Haunted Nights
of the
Ghost Moon


Determine Age

The very first decision you must make at the concept phase is your character's age.

Responsibility and duty fall upon young shoulders by necessity, for one can never know with certainty when war or calamity will claim the lives of a parent, and when such a tragedy occurs, it falls to the heir to take up the mantle of leadership in their lost parent's stead. Of course, most children lack the luxury of a comfortable childhood, and even those of low birth work hard to learn a trade or even take up a position as an adventurer at a shockingly young age.

Finally, life expectancy is not long and few people live on into the twilight years, falling victim to accident, disease, or crime well before they join the ranks of the elderly. For all of these reasons, the age of adulthood is low: women are marriageable upon their first flowering and men are deemed adults as early as thirteen.

Rather than focusing too closely on a character's actual age, characters fall into a particular age group that both represents actual age and the level of expectations placed upon that individual. Your choice of age group helps you define your character's place within your group, but it also has mechanical repercussions, as shown later in this section. Before moving forward, select one age category for your character. Alternatively, if you prefer a bit of randomness, roll 3d6 and compare the total to the Starting Age table.

3d6 Starting Age Bonus XP Ability Max Fate Min Drawbacks
03 Youth 9 3 7 -
04 Adolescent 12 3 6 -
06 Young Adult 15 3 5 -
06 Young Adult 15 3 5 -
07 Adult 18 3 4 Any 1
08 Adult 18 3 4 Any 1
09 Adult 18 3 4 Any 1
10 Adult 18 3 4 Any 1
11 Adult 18 3 4 Any 1
12 Middle Age 21 4 3 Any 1 ¹
13 Middle Age 21 4 3 Any 1 ¹
14 Middle Age 21 4 3 Any 1 ¹
15 Middle Age 21 4 3 Any 1 ¹
16 Old 24 5 2 Any 1 ²
17 Very Old 27 6 1 Any 1 ²
18 Venerable 33 7 0 Any 1 ³

¹ Plus any 1 of Dexterity, Strength, or Constitution.

² Plus any 1 of any Ability.

³ Plus any 3 of any Ability.

Virtue & Vice

All characters have strengths and weaknesses, noble aspects and dark sides to their personalities. While most people try to cultivate virtues and eschew vices, both are intrinsic elements of identity and both equally reinforce a sense of self, whether we like to admit it or not.

Every character starts play with one defining Virtue and one defining Vice, chosen during character creation. Virtue and Vice may clearly reflect your character's background and concept, or they can be used to contrast his outward nature to create sources of conflict that make for excellent role-playing. A character who is a priest might have the defining Virtue of Faith and the defining Vice of Pride. He's a man of great conviction and belief in his fellow man, but there are times when his beliefs lend themselves to self-righteousness.

This is a fairly complementary application of Virtues and Vices based on character concept, as they both stem from the character's background. A contrasting approach might be to give the character the Virtue of Faith and the Vice of Wrath. He believes in the path of righteousness and the intrinsic worth of mankind, but sometimes the state of the world is such that it fills him with a violent rage to punish those who ignore the tenets of his religion. The result is a source of conflict within the character as he tries to reconcile an essential part of his nature with his dedication to his church.

Fulfilling a Virtue is more rewarding than fulfilling a Vice for two reasons. One, it is inherently challenging to accomplish a surpassing act of goodness in a world that's rife with selfishness and aggression. Doing so demands sacrifice and perseverance. Two, the temptation to indulge base inclinations and desires is constant and often means taking the path of least resistance, which precludes doing the greater good. Fulfilling Vices therefore offers small rewards that are easy to come by.

Your character does not gain extra Virtues or Vices during play. The fundamental qualities that define him do not change. Nor are they compounded with more such traits.

Come up with something on your own or roll 2d6 and compare the result to the Virtues & Vices table.

2d6 Virtues Vices
02 Charitable Ambitious/Grasping
03 Chaste Arrogant
04 Courageous Avaricious
05 Devoted Cowardly
06 Honest Cruel
07 Humble Foolish
08 Just Licentious
09 Magnanimous Miserly
10 Merciful Prejudiced
11 Pious Scheming
12 Wise Wrathful

When a character's actions in difficult situations reflect his particular Virtue or Vice, he reinforces his fundamental sense of self. If the GM judges that your character's actions during a scene reflect his Vice, he immediately regains one Destiny Point that has been spent. If the GM judges that your character's actions during a a game session reflect his Virtue, he regains all spent Destiny Points at the end of the session.

Note that these actions must be made in situations that pose some risk to your character, whereby he stands to pay a great personal price for acting according to his Virtue or Vice. Everyday expressions of, say, Faith or Pride are not enough to reaffirm a character's determination or sense of self. One must face danger and upset to truly gain the just rewards.


Admin: Manage an organization, handle paperwork, analyze records, and keep an institution functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with gov agencies, and understanding how institutions really work.

Athletics: Apply trained speed, strength, or stamina in some feat of physical exertion. Roll to run, jump, lift, swim, climb, throw, and otherwise exert your bodily prowess. You can use it as a combat skill when throwing.

Connect: Find people who can be helpful to your purposes and get them to cooperate with you. Roll to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill.

Fix: Create and repair devices both simple and complex. How complex depends on your character's career; a blacksmith is going to need some study time before they're ready to fix some weird relic, though they can do it eventually. Roll it to fix things, build things, and identify what something is supposed to do.

Heal: Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illness.

Investigate: Search anomalies or interesting facts about your environment. Roll for searching places, detecting ambushes, spotting things, and reading the emotional state of others.

Know: Know facts about academic or scientific fields. Roll to understand ecologies, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics.

Lead: Convince others to also do whatever it is you're trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it's a bad idea. Roll to lead troops in combat, convince others to follow you, or maintain morale and discipline.

Perform: Exhibit some performance skill. Roll to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.

Pilot: Use this skill to pilot vehicles or riding beasts. Roll to drive vehicles, ride animals, sail ships, or tend to basic repair of them. This skill doesn't help you with things entirely outside the scope of your career or experience, though with some practice a character could expand their expertise.

Decipher: Deciphering languages, codes, and decrypt cyphers, or operating or hacking hardware or software.

Punch: Use it as a combat skill when fighting unarmed.

Shoot: Use it as a combat skill when using ranged weapons, whether hurled rocks, bows, pistols, rifles, or siege weapons.

Sneak: Move without drawing notice. Roll for stealth, disguise, infiltration, manual legerdemain, picking pockets, and the defeat of security measures.

Survive: Obtain the basics of food, water, and shelter in hostile environs, along with avoiding their natural perils. Roll to navigate difficult terrain, scrounge urban resources, make basic tools, and avoid wild beasts or gangs.

Stab: Use it as a combat skill when wielding melee weapons, whether primitive or complex.

Talk: Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, cajole or deceive others in conversation.

Trade: Find what you need on the market and sell what you have. Roll to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or a run a business.

Work: This is a catch-all skill for professions not represented by other skills. Roll to work at a particular profession, art, or trade.


A focus is an additional knack, perk, or aptitude that a hero has, one that grants them certain benefits in play. Each focus has one or more levels of increasingly-strong effect. For example, someone with level 1 in the Die Hard focus gains two extra maximum hit points each level and automatically stabilises after a mortal wound, while someone with level 2 can negate the first injury they suffer each day that would incapacitate or kill them. The benefits of a focus stack, so if you take level 2 in one, you get all the benefits from level 1 as well.

Any character can pick any focus, and it doesn't have to "match" the class you selected. A Psychic can choose the Unarmed Combatant focus for fistic prowess, while a Warrior might have enough experience with battlefield trauma to qualify as a Healer. The only obligation is that you explain how your hero picked up the training or exhibited their natural aptitude for the focus.

Many foci give a bonus level in a skill as part of their level 1 benefits. These bonus levels work like any other skill pick; they either give you the skill at level-1, raise an existing level-1 skill to level-2, or let you pick any other skill if the skill is already at level-1.

Unless indicated otherwise a focus can be taken only once. Once you've taken level 1 of Die Hard, you can't pick it again to get an additional two hit points per level. Some skill-oriented foci allow you to pick them more than once to apply to different skills.

Beginning PCs can pick one level of focus. PCs with the Expert class or the Partial Expert Adventurer class option can choose an additional level in any non-combat focus related to their career, including level 2 in their initial choice. Most will choose Specialist, Healer, Diplomat, or some other similar focus, but the GM can allow other non-combat foci. PCs with the Warrior class or the Partial Warrior Adventurer class option can do the same in choosing an additional combat-related focus.

As your hero advances in experience, you'll get the opportunity to pick up new foci or improve existing ones as you refine your talents or learn new tricks.

Origin Foci

If you include aliens or robots in your campaign, you can represent them with origin foci. Origin foci are taken the same way as any other foci, and may be purchased with a beginning character's focus level. Some exotic origins may involve more than one level, requiring a hero to gradually master all aspects of their remarkable heritage.

Origin foci come with a special skill, one representing the characteristic skills and talents possessed by all members of an alien species. The PC can use their origin skill in lieu of other skills whenever applicable.

If a GM is feeling generous, they can allow a PC to take a level in an origin focus as well as their usual free focus level, in order to allow a hero to start as an alien with some additional knack. A PC who takes this option doesn't get their usual bonus focus at level 2; they've already spent it on being unusual.


You are keenly aware of your surroundings and virtually impossible to take unaware. You always act in the surprise round.


You have an unusual competence with thrown and melee weapons. This focus doesn't apply to unarmed attack or projectile weapons. Even on a miss with a melee weapon you deal 1 damage. This damage doesn't apply to thrown, projectile, or unarmed attacks.

Apprentice, Artificer

You learn the secrets of the artificer tradition. You have a bag filled with parts you can use to create equipment you need. You measure the number of parts in $ilver, though the parts are worthless to non-artificers or non-technicians. You can use an action to begin assembling parts from your bag into a suit of armor, a weapon, ammo, or an engineering item by spending parts from the bag with a value equal to the item's price. It takes 1 minute to create the object, during which time you must concentrate and use a tool kit. At the end of this time, you have a finished piece of equipment that remains until you complete a rest, at which point it collapses into spare parts once more. You can replenish your bag when in settlement, at cost.


You are practiced at sudden murder. Your point-blank ranged attacks cannot miss your target.


When you enter a divine ecstasy, you go into a trance. If you concentrate for 1 minute, you can ask the Flame up to 3 yes/no/maybe questions. You then make a Will save at penalty equal to the number of questions asked. On a success, the GM must answer honestly, on a failure you gain 1 insanity, and take fatigue damage equal to the number of question.


You're remarkably gifted at making friends and forging ties with those around you. Wherever you go, you always seem to have a useful contact. If you've spent at least a week in a non-hostile location, you'll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they'll go for you.

Fast Talker

Once per game session, shift an intelligent NPC's reaction roll one step closer to friendly if you can talk to them for at least 30 seconds.

Backroom Dealer

Once per game session, if it's not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet, but the GM decides who they are and what they can do for you.


If you resist a fear effect, you pass any subsequent checks against until your next rest.

Die Hard

Once per day, as a reaction, ignore a hit or source of injury that would reduce you to zero hp, assuming the trauma is conceivably survivable.

Druid Mysteries

You learned the ancient druid mysteries as part of your initiation. You can do all the following:

Expert Tracker

Whenever you find tracks, you can make an Intelligence roll. On a success, you learn 1 true thing about the creature or creatures that made the tracks. On a failure, you discover no useful information from the tracks.


You have a gift with guns. While this applies most often to guns, it also works with other weapons that can be used with the Shoot skill. Even on a miss with a Shoot attack, you do 1 damage.


A target hit by your sniping attempt takes disadvantage on the saving throw to avoid immediate mortal injury. When making a surprise attack with firearms or bows, gain advantage.

Fast Recruiter

You can acquire henchmen within a day of arriving in a community, assuming anyone is suitable. These henchmen will not fight except to save themselves, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Normal Humans from the Bestiary section. You can have up to 10 ranks of henchmen in any combination, per level of this focus. You can release henchmen with no hard feelings at any plausible time.

Loyal Leader

Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they're treated as Normal Soldiers or Skilled Workers from the Bestiary section.

Inspiring Leader

Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale bonus equal to your Lead skill and advantage on all skill checks and hit rolls. Followers will not act against your interests unless under extreme pressure.


Complications can be compelled by the GM. You can spend XP to ignore one temporarily for a scene, but getting rid of them permanently requires a great amount of work. If you choose to accept a compel from the GM though, you gain 1 XP, each time.

Here are some examples...

Absent Minded: You forget things laying around.

Amnesia: You don't remember anything about your identity or your past.

Amputee: You're missing an arm or a leg.

Blue Blood: You're one of the elite, the rarefied few. Other powerful people who witness your slumming will either dismiss you out of hand or take an unhealthy interest in you and yours.

Branded: It's common knowledge that you are or were a bad sort.

Chip on Shoulder: You can be provoked to violence so easily.

Credo: You have an inflexible set of principles and will not deviate from them. Just a sentence or two will do.

Cold As The Black: You feel no deep connection to other people, and prefer to save yourself the trouble.

Compulsive Buyer: You have to spend money whenever its possible.

Coward: You're paralyzed with fear whenever you're in combat.

Crude: You've got some colorful disgusting language and manners.

Dark Secret: You have a humiliating dark secret; if it were to get out, it would ruin your career.

Dead Broke: You have a debt that needs repaying to some unscrupulous folks.

Easy Mark: You fail miserably to see people's true intentions.

Glass Jaw: You hit the mat hard with the slightest hit.

Glory Hound: You always volunteer for the glory.

Greedy: Money is more important to you than safety or common sense.

Hooked: You're addicted to some substance and need a regular hit.

Illness: You have a crippling and incurable persistent illness.

Lightweight: Always loose drinking games or competitions.

Lily Soft Hands: The working class look down on you and think you lazy and unmanly.

Little Person: You're a dwarf.

Loyal: You'll go that extra mile for your friends...into Reaver-country if need be.

Portly: You're obese.

Rebellious: You can't stand the abuses of authority; you can't stand idly by while good folks suffer under the yoke.

Scrawny: You're thin as a stick.

Second Class: Everyone looks down on you and tries to take advantage of you, assuming you're stupid.

Stingy: You're a miserly tightwad, and never willingly part with money, you buy off brand, and haggle for everything.

Superstitious: You have traditional superstitious beliefs, like about mirrors and black cats and ladders.

Toes the Line: You always follow the rules.

Traumatic Flashes: You have horrible dreams and flashbacks that are symptomatic of PTSD.

Twitchy: You're not paranoid, they really are all out to get you; you don't trust anyone.

Ugly As Sin: You're covered in scars, burns, or just plain ugly.

Weak Stomach: Blood, entrails, people puking; it all sets you off.

Young'en: You look really young, and people treat you like a child.



An item may be of low quality, with poor craftsmanship, damage, age, and so on. Halve the cost for each of these qualities: -1 attack, -1 damage, -1 slow. Non-weapons can only half their cost once.

A high quality weapon costs substantially more. Multiply cost x10 for each of these qualities: +1 attack, +1 damage. Non-weapons can only increase in quality once.

Each quality can only be taken once, and magic weapons assume these qualities in the cost of production.

A weapon can also be made of solid silver, which costs +1.2k$ per weight. A silvered surface costs +120$ per weight.

A solid gold weapon doubles the weight, costs +12k$ per final weight, has -2 damage, and must be of high quality.

Animals, Birds
Falcon (load 1/3, 1.75$): 1 hp, AC 5; move 30, fly 240; attack bite 1d2-1 or 2x claw nil (dive); save 0; morale +1. weighs 1/6, 4' wingspan. A gyrfalcon uses these stats, but with fly 480.
Hawk, royal (load 1/2, 5k$) HD 1-1, AC 4; move 30, fly 180; attack bite 1d3 or 2x claw 1d2-1 (dive); save 0; morale +1. weighs 1/2, 6' wingspan.
Animals, Bugs
Glowbug (too fat to move, Usage, 500$): A palm-sized sticky immobile worm that can adhere to any surface. When squeezed, it emits a white light, illuminating everything within 10 yards for 10 hours.
Animals, Dogs
Dog, sprinter (load 2, 500$) HD 1+2. AC 2, move 180; attack bite 1d4; scent; save 1; morale +1. weighs 7, 4.5' long. A fast, sprinting dog, often trained for sight hunting.
Dog, hound (load 3, 750$) HD 1+2, AC 2; move 150; attack bite 1d6; save 1; morale +1. weighs 10, 5' long. Typical of great danes. A bloodhound can track unerringly by scent. An irish wolfhouse has move 210.
Dog, large (load 5, move 150, 1.1k$) HD 2+2, AC 2; move 150; attack bite 1d6; save 1; morale +1. weighs 15, 5.5' long. Typical of a giant malamute or saint bernard. Often trained as an attack or guard dog.
Dog, mastiff (load 7, 1.5k$) HD 3, AC 2; move 150; attack bite 1d8; save 1; morale +1. weighs 20, 6' long. An immense dog, larger than a human, and often trained as a guard or attack dog.
A chopping blade on the end of a handle. Hatchets and light axes can be thrown.
Hatchet (fast, range 3, Enc 1/1, 250$)
Felling (slow, reach, Enc 1/1, 500$)
Battle (slow, +2 damage, Enc 2/1, 750$)
Polearm (slow, reach, +2 damage, Enc 4/1, 1.25k$)
Armor's encumbrance is only important if you're carrying it stowed.
Light (AC 2, Enc 2/1, Usage, 2.5k$)
Heavy (AC 6, Enc 6/1, Usage, 6k$)
Helmet (Enc 1/1, Usage, 250$)
A worn backpack counts as a readied item, though objects stowed inside still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the porting of large amounts of gear. Items stowed in a backpack do not count for encumbrance fatigue.
Small (capacity 4, Enc 1/3, 200$)
Large (capacity 9, Enc 1/2, 350$)
Small keg (capacity 3, Enc 1/6, 80$)
Large keg (capacity 10, Enc 3/1, 120$)
Standard 7x50 binoculars.
Binoculars (Enc 1, 2k$)
A tube that fires thin feathered darts or needles. Used primarily for being silent, and usually combined with poison.
Blowgun (slow, -4 damage, range 10, Enc 2/1, 60$)
Two or three weights connected by cords. Can entangle a target. Can be used in melee, but won't entangle.
Bolas (slow, tangle, range 6, -4 damage, Enc 1/1, 20$)
Boots (Enc 1/6, 200$)
High Boots (Enc 1/1, 500$)
Steel toes (Enc 1/1, +200$)
A short bow can be used while mounted.
Short (range 15, Enc 2/1, 50$)
Reflex (range 20, Enc 2/1, 500$)
Failure to reduce speed through caltrops results in loss of mobility until healing is received to remove the barbed caltrops. These cover a 5 yards wide.
Caltrops (Usage, Enc 4/1, 120$)
Small (capacity 5, Enc 2/1, 400$)
Large (capacity 20, Enc 4/1, 900$)
Climbing harness
A collection of straps, ropes, pitons, and other climbing aids that grant advantage on any climbing skill check. Using a climbing harness is noisy and imposes disadvantage on any attempts at stealth, and disadvantage on wandering monster rolls.
Climbing Harness (Enc 2/1, Usage, 5k$)
Cudgel (fast, range 1, Enc 1/1, 5$)
Heavy (slow, +2 damage, Enc 1/1, 20$)
Small (capacity 30, Enc 4/1, 200$)
Large (capacity 90, Enc 6/1, 500$)
light (range 25, Enc 2/1, 3k$)
heavy (range 30, Enc 3/1, 6k$)
Crowbar (Enc 2/1, 120$)
Drug, Bezoar (20k$): A complex cocktail, bezoar is an effective default treatment for a wide variety of infectious diseases. There is a 5in6 chance for it to cure an affliction in 24 hours of bed-rest. Each dose of bezoar causes 1 Fatigue, and it cannot cure cancers or congenital diseases.
Drug, Hush (20k$): An extremely heavy neuro-tranquilizer, hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected, but will walk, eat, sit, and perform simple actions as directed by the last person to speak with them. A hush dose lasts for 3 hours, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected; violent movement immediately after application disrupts the neurological effects.
Drug, Lift (10k$): A lift stim augments and amplifies the body's natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d6+1 hp after 5 minutes of rest. Lift stims do not work on those mortally wounded; they need to be stabilized before the stim can help them. Each application causes 1 Fatigue.
Elephant, small (load 250, 75k$): HD 10, AC 6; move 120; attack tusks 2d6 (charge x2) or kick 1d10 (trample x2) (8' wide); prehensile trunk; save 5; morale +1. Two ivory tusks (1d6 weight each). Weighs 750, 18' long.
Elephant, large (load 350, 100k$): HD 12, AC 6; move 120; attack tusks 3d6 (charge x2) or kick 2d6 (trample +1D) (15' wide); prehensile trunk; save 6; morale +1. Two ivory tusks (2d6+1 weight each). Weighs 1k, 20' long.
The target must make a saving throw or fall prone, losing all movement except crawling. Disentangling themselves takes a full action.
Fast weapons resolve before slow weapons in the action sequence.
Clothes, Gloves (Enc 1/2, 200$)
clothes, basic outfit (shoes & hats extra, 500$)
clothes, winter outfit (hat included, 1k$)
Grapple launcher
This pump-action pneumatic launcher fires a rope up to 40 yards. the rope can bear up to a tonne of weight, though extremely heavy weights or a precarious hit can cause the grapple to pull free. Comes with small integral winch to rewind the rope.
Grapple launcher (Enc 1/1, 20k$)
Kit, Medical
Contains a broad supply of pharmaceuticals, bandages, sutures. It grants advantage on all Heal checks for treating wounds, poisons, or diseases. It also contains all the necessary tools for providing long-term recuperative care for critically wounded persons. Long-term care is twice as taxing on the kit, using it this way has disadvantage.
Medkit (Usage, Enc 1/1, 1k$)
Kit, Trade
alchemy (2.5k$, Usage, Enc 4/1)
fishing (100$, Usage, Enc 2/1)
haberdasher's (500$, Usage, Enc 3/1)
jeweller's (5k$, Usage, Enc 1/1)
navigator's (500$, Usage, Enc 2/1)
tailor's (500$, Usage, Enc 3/1)
thief's (250$, Usage, Enc 1/1)
Knives can be thrown.
Small (fast, -3 damage, range 3, Enc 2/1, 100$)
Long (fast, -2 damage, range 3, Enc 1/1, 300$)
Refills cost 1/100th the lantern's cost.
simple (10 yards, Enc 1/1, 600$)
shuttered (10 yards, Enc 1/1, 1k$)
mirrored (20 yards, Enc 1/1, 3k$)
human-sized (Enc 1/1, 500$)
Miracle patch
A heavy compress; when applied to a subject that has fallen to zero hit points, it stabilizes them with a successful Heal check, but for each death save made before it's applied imposes disadvantage on the Heal check. The patch is no use after the 3rd death save. The medic can retry failed Heal checks until they succeed or the subject dies after the 3rd death save. These patches are no use on victims suffering disease, poison, or mangled bodies beyond surgical repair. Revived patients are critically wounded until sufficient medical help has been tendered.
Miracle patch (Usage, Enc 1/1, 3k$)
small (4", Enc 1/1, 500$)
large (36", Enc 2/1, 50k$)
Power cells
One of the few standardised artifacts inherited from before, power cells are small rounded boxes designed to hold electrical charge. Type A are cigarette sized and usually used for very small gear. Type B are made from multiple type A's encased in a housing, usually 6-10 of them. Type C is for vehicles and heavy gear and car battery sized; composed of between 15-50 type A's. They cannot be exchanged or recharge each other without trained modification or a converter unit. Power cells can be recharged in 30 minutes.
Type A (Enc 1/3, 100$)
Type B (Enc 1/1, 1k$)
Type C (Enc 3/1, 10k$)
Dried or otherwise preserved foodstuffs sufficient for 1 day. If water is not otherwise available, add another item's worth of encumbrance for the water necessary for a person's daily needs.
Rations per day (Enc 1/1, 500$)
Listed ranges are the close range. Multiply x10 for max range.
Can be used to attack from behind someone else.
Rope, 50' (Enc 2/1, 400$)
Shield, round (slow, Enc 1/1, 1k$)
Shield, tower (slow, +2 damage, Enc 1/1, 2k$)
A thong or forked pole-and-thong designed to hurl bullets. A staff-sling can be used in melee as a staff.
Sling, hand (-2 damage, range 15, Enc 1/1, 10$)
Sling, staff (slow, +2 damage, range 20, Enc 2/1, 30$)
Slow weapons resolve after fast weapons in the action sequence.
Solar Recharger
This flexible blanket unfolds into 2 square yards. It can recharge 1 type A power cell per day. Fifty of them can recharge 1 type B power cell per day.
Solar recharger (Enc 3/1, 50k$)
Spade (Enc 2/1, 300$)
Spare parts
A general category for a number of small components and repair materials. While a simple toolkit is often enough to fix damaged objects; severely broken devices may need replacement parts. Rather than keep a catalog of bits and pieces, a technician can bring along one or more units of spare parts. A unit of spare parts can also be use to jury-rig some basic, uncomplicated tool or weapon from the equipment list with 10-15 minutes of assembly and a Fix skill roll. Such devices rarely last long, and have a usage die for every use.
Spare parts (Enc 1/1, 5k$)
A pole weapon; can also be thrown.
Spear (fast, +2 damage with two hands, reach, range 3, Enc 1/1, 300$)
Spyglass (Enc 1/1, 10k$)
A balanced wooden rod, used one- or two-handed.
Staff (slow, +2 damage, Enc 2/1, 10$)
Telescoping pole
Retracting to a 2' baton, this pole extends and locks into a 3 yard extension that can bear as much as 500 lbs or serve as a makeshift club or staff.
Telescoping pole (Enc 1/1, 1k$)
1 person (Enc 1/1, 300$)
3 person (Enc 2/1, 750$)
6 person (Enc 4/1, 1.5k$)
10 person (Enc 8/1, 3.5k$)
25 person (Enc 30/1, 12k$)
Thermal flare
If triggered in one mode, the flare burns with a bright white light for 2 hours, illuminating up to 20 yards around the holder. If the guidance fins are extended first, the flare launches up to 200 yards and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives disadvantage on any attempts to hit something.
Thermal flare (Enc 1/1, Usage, 500$)
Trade goods
Glowbugs, fire-lighters, tools, and other fruits of civilization that might be valuable. A pound of trade goods can usually be traded for at least the equivalent of 1,000$.
Trade metals
Includes gold, gemstones, iron, and other precious minerals. A pound of trade metals can be exchanted for as much as a 10,000$ or equivalent.
pint (capacity 1/10, Enc 1/1, Usage, 10$)



Bards are a service that players can (and should) seek out in towns, similar to how they seek out sages and alchemists. They usually offer the following things:

1. Information: Bards talk to a lot of people that adventurers are most likely to be interested in: tomb robbers, travelers, law enforcement, and one-armed Joe.

This means they can be convinced to part with some of their knowledge. Want explicit knowledge of where the dungeons are? Done. Want to buy some rumors to go along with those dungeons? Done. Pay even more and you might even get some higher quality rumors that the bard knows to be true.

The party might pay in coin, but they might also pay in information themselves, but it has to be stuff the bard is interested in. A rival adventuring party looted a legendary sword and used it to kill a paladin of Saint Ferragun? That's juicy stuff. The ghost in the mine moaned the king's name? Tell me more. Stories, in a word, not just mere information.

2. Rumor Management: Want to keep rival adventuring parties from looting the newly discovered dungeon out from under your feet? Spread rumors that it's empty except for dust and the deadly dickrot disease.

Want to get invited to a fancy party? Spread a rumor that you killed the hydralisk that was menacing the local swamp (even when you didn't).

Want to keep the local law off your back for a short while? Spread a rumor that someone saw Kesselgrave in the nearby swamp, pulling the heads off bears.

3. Designing A Dungeon: Basically, the party ask the bard to tell them about a dungeon they haven't heard of before, and then the DM asks the group to provide them the details about the dungeon.

So the DM asks about what dungeon do they want to hear about, and they're like, "Let's hear about the sunken tomb of the pirate wizard!"

Then the DM rolls their eyes and asks about what treasures are in the dungeon ("Why, I didn't know anyone else had ever heard of the sunken tomb! It's a tale believed to be false by most. What hast thou heardest?") and the players are like, a magic boat and a telescope that can teleport you to wherever you're looking.

Then the DM asks about what sort of deadly perils the dungeon holds, and the players are like, barnacle men, zombie sharks, ghost-possessed treasure, and lots of cursed gold that you really don't want to touch ("Touch no coin of the pirate wizard's hoard! Because they are all cursed, each and every one!").

Basically, you just design an outline of a dungeon with the party, bouncing ideas off each other. Especially pay attention to what they are most excited about, and what they don't want to have in the dungeon.

And then the characters pay the NPC bard for the honor, and you go off to design that very dungeon in between sessions.

But here's the kicker--everything that you just established about the new dungeon are just rumors, which means that they can be true, false, or anything in between. You can even roll for their veracity if you want, in a pleasant inversion of how things normally work. This could be influenced by how well they pay the bard. Cheapskate the bard, or threaten them, and the bard will tell you more lies (50% true), but pay off the bard very well, and he will tell you the secrets that he promised not to tell anyone else (80% true).

And then when the players get there, give them the dungeon they wanted, more or less...



The City teems and surges with untold bravos, sell swords, and unscrupulous lunatics, willing to accept coin in exchange for blood and mortal danger. PCs may seek the service of these unaligned thugs, to assuage the threat of doom and death their career bears upon them.

Mechanically, mercenaries sit somewhere between HD creatures and a full fledged PC. They roll their own hit points and attack and defend on their own. Mercenaries all have a Morale, determined by their HD and special circumstances, and apply this Morale as a penalty to rolls the PCs make when they order the mercenaries to do something, especially if it is something particularly dangerous or confronting. Each mercenary will ahve something unique about them, which is rolled up on the "Mercenary Band Modifiers" table.

A healthy roster of mercenaries can always be found lurking around the perimeter of the Bone Fortress, drinking, dusting or perusing the Transient Bazaar.

The cost of employing a squad of mercenaries is as follows:

(Equipment score x HD) + Morale score = Cost per day in Gold

d6 Equipment Score
01 Empty handed (no weapons), clothed in rags
02 Rabble, with makeshift weapons, no armor
03 rusty weapons, rough light armor
04 sturdy weapons, sturdy light armor
05 well made weapons, crossbows, medium armor
06 Mastercraft weapons, crossbows, medium armor, shields

Morale Score: Morale score is the sum of Equipment score and HD. It's never negative.

Mercenary Tags: Following are some tags that modify mercenary bands.

3d6 Mercenary Band Modifiers
03 Myrmidons, costs +20g a day, but morale never tested/fails
04 Troupe Bard: Soothing songs gives band a 1/day reroll
05 Thieves: +1D when engaging in thievery
06 Tireless: +1D on athletic tests
07 Fleet: +1D to initiative tests
08 Lurker: +1D to stealth tests
09 Ascetic: Doesn't talk, dust, or indulge in any other vices; only eats gruel
10 Reptilian: +1 Armor, can regrow lost limbs (1 Haven turn/limb)
11 Berserkers: Attacks with +1D but failure results in bloodthirsty rampage
12 Brave: Morale better by 1
13 Ex-soldiers: Gear is upgraded 1 level for free
14 Beastmen: +1D damage, morale 1 worse
15 Monster: A singular monster, roll +1D intimidation
16 Cruel: Morale penalty 1 less when given with despicable task
17 Cultists: Has access to 1 eldritch ritual
18 Cursed: All stats 1 worse, but can't die yet

Leveling Up Mercenaries: Mercenaries only level up through training paid for by their employer.


Hirelings are available for a single, specific job. They are hired through agents who source the specialist for the PCs. The more skilled, connected and popular the hireling is, the more expensive they are to find and hire. The cost for a single task is as follows:

Hireling Sourcing Agent's Fee (paid up front) + ((Equipment score x HD) + Morale score) x Status Statistic x Clout Stat x Skill Stat) = Cost for job, in Gold

Hirelings are assumed to always have an Equipment score of 4, but HD and Morale are still determined. Status, Clout, and Skill are stats determined randomly using 4d6. Not all hirelings will have all three stats. When wanting to employ a hireling, a PC indicates which of the three stats they need in the person they want to hire. An order is then given to an agent who will source the hireling. Requesting a hireling with any of the Status, Clout or Skill stat costs 250gold for each separate statistic. The sourcing agent's fee is paid upfront and non-refundable, but the hireling's services can be cancelled any time.

Determining the hireling's success in the job set for them is a simple matter of using their Skill ranking in place of the player's own. When appropriate, the Status and/or Clout stats can be tested instead of their Skill rating. The Status, Clout, and Skill ratings are intended to cover a wide range of possible hireling jobs and it is up to the DM to determine the most appropriate stat to test and the result of the job attempt.

Status: Reflects the social standing of the specialist and their position in their guild, class, family, church, etc. It is their legitimate and official position, rank or title, backed up by tradition and history. A specialist with a high status has the weight, power and gravitas of ancient social hierarchy behind their demands and actions.

Clout: Reflects the network of influence the specialist has. Through charisma, threats, blackmail and the like the specialist is able to bend others to their will. A specialist with a high clout will know exactly who to bribe, who to threaten and who to kill to get things done.


On very rare occasions dungeon delvers may discover a refuge from the terrors of the Underworld in a remote corner of the dungeon. Often tucked behind hidden doors, easily fortified and with only a single entrance, these rooms act as a place for PCs to rest long enough to regather their strength. The party is required to determine on their own what constitutes a panic room, with harsh consequences for failure, namely the Dungeons & Dawn Patrol table.

At the end of the session the party must rest in the panic room if they are still in the dungeon. They can do this for a single long rest. However, these places are only 'safe' in comparison to the rest of the dungeon hell that surrounds them and should be used only in the most deperate of circumstances. Avoiding wandering monsters requires that the party hide in total darkness and absolute silence. Despite these precautions, players are still likely to periodically hear a variety of sounds outside the door, from growling and heavy breathing to loud crashes as the more stubborn predators attempt to force their way in.

Following this harrowing experience players roll for their hit points twice (as per the Living it Up rule), take the lower value and then dive that in half. It's highly suggested that players beat a hasty retreat to the surface, if able. If, for whatever reason, the party does not return to the surface they must utilize a different panic room or roll on the Dungeons & Dawn Patrol table as their original hiding spot is effectively 'blown' and will remain so for 2d6 weeks. Furthermore, spending more than one night in a dungeon is really pushing your luck. On the second night there is a 2in6 chance of disaster despite being in a panic room. Roll on the following Couchsurfing in the Dungeon table:

d6 Panic Room table
01 Assault on Dungeon 13: The monsters know you're in there, and by gods, they're getting in. Roll wandering monsters 1d6+2 times; the lot of them are on the other side of the door and are actively trying to kick it in.
02 Troll Toll: Randomly choose 1 intelligent monster from a nearby level, preferably an organized group of some kind. They've entrenched outside your panic room and demand that all magic treasures be turned over immediately.
03 Door To The Netherworld: A secret door has materialized in your panic room. Roll 1d6 to determine how many floors down it connects to. The wandering monster from that level about to break in on the players has a 4in6 chance of surprise.
04 One of Us! One of Us!: The dungeon has claimed you as its own. Doors open for you automatically and you can see in the dark. Unfortunately, it may not be so easy to leave. As the party nears the entrance each PC must make a Fortitude save. Failure indicates the character cannot go any further, as if blocked by a Wall of Force. Those who pass their save find that they are free to go. Party members left behind must save versus death each night or transform into a monster (this is a form of Curse).
05+ All's Quiet: Nothing happens.

Each night spent in the dungeon after the second increases the chance of disaster, increasing the chance of mishap by 1 per day (3in6, 4in6, etc).


Defeating Monsters

Monsters are worth XP equal to their cumulative HD +/- the character's cumulative level. Each character earns this XP amount.


Whenever you accept failure, you gain 1 XP. You can do this on any failed roll.


The Cost of Living

Your character's living conditions affect how healthy they are and how they are seen in society. Costs include the price of food.

Living Conditions $ (rural) $ (urban) $ (capital) Healing Rate
Vagrant Free Free Flogging Low
Comfortable 20 50 100 Normal
Splendid 100+ 250+ 500+ High


Living in vagrant conditions means living in bins, camping in the wilderness, and otherwise not having a proper bed. Woodsmen do it better.

If you do this in a capital city, make a Charisma check every night to avoid getting flogged withinan inch of your life for the crime of vagrancy.

Healing: Gain your Bushcraft score in HP. Unless you were flogged that is, in which case you've got less HP than you started with and you're shirt is ruined.


Living in comfort means staying at an inn or flop-house and generally getting a wash and decent night's sleep without getting rained on.

Healing: Roll for healing as normal.


Living in splendid conditions means getting the best rooms, food and entertainment available and generally living the high life.

Healing: You gain a Free Raise on healing rolls each night. Subsequent living expenses give you a Free Raise on social tests with similarly rich folk.


Get wasted! The bigger the town, the more you can spend! Save vs poison (wisdom) to avoid rolling on the "What The Fuck Did I Do Last Night" table.

Settlement Carousing
Village 1d6 x 1k$
Town 2d6 x 2k$
City 3d6 x 4k$
Metropolis 4d6 x 8k$
4d6 What The Fuck Did I Do Last Night? Table
04 You were a huge dick all night. You only get 1/2 XP +CHA check or get shitty reputation in this town.
05 Bar brawl! Whole party vs same number of brawlers. See "Mead & Mayhem". -2 to everything for overdrinkers.
06 It's the cops! Misunderstanding with local authorities. 2d6 x250$ fine and CHA check; if failed see "Embarrassing Punishment" subtable.
07 Wake up in bed with... roll on "Sexy and Who Knows" subtables.
08 Gambled it all away. Roll carousing again to see just how much extra you lost.
09 Life of the party! Fail CHA to avoid carousing costing double in this town.
10 Insult or offend local person of rank. Roll on "Person of Rank" sub-table.
11 They had what? Roll vs poison or luck to avoid venereal disease. DM's discretion... but it's going to be Last Gasp diseases let's be honest.
12 New tattoo! Roll on "Who Chooses Tattoo" sub-table.
13 Two thieves set upon you alone while you're drunk. You attack at -2.
14 Wake up in your room but only your armour is here. WIS check to also keep your most prized possession.
15 Huge hangover. -2 to hit and saves all day. Casters fuck up spells all day if they fail INT.
16 Target of lewd advances was a someone... unnatural. Save vs spells to avoid "Oh God Why" table.
17 Initiated into a secret society. INT check to remember countersigns and handshakes.
18 Invest all cash into smooth conman's scheme. Roll on conman sub-table.
19 Wake up in local temple. Roll on temple subtable.
20 Major misunderstanding with local authority. Roll on "Serious Punishment" sub-table. Held for 1d6 weeks unless you're sprung or result x500 is paid in bribes.
21 Woah, what was in the drink? Fall in love with… roll on sexy sub-table.
22 Prayed to your gods to get you out of whatever scrape you were in. They answered! But now you're under a quest spell to repay them.
23 The roof! The roof! The roof is on fire! Start a fire. Roll 1d6 on Blaze and Who Knows sub-tables.
1d6 Embarrasing Punishment Serious Punishment Tattoo Chooser Oh God Why Con-man Temple Blaze Who Knows
01 Stocks (feet) Hanged PC chooses Literally swine Its bogus They're pissed Favorite inn burnt down Nobody knows
02 Pillory (arms and head) Flayed DM chooses Name forgotten by all It's bogus They're pissed Favorite inn burnt down Nobody knows
03 Ducking stool The Rack Player to left chooses Sexless It's bogus They're pissed Some other den of ill repute Your fellow carousers know
04 Scold's Bridle Burn at the Stake Player to right chooses A foot shorter It's bogus They thank you for stopping by Some other den of ill repute Your fellow carousers know
05 Flogged Scourged Player 2 to left chooses Small useless animal that can talk It's bogus but the cops think you're in on it They thank you for stopping by Big chunk of local town Somebody else saw you
06 Tarred and Feathered Drawn and Quartered Player 2 to right chooses Roll again and they had sex with you too It's legit and returns 2d6 percent profits in 2d6 months They thank you for stopping by Big chunk of local town Everybody knows
2d6 Sexy Person of Rank
02 A super hotty who isn't what they seem Priest/ess of important local deity
03 A dead goblin Local ruler
04 Apparently normal attractive member of orientation-appropriate gender Tavern owner
05 Another PC! Neither remembers a fucking thing Chief of local law authority
06 The ugliest person in town and they're smiling at you A wizard
07 Roll again; you're married Local librarian/loremaster/quest giver
08 They're hot... but crazy and obsessive; they'll follow you everywhere and get you in trouble Local noble
09 A dirty hanky --
10 Most important NPC within 10 leagues --
11 Your mirror image, they leave quickly and quietly through a mirror but good luck finding that out without some hectic high rolls --
12 Local person of rank (see table) --



Charity! Less lucrative than Carousing, but more likely to have positive effects! Roll charisma on the "Being A Good Person" table.

Settlement Cash Minimum
Village 1k
Town 2k
City 4k
Metropolis 8k
d000 Trinkets
111 A set of cards that depicts the aedra and daedra mythos.
112 4 six sided dice, weighted towards the 1 side.
113 A red-tinted magnifying lense, oddly warped into a wavy shape.
114 A silver signet ring, with a symbol of a swan carved into it.
115 A single glove supposedly made from the leather of a hippogriff.
116 A palm-sized mirror in a copper and brass frame.
121 A hen's tooth at the end of a crude pendulum, supposedly from a cockatrice.
122 A stone that changes color depending on the current weather.
123 An arrow fletched with 'owlbear' feathers; it has no head.
124 A spool of thin twine that sparkles in the moonlight, but not the sunlight.
125 A belt buckle with the symbol of a grinning face.
126 A brooch in the shape of a sleeping snake.
131 A red ribbon that moves idly even when there is no breeze.
132 An old coin depicting a beautiful fish.
133 A hair pin that never seems to bend or break.
134 An oval shaped locket that cannot be opened.
135 A well-worn, and obviously fake chapbook on how to talk to ghosts.
136 A nearly translucent roll of parchment.
141 A bottle of low-quality ink and a stamp of an odd symbol.
142 A press for making wax seals, complete with purple wax.
143 A glass marble that somehow depicts a landscape inside.
144 An unusually heavy belt with 8 pouches hooked to it.
145 A simple driftwood walking cane.
146 A letter opener made to look like a fancy sword.
151 A pendulum that always swings in circular patterns.
152 A dish made for teacups, painted in pretty pastel colors.
153 A brass figurine of a warrior with a spear.
154 A silk veil that looks like a burlap hood to all but the wearer.
155 A smooth stone with a prominent and complex rune scratched into it.
156 A carved wooden pocket token bearing a charm for safe travels.
161 An oversized horn stein plated with cold iron.
162 A piece of orange amber with a baby phase spider trapped inside.
163 A bronze circlet that makes a filigree pattern similar to tree branches.
164 A goblet with a fake ruby at its base.
165 A key to a door that has surely been long since destroyed.
166 A chip of stone brick taken from a old church or palace.
211 A quill made with a roc's feather, unwieldy to write with.
212 A velvet pouch of brilliant, blue sand.
213 A miniature abacus charm that can be fastened onto a necklace.
214 A pendant sized for a pixie, around the right size for a human's ring.
215 Half of a treasure map, showing only where to start.
216 A wooden chest the size of your fist.
221 A large seashell that glows faintly in the dark.
222 A bracelet made from irridescent cloth.
223 A deep, blue marble that looks like an eye.
224 A wooden whistle shaped like a bird.
225 A turtle-shell bowl, polished to a beautiful shine.
226 An iron puzzle box.
231 A jar of blue honey, harvested from a rare type of bee.
232 A decorative cloth with small shells sewn onto it in an wavey pattern.
233 A cork from an expensive bottle of wine.
234 A silk handerchief with a single tear across a corner.
235 A talisman displaying the symbol of a prominent noble house.
236 An invite on fancy paper to a posh party, long since passed.
241 A bound journal filled with sketches of plants an animals.
242 A jade miniature of an elephant, no bigger than a thumb.
243 A glass eye made from obsidian, with a polished, gold iris that looks like the sun.
244 A piece of shed scales from a hydra.
245 A waterskin that changes water into saltwater on command, but not the reverse.
246 A mortar and pestle that can work on their own.
251 A silver fork with a crescent moon engraved onto the handle.
252 A dinning plate that was shattered and repaired with golden glue.
253 An inkwell of pitch-black paint that slowly replenishes itself.
254 A bandana embroidered with vines and thorned roses.
255 A painted bird skull, a charm for luck.
256 A stone and wire earing that stays cold to the touch no matter the temperature.
261 A satchet of colorful, clay beads, each unique in shape and color.
262 A wooden button for a tunic, designed to look like a shield.
263 A paintbrush made of rare wood and bristles.
264 A spear-head that always points north when spun on the finger.
265 A tea kettle that doesn't need a fire, and heats water on its own.
266 A pitcher or jug that cools water to the perfect summer drinking temperature.
311 A black blindfold with a white eye in the center. It's transparent to the wearer.
312 A clay urn the size of your fist, covered in indecipherable writing.
313 A jade comb that cleans any hair it brushes and leaves it smelling nice.
314 A small jug that fills itself with switchel once a day.
315 An alabaster mask that looks very intimidating but is nearly impossible to breath in.
316 A leather strap for securing a quiver or sack, studded with fish scales.
321 A candle that burns green, but heatless.
322 |A tin drinking cup that folds to coin size.
323 A wooden sword, intended for children and training.
324 A clockwork beetle that walks around when wound up.
325 d8 chess pieces--roll on chess piece table.
326 Tiny silver bell without clapper.
331 Small knife on neck sheath.
332 Badge denoting military rank.
333 Glass orb filled w/ water, a clockwork goldfish swims within.
334 Gem that looks like a lump of coal to everyone else.
335 Rabbit's foot.
336 4-leaf clover in small glass vial.
341 Vial of dragon's blood.
342 Needle that never bends, breaks or dulls.
343 Whistle made from gold stained wood.
344 Petrified mouse.
345 Tiny mechanical spider that moves about when it's unobserved.
346 52 joker cards.
351 Tiny music box plays a song you dimly remember from childhood
352 Tooth from an unknown beast.
353 Shard of crystal faintly glows in moonlight.
354 Shard of obsidian always feels pleasantly warm
355 Pair of old socks.
356 Pair of rigged dice.
361 A key--roll on key table.
362 A piece of parchment with a mundane but indecipherable note.
363 A handerchief--roll on handkerchief table.
364 A mundane ring--roll on mundane ring table.
365 A small vial or flask--roll on potions table.
366 Reroll
4d6 Philanthropy Results
04 Recipients are a front for a sinister organization. You are their dupe.
05 Your donations attract the interest of thieves
06 Your donations arouse envy. Gain an enemy of good standing.
07 Your donations arouse envy. Gain an enemy of modest standing.
08 Your generosity is taken as being self-serving by the receiving group. You may no longer practice philanthropy publicly in this area.
09 People know of you by name in this settlement
10 People know of you by name in this settlement
11 People know of you by name in this settlement
12 People know of you by name in this settlement
13 People know of you by name in this settlement
14 People know of you by name in this settlement
15 Everything you buy here is 10% off
16 You gain some good information that could be useful to you
17 You gain an excellent reputation; gain a Free Raise to reaction rolls from people hereabouts
18 You gain an ally; a local resident of modest standing
19 You gain an ally; a local resident of good standing
20 You gain an ally; a local resident of high standing
21 A local institution honors you and becomes your ally
22+ Reroll


Build! Create buildings and fortresses of your very own. Land must be acquired first. List of costs available on request, upkeep costs and land taxes apply. Takes a day per 1k$ value of the property, spend more to speed up construction. Takes 3x longer if you're not around during the week; contractors, amirite?




Bespoke Haberdashery

Haberdashery is a profession as old as time, and any self-respecting worthy wouldn't be caught dead without a fashionable headpiece or the newest style cape.

A character with the appropriate tools but no proficiency can still make simple items, but not fine or masterwork items.

Materials run out with a normal Usage die, d6. Restocking can be done at any settlement for a cost of 50$.

To make a piece requires a number of successes equal to its complexity. Simple garments require only 1 or 2 successes, but fine clothes might require 5 or 6. Additional Raises can be forwarded to inherent bonuses in the garment to Charisma checks.


Make money! Choose something to invest in (or make a startup!) and we'll work out whether you're making a stable, risky, or wild investment. Higher risks mean higher returns... but higher chance it goes bust. Pro tip: hire an accountant.

Magic Research

Get more spells! Can spend time and money gaining spells, or creating scrolls and potions. Costs available on request.


The Gold Swap Rule

When you roll ability scores, roll a seventh time. This will be for your money total. You can choose to swap your gold roll for an ability roll at character creation.

The gold roll is then multiplied by x10 for your starting $ total.

Shields Shall Be Splintered

Any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit.

Money Changing & Fences

You don't delve into the earth to plumb it for copper pieces and gold coins. Instead, you emerge, battered and shaken, with 1,351 coins from the lost Sstrian empire. Or perhaps you return from the Bugbear lair with the a Duke's own personal land grants, or you "came into possession" of some pricey art objects from a temporarily abandoned noble plaza that you'd like to offload. Here we find no generic points of wealth, but valueable loot with a story attached to it.

As the greater part of society operates on barter, the characters will need to find a buyer for their precious take, which is to say that the valuables themselves do not necessarily hold inherent value as currency. Inn-keepers and armorers can do little with such moneys as they rarely take payments in specie, and flashing strange coins and valuables around would likely raise the immediate unwanted attention of the local lord looking for additional alternative tax revenues.

Rather, the characters are well-advised to seek a local money-changer or fence; someone who buy the storied cache in exchange for a cut and credit in the local town, city or region. Once the characters have successfully laundered their ill-gotten fortune, they will have full financing for their extravagant lifestyle and material acquisitions.

For example, the players return with 80 only-slightly soiled tapestries of southern Kushite origin. After some negotiating back-and-forth, the major money-lender in the city agrees to purchase half of them for 22000$ in credit, good throughout the province. This credit advance is probably in the form of some local currency or perhaps a standing tab or even endorsed cheque--a detail that is given a considerable amount of handwavium to gloss over the trivialities.

Importantly however, this credit does not carry over into different regions easily, meaning the characters would be wise to only sell what they need to of their hard-won treasure.

What does this actually do differently than the traditional copper/silver/gold piece system? Firstly, it introduces a level of mystery when the treasure trove is seen for the first time. Secondly, it further requires a little haggling when it comes time to pawn the riches off (which allows more GM control and even further adventure opportunities). Thirdly, it gives each treasure a story of how it got there (and certainly the Duke will demand his land-grants back after the party recovers them). Fourth, it ties wealth to the locale, without requiring the referee to adumbrate an entire global economy to explain why. Finally, tying wealth to location further interfaces with the Settlement Warrant and Law systems.


All combatants describe their actions at the beginning of the round and, if any actions conflict, the player must roll against (10 + enemy's Initiative mod) in order to get their action off first.

If the sequence of actions is obvious (like ranged versus melee attacks), no dice are needed.

Action Sequence

Ranged Attack > Polearm > 1 Hand Melee Attack > 2 Hand Melee Attack > Petty Spells > Minor Spells > Major Spells

2d6-3 Magic Scrolls table
Level Rank Difficulty Frequency
1-2 Petty Simple Common
3-5 Minor Complex Rare
6-9 Major Ritual Exotic

Mass Combat

Determine acceptable loses, roll dice pool and that's how many survive, whoever has less left makes morale test, and if fails, possibly takes more loses. If wins, decide if fight again or retreat.

Noise & Perception

D66 Wandering Monsters table (every 10 minutes, or every room)
11+ Nothing special
22+ Nothing special
33+ Nothing special
44+ Clues to what's on the wondering monster table
55+ Random encounter with a monster or NPC

When you're dungeon crawling, your party has stats the same way that PCs have stats.

Two of the stats are called Noise and Perception. The default party has Noise 2 and Perception 2.

The following things modify your party stats:

If a party has a donkey, and encumbered rogue, and a ranger, the party has 4 Noise and Perception 3. The ranges of the two results on the wandering monster check should change to reflect that.

Death, Trauma, & Retirement

PC retirement is a replacement for PC death, not an additional risk. Death is less likely in order to make retirement more likely. Retired characters are more interesting and more useful than dead ones, and a lot less demoralizing.

And of course, forcibly retiring a character still accomplishes the primary punitive aspect of dying: you lose the opportunity to play your character.

Whenever you have a near death experience (roll higher than a 10 on the Death and Dismemberment table) and survive, gain a point of Trauma and put a question mark next to it, if one isn't there already.

Whenever you return to a place your PC could conceivably retire, erase the question mark and roll d20. If you roll equal or less than your Trauma score, your character decides to retire. You cannot stop them.

The player can dictate the conditions of the retirement. They are free to give away their magic items if they wish; they will have no need of them in their new life as a normal citizen. They are also free to retire penniless if they desire; surely a beggar will have a longer life than those fools venturing down into the maw of the earth (but see Retirement, below).

Give them a bonus to this roll if they are on an Epic Quest and are deeply invested in it. They're more than just a mere murderhobo.

Give them a penalty to this roll if the retirement is especially tempting. If a grateful king offers the hobbit a bucolic tobacco plantation, for example.

Retirement is just retirement from combat. It can be literally anything they want, as long as it's not combat and they do not continue on as as player character. They become a friendly NPC instead. If they retire with enough loot, they can become a friendly and powerful NPC.

You can retire at any time, not just when Trauma forces them.

  1. When a player retires, ask them what sort of retirement they intend, and how much wealth they are retiring with.
  2. Multiply the wealth by the character's level, and look up the result on the table below. Adjudicate the details of the new NPC using your vast prowess, using the numbers below as a guide:
Level x Wealth = Retirement Points (RP)
RPs Result
1+ Probably going to die in a nearby gutter
100+ A chance at a normal life. Apartment, job, loans, loyal dog, relationship problems, taxes. Just a citizen
1k+ Comfortable retirement in position where they can give modest assistance. A bartender who gives you free drinks and rumors. A rancher who gives lends you horses and rations
10k+ Go wild, brow


Dungeon crawling can be particularly difficult for a party that is dedicated to a long dungeon crawl--or worse, trapped in a dungeon. As such, this set of rules adds another flavor of healing to the game; restoring hit points via food.

Dungeon food is cooked using ingredients primarily scavenged from deep caves, lost ruins, or deadly temples; the exception to this being the spices that some gourmands bring with them into dungeons. Such additives are often lightweight and provide much-needed flavor in bleak times.

Food Preparation: Dungeon food prep is successful on a throw of 1in6.

Failing this throw ruins all ingredients used.

Each of the following increases success chance by an additional 1in6 up to 6in6.

The Feast Proper

The benefit of dungeon food is that when consumed, it allows adventurers to restore their hit points by non-magic means and without spending multiple weeks of downtime in a place that could be exceptionally dangerous in a dungeon. In order to regain health in this manner, the dish must.

The amount of time it takes to prepare a dish might vary, but a general rule of thumb is that it will take 2 hours to prep, cook, and eat a hearty meal in a dungeon. Under certain circumstances it might be prudent to shorten or lengthen this arbitrary limit. Remember to check out encounters unless the party has taken precautions.

The healing provided by dungeon food is as follows:

Unique Ingredients HP Restored
2 1d6
3 2d6
4 3d6
5 2d6+6
6 3d6+6
7 2d6+12
8 3d6+12
Toxic Food

The amount of time it takes to prepare a dish might vary, but a general rule of thumb is that it will take two hours to prep, cook, and eat a hearty meal in a dungeon. Under certain circumstances it might be prudent to shorten or lengthen this arbitrary limit. Remember to check out encounters unless the party has taken precautions.

The consequences of eating toxic food varies depending on the particular strain. These can range from reduced healing, outright damage, or permanently crippling side effects.

Magic Food

Magic food is strange. Weird. Bizarre. Unpredictable. It most often tastes of lavender and burnt ozone. Those who have innate magical abilities are not often at risk, but those who possess no penchant for spell-casting might find the surge of magic harmful.


Finding food in a dungeon isn't as hard as it sounds. After all, things live down there. Monsters flourish. There's an entire ecosystem to every dungeon, though most adventurers are too clumsy and imperceptive to ever notice the nuances of such life. Some delvers know to strip the meat from certain animals, but only the most seasoned folks know all the different source of fine dining in a dungeon crawl.


It is vital to track the number of edible portions that the adventuring party harvests. A portion should be equivalent to one day's worth of rations. A small animal such as a cave rabbit might yield one portion, whereas a dungeon cow might yield enough meat to serve a meal to eight adventurers.

Remember that the minimum number of portions to make a Meal is equal to the number of people eating said meal. Thus, a party of 3 would require 3 portions of food while a single adventurer only requires a single portion. Still, remember that a single variety of food does not make a balanced meal. At least two unique ingredients are required--either one portion of two different ingredients or a single type of ingredient and spices to make it tasty.