App

The following mechanics are tools GMs and Developers alike can mix and match to suit their fiction's specific needs.

We are always looking for new mechanics to add to the Workshop. If you have ideas or are in need of a specific mechanic, please Email Us or join us on Fluxer.

Roadmap

  • XP: Point Based Leveling for those who prefer numerical values instead of Milestones

Bonds & Nemeses

By J.P. Sariz

A character can choose another character (player or NPC) with whom they've built a meaningful relationship and mark them as their BOND. This special connection allows them to take a single action, once per Encounter, to aid their Bond (regardless of the order set by Initiative). Only one Bond can be held at a time.

In addition to this, a character can mark an Enemy (or enemy type) as their NEMESIS/ NEMESES. When facing their sworn enemy/ enemies, they gain two additional dice (+2) to all rolls made against them. Dice gained from a Nemesis connection cannot be wagered in Overexertion.

Encumbrance

By J.P. Sariz

Characters can carry a number of Items equal to their ENCUMBRANCE LIMIT (or less) without penalty. This limit is calculated by adding a character's Might and Endurance scores together. For example, a character with a Might of 5 and an Endurance of 6 has an Encumbrance Limit of 11.

Items fall into one of three weight categories:

Category Weight Value Examples
Light 1 Coin Purse, Small trinkets, Ammunition
Standard 2 Weapons, Torches, Rope
Heavy 3 Armor, Large Weapons, Heavy Equipment

Common Items and Treasured Possessions typically count as Standard weight unless their nature suggests otherwise. The GM determines an item's category when questions arise.

A character is considered BURDENED upon exceeding their Encumbrance Limit, receiving a -2 to all Swiftness and Subterfuge rolls. While Burdened they cannot Dodge.

When carrying more than twice their Encumbrance Limit they are considered OVERLOADED, receiving a -4 to all Swiftness and Subterfuge rolls. While Overloaded characters cannot Dodge or Counter.

When carrying more than three times their Encumbrance Limit a character is considered IMMOBILIZED, and are unable to move under their own power.

Fear

By J.P. Sariz

Each character begins with a Fear Rating of 0. When they encounter something frightening or unnatural, the GM may call for a FEAR ROLL and assign an Intensity based on the Threat Level. The character then rolls Endurance, while the GM rolls the fear Intensity as an Opposing Roll. If the character rolls more successes they remain Unafraid or reduce their Fear Rating by 1 (to a minimum of 0) if a roll was previously failed. If the GM rolls more successes, the character increases their Fear Rating by 2. If both sides roll the same number of successes, the tie automatically goes to the player.

As a Fear Rating rises a character faces intensifying penalties:

  • Fear Rating 1-2 (Anxiety): -1 to all rolls
  • Fear Rating 3-4 (Distress): -2 to all rolls
  • Fear Rating 5-6 (Terror): -3 to all rolls
  • Fear Rating 7+ (Flight): You gain the Intimidated Tribulation.
Threat Level Intensity Examples
Unsettling 4 Dice A dark corridor, an eerie sound emanating from a room you have yet to enter, etc.
Frightening 6 Dice Corpses, ghosts, etc.
Horrific 8 Dice Witnessing Death, contending with antagonistic Monsters, etc.
Overwhelming 10 Dice (treated as Mastered) Eldritch Abominations. Reality Breaking Down, etc.

Lasting Injuries

By J.P. Sariz

When a character suffers damage from an attack they risk gaining a Lasting Injury and its Effects based on the strike's location and the number of successes rolled.

If the attacker did not target a specific body part when describing their action, the hit's location can be determined by rolling a d6 and consulting the table below. The total number of successes from the attack roll then determines if a Lasting Injury is inflicted, and its mechanical effects.

d6 Injury Location
1 Leg(s)
2-3 Torso
4-5 Arm(s)
6 Head
Lasting Injury Location Successes Required Effects
Broken Bone Anywhere 4 -3 to Might (upper body breaks) or -3 Swiftness (lower body breaks).
Concussion Head 4 -2 to all rolls, except for Awareness & Sage which receive a -3
Deep Cut Anywhere 3 -1 to Swiftness; imposes the Bleeding Tribulation until the Recovery Trait is successfully rolled.
Dislocated Joint Arm(s)/ Leg(s) 3 -2 to Might (upper body dislocations) or -2 Swiftness (lower body dislocations).
Internal Injury Torso 5 -4 to Endurance
Severe Burns Anywhere 4 -4 to Endurance against environmental hazards

Your injuries heal gradually over time. Take the number of successes that caused the injury and double it to determine how many days (in-game) its Effects last. For example, a Deep Cut caused by 3 successes takes 6 days to heal. A Concussion caused by 4 successes takes 8 days. Rolls made to heal restore lost Life Points only, they cannot remove the Effects of Lasting Injuries.