0% found this document useful (0 votes)
76 views56 pages

Backwater Quickstart Guide Pages

The 'Backwater: Quickstart Guide & System Reference Document' introduces a southern-gothic horror tabletop RPG set in a post-apocalyptic South, where players assume the roles of wardens navigating a dangerous landscape. The game utilizes the Backbone Tabletop Roleplaying System, emphasizing character creation, survival horror mechanics, and a narrative-driven experience. Players engage with themes of order versus chaos, societal decay, and the supernatural, while customizing their characters through various attributes, skills, and backgrounds.

Uploaded by

jwkc130
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
0% found this document useful (0 votes)
76 views56 pages

Backwater Quickstart Guide Pages

The 'Backwater: Quickstart Guide & System Reference Document' introduces a southern-gothic horror tabletop RPG set in a post-apocalyptic South, where players assume the roles of wardens navigating a dangerous landscape. The game utilizes the Backbone Tabletop Roleplaying System, emphasizing character creation, survival horror mechanics, and a narrative-driven experience. Players engage with themes of order versus chaos, societal decay, and the supernatural, while customizing their characters through various attributes, skills, and backgrounds.

Uploaded by

jwkc130
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
You are on page 1/ 56

Quickstart

Guide & System


System Reference Document
Backwater: Quickstart Guide & System Reference Document.
Written by Asa Olson.

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.

For questions contact: [email protected]

Cover: “In the Graveyard” by LA Draws.

Lead Artists: Carlos Eulefí, LA Draws (Ajayi Olajide), Natalie de Corsair.

Creative Credits and Play-Test Credits:


Ann Zimo, Ben Self, David Emmanuel Gray, Francis Squires, Jeff Squires, Kendra Van Rossum, Trever Greene, Z Wagle.

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.
System Reference Document License
Backbone Tabletop Roleplaying System, version 1.0.
Backwater Games permits use of the game system, mechanics, and rules described in this
document. “Use” of these items includes copying, editing, adapting, translating, and
distribution, specifically selling, publishing, and transmission. Backwater Games prohibits
the use of products and product titles, artwork, and logos. Backwater Games may publish
updated versions of this system. When distributing, sections or portions deriving from the
Backbone Tabletop Roleplaying system must be identified as such, and the designated
copyright notice must be included with the product:

Copyright Notice.
Backbone Tabletop Roleplaying System, version 1.0. Copyright 2021, Backwater
Games.

Use of the Backbone Tabletop Roleplaying system indicates your acceptance of these
terms.

Please contact [email protected] if you notice any errors in this document.


Table of Contents
Character Creation
Get Started.......................................................................... 2
01. Determine Characteristics......................................... 11
02. Choose an Origin..........................................................12
03. Determine Attributes.................................................14
04. Choose a Warden Archetype......................................16
05. Choose an Ideal............................................................18
06. Choose Family Fortune.............................................. 20
07. Add Traits.....................................................................21
08. Spend Skill Points...................................................... 22
09. Calculate Coin............................................................ 25
10. Purchase Gear.............................................................. 29
11. Determine Backstory.................................................... 31
12. Character Development.............................................. 33

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

Built with Backbone These character types determine a character’s


The Backbone game system is original. It uses starting abilities and a vague path for future
a 20-sided die for everything except combat abilities; however, types do not pigeon-hole a
damage. It is intended to be relatively intuitive and character. There is plenty of opportunity to play as
streamlined. The foundation of this system is a set a Seer with ranged combat abilities, for example.
of four basic attributes that provide both a modifier
(which you add to rolls) and a goal score (which When players create their character, they also
others roll against). When you attempt a skill roll can choose from an abundance of skills. The core
against another character, you simply roll against rulebook provides extensive descriptions of each
one of their attribute goals, for example: basic skill as well as examples for its use. In total,
• When you threaten or deceive a character, you Backbone has 22 basic skills (including Melee
roll against its Intuition goal. and Ranged combat skills). Backbone also has
• When you hide from or sneak by a character, you three specialty skills, which indicate a character’s
roll against its Vigilance goal. knowledge of certain subjects, languages, or crafts;
• When you attack a character, you roll against its characters usually gain two or so specializations for
Reflex goal. free during character creation. Each specialty skill
• When you shove or trip a character, you roll has between five and twelve specialties to choose
against its Build goal. from.

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

An American Wasteland Order and Chaos.


In a wasteland that was once the United States, In Backwater, a constant tension is felt between
society has rebuilt itself in the name of “The order and chaos, an anxiety that originates in
American Lands.” Following the apocalyptic event the lawlessness following The End and in the
known as The End, communities reassembled distance between Backwater and the Heartland’s
themselves and with new borders. They formed ruling Elite. Here, wardens are tasked with
their own governments and eventually consolidated keeping order, tackling plots bent on destabilizing
four wards into one nation, bent on survival. regional government, from political machiantions
and assassination attempts to rising demagogues
In the northeast, the Heartlands ward holds the and class rebellion. Good and bad are not always
nation’s capital and so many of the country’s elites. clear cut. The people they serve may be cruel and
Its largest cities were destroyed in the events of immoral, while the people they confront may be
The End, but small cities rose up in their stead, victims. Overzealousness may reflect that order
including Providence, the nation’s new capital city. itself is at stake in a rebuilding world or it may
Directly below the Heartlands, the Tidewater ward simply be the desperation of those left out of the
supplies the rest of the American Lands with a vision to rebuild.
variety of crops, yet is constantly at war with itself
due to powerful families vying for land, power, and The End of the Old World.
money. In the Southeastern corner is the Gulf ward The citizens of the American Lands know little
and its plethora of rough-and-tumble seaman and about the Old World and yet revere it greatly. The
sailors. The nation relies heavily on the Gulf and ruins of old America and its technology haunt this
its ports for trade and travel yet struggles with its world as reminders of what once was a supposedly
rampant piracy and the horrors of the deep. And edenic existence and what it has become: a withered
finally in the Deep South of the American Lands society struggling to take root in the midst of the
is Backwater ward, the newest and most dangerous Old World’s stony rubbish. Among the elites, some
ward. It is a region still rebuilding among the revere the past so fervently that they worship it.
swamps, bayous, and crumbling streets, a region This Founders cult worships the line of American
at the edges of society where order is tenuous and Presidents as prophets and brag of (or invent)
anything can happen. lineages leading back to these great statesman.

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

Basic Terminology Character Creation Terminology


Player. Goal Score.
The player is someone who participates in the game. Goal scores or goals are numbers that a player
Besides the GM, all players roleplay as characters makes a skill roll against to accomplish a task.
within a narrative, usually playing cooperatively When a player rolls above the goal, their character
toward a similar end. succeeds at their task. They fail when they tie or
roll below the goal.
Game Master (GM).
The GM is a special type of player who crafts the Modifier.
game narrative, plays non-player characters, and Modifiers are numbers that a player adds to skill
referees the rules. Their goal is to make the game rolls.
fun for all involved, and they can modify the rules
toward this end. Special Modifiers.
Special Modifiers include “Best-of-Two” and
Character. “Worst-of-Two” modifiers. A Best-of-Two
A character is a fictional person or role within the modifier requires the player to take the best result
game’s narrative. Players roleplay as characters, of two rolls. A Worst-of-Two modifier requires the
which we call player-characters, by incorporating player to take the worst result of two rolls.
their backstories, making decisions, and acting for
them, accordingly. GMs develop and roleplay as Characteristics.
characters called non-player characters (NPCs), Characteristics are modifiers that represent a
with whom the player-characters interact. NPCs character’s natural abilities. Each player has
drive the GM’s narrative and have statistics of their eight characteristics: Athleticism, Size, Charisma,
own. Aptitude, Logic, Wisdom, Stamina, and Willpower.

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.

Resolve Points (RES). Credit.


Resolve Points determine how much hardship or Credit dictates how much coin a character begins
duress a character can withstand. A character suffers with. Credit also indicates the general living
the Comatose condition at zero RES. When making standards a person can afford, as well as their
a Resolve roll a character must roll below than their relative status in society.
current RES.
Coin.
Movement Rate (MOV). Coin is the currency used in the American Lands.
MOV determines how many feet a character can Coin consists of gold and is stamped with the profile
move in a turn of combat. of their leaders. Characters can use coin to purchase
gear.
Armor Score.
Armor score reduces the damage that a character Equipped Gear.
receives. Equipped gear refers to an item or weapon that a
warden can use freely. A player can assign gear to an
Warden Archetype. item slot to equip it.
An archetype or warden archetype determines what
abilities a character can gain as they become more Stored Gear.
competent. Stored gear refers to an item or weapon that the
warden can access when they take 15 minutes to
Ideals. rummage through their packs in town or one hour
Ideals represent a warden’s values or interests. They to unpack and repack outside of town. Stored gear
define a character’s wealth and typical skillset. A does not require an item slot.
warden’s ideals also determine their credit and how
much coin they have. Mastery.
Mastery denotes that the player has an increased
Skill. chance to critically succeed at a skill. A character
A skill is a learned ability that a warden can use as scores a critical success when they roll a natural 19
an action. Each warden begins with proficiency in or 20 with mastery in a skill.
skills that they select based on their ideals. These
proficiency levels simulate a character’s experience
in that skill. Wardens can gain proficiency levels in
skills when they level up, and they add a modifier to
rolls based on their proficiency level in that skill.

—7—
Quickstart Guide & System Reference Document

Character Sheets D3. Movement Rate & Sprint Speed.


MOV determines how many feet a character can
Characters are so much more than their character
sheets. Players create their character with every move in a turn. Sprint determines how many
choice they make and word they say. However, a additional feet a character can move when sprinting
character’s statistics influence how players roleplay as a blitz action or fleeing as an action.
and perform within the game system. These
statistics are recorded in their character sheet. The D4. Item Slots.
following pages provide descriptions of commonly- Item slots determine how many items a warden can
used statistics and two figures that highlight the equip on their person for immediate use. A warden
location of these statistics in the standard character can use equipped items at any time. All gear requires
sheet. an item slot to equip, unless indicated otherwise.

A. Characteristics. D5. Adrenaline Points.


Characteristics are modifiers that represent a Characters begin with zero adrenaline points.
warden’s natural abilities. A player adds these Players can use these points to enhance their
modifiers to skill rolls. Each character has character’s rolls or to bring them back from
eight characteristic modifiers: Aptitude (APT), unconsciousness. They gain adrenaline points
Athleticism (ATH), Charisma (CHA), Logic through excellent roleplaying or impressive feats.
(LOG), Wisdom (WIS), Size (SIZ), Stamina
(STA), and Willpower (WIL). D6. Armor Score.
Wardens begin with zero armor. Their armor score
reduces damage from Melee or Ranged attacks.
B. Origin and Dialect.
Armor reduces the amount of damage that character
An origin denotes where a warden and their
receives when hit by an attack. A character can
family is from, and it can influence some of their
equip only one type of armor at a time; however,
characteristics, the dialect they speak, and their
armor does not require an item slot to be equipped.
family fortune.

C. Basic Attributes. E. Warden Archetypes.


A warden archetype denotes a warden’s basic
Attributes consist of goal scores and modifiers that
function or duty, and it determines their starting
represent a character’s learned abilities, including
abilities as well as the vague path of abilities they
their Vigilance, Build, Intuition, and Reflex.
can follow at later levels. These abilities are
An attribute’s goal score serves as the Dice Goal
recorded on the backside of the character sheet.
against which a character makes certain rolls, and a
There are four archetypes or warden archetypes to
modifier is added to attribute rolls.
choose from: Savant, Seeker, Seer, and Slayer.

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

Character Creation Overview


1. Determine Characteristics. 1
Choose from a set of eight builds to determine 2 2. Choose an Origin.
your characteristics. Each character has eight Select your character’s origin, i.e. their regional
characteristic modifiers: Athleticism, Size, Charisma, ancestry and family name. An origin determines a
Aptitude, Logic, Wisdom, Stamina, and Willpower. warden’s dialect of vulgar speech, family fortune,
A player adds these modifiers to skill rolls and uses and adjusts a warden’s characteristics. A warden can
characteristics to determine a warden’s attributes. choose from eight origins: the Jackson, Fayette, and
Shreve territories of the Backwater; the Heartland,
Gulf, and Tidewater wards; and the Outskirts and
3. Determine Attributes. 3 New American communities.
Use your characteristics to calculate your character’s
four attribute goals: Vigilance, Build, Intuition, and 4 4. Choose a Warden Type.
Reflex. An attribute’s goal score serves as the Dice A warden archetype denotes a warden’s basic function
Goal (DG) against which a character makes certain or duty within the organization. There are four
rolls. These goal scores also determine modifiers, archetypes to choose from: Savant, Seeker, Seer, and
which players add to attribute rolls. Slayer. Each archetype tends to be good at certain
tasks or in specific circumstances. Savants adapt
5. Choose an Ideal. 5 to situations. Seekers discover and explore. Seers
Select an ideal, which indicates your warden’s values, have magic or psychic gifts. And Slayers are combat
typical skillset, and credit. A warden can have one specialists.
of twelve ideals: Compassion, Creativity, Crime,
Discovery, Hedonism, Industry, Justice, Knowledge, 6 6. Choose Family Fortune.
Serenity, Spirituality, Valor, or Wealth. A warden’s A warden’s family fortune denotes the economic
ideal determines what skillsets a warden is likely status that they were born into, and it impacts a
to have and how many skill points they have to character’s credit and skillset. Some wardens come
determine their proficiency in these skills. from high-born families in the gentry or upper-
class but sought their path as a peace officer to
7. Add Traits. 7 escape the spotlight. Other wardens come from
Players can expend skill points to purchase Favorable low-born households, growing up in the streets or in
Traits that improve their characters, or players can disadvantaged settings, viewing the career as a risky
add Unfavorable Traits to gain an additional skill but effective way to escape poverty.
point. Players can take up to two Favorable Traits
and two Unfavorable Traits. 8 8. Spend Skill Points.
Skill points are a character creation currency that
9. Calculate Coin. 9 players use to choose which skills their character has
Credit dictates how much coin a warden has on their and how proficient they are at those skills. Calculate
person. To determine your credit, add your warden’s how many skill points you have, and use them to buy
CHA modifier to the predetermined base associated skill proficiency levels for your character.
with your ideals. Then, add the stat adjustment from
your warden’s family fortune and any traits. 10 10. Purchase Gear.
A player can use their coin to purchase gear,
11. Determine Backstory. 11 including various equipment kits, accessories, and
A warden’s backstory provides the player with weapons.
a chance to significantly shape the missions or
campaigns in which they involve themselves. Create
your character’s backstory with the suggestions from
the book or using your own imagination.

—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.

Creating Adélaïde Fleury: Determine Characteristics.


We are building a character named Adélaïde Fleury. We imagine an intelligent, dextrous character,
so we plan to emphasize her Aptitude and Logic modifiers. We distribute our thirteen points so that
our characteristics equal the following:

APT: +2 | ATH: +0 | CHA: +0 | LOG: +2 | WIS: +1

SIZ: +0 | STA: +1 | WIL: -1

Careful in Usher’s Cemetery... Rarely does the past stay buried.

—13—
Quickstart Guide & System Reference Document

02. CHOOSE AN ORIGIN


Origins Is your character multilingual?
A warden’s origin may influence how other
If your character’s background warrants
characters perceive them and modifies
fluency in a distinct language as well as a
their characteristics. An origin is based on a
regional dialect, you can add both in the
character’s regional ancestry and family name.
Dialect section of your character sheet. If
It is essentially invisible, yet people in the
your character is familiar with a language
American Lands put a lot of stock in someone’s
but not fluent, add it as a skill. See Step 08.
home territory and lineage, seeking out clues in
“Spend Skill Points” for other languages.
regional dialects and mannerisms. A warden can
choose from eight origins: the Jackson, Fayette,
and Shreve territories of the Backwater; the Backwater Ward, Jackson Territory.
Heartland, Gulf, and Tidewater wards; and the Jackson is the largest and easternmost territory
unincorporated Northern Outskirts, Western of the Backwater ward. It’s home to Baton Wouj,
Outskirts, and New American communities. Jackson, and New Orleans, the biggest city of the
ward. It also hosts the ward’s most elite families.
An Origin determines a warden’s dialect of Its general attraction is that it’s the safest region
vulgar speech. They speak in this dialect and of the Backwater and the closest territory to the
accent normally, which may impact how other rich Tidewater ward.
characters perceive them. A player can also • Vulgar Dialect: Backwater
select one of four characteristics, which an origin • Stat Increase (+1): APT, ATH, LOG, or STA
supplies, to increase by one (max. modifier +3). • Choose a Family Fortune:
Finally, each origin provides two options for a Working Class or High-born
character’s family fortune (i.e. economic status).

Select one of the following Origins and record it


Backwater Ward, Fayette Territory.
Fayette is the southwestern territory of
on your character sheet. The player can choose
Backwater. Its capital is the eponymous Fayette,
their warden’s family fortune now or later in
one of the largest cities in the Backwater region.
Step 06. “Choose Family Fortune.”
The Fayette territory has a large merchant-class
population in its capital and small settlements on
Want a different origin? the Mississippi river, but otherwise it is the most
Character creation instructions assume that impoverished region of Backwater and perhaps
player-characters are from the American the American Lands.
Lands, but you can create your own origin • Vulgar Dialect: Backwater
with your GM. When you create an origin, • Stat Increase (+1): ATH, CHA, WIS, or
you should define its dialect/language, stat WIL
adjustments, and family fortune options. You • Choose a Family Fortune:
should also define the lore for your origin Low-born or Merchant Class
and how people of Backwater would perceive
you. Backwater Ward, Shreve Territory.
Shreve is the northwestern region of Backwater
with its capital in Shreve Fort, a major port for
the forts and settlements of the northern and
western Outskirts. Although on the edge of
civilization, Shreve’s position between multiple
major rivers means a booming middle class of
merchants and laborers.
• Vulgar Dialect: Backwater
• Stat Increase (+1): APT, CHA, LOG, or SIZ
• Choose a Family Fortune:
Working Class or Merchant Class

—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

The Heartlands Ward.


The Heartlands ward is a region in the northeastern
American Lands. It harbors the capital of the
American Lands as well as a religious cult among After choosing an origin, add your dialect to your
the elite, which incorporates America’s founding character sheet and update your characteristic
fathers and Christianity. Along with Tidewater, the modifiers. You may select your family fortune now
Heartlands is the richest ward. or later.
• Vulgar Dialect: New English
• Stat Increase (+1): APT, LOG, SIZ, or STA
• Choose a Family Fortune:
Merchant Class or High-born

Creating Adélaïde Fleury: Choose an Origin


Adélaïde grew up in the Outskirts, where she got a taste for adventure and exploration. She gains the
Wastelander dialect, which may mark her as rugged or disreputable. We select to improve her STA
modifier by +1. Her characteristic modifiers now look like so:

APT: +2 | ATH: +0 | CHA: +0 | LOG: +2 | WIS: +1

SIZ: +0 | STA: +2 | WIL: -1

—15—
Quickstart Guide & System Reference Document

03. DETERMINE ATTRIBUTES


Basic Attributes Reflex (REF).
Attributes consist of goal scores and modifiers that This attribute relates to attack evasion. Characters
represent a character’s learned abilities. Players make Melee and Ranged skill rolls against a target’s
calculate an attribute’s goal score by adding two REF goal to attack. To determine a character’s
characteristics to a base score of 10. Characters can REF goal, add your ATH and APT modifiers to 10.
improve attributes when they reach an Attribute
Increase (see 1.12 “Character Development”). Calculate Modifiers.
Record your goal scores in the bottom of each
An attribute’s goal score serves as the Dice Goal attribute box on your character sheet. Then
(DG) against which other characters make rolls. calculate the attribute’s modifier by subtracting 11
These goal scores also determine modifiers, which from each score and recording the modifier in the
players add to attribute rolls, which are made in top of the attribute box, e.g. the modifier for a score
reaction to traps and hazards. of 13 would be +2 (13 - 11 = 2).

Vigilance (VIG). Nice. When Can I Start Rolling Dice!?


This attribute represents your passive awareness Hold your horses, partner. You usually
and perception. A character’s VIG goal is used to use attributes as goal scores. You will make
determine turn order, and characters make Hide attribute rolls only in reaction to traps,
and Sneak skill rolls against a target’s VIG goal to hazards, and special abilities. Most of your
conceal their presence. To determine a character’s rolls will be skill rolls, like Search
VIG goal, add your LOG and WIL modifiers to 10. (to find stuff), Stunt (to muscle stuff),
and Assess (to sense deceit).
Build (BLD). You pick your skills later!
This attribute relates to force application and size.
Characters make Stunt skill rolls against a target’s
BLD goal to disarm, shove, trip, or restrain them.
To determine a character’s BLD goal, add your SIZ
and STA modifiers to 10.

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.

Creating Adélaïde Fleury: Determine Attributes


Adélaïde is very aware and observant of her surroundings. She has an above-average build and is
fairly nimble. However, she struggles to catch deception and can occasionally be manipulated.
Her basic attributes and their calculations look like so:

VIG: 11 (+0)—10 + 2 LOG - 1 WIL BLD: 12 (+1)—10 + 0 SIZ + 2 STA


INTU: 11 (+0)—10 + 0 CHA + 1 WIS REF: 12 (+1)—10 + 2 APT + 0 ATH

—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.”

Movement Rate (MOV). Armor Score.


MOV determines how many feet a character can Wardens begin with zero armor. This score reduces
move in a turn of combat. To calculate MOV, damage, and a warden can increase this score by
multiply your ATH modifier by five and add it to purchasing body armor.
20.

Sprint Speed (Sprint).


Sprint determines how many additional feet a
character can move in a turn of combat by sprinting
as a blitz action. To calculate sprint, multiply your
ATH modifier by five and add it to ten.

Creating Adélaïde Fleury: Determine Special Attributes


Adélaïde is fairly durable, but she is prone to fright. She also does not have the most impressive
natural speed or bulk for carrying items. However, we can modify these attributes in later steps of
character creation.

Adélaïde’s special attributes now look like so:

Maximum Health: 12 HP—10 + 2 STA Maximum RES: 10 RES—11 - 1 WIL


MOV: 20—20 + (0 ATH x 5) Sprint: 10—10 + (0 ATH x 5)
3 Item Slots—0 SIZ + 3

We selected the Odd luck value for Adélaïde.

—17—
Quickstart Guide & System Reference Document

04. CHOOSE A WARDEN ARCHETYPE


Warden Archetypes
A warden archetype denotes a warden’s basic
function or duty within the organization. There
are four archetypes or warden archetypes to choose
from:
• Savant
• Seeker
• Seer
• Slayer

Each archetype tends to be good at certain tasks


or in specific circumstances. Savants adapt to
situations. They can be talkers or doers. Seekers
tend to focus on discovery and exploration. They
are some of the few individuals with the training
and know-how to survive beyond the western or
northern Outskirts. Seers are wardens gifted with
the Sight. Locals are just as fearful as The Sight
as they are of glam and witchery, yet seers may
be the most useful and the rarest sort of warden.
Finally, although all wardens are trained in combat,
slayers are combat specialists. Some gentry employ
them as bodyguards, while others (like those of the
Tidewater) use them as personal soldiers.

The quickstart guide provides two default starting


abilities per archetype. The core rulebook provides
players with one default starting ability per archetype
and three options for a second starting ability.

Dr. Charlotte Mountjoy brandishes her bonesaw


before a routine surgery.

Creating Adélaïde Fleury: Choose a Warden Archetype.


We imagine Adélaïde’s experience in the Outskirts primed her to become a Seeker. She would excel
at hunting, tracking, and exploring new landscapes. We selected the Seeker archetype and added
the default abilities, “Messenger” and “Hunter,” to our Character Sheet. As Adélaïde develops, we
anticipate adding abilities from the Exploration module as well as the Tactics module to round out
her combat abilities.

—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.

Seer Development. Slayer Development.


At fourth level, seers may select an ability from one At fourth level, slayers may select an ability from
of the following modules: one of the following modules:
• Blood Magic, Healing, and The Sight. • Artillery, Close-Combat, and Enforcement.
At eighth level, seers may select an ability from one At eighth level, slayers may select an ability from
of the following modules: one of the following modules:
• Blood Magic, Diplomacy, Healing, The Sight, • Artillery, Close-Combat, Enforcement, Blood
and Tactics. Magic, and Tactics.
At 12th level, seers may select an ability from one of At 12th level, slayers may select an ability from one
the following modules: of the following modules:
• Artillery, Blood Magic, Healing, Scholarship, • Artillery, Close-Combat, Enforcement,
and The Sight Exploration, and Thievery.
At 16th level, seers may select an ability from one of At 16th level, slayers may select an ability from one
the following modules: of the following modules:
• Blood Magic, Exploration, Enforcement, • Artillery, Healing, Close-Combat,
Healing, and The Sight. Enforcement, and Salvage.
At 20th level, seers may select an ability from one of At 20th level, slayers may select an ability from one
the following modules: of the following modules:
• Blood Magic, Healing, and The Sight. • Artillery, Close-Combat, and Enforcement.

—20—
Character Creation — 05. Choose an Ideal

05. CHOOSE AN IDEAL


Ideals Hedonism.
An ideal indicates a warden’s values, typical skillset, You delight in the finer things of life: drinks,
and credit. A warden can have one of twelve ideals; tobacco, and food. Pleasure and enjoyment motivate
only five are listed in the quickstart guide. Each you, and you do what you can to obtain these things.
warden archetype lists common ideals for their Temptation beckons, and you answer the call.
line of work; however, a player should pick the • Credit: 9 + CHA
ideal that best fits their character. A warden’s ideal • Skill Points: 12 + LOG + CHA
determines how many skill points a player has for • Free Skills: Craft (Perform), Lore (Culture)
their warden. Players can spend these skill points in • Familiar Skills: Deceive, Disguise, First Aid,
Step 08. “Spend Skill Points” to determine skills Hide, Legerdemain, Persuade, Threaten.
in which a warden is proficient and what level of
proficiency the warden has for these skills. Wardens Knowledge.
can begin with any skill but some cost fewer skill You always have your nose in a book and your head
points based on what skillset a character likely in the clouds. You prefer to experience the world
has for their ideal. This skillset consists of “Free through your books, but curiosity can goad you into
Skills,” in which a warden automatically gains three action.
levels of proficiency, and “Familiar Skills,” which • Credit: 11 + CHA
a warden can obtain a proficiency level for only one • Skill Points: 12 + (LOG x 2)
skill point. All other skills cost two skill points per • Free Skills: Lore (History), Lore (Tech)
proficiency level. Select an ideal for your warden • Familiar Skills: Assess, Deduce, Encrypt, First
and record it on your character sheet. Aid, Language (any), Research, Survive.

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.

Discovery. After selecting an ideal, calculate your warden’s


The most interesting thing in the world is what’s current skill points and credit. Players will modify
on the other side of that hill. You leap at the these totals according to their character’s fortune
opportunity to travel outside the city and sleep and traits in the following steps.
beneath the stars.
• Credit: 11 + CHA The quickstart guide provides only five ideals to select
• Skill Points: 12 + LOG + WIS from. The core rulebook supplies twelve.
• Free Skills: Craft (Compound), Lore (Nature)
• Familiar Skills: Hide, Ride/Steer, Search,
Survive; Ranged.
Creating Adélaïde Fleury: Choose an Ideal.
The natural ideal for Adélaïde is “Discovery”; however, we imagine that Addy is quite adventurous
and competitive. We selected the “Valor” ideal.

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

06. CHOOSE FAMILY FORTUNE


Fortune Warden Origin and Family Fortune.
A warden’s family fortune denotes the economic • Jackson Territory origin. Choose a Fortune:
status that they were born into. Wardens come Working Class or High-born
from all walks of life. Some wardens come from • Fayette Territory origin. Choose a Fortune:
high-born families in the gentry or upper-class but Low-born or Merchant Class
sought their path as a peace officer to escape the • Shreve Territory origin. Choose a Fortune:
spotlight. They may even hide their background for Working Class or Merchant Class
fear that fellow wardens won’t accept them. Other • New Americans origin. Choose a Fortune:
wardens come from low-born households, growing Low-born or Working Class
up in the streets or in disadvantaged settings. They • The Gulf Ward origin. Choose a Fortune:
may have seen their career as a risky but effective Working Class or Merchant Class
way to escape poverty. • The Heartlands Ward origin. Choose a Fortune:
Merchant Class or High-born
Charismatic or industrial wardens may have • The Outskirts origin. Choose a Fortune:
advanced their economic status since then; however, Low-born or Working Class
their fortune may have given them a setback along • Tidewater Ward origin. Choose a Fortune:
the way. The working and merchant classes of the Merchant Class or High-born
American Lands have recently experienced a boon;
as trade and access to education expand, some Family Fortune Stat Adjustments.
workers strike out independently, and merchants • Low-born Stat Adjustments:
seek to match the gentry’s social and political +2 Skill Points and -2 credit
power. As a result, wardens born from the working • Working Class Stat Adjustments:
or merchant classes may seek to escape the crowded +1 Skill Point and -1 credit
and competitive atmosphere. • Merchant Class Stat Adjustments:
-1 Skill Point and +1 credit
• High-born Stat Adjustments:
+2 credit and -2 Skill Points

After selecting a fortune, record it on your


character sheet along with your adjusted credit.
Update your skill point total and proceed to the
next step.

Creating Adélaïde Fleury: Choose Family Fortune.


Adélaïde is from the Outskirts, so we can select either a Low-born or Working Class fortune for her.
We select Working Class, which means that Adélaïde receives an additional skill point and that her
credit decreases by one.

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

07. ADD TRAITS


Traits Favorable Traits (-1 Skill Point).
Traits promote variety among wardens. A trait may • Attribute Increase: Increase an attribute goal
also help build and develop a character’s backstory, score of your choice by one.
such as their struggle with addiction or their • Ambidextrous: You do not receive a Worst-of-
superior bravery as an explorer. Players can expend Two modifier for wielding a small one-handed
skill points to purchase favorable traits that improve Melee weapon or a pistol with your off-hand.
their characters, or players can add unfavorable • Brave: Increase your RES Maximum by two
traits to gain an additional skill point. Players can RES.
take up to two favorable traits and two unfavorable • Bulky: Gain an additional item slot. You can take
traits. Some traits have the opposite effect (such this trait more than once.
as the Bulky and Weak-Framed traits) and negate • Fast: Increase your MOV or Sprint by five ft.
each other; a player should not add both of these • Expert: You can purchase up to three levels of
traits. The player spends the remaining points to proficiency (+2) when spending skill points. You
purchase skill proficiencies in Step 08. “Spend gain mastery in one skill of your choice.
Skill Points.” • Healthy: Increase your RES Maximum and your
HP Maximum by one.
After selecting traits, record them on your character • Lucky: Once per day, after failing a luck roll,
sheet and adjust your skill points accordingly. you can choose to succeed.
• Tough: Increase your HP Maximum by two HP.
• Well-Off: Increase your credit by one. You can
Unfavorable Traits (+1 Skill Point).
take this trait more than once.
• Attribute Decrease: Decrease an attribute goal
score of your choice by 1.
• Indebted: Decrease your credit by one.
• Delicate: Decrease your HP Maximum by two
HP. You can take this trait more than once.
• Flat-footed: Decrease your sprint by five ft.
• Near-Sighted: Decrease your vision by ten ft (i.e.
90 ft in normal lighting, 30 ft in dim lighting,
and zero ft in water or underwater).
• Pallid: Decrease your RES Maximum and your
HP Maximum by one.
• Sluggish: Decrease your MOV by five ft.
• Timid: Decrease your RES Maximum by two
RES. You can take this trait more than once.
• Unlucky: Once per day, you automatically fail a
luck roll at the GM’s discretion.
• Weak-Framed: Decrease your item slots by one.

Creating Adélaïde Fleury: Add Traits.


At the moment, Adélaïde’s below-average Maximum Resolve suggests that she is easily frightened.
We imagined her to be more adventurous and unafraid to explore cave patterns and abandoned
buildings. To fashion Adélaïde more to our imagination, we purchase the Brave trait for a skill point.

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

08. SPEND SKILL POINTS


Each “bubble” on the character sheet represents a
Skill Points proficiency level. Wardens can use skills in which
Skill points are a character creation currency that
they do not have proficiency; however, they receive
players use to choose a warden’s skills and their
a Non-Proficiency Penalty (-1) for skill rolls
level of proficiency. Each warden has a number of
without a proficiency level.
skill points according to their ideal and adjusted
according to their family fortune and traits.
Skill List
The cost of each proficiency level for a skill Basic Skills.
depends on the warden’s ideals, which designates • Assess (WIS): Evaluating an object or structure;
Free Skills and Familiar Skills. Free Skills cost tracking time; discerning lies, surroundings, or
no skill points and grant a warden three free magical properties.
proficiency levels per skill (+2). Familiar Skills • Deceive (CHA): Lying, tricking someone
cost one skill point per level. All other skills cost verbally, misdirection.
two skill points per proficiency level. You must • Deduce (LOG): Extrapolating information
always purchase the first proficiency level before about a subject without specialized knowledge.
purchasing a second proficiency level. Players • Disguise* (CHA): Appearing as someone or
cannot purchase a third proficiency level in something else; creating camouflage.
character creation unless they take the Expert trait. • Encrypt (LOG): Ciphering or deciphering
codes; hacking devices.
After purchasing a proficiency level in a skill, • First Aid (WIS): Decreasing the duration of
record it on your character sheet by filling in the basic conditions.
corresponding bubble. • Hide (WIS): Positioning oneself to avoid being
seen; concealing objects.
Free and Familiar Skills for Ideals. • Legerdemain (APT): Stealing, planting, or
Crime (12 + LOG + APT skill points). replacing an object; deactivating traps.
• Free Skills: Craft (any), Lore (Urban) • Locksmith* (APT): Opening locks and doors,
• Familiar Skills: Deceive, Legerdemain, hotwiring, jimmying windows, etc.
Locksmith, Sneak, Tinker; Ranged. • Nurse (Mental Health)* (LOG): Restoring
RES; ending the Comatose condition.
Discovery (12 + LOG + WIS skill points). • Nurse (Physical Health)* (LOG): Restoring
• Free Skills: Craft (Compound), Lore (Nature) HP; ending the Unconscious condition.
• Familiar Skills: Hide, Ride/Steer, Search, • Persuade (CHA): Convincing a target about a
Survive; Ranged. particular idea, concept, or belief.
• Research (LOG): Finding new information;
Hedonism (12 + LOG + CHA skill points). requires an archive, library, or book.
• Free Skills: Craft (Perform), Lore (Culture) • Ride/Steer (ATH): Performing a special
• Familiar Skills: Deceive, Disguise, First Aid, maneuver with a beast of burden or vehicle.
Hide, Legerdemain, Persuade, Threaten. • Search (WIS): Combing an environment for
objects, people, and traps.
Knowledge (12 + (LOG x 2) skill points). • Sneak (ATH): Moving quietly without alerting
• Free Skills: Lore (History), Lore (Tech) those who might hear or see.
• Familiar Skills: Assess, Deduce, Encrypt, First • Stunt (ATH): Climbing, jumping, catching, and
Aid, Language (any), Research, Survive. maneuvers, e.g. disarming and shoving.
• Survive (WIS): Hunting, navigating, and
tracking persons or animals.
Valor (12 + LOG + ATH skill points).
• Threaten (CHA): Frightening, manipulating,
• Free Skills: Language (any), Lore (Strategy)
and intimidating to decrease RES.
• Familiar Skills: Craft (any), Hide, Sneak, Stunt;
• Tinker* (APT): Repairing weapons; restoring
Melee, Ranged.
tech; salvaging mechanical or electrical parts.
*Requires an equipment kit.

—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.

The Devil is most devilish


when he’s respectable...

Creating Adélaïde Fleury: Spend Skill Points.


Adélaïde has 14 skill points to spend. She already added her Free Skills provided by her “Valor”
ideal. This ideal also designates the following Familiar Skills, which only cost one skill point for her
to purchase a proficiency-level: Craft (any), Hide, Sneak, Stunt, Melee, and Ranged. We decide to
buy her two levels of proficiency in Melee, Ranged, and Stunt, which gives her +1 to rolls in addition
to her characteristic modifiers. We also purchase one level of proficiency in Hide, Sneak, and Craft
(Performance). So far, we have spent nine skill points.

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

09. CALCULATE COIN


Credit, Coin, and Clothes Clothes
A character’s credit determines how much coin a Characters begin with two sets of clothing: a
character has and what type of clothing they wear. standard uniform and their off-duty clothing.
Characters spend coin on goods like equipment and Standard uniforms for wardens of any gender
services like lodging. In gameplay, locations like include light blue trousers, heavy shoes, a “kepi”
restaurants may also require a minimum credit or a cap, a leather haversack, a blue jacket with a badge,
minimum-quality of clothing, and rental services and an optional dark-blue, brass-buttoned overcoat.
may base rental rates on a character’s credit. A warden badge denotes their job as well as their
ward of origin as an emblem. Wardens wear these
badges on the sleeves of their overcoat and jacket.
Credit
To determine your credit, add your character’s
Off-duty clothing resembles that of the nineteenth
CHA modifier to the predetermined base associated
century. Worn work clothes might include tattered
with your ideals.
trousers with leather-buckle suspenders and a
striped shirt. Tailored attire might include a high-
Credit for Ideals. collar shirt and double-breasted vest with a cravat
• Crime: 10 + CHA • Knowledge: tie and derby hat or a polonaise dress with a wide-
• Discovery: 11 + CHA 11 + CHA brimmed hat. Use the “Credit and Clothing” table
• Hedonism: 9 + CHA • Valor: 9 + CHA below to determine a warden’s clothing quality,
which impacts how others view them in certain
contexts. In low-income areas, residents may be
Don’t forget fortune adjusts your credit. suspicious of characters in extravagant clothing.
• Low-born: -2 credit Likewise, upper-class establishments may block the
• Working Class: -1 credit entrance of characters in cheap, worn apparel.
• Merchant Class: +1 credit
• High-born: +2 credit Credit and Clothing Table.
Credit Clothes
Coin <9 Worn
Characters can spend coin on equipment. They
9-10 Common
can carry any remaining coin on their person. To
determine coin, multiply their credit by 100. 11-12 Tailored
>12 Fancy
Credit-Based Bonuses.
• Credit 14+: A 50-Coin voucher toward one gear The quickstart guide does not include badges.
customization and each bonus below.
• Credit 12-13: A 50-Coin voucher toward one Record your coin, clothing, and badge emblems on
equipment kit and each bonus below. the backside of your character sheet.
• Credit 10-11: A 50-Coin voucher toward one
ammo container and each bonus below.
• Credit 6-9: One warden kit of your choice.

Creating Adélaïde Fleury: Calculate Coin.


Adélaïde has a credit of 08, which means that she begins with 800 coin. According to the “Credit-
Based Bonuses” table she begins with a voucher for a free warden kit, and according to the “Credit
and Clothing” table she begins with worn clothes for her off-duty clothing.

—27—
Quickstart Guide & System Reference Document

10. PURCHASE GEAR


Gear Clothing.
A player can use their coin to purchase gear, • Common Clothes (sm.) 80 coin
including various equipment kits, accessories, and • Dark Clothes (sm.) 50 coin
weapons. Basic gear and clothing include items • Fancy Clothes (sm.) 160 coin
without specified rules that a warden may want • Rain Clothes (sm.) 50 coin
for improvisation. For example, a warden can use • Tailored Clothes (sm.) 120 coin
chalk to mark their path in a twisty cavern beneath • Warm Clothes (sm.) 50 coin
Backwater or fishing gear to retrieve an item that • Worn Clothes (sm.) 40 coin
rests on a hard-to-reach ledge. All other types of
gear have rules or limitations, such as a torch, which Books.
can be used once and for up to one hour. All gear Book (lg.) 20 coin. Select a book; while equipped
takes up space, so a warden must determine what you can use a book for a Research roll in its subject.
gear to equip or store. All items require one item • “Animalia and Fauna” (Nature)
slot to equip, unless noted otherwise (i.e. “no item • “Ancient Technology” (Tech)
slot req.”). Notable exceptions include armor, two • “Art of the Con” (Urban)
ammo containers, and up to three weapons. All • “Artifacts of the Long Ago” (Tech)
gear has a size, small (sm.), medium (md.), or large • “Arts and Literature” (Culture)
(lg.), which determines how many hands a character • “Backwater History” (History)
needs to use the item and how difficult it is to Hide • “Book of the Occult” (Religion)
(Conceal) that item. It does not affect item slot • “Botany and Flora” (Nature)
requirements. • “Criminal Law” (Law)
• “The General’s Art” (Strategy)
Gear is divided into the following categories: • “History of American Lands” (History)
• Clothing and Basic Gear • “Holy Writ” (Religion)
• Kits • “New Orleans Atlas” (Urban)
• Combat Equipment • “Regional Cultures” (Culture)
• “Regional Law” (Law)
You can also use your coin to purchase an animal • “Soldier’s Handbook” (Strategy)
companions.
Light Sources.
Basic Gear. Candle (sm.) 1 Coin. 1 use.
• Bedroll (md.) 5 coin As an action while equipped, you can light a candle
• Bucket (md.) 2 coin to shed a 5 ft radius of light for one hour.
• Canteen (md.) 2 coin
• Chalk (sm.) 1 coin Electric Torch (md.) 200 Coin. 10 uses.
• Compass (sm.) 10 coin As a blitz action while equipped, you can use an
• Crowbar (md.) 15 coin electric torch to shed light in a 30 ft line and 5 ft
• Fishing Gear (md.) 20 coin diameter for up to 1 hour. The battery drains with
• Flint & Steel (sm.) 10 coin each use, and it recovers two uses per full rest.
• Gambling Games (sm.) 25 coin
• Grappling Hook (md.) 25 coin Lantern* (md.) 50 Coin. Unlim. use.
• Grease (sm.) 10 coin The lantern requires oil in its reservoir to shed
• Mess Kit (md.) 20 coin light. The reservoir holds up to one oil canister. You
• Pillow (md.) 2 coin can fill the reservoir as an action to gain 10 uses. As
• Pipe & Tobacco (sm.) 10 coin an action while equipped, you can use the lantern
• Pitons (sm.) 10 coin to shed a 10 ft radius of light for up to three hours.
• Rope, 50 ft (md.) 10 coin Req. oil in reservoir. *Oil canister not included
• Tent (lg.) 30 coin
• Tinderbox (sm.) 10 coin Torch (md.) 10 Coin. 1 use.
As an action while equipped, you can use a torch to
shed a 15 ft radius of light for up to one hour.
—28—
Character Creation — 10. Purchase Gear
Elixirs and Brews. Saddle Bag (md.) 50 Coin. No Item Slot req.
Poison Vial (sm.) 25 Coin. 1 use. You gain an additional item slot when you attach
A glass vial of scentless, dark green liquid. The this saddle bag to a saddle or a character with the
target must succeed a Health roll or suffer the Passive: Courier ability. You can use the item in this
Poisoned condition for 2d4 hours after it consumes slot freely while within 5 ft of the saddle bag.
this poison or the poison enters the target’s
bloodstream through a successful attack. While Waterproof Skin (md.) 75 Coin.
equipped you can apply this poison to an axe or Firearms do not accumulate wear tokens from the
blade weapon or to an arrow, bolt, or dart as an environment while equipped.
action.

Smelling Salts (sm.) 50 Coin. 1 use.


A cotton packet filled with white crystals and a
tiny vial of water. As an action while equipped, Kits.
you can administer the smelling salt to a Comatose Warden Kits.
target within 5 ft. The target’s Comatose condition Warden kits allow you to equip multiple items with
ends, and the target regains 1 RES; however, it one item slot, so that a character can improvise
must succeed a Health roll or suffer the Confused with a miscellany of gear. Warden kits combine
condition for 2d4 rounds. basic gear, clothes, books, light sources, and elixirs,
each of which normally require an item slot to
Stim Brew (md.) 75 Coin. 1 use. be equipped, into one kit. If a character loses or
A glass jar of dark purple liquid with a dank stench. expends an item from this kit, they can purchase a
As an action, you can drink or administer the stim replacement for it; however, they cannot add new
brew while it is equipped. The stim brew restores items or multiple of the same item to their kit.
2 HP to the target and ends the Unconscious
condition. If a character consumes two or more stim While the warden kit is equipped, you can use its
brews before a full rest, it must succeed a Resolve items as if they were equipped as well.
roll or become Intoxicated for 2d4 hours. • Custom Warden Kit (lg.) 50 coin. You can fill
this kit with up to seven items, consisting of basic
Miscellaneous Gear. gear and up to three of the following: books,
Manacles (sm.) 50 Coin. light sources, elixirs and brews, bear traps, and
As an action while equipped, you can attempt a manacles. You must purchase these items.
Restrain maneuver to use the manacles on a target. • Burglar’s Kit (lg.) 140 coin. Dark clothes,
On a success, the target becomes Restrained. A crowbar, grappling hook, grease, poison vial,
character must succeed a Locksmith roll (DG 14) rope.
with a locksmith kit or a BLD roll (DG 18) to • Clerk’s Kit (lg.) 165 coin. Book, bucket, chalk,
disarm the manacles. flint & steel, lantern, oil canister, pillow,
smelling salts.
Oil Canister (md.) 50 Coin. 1 use. • Explorer’s Kit (lg.) 145 coin. Bedroll, canteen,
As an action, a character can use the oil canister to compass, flint & steel, rain clothes, rope, stim
fill a lantern or apply oil to an arrow or bolt while brew, torch.
equipped. When a character comes into contact • Gendarme’s Kit (lg.) 165 coin. “Criminal Law”
with ignited oil, the character must succeed a book, bucket, chalk, lantern, manacles, oil
Health roll or suffer the Burned condition for 2d6 canister, rain clothes, rope.
hours. • Glutton’s Kit (lg.) 135 coin. Bedroll, chalk,
gambling games, lantern, oil canister, mess kit,
pipe & tobacco.
Saddle (lg.) 200 Coin. No Item Slot req.
• Survivor’s Kit (lg.) 160 coin. Bear trap, canteen,
Without a saddle, characters have a Worst-of-Two
fishing gear, flint & steel, pitons, poison vial,
modifier on Ride/Steer rolls to perform a special
rope, tent.
maneuver with a beast of burden. Characters can
attach up to two saddle bags to a saddle.

—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.

The Grapeshot Revolver of Wdn. Lefty Juventius.


Art by Natalie de Corsair.
—31—
Quickstart Guide & System Reference Document
Ammunition and Ammo Containers. Animal Companions
A warden can carry up to two ammo containers It’s a lonely life as a warden. On the road, they
without using an item slot. Without an ammo may find it hard to trust anyone beside themselves.
container, a warden can hold up to five bolts, Not surprisingly, some wardens keep animals as
arrows, balls, or rounds for each item slot they use. pets, transportation, pack animals, and protection.
Companions include beasts of burden and sidekicks.
Ammo Containers. (Ammunition not included). Characters can not only ride a beast of burden
• Bandolier (md.) 50 coin. Holds up to 30 rounds, but also use it to carry items. Sidekicks can hunt,
no more than two types of rounds. protect, or investigate on behalf of their wardens.
• Belt Pouch (md.) 25 coin. Holds up to 30 darts
and/or steel balls. Animal Companion.
• Quiver (md.) 50 coin. Holds up to 30 bolts and/ • Wolfhound. 300 Coin. See Miscellaneous
or arrows. Rules: “Wolfhound” for stats.
• Thrown-weapon Belt (md.) 50 coin. If you have
equipped a weapon with the Thrown property, The quickstart guide includes only one animal
this belt can hold up to two additional small or companion. The core rulebook includes seven.
medium weapons of the same type.

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.

Creating Adélaïde Fleury: Purchase Gear.


She uses her coin and vouchers to purchase the following items and animal companion:
• Explorer’s Kit (lg. kit) Voucher
• Quiver (md. ammo container) 50 coin
• Harmonica (sm. instrument) 25 coin
• Heavy Fabric (md. armor) 75 coin
• Hunting Knife (sm. blade) 150 coin
• Shortbow (lg. bow) 175 coin
• Arrows x 15 (sm. ammunition) 13 coin
• Wolfhound (animal companion) 300 coin
In total, she spent 788 coin. She has 12 coin remaining.

—32—
Character Creation — 11. Determine Backstory

11. DETERMINE BACKSTORY


Backstory Personality.
A warden’s backstory provides the player with E.g. how a warden acts. Is the warden shy,
a chance to significantly shape the missions or ambitious, or caring? Does the warden have a light-
campaigns in which they involve themselves. GMs hearted attitude or is the warden serious?
can customize the story so that it weaves together
the history, desires, and fears of their wardens; Goals.
however, devising a backstory from scratch can be Wardens often have two types of goals: short-term
very challenging. Below is a list of elements worth and long-term goals. To make these goals effective
considering when building a character. motivations for your warden, tie them to the
warden’s backstory. Usually, short-term goals can
Locations. connect a warden to a mission. Long-term goals can
I.e. where a warden comes from, where a character be used to connect a warden to the entire campaign.
lives now, where a warden received an education The better the goal for the character, the more
or training, where a warden loves to visit, where a involved the player will become in the narrative.
character works. What locations does your warden
value? Use your warden’s origins to develop this Passions.
information. What a warden cares about determines how they
will act or react, especially in moments of conflict.
People. To flesh out your warden’s motivations, choose
I.e. whom a warden likes, hates, idolizes. Does the one thing (e.g. location, person, or item) that your
warden have parents, siblings, lovers, friends, or warden has a passion for and explain why they feel
children? Does the warden have close friends, old passionate about it. Again, a GM is more likely to
friends, or enemies? Where do these people live and involve it in the narrative, if you tie your warden’s
what has happened to them? passion to their 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

Creating Adélaïde Fleury: Determine Backstory.


Backstory. Adélaïde Fleury and her wolfhound Finn are wanderers from the Northern Outskirts.
Adélaïde started as a working class freightwoman who sometimes scouted for expeditions into the
Outskirts and guided gentry on hunting trips. Eventually she was hired to assist a crew of wardens
and realized that she was just as capable as they were, if not more. She decided to seek a new life as a
warden, anticipating the adventures and pay that it held for her and Finn.

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.

Adélaïde is now ready to play!

—34—
Character Creation — 12. Character Development

12. CHARACTER DEVELOPMENT


Four modules provide abilities chiefly for combat
Development situations: Artillery, Close-Combat, Tactics,
Players continue to create their wardens during
and Enforcement. Whereas the Artillery module
gameplay. Players should level up rapidly, obtaining
encompasses ranged weapon abilities, the Close-
a new level after each session, mission, or major
Combat module covers melee abilities. The Tactics
event. The player also receives a Mastery Increase
and Enforcement modules provide a different type
at levels 7 and 14 and an Attribute Increase at levels
of combat expertise. The Tactics module leverages
10 and 20. They also can choose a new ability every
space and setting in combat, while the Enforcement
four levels from a module designated by their class.
modules leverages size and Build.

Level Up The other eight modules (Blood Magic, Diplomacy,


After each session, mission, or major event, Exploration, Healing, Salvage, Scholarship, The
the GM can allow players to “level up” their Sight, and Thievery) typically cover utility and
characters. When a character levels up, they support abilities with some combat moves scattered
gain two skill points, which the player can use among them. Diplomacy and Scholarship modules
to purchase proficiency levels according to their focus on skill-related abilities by enhancing
character’s ideals. If a player does not spend skill Charisma and Logic skills respectively. Both
points immediately, they can spend them after modules aim to make skills more effective and more
any full rest. Familiar skills cost one skill point useful. The Exploration and Salvage modules are
per proficiency level. All other skills cost two skill common for Seekers, as they provide abilities for
points per proficiency level. Characters can have no wilderness survival and improvised weaponry. The
more than five levels of proficiency (+4) in a skill. Healing module includes abilities that benefit from
knowledge of human anatomy or herbs, and the
Mastery Increase (lvl. 7 & 14) Thievery module offers a variety of abilities useful
The player can choose a skill in which their for cat burglars and con artists alike.
character gains mastery when they reach the 7th
and 14th levels. The character achieves a critical The most unique of these modules are those that
success when they roll a natural 19 or 20 on a skill use forbidden or dubious witchery. The Blood
roll with mastery. Players should record which skills Magic module includes powerful abilities that turn
they mastered in the correlating checkbox of their a warden’s blood into a powerful effect, whereas
character sheets. The Sight module provides psychic powers, though
they may exhaust the user’s mind. Finally, Seers
who choose the Conjure ability at first level gain
Attribute Increase (lvl. 10 & 20) access to the Death Magic module, which includes
The player can choose to increase their warden’s powerful abilities of witchery usually wielded by
Maximum Health Points by 1d4 + STA or Fiends and Conjurers. This module is not available in
Maximum Resolve Points by 1d4 + WIL when they the quickstart guide.
reach the 10th and 20th levels. The player can also
improve two different attribute goal scores (REF, When a character reaches the 4th, 8th, 12th, 16th
BLD, VIG, INTU goals) by one. and 20th level, they may select a new ability from
the list of designated modules. A character must
Ability Modules meet the minimum level requirement for a player to
As characters develop, their warden archetype select that bonus. A player may select an ability only
outlines from which modules they can select a new once unless specified otherwise. Some abilities may
ability and improve an attribute. There are thirteen be selected multiple times in order to increase the
modules in total: Artillery, Blood Magic, Close- original ability’s power.
Combat, Death Magic, Diplomacy, Enforcement,
Exploration, Healing, Salvage, Scholarship, In the quickstart guide, each module has only four
The Sight, Tactics, and Thievery. Each module abilities to select from. The core rulebook has eight
encompasses a broad theme and comes with an abilities per module.
attribute bonus.

—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.

Blood Magic Module. Counter (Guard). Min. Level 4.


Whenever you select an ability from the Blood As a counter when hit with a Melee attack, you can
Magic module, you can increase either your INTU reduce its damage by half before damage is inflicted.
goal score or your HP by one. You can do this once per full rest.

Counter (Bulletproof ). Min. Level 4. Passive (Hefty). Min. Level 8.


When you are hit by a ranged attack with a firearm, When you inflict damage with a large Melee
you can expend 1 HP to halve its damage as a weapon, you can add your BLD modifier to the
Counter. Your body slowly expels the bullet and damage.
blood from your wound. A character can use the
Bulletproof ability without Witching Elements. Passive (Martial Artist). Min. Level 12.
Your unarmed attacks ignore the target’s armor
Action (Recovery). Min. Level 8. score.
You can expend 2 HP as an action to restore 2d4
HP to another character. Small scratches, wounds, Passive (Bloodlust). Min. Level 16.
and scabs quickly close and heal with a faint You gain an adrenaline point when you reduce a
crimson glow. You may select this bonus multiple target to zero HP.
times. Each time you choose this ability, you restore
an additional 1d4 HP. Req. Blood Magic Witching
Elements.

—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.

Passive (Conversationalist). Min. Level 4. Passive (Formidable). Min. Level 4.


You gain an adrenaline point when you roll a When you succeed with a Threaten attack, you now
natural 20 with a Persuade or Deceive roll. You inflict 1d6 drss.
can also gain an adrenaline point when you roll a
natural 19 in one of these skills with mastery. Passive (Mettle). Min. Level 4.
The first time that you fall to zero HP after a full
Passive (Imposing). Min. Level 4. rest, you immediately recover 1d4 + STA HP
When you succeed at a Threaten attack, you can and do not suffer the In Extremis or Unconscious
add your CHA modifier to any duress you inflict. condition.

Passive (Irrepressible). Min. Level 8. Passive (Ruffian). Min. Level 8.


You can reduce the amount of duress you receive by Your unarmed attacks now inflict 1d4 + ATH dmg.
an amount equal to your CHA modifier when you
fail a Resolve roll. Passive (Heavily Armored). Min. Level 8.
While wearing Iron Plate or Splint body armor, you
Action (Distract). Min. Level 12. can ignore the Hemorrhage property of weapon
You can make a Deceit skill roll against the INTU attacks against you.
goal of a target within 30 ft and describe how you
try to distract the character. On a success the target Exploration Module.
cannot speak or act until the start of your next Whenever you select an ability from the
action turn-phase, except for a Melee or Ranged Exploration module, you can increase either your
roll. VIG goal score or your HP by one.

Passive (Tracker). Min. Level 4.


You gain an adrenaline point when you roll a
natural 20 with a Search or Survive roll. You can
also gain an adrenaline point when you roll a
natural 19 in one of these skills with mastery.

Passive (Wayfarer). Min. Level 4.


You can move normally while swimming, climbing,
or passing through difficult terrain. You have a
Best-of-Two modifier on BLD rolls to escape the
Warden Will Restrained condition.
Zhang stands
watch, while his
Passive (Hardy). Min. Level 8.
companions catch
Your MOV is not reduced by the Poisoned or
some shuteye.
Wounded conditions. You only need to expend 5 ft
of MOV to stand and end the Prone condition.

Counter (Chasseur). Min. Level 12.


When you are hit by a Ranged attack but have
cover, you can use a counter action to reduce its
damage by half before damage is inflicted.

—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.

Passive (Medic). Min. Level 4. Passive (Disillusioned). Min. Level 4.


You can use a First Aid roll instead of a Nurse You have read about it before. You can reroll up to
(Physical) roll to use a medicine kit. On a success, one Resolve roll per full rest. When you receive
you can expend an adrenaline point to restore duress from the “Terrifying” ability, you can reduce
double health points. the duress you receive by an amount equal to your
LOG modifier.
Passive (Vital Strike). Min. Level 8.
You know where to poke an enemy. You can add Passive (Specialist). Min. Level 4.
your LOG modifier to your damage instead of APT You have a Best-of-Two modifier on Lore and
when you hit a target with a blade weapon. Language rolls in which you have at least one
proficiency level.
Passive (Corpsman). Min. Level 12.
When you make a successful First Aid roll with a Passive (Versatile). Min. Level 4.
first aid kit, you can now reduce condition durations Choose a characteristic. You do not suffer a Non-
by 1d6 or expend an adrenaline point to remove all Proficiency Penalty when you attempt a skill roll
conditions. related to this characteristic. You can select this
ability multiple times. Each time you select this
Salvage Module. ability, you must choose a new characteristic.
Whenever you select an ability from the Salvage
module, you can increase either your REF goal Passive (Cryptozoologist). Min. Level 8.
score or your HP by one. Your Melee and Ranged attacks deal an additional 1
dmg against threats with the “Overwhelming” and
Passive (Cautious). Min. Level 4. “Terrifying” abilities.
You have a Best-of-Two modifier on Search rolls
to find simple traps and Legerdemain rolls to Passive (Armor Enthusiast). Min. Level 8.
deactivate simple traps. You are unaffected by the MOV penalties of any
armor you equip. You have a Best-of-Two modifier
Passive (Renovator). Min. Level 4. on concealing armor that you equip with an armor
When you succeed a Tinker roll with a weapon- score less than three.
cleaning kit, you do not expend a use; however,
you expend two uses on a failure. On a success, you The Sight Module.
can expend an adrenaline point to remove all wear Whenever you select an ability from The Sight
tokens from a weapon. module, you can increase either your INTU goal
score or your RES by one.
Passive (Demolitionist). Min. Level 8.
You inflict an additional 2 dmg with explosive items. Action (Foresight). Min. Level 4.
The blast radius of your explosive items increases by As an action, expend 2 RES. Within the next
5 ft. two minutes, you can reroll one skill roll or force
another player to reroll one skill roll, before the
GM declares the roll is a success or failure. Req.
The Sight Witching Elements.
—38—
Character Creation — 12. Character Development
Counter (Glimmer). Min. Level 8. Thievery Module.
When the target makes a Melee attack against you, Whenever you select an ability from the Thievery
you can expend 4 RES as a counter to make a Melee module, you can increase either your REF goal
attack against the attacker. At the last second, you score or your RES by one.
glean your opponent’s intentions and use their
attack as an opening. Req. The Sight Witching Passive (Burgle). Min. Level 4.
Elements. You can select this ability multiple times. You have a Best-of-Two modifier on Hide and
Each time you choose this ability, you can reduce Sneak rolls in dim light and darkness. After you fail
the RES cost of Glimmer by 1. one of these rolls, you can expend an adrenaline
point to succeed instead.
Counter (Psychic Deflection). Min. Level 12.
When you are hit by a Ranged attack, you can Passive (Nightowl). Min. Level 4.
expend 3 RES as a counter to make the attack to To achieve a full rest you need four hours of sleep or
miss you. Req. The Sight Witching Elements. two hours if you expend an adrenaline point.

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.

Tactics Module. Passive (Kleptoparasite). Min. Level 12.


Whenever you select an ability from the Tactics Your animal companion can reroll critical failures
module, you can increase either your BLD goal when attempting Hide or Sneak rolls. Your Hawk,
score or your HP by one. Raven, or Messenger Pigeon companion has a Best-
of-Two modifier on Legerdemain rolls.
Counter (Tripping Dodge). Min. Level 4.
When a target within 5 ft misses you with a Melee
attack, you can use the Trip maneuver as a counter
against the target. If you fail, you can expend an
adrenaline point to automatically succeed.

Passive (Backpedal). Min. Level 4.


When you succeed at a Threaten attack, the target
must succeed a Resolve roll or backpedal up to 5 ft.
You choose which direction the target backpedals;
however, the target cannot backpedal toward you.

Passive (Tamer). Min. Level 8.


Your mutt or wolfhound companion has a Best-of-
Two modifier when attempting a Stunt roll for a
maneuver.

Blitz (Whirlwind Kick). Min. Level 12.


After a successful unarmed attack on a target, you
can inflict the damage to all other creatures within 5
ft of you as a blitz action.
Warden Silas Whipple
investigates a noise in
the woods. He carries a
whisper for light.

—39—
Quickstart Guide & System Reference Document

Achievement Bonuses Contract Satisfied.


Characters develop as they not only level but also Task: Release a Conjurer from their blood contract.
accomplish specific tasks. They must accomplish Achievement: You can now have up to five
these tasks to further the plot or narrative in a adrenaline points at once.
meaningful way in order to receive an achievement
bonus. The GM can choose not to count a task if a Deal with the Devil.
player accomplishes it solely for its achievement. Task: Sign a contract in blood with a Dæmon.
Each of the tasks below have a corresponding Achievement: You gain two levels of proficiency in
bonus that they receive as a reward. These bonuses any one Lore, Craft, or Language specialty.
include permanent abilities and stat adjustments, as
well as temporary bonuses like adrenaline points. Gore Hunter.
A character can only receive each achievement Tier 1 Task: Reduce a gore to zero HP.
bonus once unless stated otherwise. A character Achievement: Your weapon attacks inflict an
must accomplish the task to receive the achievement additional 1 dmg against gores.
bonus; they do not receive an achievement bonus for Tier 2 Task: Reduce three gores to zero HP.
a teammate or their team accomplishing the task. Achievement: Your weapon attacks inflict an
additional 1 dmg against gores.
The quickstart guide supplies only twelve achievement Tier 3 Task: Reduce six gores to zero HP.
bonuses. The core rulebook includes 24 achievements. Achievement: Your weapon attacks inflict an
additional 1 dmg against gores.
Bounty Hunter.
Tier 1 Task: Reduce five Brigands to zero HP. Haint Trove.
Achievement: Your weapon attacks inflict an Task: Use a Search roll to uncover a trove of
additional 1 dmg against Brigands. treasures and baubles in a haint’s nest.
Tier 2 Task: Reduce ten Brigands to zero HP. Achievement: Receive 10d6 coin or one level of
Achievement: Your weapon attacks inflict an proficiency in the Search skill.
additional 1 dmg against Brigands.
Tier 3 Task: Reduce fifteen Brigands to zero HP. Looter.
Achievement: Your weapon attacks inflict an Task: Use the Locksmith skill to successfully pick
additional 1 dmg against Brigands. five locks.
Achievement: Add a level of proficiency to the
Bulk Up. Locksmith skill.
Task: Successfully use ten maneuvers while in VIG
order. Meticulous.
Achievement: Add the Bulky trait or remove the Task: Successfully use a weapon-cleaning kit ten
Weak-Framed trait. times.
Achievement: You can remove an additional wear
Caregiver. token when you use a weapon-cleaning kit to clean
Task: Use the First Aid skill to successfully reduce a firearm.
a condition’s duration to zero hours or zero rounds
five times. Repairman.
Achievement: Gain mastery in the First Aid skill. Task: Use the Tinker skill to successfully repair five
items.
Confront Double. Achievement: Add a level of proficiency to the
Task: Encounter an Etranje who takes your image Tinker skill.
without falling to zero RES.
Achievement: Increase your Maximum Resolve by 1 Witch’s Brew.
RES. Task: Use a Persuade roll to purchase a poison or
elixir from a Witch.
Achievement: Gain two adrenaline points or add a
level of proficiency to the Persuade skill.

—40—
How to Play — D20 Rolls

HOW TO PLAY: D20 ROLLS


Skill Rolls Resolve Roll
A skill roll refers to a d20 roll that uses a particular A GM can call for a Resolve roll when a character
skill to achieve a goal. A player rolls 1d20 and faces a high-stress situation or an apparently
adds bonuses from proficiency levels and the intimidating threat. The player should roll 1d20 to
characteristic modifier to make a skill roll. A make a Resolve roll. The character succeeds if they
character who does not have a proficiency level in roll less than or equal to the character’s current
a skill receives a Non-Proficiency Penalty. The RES, and they fail if they exceed the current RES.
skill roll is successful if the player rolls above the If the player fails, the character receives duress. A
Dice Goal (DG) and a failure if the player rolls an character suffers the Comatose condition when they
amount equal to the DG or below. fall to zero RES.

When the player targets another character with


certain skill rolls, the DG is set by one of their
Luck Roll
A GM can use a luck roll to decide an outcome. The
attribute goals. Deceive, Disguise, Persuade, and
GM rolls a d20, and involved players compare the
Threaten rolls are made against the target’s INTU
result of the roll to their luck value (evens or odds),
goals; Hide, Legerdemain, and Sneak rolls are
e.g. the player succeeds if the GM rolls a 3 and
made against VIG goals; Stunt rolls are made
the character’s luck value is “odd.” Luck rolls are
against BLD goals; and Melee and Ranged rolls
unaffected by modifiers, including a Best-of-Two or
(usually attacks) are made against REF goals.
Worst-of-Two modifier.

Attribute Rolls Modifying a Skill Roll


An attribute roll refers to a d20 roll in response to
The GM typically adjusts the DG of the task
an ability or effect. A player rolls 1d20 and adds the
according to factors that facilitate or hinder a roll.
modifier for the designated attribute to make an
The GM can also simulate these factors through a
attribute roll. The attribute roll is successful if the
Best-of-Two or Worst-of-Two modifier. A Best-
player rolls above the DG and a failure if the player
of-Two modifier requires the player to take the
rolls the DG or below. The GM determines the DG
best result of two rolls. A Worst-of-Two modifier
for the attribute roll if one has not been designated.
requires the player to take the worst result of two
rolls. Players cannot have a Best-of-Two and a
Critical Rolls Worst-of-Two modifier. They negate each other.
A character critically succeeds and receives the best
possible outcome when a player rolls a 20 without
modifiers for a skill roll. A character also critically
Adrenaline Points
A GM gives characters adrenaline points for
succeeds if they have mastery in the skill and roll a
accomplishing remarkable tasks or role-playing
19 without modifiers. A character critically fails and
excellently. Players can expend an adrenaline point
receives the worst possible outcome when a player
at any time for the following effects:
rolls a one without modifiers for a skill roll. Some
• to turn their successful skill roll into a critical
rolls have specific outcomes for a critical roll, such
success, before the GM describes the effects;
as a Melee and Ranged Attacks, Threaten Attacks,
• to turn their critical failure into a regular failure,
Weapon Malfunctions, Healing, and Conditions.
before the GM describes the effects;
Otherwise, the GM determines these outcomes.
• to gain a Best-of-Two modifier on their skill roll
before rolling; and
Health Roll • to end their Comatose or Unconscious condition
A GM may call for a Health roll when a character and regain 1 RES or 1 HP respectively, once per
consumes a drug, for example. The player should full rest.
roll 1d20 to make a Health roll. The character Adrenaline Points cannot be spent on another
succeeds if they roll less than or equal to the character or another character’s roll. Players
character’s current HP. They fail if they exceed cannot expend more than one adrenaline point per
the current HP. Upon failure, the character may turn-phase, and characters cannot have more than
acquire a condition or receive damage. four adrenaline points at a time.
—41—
Quickstart Guide & System Reference Document

HOW TO PLAY: VIG ORDER


VIG Order Movement
Backbone normally allows players to roleplay In a character’s movement turn-phase, they can
without structure; however, GMs can use VIG move so many feet equal to their MOV in normal
order, a turn-based structure, when multiple terrain. A character can move up to half of their
characters need to act simultaneously. VIG order MOV while in difficult terrain, climbing, swimming,
is structured into rounds, each of which lasts and crawling. In their action turn-phase, characters
five seconds. Each round has two turn-phases: also can move by sprinting as a blitz action or
the movement phase and the action phase. Each fleeing as an action. When it is not their turn, a
character completes their movement phase in character can move as a counter move in response to
the designated turn order, and then they proceed a missed Melee attack.
through the action phase in the same order. The
best time to determine VIG order for player Special Move.
characters is at the start of each session. Other A character can expend 1 RES to take a blitz action
characters can be added into this order as needed. in their movement phase as a special move. This
blitz action counts as part of their action phase.
Turns
Characters take turns moving and acting in these Actions
turn-phases. Their Vigilance goal scores determine As an action, characters can defend, flee, or perform
their turn order (highest to lowest). A character a skill roll to achieve a task (e.g. a Melee roll to
can elect to use a VIG roll (1d20 + VIG modifier) attack or a Stunt roll for a maneuver).
instead of their VIG goal. In a tie, the character
with the highest VIG goal goes first. If the VIG Defend.
goals are the same, the players should roll to After a character uses the defend action, the next
determine the order. time that a Melee or Ranged attack hits them before
their next action turn-phase they can choose to
Movement Phase (First Phase). make a REF roll instead to avoid the attack. They
A character can speak and move in their movement must make this roll before the GM declares damage.
turn-phase. The character can move so many feet
up to their movement speed. They also can speak Flee.
and take free moves, so long as they take fewer than When a character uses the flee action, they can
five seconds to do these things, and make up to one move a distance equal up to their sprint speed
special move. without invoking counter maneuvers until the end
of the turn-phase.
Action Phase (Second Phase).
A character can perform either one action and one Maneuvers.
blitz action or two blitz actions in their action turn- Maneuvers are actions in which a character makes a
phase. The character can also speak and take free Stunt skill roll against the BLD goal of a character
actions, so long as they take fewer than five seconds. within 5 ft for a desired effect. They can choose
from the following maneuvers:
• Disarm. The character disarms the target of one
Want to Simplify VIG Order?
equipped weapon or item.
GMs can combine the movement turn-phase
• Restrain. The character grabs the target with
and action turn-phase into one turn-phase.
a free hand. The target suffers the restrained
In this hybrid turn-phase, characters can
condition.
move and take either one action and one blitz
• Shove. The character pushes the target 5 ft. in
action or two blitz actions. They also can
any direction.
speak and take as many free moves and free
• Trip. The character trips the target to the
actions as can reasonably fit into five seconds.
ground. The target suffers the prone condition.

—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

HOW TO PLAY: HEALING AND CONDITIONS


Healing Blinded.
Characters can recover Current Health Points Physical damage to a character’s eyes prevents them
and Current Resolve Points through Nurse rolls from seeing until the condition duration expires.
and rest. Players recover 1d4 + STA HP after During this time, the character fails all skill rolls
a character completes a full rest. Players also that require sight.
recover 1d4 + WIL RES. A full rest requires six
hours of sleeping with no more than two hours of Burned.
interruption. Otherwise, a character can recover Burn wounds cause the character to receive
Current Health Points and Current Resolve Points additional damage until the condition’s duration
with a successful Nurse roll and the appropriate expires. The burned character loses 1 HP from the
equipment kit. A successful Nurse (Physical burn wound whenever it takes an action.
Health) roll (DG 11) restores 1d4 Health Points
to the target with a medicine or emergency kit. Deafened.
A successful Nurse (Mental Health) roll (DG 11) A loud noise or physical damage to the character’s
restores 1d4 Resolve Points to the target with a ears prevents the character from hearing anything
therapy or emergency kit. On a critical success until the condition’s duration expires. While
with a Nurse roll, the player may roll double the deafened, the character fails all skill rolls that
dice for restoring Health or Resolve Points. On a require hearing.
critical failure, the target loses 1d4 Health Points or
Resolve Points. Incapacitated.
The character is conscious but unable to move
until the condition’s duration expires. Characters
Conditions can attempt skill rolls that require only mental
Duress or damage can cause a character to suffer a
or communicative effort; however, characters
condition, which affects the way they roleplay or
automatically fail skill rolls that involve physical
make rolls. Most conditions have a duration, usually
movement.
2d4 rounds, hours, or days. Characters can reduce
these durations by 1d4 rounds, hours, or days,
Intoxicated.
respectively, with a successful First Aid roll (DG
The character becomes severely disoriented until
11) and a first aid kit. The condition immediately
the condition expires. The character has a Worst-
ends if the duration is reduced to zero. A condition
of-Two modifier on attribute rolls (i.e. VIG, BLD,
can be successfully treated only once. On a critical
REF, and INTU rolls) during this time.
success with a First Aid roll the player may roll
double the dice to reduce the condition duration.
On a critical failure the condition duration increases Plagued.
by 1d4 hours or days. Characters cannot have more The character has a Worst-of-Two modifier on skill
than two conditions at once, and they cannot have rolls that use the APT and ATH characteristics
two instances of the same conditions; instead, add until the condition’s duration expires.
the duration of the second instance to the first
condition. Poisoned.
The character loses 1 HP at the start of its
The core rulebook includes 15 basic conditions. The movement turn-phase until the condition’s duration
quickstart includes only ten. expires. Outside of VIG order, the character must
succeed a Health roll or lose 1d6 HPat the start of
every hour that they remain poisoned.
Basic Conditions.
Bleeding.
Sleeping.
Puncturing damage to a character’s body causes
The character cannot act, think, or move until
them to bleed out until the condition duration
the condition duration expires or the character
expires. While Bleeding, the character loses 3 HP at
takes damage. Attack rolls against sleeping
the start of each of their turns for a duration of 1d4
characters automatically succeed, and the character
rounds.
automatically fails attribute rolls.
—44—
How to Play — Healing and Conditions
Wounded. Restrained.
The character suffers a major injury until An item, object, or another person restrains the
the condition’s duration expires. This injury character. Characters have zero MOV and a Worst-
temporarily reduces the character’s MOV and of-Two modifier on skill rolls that require physical
sprint by 5 ft. The character also has a Worst- movement until the condition ends. A character
of-Two modifier on skill rolls that use the ATH can end the Restrained condition with a successful
characteristic. BLD roll. The GM determines the DG for the
BLD roll if the character is restrained by an item or
Special Conditions. object. Otherwise, the DG is equal to the restraining
Comatose. character’s BLD goal.
The character enters a state of deep consciousness.
They cannot act, speak, or move. Attacks that Unconscious.
target this character automatically succeed, and the The character cannot act, think, or move. Attacks
character automatically fails attribute rolls. The within 5 ft that target this character automatically
Comatose condition continues until a character succeed and achieve a critical success. The
succeeds at a Nurse (Mental) roll (DG 11), at which Unconscious character automatically fails attribute
point the character also recovers 1d4 RES. If the rolls. A character can end the Unconscious
character fails the roll, the character suffers the condition with a successful Nurse (Physical) roll
Confused condition for 2d4 days. (DG 11), at which point the Unconscious character
also recovers 1 HP. If the character fails this roll
Death. and the Unconscious character is at zero HP,
The character is no longer alive. It cannot sense, the Unconscious character suffers Death. If the
act, or think. The character automatically fails character is at zero HP and receives damage, it
attribute rolls, and attacks that target this character suffers Death.
automatically succeed. Within the first two minutes
of Death, a successful Nurse (Physical) roll (DG Handling Comatose and Unconscious
19) with a medicine or emergency kit ends the Conditions.
condition, but the character suffers the Unconscious A GM can continue to include players whose
condition instead and remains at zero HP. characters suffer the Comatose and Unconscious
conditions in several ways, including adrenaline
In Extremis. points, visions, and NPCs. Once per full rest, a
The character is holding on to life. The character character can expend an adrenaline point to end
falls Prone and cannot stand while In Extremis. It their Comatose or Unconscious condition and
can take an action but cannot take blitz actions or regain 1 RES or 1 HP respectively. Otherwise, a
counter actions. It can move only by crawling, and GM can have the character experience visions.
it automatically fails attribute rolls. Attacks within
5 ft that target this character automatically succeed. If a character experiences visions, they should
When a character In Extremis takes damage, the make a luck roll. They have a negative vision on
condition ends and the character suffers Death. a failed roll and a positive vision on a successful
A character can end the In Extremis condition roll. These visions serve as an opportunity for
with a successful Nurse (Physical) roll (DG 11), at a player to explore their character’s backstory.
which point the character also recovers 1 HP. If the A negative vision may replay a nightmarish
character fails this roll, it suffers Death. memory from the character’s past or a fictional
occurrence with an enemy. A positive vision may
Prone. replay a happy memory or a fictional occurrence
The character lies flat on the ground. Melee attacks with a loved one. These visions may also serve
against a Prone character have a Best-of-Two to foreshadow the wardens’ current storyline.
modifier. Ranged attacks against a Prone character Finally, the GM can allow the player to play as an
have a Worst-of-Two modifier, unless in short NPC or animal companion until their character
range. The character must expend 10 ft of their regains consciousness or until they die, instead of
MOV to stand and end the Prone condition. experiencing a vision.

—45—
Quickstart Guide & System Reference Document

HOW TO PLAY: MISCELLANEOUS RULES


Gear Dual-Wielding Weapons.
Characters can wield two medium-sized or smaller
Gear Use.
weapons at once and attack with both weapons as
Characters can use some items, e.g. a compound kit,
one action. They make the appropriate skill roll for
a limited number of times. Each time a character
each weapon attack, and they must make the skill
uses the item, they automatically expend a use,
roll for the off-hand with a worst-of-two modifier.
even if the item requires a skill roll to determine
its success. The item expires when it reaches zero
uses, and the player should remove it from their Wear Tokens.
inventory. Wardens must care for and maintain their weapons
while wandering the American Lands’ wilderness.
All weapons accumulate one wear token at the end
Gear Size.
of each battle in which it is used and after a critical
All gear has a size, though the size is not always
failure with that weapon. Firearms accumulate two
indicated. Size determines how many hands a
wear tokens when they suffer environmental damage
character needs to use an item and how difficult
(e.g., exposure to water or sand). Characters have a
it is to Hide (Conceal) that item. Characters can
Worst-of-Two modifier on Ranged or Melee rolls
use small and medium items with one-hand, unless
using a weapon with two or more wear tokens.
indicated otherwise, and need two hands to use
large items. Wardens can dual-wield up to two small
or medium weapons. Size does not affect item slot Cleaning Weapons.
requirements. Small items are easiest to conceal, Characters can remove wear tokens with a weapon-
and large items the hardest. Characters should make cleaning kit. A successful Tinker roll (DG 12) with
a Hide roll to conceal an item. The minimum DG this kit removes one wear token from target weapon.
to successfully conceal an item is determined by A critical success removes two wear tokens from
the item’s size. Otherwise, the GM can compare a target weapon, and a critical failure adds a wear
character’s VIG goal or Search roll to determine token to target weapon. A character can no longer
whether they spot a successfully concealed item. use a weapon after it has four or more wear tokens
at once; only a Craft (Smith) roll (DG 15) with a
smithy kit can repair it.
Hide (Conceal) Table.
Item Size Hide (Conceal) DG Witching Elements
Small (sm.) DG 12 All witchery requires a combination of two magic
Medium (md.) DG 15 elements, including an expenditure of life force and
either a physical movement or a verbal utterance.
Large (lg.) DG 18
The requirements depend on the type of witchery.

Equipped and Stored Gear. Blood Magic Witching Elements.


A character can equip up to three weapons, two A character must expend HP in order to use Blood
ammo containers, and one armor without an item Magic. Each Blood Magic ability has its own
slot. Characters require an item slot to equip an designated cost. As a Witching Element, Blood
item, unless indicated otherwise. Wardens can use Magic also requires a character to draw their
equipped gear at any time. Wardens can equip up own blood in one of the following ways, unless
to two additional items but suffer -5 MOV for each designated otherwise: with a blade weapon or by
extra item. Wardens can store an unlimited amount biting themselves and spitting out their blood.
of gear off their person; however, they have limited
access to this gear. Wardens can access stored gear The Sight Witching Elements.
during an hour-long rest or, if in town, after 15 A character must expend RES in order to use
minutes of rummaging. Wardens can swap their The Sight. Each ability of The Sight has its own
equipped gear for stored gear or simply use their designated cost. The Sight also requires one of the
stored gear as if equipped at this time. following Witching Elements, unless designated
otherwise: a character speaks an incantation aloud
or a character places a hand to their temple.
—46—
How to Play — Miscellaneous Rules

Animal Companions Wolfhound (dl 0.5–01).


Taming Animal Companions. +0 +2 -1 -1

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.

Commanding Animal Companions.


A companion may follow instructions even if it
doesn’t know the command. As a free action, the
animal can make a Deduce roll (DG 12) to interpret
correctly. The GM decides how well the animal
follows the command on a success. The animal
misunderstands and acts accordingly on a failure.

Animal Companions in VIG Order.


A character’s animal companion can move and act
on their owner’s turn in VIG order. Characters can
command their animal companions to
move as a free move in their movement
turn-phase, and they can command them
to act as a blitz action on their action
turn-phase. Without a command,
companions can follow their owner or flee
a threat. Otherwise, a character must
command their companion to attack a target
or to change targets.

Warden Adélaïde Fleury


scouts for adventure with her
wolfhound Finn.

—47—
Backwater
Name: Adélaïde Fleury Origin: Outskirts Dialect: Outlander Level: 1

Age: 26 Gender: Fem. Archetype: Seeker Ideals: Valor Fortune: Working


Characteristics basic skill proficiency (+mod) mastery Basic Skills Skill Points: ---

+2 +0 Assess +1 Nurse (phys) +2


APT ATH +wis +log

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

First Aid +1 Sneak +0


+2 -1 +wis +ath

STA WIL Hide +1


+wis
Stunt +0
+ath

Legerdemain +2 Survive +1
Attributes +apt +wis

+2 +0
11 12 Locksmith +apt
Threaten +cha

Nurse (ment) +2 Tinker +2


+0 +1 +log +apt

Vigilance Build Combat Skills Specialty Skills


Melee +0 Craft Performance +2
11 12 +ath +apt

Ranged +2 Lang Backwater +2


+0 +1 +apt +log

+2
Intuition Reflex Lore Strategy +log
Health Resolve
Even
Luck

Maximum HP Maximum RES

Body Armor and Movement


Heavy Fabric 12 12 Odd
Equipped Armor

N/A 01 Current HP Current RES


Condition Condition
Armor Details ARMOR Adrenaline
12 12 Condition Condition
Points 00
25* 15* Duration Duration max. 4 points

MOV SPRINT Equipped Gear 3


item slots:
item details item details
Harmonica sm. instrument
Pitons sm. gear
Explorer’s Kit lg. kit bedroll, canteen, compass, flint & steel, rain clothes, rope, stim brew (x1), torch

Equipped Weapons damage range blitz atk details wear tokens


Hunting Knife 1d4 + 2 5 ft sm. blade ---
Shortbow 1d6 + 2 50 ft** lg. bow; Quiet ---

amount amount amount amount

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

Badge: Black & Purple Stripes Unfavorable Traits

Clothes: Worn

Stored Gear Backstory


Adélaïde Fleury and her wolfhound Finn are wanderers from the
Northern Outskirts. Adélaïde started as a working class freightwoman
who sometimes scouted for expeditions into the Outskirts and guided
gentry on hunting trips. Eventually she was hired to assist a crew of
wardens and realized that she was just as capable as they were, if not
more. She decided to seek a new life as a warden, anticipating the
adventures and pay that it held for her and Finn.

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.

Archetype: Seeker Notes


Level 1 Ability: Messenger* — Your MOV increases by
5 ft and your Sprint by 5 ft.

Level 1 Ability: Hunter** — You have +10 to the range


of your Bow weapons. Your attacks with a Bow weapon
ignore the armor score of Beasts and Monstrosities.
Level 4 Ability:
Animal Companion
Name: Finn Type: Wolfhound
Level 8 Ability:
apt +1 ath +1 cha +0 log +0 wis +2 Health Resolve
Maximum Maximum
+0 +2 -1 -1
11 06
INTU
BLD

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:

Age: Gender: Archetype: Ideals: Fortune:


Characteristics basic skill proficiency (+mod) mastery Basic Skills Skill Points:

Assess Nurse (phys)


APT ATH +wis +log

Deceive +cha
Persuade +cha

Deduce Research
CHA LOG +log +log

Disguise +cha
Ride/Steer +ath

WIS SIZ Encrypt +log


Search +wis

First Aid +wis


Sneak +wis

STA WIL Hide +wis


Stunt +ath

Attributes Legerdemain +apt


Survive +wis

Locksmith +apt
Threaten +cha

Nurse (ment) +log Tinker +apt

Vigilance Build Combat Skills Specialty Skills


Melee +ath
Craft +apt

Ranged +apt Lang +log

Intuition Reflex Lore +log


Health Resolve
Even
Luck

Maximum HP Maximum RES

Body Armor and Movement


Odd
Equipped Armor

Current HP Current RES


Condition Condition
Armor Details ARMOR Adrenaline
Condition Condition
Points
Duration Duration max. 4 points

MOV SPRINT Equipped Gear item slots:


item details item details

Equipped Weapons damage range blitz atk details wear tokens

amount amount amount amount

ammo container ammo container


type type type type
Coin & Assets Favorable/Unfavorable Traits
Credit: Favorable Traits

Coin:

Badge: Unfavorable Traits

Clothes:

Stored Gear Backstory

Archetype: Notes
Level 1 Ability:

Level 1 Ability:

Level 4 Ability: Animal Companion


Name: Type:
Level 8 Ability: apt ath cha log wis Health Resolve
Maximum Maximum
INTU
BLD

REF
VIG

Level 12 Ability:
Current Current

ARMOR MOV SPRINT ADRN


Level 16 Ability:
Skills:
Attacks and Abilities:
Level 20 Ability:

You might also like