Workshop
The following mechanics are tools the GM can mix and match to suit the specific needs of their table. We are always looking for new mechanics to add to the Workshop. If you have ideas or are in need of a specific rule for your own table, please email us at muserpg@tuta.com or join us on Root.
Roadmap
- XP: Point Based Leveling for those who prefer numerical values instead of Milestones
Bonds & Nemeses
By J.P. Sariz
You can choose another character (player or NPC) with whom you've built a meaningful relationship and mark them as your BOND. This special connection allows you to take a single action, once per Encounter, to aid your Bond (regardless of the order set by Initiative). Only one Bond can be held at a time.
In addition to this, you can mark another character (or enemy type) as your NEMESIS/ NEMESES. When facing your sworn enemy/ enemies, you 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 items equal to their ENCUMBRANCE LIMIT (or less) without penalty. This limit is calculated by adding your Might and Endurance scores together. For example, a character with Might 5 and Endurance 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. Your GM determines an item's category when questions arise.
You are considered BURDENED upon exceeding your Encumbrance Limit, receiving a -2 to all Swiftness and Subterfuge rolls. While Burdened you cannot Dodge.
When carrying more than twice your Encumbrance Limit you are considered OVERLOADED, receiving a -4 to all Swiftness and Subterfuge rolls. While Overloaded you cannot Dodge or Counter.
When carrying more than three times your Encumbrance Limit you are considered IMMOBILIZED, and are unable to move under your own power.
Mounts and Vehicles have their own Encumbrance Limits based on their Might and Endurance scores, calculated the same way as characters. See Sails, Steeds, & Starships for vehicle cargo rules.
Fear
By J.P. Sariz
Each character begins with a Fear Rating of 0. When you encounter something frightening or unnatural, your GM may call for a FEAR ROLL and assign an Intensity based on the Threat Level. You roll Endurance, while the GM rolls the fear Intensity as an Opposing Roll. If you roll more successes, you remain Unafraid or reduce your Fear Rating by 1 (to a minimum of 0) if you have failed a previous roll. If the GM rolls more successes, increase your Fear Rating by 2. If both sides roll the same number of successes, the tie automatically goes to the player.
As your Fear Rating rises, you'll face mounting 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 | Head |
| 2-3 | Torso |
| 4-5 | Arm(s) |
| 6 | Leg(s) |
| 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 sessions. Rolls made to heal restore lost Life Points only, they cannot remove the Effects of Lasting Injuries.