)
example, a musician needs to have an instrument in skill. Use this kit to create basic art objects and
order to attempt a Craft (Perform) roll to serenade to forge an artwork, object, or badge.
another character. If a character does not have the • Composition Kit (lg.) 100 coin. 10 uses; Req.
required equipment for a skill, a GM should decide Craft (Writing) skill. Use this kit to write
whether the character needs special equipment to elegantly and to forge documents.
attempt that skill roll. If they do, the character • Compound Kit (lg.) 90 coin. 5 uses; Req. Craft
must improvise the equipment and receive a Worst- (Compound) skill. Use this kit to recover
of-Two modifier on the skill roll. Each kit requires medicine kit uses and to create poison vials.
one item slot despite containing multiple items. • Instrument (lg.) Unlimited use. Req. Craft
(Perform) skill. Banjo (60 coin), Fiddle (60
Skill-Based Kits. coin), Guitar (60 coin), Harmonica (25 coin).
• Disguise Kit (lg.) 210 coin. Unlimited use; Req.
Disguise skill. Use a disguise kit for the Disguise Body Armor.
skill to fit in with a particular social class or Characters equip armor to improve their armor
scene, to impersonate a public figure, or to score and reduce damage.
camouflage a person/object. • Heavy Fabric (md.) 75 coin. 1 armor score.
• Emergency Kit (lg.) 175 coin. 10 uses; Req. • Leather Vest (md.) 150 coin. 2 armor score.
Nurse skill. Use an emergency kit for both the • Padded Leather (lg.) 250 coin. 3 armor score,
Nurse (Mental) and Nurse (Physical) skills -10 MOV.
to recover RES or HP, respectively, and to
restore consciousness after the Comatose and Weapons.
Unconscious conditions. Weapons are items that characters equip and use
• First Aid Kit (lg.) 50 coin. 5 uses; Req. First Aid to inflict damage upon a target. Each weapon
skill. Use a first aid kit for the First Aid skill to denotes its size, type, cost, damage, and any special
reduce the duration of basic conditions. property. Below are common special properties.
• Locksmith Kit (lg.) 160 coin. Unlimited use; • Blitz Attack: As a blitz action, you can attack
Req. Locksmith skill. Use a locksmith kit for the with this weapon. Apply a Worst-of-Two
Locksmith skill to pick or rig mechanical locks. modifier to simulate hurried aim.
• Medicine Kit (lg.) 150 coin. 10 uses; Req. Nurse • Hemorrhage: When you hit a target with this
(Physical) skill. Use the medicine kit for the weapon, it must succeed a Health roll or suffer
Nurse (Physical) skill to recover HP and to the Bleeding condition.
restore consciousness from the Unconscious • Injure: When a character takes damage from this
condition. weapon, the target must succeed a Health roll or
• Therapy Kit (lg.) 100 coin. 10 uses; Req. Nurse suffer the Wounded condition for 2d4 hours.
(Mental) skill. Use the therapy kit for the Nurse • Pierce: When you hit a target with this weapon
(Mental) skill to recover RES and to restore or ammunition, the target’s armor score does not
consciousness from the Comatose condition. reduce the amount of damage inflicted.
• Toolbox (lg.) 160 coin. Unlimited uses; Req. • Quiet: While hidden, a Ranged roll with this
Tinker skill. Use the toolbox for the Tinker skill weapon does not reveal your location so long as
to build or repair objects. you roll above an 11.
• Weapon-Cleaning Kit (lg.) 50 coin. 10 uses; Req. • Scatter Shot: A Ranged roll with this weapon or
Tinker skill. Use the weapon-cleaning kit with ammunition can target two adjacent characters
the Tinker skill to remove a wear token from at once, but these targets receive half damage on
a weapon. See Miscellaneous Rules: “Wear a hit.
Tokens.” • Thrown: You can make a Ranged roll to attack
a target with this weapon. The target must be at
least 10 ft away. Each Thrown weapon has its
own range and damage for Ranged rolls.
—30—
Character Creation — 10. Purchase Gear
The quickstart guide has a considerably limited Ranged-Skill Items.
selection of weapons and weapon accessories. All ranged-skill items have a maximum range at
which you can shoot normally. Ranged attacks at
Melee-Skill Items. long range have a Worst-of-Two modifier. Manual
Melee-Skill items are for close-range combat. ranged weapons usually inflict less damage than a
Most melee weapons add a characteristic modifier firearm, but they are considerably stealthier and
(i.e. SIZ, APT, or ATH) to determine their add a characteristic modifier (i.e. APT or ATH) to
damage. The weapon’s range is 5 ft unless specified determine their damage. The following items are
otherwise. Wardens can dual-wield small and available for apprentice wardens:
medium weapons, but wardens have a Worst-of-
Two modifier on attacks with their non-dominant Manual Ranged Weapons.
hand. Large weapons must be wielded with two • Blowgun (sm. dart) 135 coin. 1 + APT dmg,
hands. The following items are available for range 20; Quiet; ammo (darts).
apprentice wardens: • Crossbow (lg. bow) 205 coin. 1d8 + APT dmg,
• Ball Club (md. club): 165 Coin, 1d8 + SIZ dmg. range 40, Blitz Attack, Quiet; ammo (bolts).
• Brass Knuckles (sm. fist-load) 140 Coin. 1d4 + • Shepherd Sling (md. sling) 175 coin. 1d4 +
ATH dmg; +1 Hide (Conceal). ATH dmg, range 60, Blitz Attack, Quiet; ammo
• Combat Knife (md. blade) 165 Coin. 1d8 + APT (balls).
dmg. • Slingshot (lg. sling) 200 coin. 1d8 + ATH dmg,
• Cudgel (sm. club) 165 Coin. 1d6 + SIZ dmg; +1 range 40; Quiet, ammo (balls).
Hide (Conceal). • Shortbow (lg. bow) 175 coin. 1d6 + APT dmg,
• Hatchet Axe (sm. axe) 150 Coin. 1d6 + SIZ dmg; range 40; Quiet; ammo (arrows).
Thrown (range 20; 1d6 + APT dmg). • Longbow (lg. bow) 220 coin. 2d4 + APT dmg,
• Hunting Knife (sm. blade) 140 Coin. 1d4 + APT range 60; Quiet; ammo (arrows).
dmg; Blitz Attack.
• Spear, Half Pike (lg. blade): 170 Coin, 1d4 + Firearms.
APT dmg; range 10 ft. Ranged 1d4 dmg, range • .22 Short (md. pistol) 180 coin. 1d4 dmg, range
20; Pierce. 30; Blitz Attack, Hemorrhage.
• Whip (md. whip): 165 Coin, 1d6 + APT dmg; • .41 Double Derringer (md. pistol) 195 coin. 1d6
range 10 ft. dmg, range 20; Blitz Attack, Hemorrhage.
• .22 Rifle (lg. rifle) 230 coin. 1d8 dmg, range 50;
Hemorrhage.
Damage Bonus for Melee Weapons. • Model 1892 (lg. rifle) 25 coin. 1d8 dmg, range
Melee weapons come in several different 60; Hemorrhage.
categories. The most popular of these are axes, • Model 1897 (lg. shotgun) 320 coin. 1d12 dmg,
blades, clubs, and whips. This weapon category range 20; Hemorrhage.
determines the characteristic modifier that a • Model 1887 (lg. shotgun) 345 coin. 2d6 dmg,
weapon adds to its damage. Axes add SIZ, blades range 20; Hemorrhage.
add APT, clubs add SIZ, and whips add APT.
Fist-loads, unarmed attacks, and improvised
weapons always add ATH.
♦ ♦ ♦
Damage Bonus for Manual Ranged Weapons.
Whereas bows and darts add APT to their
damage, slings add ATH. Firearms do not add
characteristics to their damage.
Ammunition.
• Arrows x 15 (md.) 13 coin.
Req. quiver for storage. When you finish purchasing gear and animal
• Bolts x 15 (md.) 13 coin. Req. quiver for storage. companions with your coin, record them in your
• Darts x 15 (sm.) 7 coin. character sheet. There are special sections for
Req. belt pouch for storage. weapons, ammo containers, and armor, which do
• Steel Balls x 15 (md.) 25 coin. not necessarily take up an item slot. List other
Req. belt pouch for storage. equipped items in the item slot section of your
• Pistol Rounds x 15 (sm.) 15 coin. character sheet and any additional items in the
Req. bandolier for storage. stored gear section. If you purchase an animal
• Rifle Round x 15 (sm.) 45 coin. companion, record its statistics and abilities in the
Req. bandolier for storage. animal companion section of the character sheet.
• Shotgun Rounds x 15 (sm.) 75 coin. Scatter Then proceed to the next step.
Shot; Req. bandolier for storage.
—32—
Character Creation — 11. Determine Backstory
Motivation. Fears.
I.e. what a warden believes, what governs a Determine something that warden character fears.
character’s actions. Use your warden’s ideals to This fear can be a person, place, thing, or action.
develop this part of your backstory. Does religion, Your warden should react accordingly if this fear
knowledge, politics, money, or justice motivate your comes up in gameplay. Perhaps this fear will cause
warden? How does their past and the people that your character additional anxiety.
they know influence their actions?
Buried Secrets.
Items. All people have secrets, and so do wardens.
I.e. what a warden desires, cherishes, lost, or found. Determine at least one secret that your warden has.
Did a relative give the warden an item before dying? You can tie their secret to their backstory, goals,
Did your warden find a mysterious item while or other members of your party. The secret may
exploring a special location? The warden might have influenced or created some of your warden’s
wear or carry the item at all time, or they might features, such as a scar.
tuck it away safely in their pack.
Physical Traits.
E.g. visible qualities of a warden. Does the warden
have identifying features such as tattoos, scars,
birthmarks? Does the warden dress fancily? Do they
appear unkempt or inconspicuously average?
—33—
Quickstart Guide & System Reference Document
Location, Motivation, and a Sentimental Item. Adélaïde and her grandmother grew up along the Red
River in the southern reaches of a territory formerly known as Arkansas. Her grandmother always
knew when and where to find certain herbs. Some wastelanders would come to them for help—
seeking strange brews to solve everything from indigestion to infidelity—but others called her a
witch and would spit three times at the mention of her name. Her grandmother taught Adélaïde
bravery as well as a distrust of other people. Before she passed, Adélaïde’s grandmother passed down
a rusty harmonica, which Adélaïde’s father used to play. Adélaïde buffed out the rust, and now she
plays it for Finn to fend off the loneliness of a long journey.
Traits, Goals, Fears, and Secrets. Adélaïde is as rugged and muscular as the Outskirts demand. She
has short brown hair and a birthmark shaped like a crescent-moon on her left hand. She’s quiet but
not afraid to speak her mind. She trusts Finn more than she trusts her colleagues. Her goal is to find
adventure and maybe a friend or two along the way—people she can trust like family. When she
trusts them, she may share a song or two that she wrote herself. Her music carries a lot of meaning
for her, so she doesn’t like to share it with others. It conveys her feelings, her stories of life on the
road, and even her family secrets, such as the heartbreaking tale of how her parents died so long ago.
—34—
Character Creation — 12. Character Development
—35—
Quickstart Guide & System Reference Document
Artillery Module. Action (Blood Boil). Min. Level 12.
Whenever you select an ability from the Artillery You can expend 2 HP as an action. Blood and
module, you can increase either your VIG goal score steam seethe from your open wounds as you cook
or your RES by one. your enemy from the inside-out. Target character
within 15 ft must succeed a Health roll. On a failure,
Passive (Gunman). Min. Level 4. it receives 1d4 + 2 dmg and suffers the Burned
When rolling damage for a Ranged attack with a condition. On a success, it receives half damage.
firearm, you can reroll your damage dice once per Req. Blood Magic Witching Elements.
turn but must keep the final results.
Action (Fireball). Min. Level 16.
Passive (Slinger). Min. Level 4. You can turn your blood into flame. You can expend
You can use arrows, bolts, and darts as ammunition up to 4 HP as an action and make a Ranged roll
for your sling weapons. You inflict damage normally against a creature within 30 ft. A fireball shoots
according to your sling’s stats. You can also launch forth from your hands. On a success, you inflict 1d6
Ranged explosive items with your sling weapons, dmg per expended HP and the target must succeed
using the sling’s range. a Health roll or suffer the Burned condition for 2d4
hours. Req. Blood Magic Witching Elements.
Passive (Throwing Arm). Min. Level 8.
You can add your BLD modifier to the damage of
weapons with the Thrown property, when you hit a
target with a Ranged attack.
Close-Combat Module.
Passive (Armor Pierce). Min. Level 12. Whenever you select an ability from the Close-
When you make a Ranged attack with a rifle, you Combat module, you can increase either your BLD
inflict damage as if the rifle had the Pierce property. goal score or your RES by one.
—36—
Character Creation — 12. Character Development
Diplomacy Module. Enforcement Module.
Whenever you select an ability from the Diplomacy Whenever you select an ability from the
module, you can increase either your INTU goal Enforcement module, you can increase either your
score or your RES by one. BLD goal score or your HP by one.
—37—
Quickstart Guide & System Reference Document
Healing Module. Passive (Tomb Robber). Min. Level 8.
Whenever you select an ability from the Diplomacy You have a Best-of-Two modifier on REF rolls to
module, you can increase either your REF goal avoid a simple trap. Before you roll, you can instead
score or your HP by one. expend an Adrenaline point to automatically
succeed.
Passive (Field Doctor). Min. Level 4.
You gain an adrenaline point when you roll a Scholarship Module.
natural 20 on a Nurse (Mental) or Nurse (Physical) Whenever you select an ability from the Scholarship
roll. You can also gain an adrenaline point when you module, you can increase either your VIG goal score
roll a natural 19 in one of these skills with mastery. or your RES by one.
Action (Control Destiny). Min. Level 16. Passive (Adrenaline Junky). Min. Level 8.
As an action, expend 5 RES to alter destiny toward You gain two adrenaline points when you roll a
your benefit. You gain a Best-of-Two modifier on natural 20 with a Stunt roll. You can also gain two
all skill and attribute rolls for the next four rounds. adrenaline points when you roll a natural 19, so
Req. The Sight Witching Elements. long as you have mastery in the Stunt skill.
—39—
Quickstart Guide & System Reference Document
—40—
How to Play — D20 Rolls
—42—
How to Play — VIG Order
Melee Attacks. Blitz Actions
Melee attacks are Melee skill rolls with the intent of In their action turn-phase, characters can take a
inflicting damage. The player must declare a target blitz action in addition to an action or they can take
within range of their character’s Melee weapon two blitz actions instead. They cannot take the same
(usually 5 ft) to make a Melee attack. The player blitz action twice in one round. As a blitz action,
then makes a Melee skill roll against the target’s characters can aim, sprint, strategize, and switch
REF goal. The player rolls damage according between equipped items. A character may also have
to the weapon’s damage dice after a success. A abilities or objects they can use as blitz actions.
character can make an unarmed attack to punch,
kick, bite, or scratch an enemy within 5 ft to inflict 1 Aim.
+ ATH dmg. When a character aims as a blitz action, they gain +1
to their Melee and Ranged rolls and missed Melee
Ranged Attacks. rolls do not invoke a counter move, until the end of
Ranged attacks are Ranged skill rolls with the your next action phase.
intent of inflicting damage. The player must select a
target within the weapon’s range to make an attack. Sprint.
Ranged attacks at long range have a Worst-of-Two When a character sprints as a blitz action, they can
modifier. The player then makes a Ranged skill roll move a distance equal up to their sprint speed. A
against the target’s REF goal, and they roll damage character cannot sprint and flee in the same turn-
according to the weapon’s damage dice after a phase.
success.
Strategize.
Taking Damage. When a character strategizes as a blitz action, they
A character may lose HP from its current HP
can redetermine their position in the turn order.
in the form of damage (dmg. An armor score
Instead of a VIG roll, they make a Lore (Strategy)
automatically reduces any damage from an attack
roll and use the result to determine their position in
that a character receives before they subtract it from
the turn order.
current HP, e.g. an armor score of 2 reduces 5 dmg
to 3 dmg. When their current HP drops to zero,
a character must succeed a RES roll or suffer the Counter Actions
Unconscious condition. The character suffers the A character may be able to act through a counter
In Extremis condition instead on a successful roll. action even when it is not their turn. Counter
If an Unconscious character with zero HP receives actions include counter maneuvers and counter
damage, it suffers Death. moves. A character may also have abilities or objects
that they can use as counter actions.
Threaten Attacks.
Threaten attacks are Threaten skill rolls with the Counter Maneuver.
intent of inflicting duress. The player must declare A character can make a counter maneuver when
a target within 30 ft of their character to make a target character leaves the range of their maneuvers
Threaten attack. The player then makes a Threaten without using the flee action. A counter maneuver
skill roll against the target’s INTU goal, describing allows this character to attempt any maneuver
how they intimidate the character. The target against the target as a counter action.
receives 1d4 drss on a successful roll, and the GM
decides how the target responds. Beasts and Cousins Counter Move.
of Humanity are prone to flight. A character cannot When an enemy misses a character with a Melee
make Threaten attacks two turns in a row. attack, that character can make a counter move, so
long as they did not sprint as a blitz action on their
Taking Duress. last turn. A counter move allows the character to
A character may lose RES from its current RES move in any direction equal to their sprint speed.
in the form of duress (drss) when it is terrified,
overwhelmed, or threatened. When a character’s
current RES drops to zero, it suffers the Comatose
condition.
—43—
Quickstart Guide & System Reference Document
—45—
Quickstart Guide & System Reference Document
INTU
BLD
REF
VIG
If a warden discovers an animal in the wild, they (11) (13) (10) (10)
must tame the animal for a companion. Taming a
beast to be a companion requires a Survive roll (DG 11 06 00 25 15 00
20). HP RES armor mov sprint adrn
APT +1 | ATH +1 | CHA +0 | LOG +0 | WIS +2
Training Animal Companions. Skills. Deduce +1, Search +2, Stunt +2,
Companions can learn basic commands, such as Survive +2
“come,” “fetch,” “stay,” “heel,” and “attack.” Combat Skills. Melee +2, Ranged -1
Purchased animal companions know these –Melee. Bite: 1d6 + 1 dmg.
commands automatically. Companions can be –Melee. Tackle: 1d4 + 1 dmg; on a hit, the
taught more advanced commands, such as to scout Wolfhound can attempt the restrain maneuver.
a perimeter, stand guard, or attack an enemy —Passive: Brute–The Wolfhound has a Best-of-
in a specific way (e.g. to restrain an enemy). A Two modifier on Melee rolls against targets with a
warden can spend one day to try to teach a specific lesser BLD goal score.
command to a companion with a Survive roll (DG —Passive: Courier–The Wolfhound can carry a
20). Saddle Bag. No Saddle Req.
—47—
Backwater
Name: Adélaïde Fleury Origin: Outskirts Dialect: Outlander Level: 1
Deceive +0 Persuade +0
+0 +2 Deduce
+cha
+2 Research
+cha
+2
CHA LOG +log +log
Disguise +0 Ride/Steer +0
+1 +0 +cha +ath
Encrypt +2 Search +1
WIS SIZ +log +wis
Legerdemain +2 Survive +1
Attributes +apt +wis
+2 +0
11 12 Locksmith +apt
Threaten +cha
+2
Intuition Reflex Lore Strategy +log
Health Resolve
Even
Luck
Quiver 15 --
ammo container Arrows --- ammo container
type type type type
Coin & Assets Favorable/Unfavorable Traits
Credit: 08 Favorable Traits
• Brave: Increase your RES Maximum by two RES.
Coin: 02
Clothes: Worn
Adélaïde and her grandmother grew up along the Red River in the
southern reaches of a territory formerly known as Arkansas. Her
grandmother always knew when and where to find certain herbs. Some
wastelanders would come to them for help—seeking strange brews to
solve everything from indigestion to infidelity—but others called her
a witch and would spit three times at the mention of her name. Her
grandmother taught Adélaïde bravery as well as a distrust of other
people. Before she passed, Adélaïde’s grandmother passed down a
rusty harmonica, which Adélaïde’s father used to play. Adélaïde buffed
out the rust, and now she plays it for Finn to fend off the loneliness of
a long journey.
REF
VIG
Level 12 Ability: 11 13 10 10
00 25 15 00
Current Current
11 06
ARMOR MOV SPRINT ADRN
Level 16 Ability:
Skills: Deduce +1, Search +2, Stunt +2, Survive +2
Melee +2, Ranged -1
Attacks and Abilities:
Level 20 Ability: – Melee. Bite: 1d6 + 1 dmg.
– Melee. Tackle: 1d4 + 1 dmg; on a hit, the Wolfhound can attempt
the restrain maneuver.
—Passive: Brute–Finn has a Best-of-Two modifier on Melee rolls
against targets with a lesser BLD score.
—Passive: Courier–Finn can carry a Saddle Bag. No Saddle Req.
Backwater
Name: Origin: Dialect: Level:
Deceive +cha
Persuade +cha
Deduce Research
CHA LOG +log +log
Disguise +cha
Ride/Steer +ath
Locksmith +apt
Threaten +cha
Coin:
Clothes:
Archetype: Notes
Level 1 Ability:
Level 1 Ability:
REF
VIG
Level 12 Ability:
Current Current