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Genera 

Low-Fantasy Quickstart

Game Development
James Cartwright
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Genera​ ​(​jĕn'ə-rə​):​ ​plural of ​genus
1​ ​: ​involving, applicable to, or affecting the whole;
2​ ​: ​not confined by specialization or careful limitation, a general outline;
4​ ​: ​belonging to the common nature of a group of like individuals;
5​ ​: ​applicable to or characteristic of the majority of individuals involved;
6​ ​: ​concerned or dealing with universal principles rather than particular aspects;
7​ ​: ​relating to, determined by, or concerned with main elements rather than limited details;
8​ ​: ​holding superior rank or taking precedence.

Genera​ is a table-top roleplaying game (TTRPG) designed to provide satisfying


​ enera​ does assume a basic
gaming without an enforced genre or setting. While G
familiarity with common TTRPG tropes on the part of the Guide, it assumes
absolutely no familiarity on the part of players and is rules-light at its core.

StreamMonkRPGs​®​ and all associated logos and marks


Copyright © 2019 by StreamMonkRPGs. All rights reserved.

2
Cover and Interior Art
are derivatives by James Cartwright
of original art by ​David Revoy / Blender Foundation
CC BY 3.0 ​(​https://creativecommons.org/licenses/by/3.0​)

The included adventure, The Haunted Chapel,


is based on a One-Page Dungeon contest entry by Scott Marcley
The original adventure and the version included herein are
CC BY SA 3.0​ (​https://creativecommons.org/licenses/by-sa/3.0​)

Genera Low-Fantasy Quickstart ​ ®

Copyright © 2019 by StreamMonkRPGs.


This work is protected under the copyright laws of the United States of America.
All rights reserved.

Genera ​is a ​very​ significant retooling of Amos Hairston’s Paces Roleplaying Game System.
Creative Commons License (CC BY 4.0)
The text of ​Genera​ is released under a Creative Commons Attribution 4.0 International License.
For a summary of the license, or to view the complete license terms, please visit the Creative Commons website.
https://creativecommons.org/licenses/by/4.0 
 
 
 

3
 
 
 
 
 
 
 
 
 
Dedications 
T​o my wife for putting up with my many and various incomprehensible avocational 
proclivities for thirty years and counting... 
 
...to the members of S.A.G.A (South Austin Gamers Association) who helped me 
establish, even in those early years (1977-85), a life-long love for game design, 
world-building, creative imagination, and philosophical inquiry… 
 
...and to my father, who passed away as i began final editing. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Table of Contents
Game Terms ​&​ Conventions 6
Character Creation 8
Game Mechanics 10
Action Checks 10
Challenge Ratings 10
Attack & Defence 10
Weapons 11
Armour & ​ ​ Shields 11
Injury 11
Stamina, Sanity & ​ ​ Integrity 12
Experience & ​ ​ Advancement 12
Resources & ​ ​ Wealth 12
Found Objects & ​ ​ Treasure 13
Conflicts 14
Defining the Stakes 14
Time in Conflicts 14
Double Your Pleasure 15
Surprise 15
Initiative 15
Challenges, Obstacles & ​ ​ Hazards 15
Advantage & ​ ​ Disadvantage 16
Functions 17
Non-Player Characters 26
Overview 26
Grades 26
Drudges 26
Bosses 27
Leaders 27
Adventuring & ​ ​ Exploring 28
Overview 28
Time Passages & ​ ​ Movement Rates 29
Traveling Normally 29
Traveling Cautiously 29
Traveling Hastily 29
Travel Resting Periods 30
Becoming Lost 30
Pregenerated Characters 31
Appendix A 33

5
Game Terms ​&​ Conventions 
Overview
Genera is a game where players take on the personas of normal people who seek to
overcome challenges, hazards, and obstacles in response to momentous forces and events.
Each player (except for the player designated as the Guide) role-plays one character (or
more) - asking questions about the situations and circumstances they encounter; working
together to find creative solutions to the challenges encountered; and endeavoring to leave
the world a better place than they found it.

It is the Guide’s job to bring to life a vivid world of perilous Adventure and awe-inspiring
Exploration—describing to the players what their characters see and hear as they explore as
well as roleplaying the denizens which the players encounter. The Guide challenges the
players so as to engage their minds, imaginations, and wills in order that the players may
learn to allow their characters to become the change they wish to see in the game-world .

The game mechanics both facilitate and attenuate the impact of chance upon the characters
and provide a context for the Guide to adjudicate the results of play.

As with any game, the more everyone is involved and engaged the more enjoyable it will be
for all concerned.

Stylistic Conventions 
This document was created with Google Docs. ​Titles are in various sizes of the Caveat
typeface - capitalized and bolded. Content text is in 10-pixel Arial. ​Section Titles are in
32-pixel gold Caveat. Where common words are used in a Technical Fashion specific to this
game they have been capitalized. ​Brown text is used to indicate important rules or definitions.
ABRV​s of technical terms are in Bold. [​ Examples of usage and Guide Notes are in bracketed
9-pixel grey text. ]

Requirements for Play 


Players will need, paper, pencils, dice, and an active imagination.

Genera uses only standard six-sided dice, commonly referred to as ​D6 (though rolled in three
different ways, see below).

Measured Paces
How far is a Pace: a Pace is an uncommon and variable unit of length roughly equivalent to
2 1​​ ⁄​2​ feet,
​ ​30​ inches, or ​76​ centimetres.

There are approximately ​120​ Paces in 100 yards and ​131​ Paces in 100 meters.

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Abbreviations 
PC -​ Player Character MR - Movement Rate ​[ approx. ​12 Paces ​]
NPC -​ Non-Player Character AV -​ Attack Value ​[ ​1D6 + CV + LV ​≥​ DV ​]
CV -​ Characteristic Value DV -​ Defense Value ​[ ​1D6 + CV + LV ​≥​ AV ​]
BD -​ Body ​[ ​0 - 3​ ] AC -​ Action Check ​[ ​1D6 + CV ​≥​ CR ​]
MD -​ Mind ​[ ​0 - 3​ ] RC -​ Resource Check ​[ ​1D6 + MD ​≥​ CR​ ]
SO -​ Soul ​[ ​0 - 3​ ] AR -​ ​Availability Rating [ ​0 - 10+​ ]
SP -​ Spirit ​[ ​0 - 3​ ] CR -​ Challenge Rating ​[ ​1 - 10+​ ]
ST -​ Stamina ​[ ​Body + Spirit + LV ​] FP -​ Function Points ​[ ​4 + (3 × (Level -1)) ​]
SN -​ Sanity ​[ ​Mind + Soul + LV ​] CP -​ Characteristic Points ​[ ​3​ to start ]
IN -​ Integrity ​[ ​Soul + Spirit + LV ​] XP -​ Experience Points ​[ ​0​ to start ]
AD -​ Advantage ​[ roll ​2D6​, keep higher ] LV -​ Level ​[ ​1 - 6​ ]
DA -​ Disadvantage ​[ roll ​2D6​, keep lower ] GR -​ NPC Grade ​[ Drudge ​1​, Boss ​2​, Leader ​3​ or ​4​ ]

7
Character Creation 
Overview 
In ​Genera,​ each player (except the guide) will play one or more characters. The Guide plays
all the other Denizens of the world.

Understanding a particular character's identity (and roleplaying accordingly) is the greatest


challenge (and joy) of roleplaying games - requiring a spark of empathy which enables the
player to construct a nuanced Concept and then see the game-world and all the beings and
events encountered therein through the lens appropriate to that Conceptual framework.

Level 
Starting characters begin play at 1st Level (​LV​). Players may advance to Level ​6​.

Concept
A character is roleplayed according to a Concept.

In ​Genera,​ a character Concept is a broad vocation or avocation, such as ​Bard​, ​Healer​,


Monk​, ​Vagabond​, ​Warrior​, etc.

For this QuickStart, pregenerated characters have been provided. ​[ See Pregenerated
Characters, pgs 31-32. ]

8
Characteristics
Primary 
1st Level starting characters begin play with ​3 Characteristic Points (​CP​) to divide among the
Primary Characteristics. Each value starts at ​0​, and is raised by ​1 through the expenditure of
1 ​CP​. A player need not spend all their ​CP at character creation but may reserve ​CP to spend
when the character next gains a Level.

● Body​ (​BD​) is a measure of strength, endurance, and coordination.


● Mind​ (​MD​) is a measure of reasoning, memory, and awareness.
● Soul​ (​SO​) is a measure of rapport, sympathy, and loving kindness.
● Spirit​ (​SP​) is a measure of will, discernment, and connection with a higher power.

A value of ​0 indicates average capacity, ​1 indicates above average, ​2 indicates high capacity,
while ​3​ indicates superlative capacity. No Characteristic Value (​CV​) may exceed ​3​.

Characters gain ​1 ​CP with each new Level to expend as they desire on one of the four
Primary Characteristics​.

Secondary
Characters are also defined by three Secondary Characteristics: Stamina, Sanity, and
Integrity. Secondary Characteristics are calculated using Level and Primary Characteristic
values (​CV​s).

● Stamina (​ST​) is the capacity to remain active and effective within Bodily Conflicts.
ST​ = ​BD + SP + LV
● Sanity (​SN​) is the capacity to remain active and effective within Mental/Emotional Conflicts.
SN​ = ​MD + SO + LV
● Integrity (​IN​) is the capacity to remain active and effective within Spiritual Conflicts.
IN​ = ​SO + SP + LV

[ Example: a 2nd ​LV​ ​PC​ with ​CV​s of ​BD​ 0 / ​MD​ 2 / ​SO​ 1 / ​SP​ 1, would have ​ST​ 3 / ​SN​ 5 / ​IN​ 4. ]

Functions
Acquired Artifacts, emergent Powers, learned Skills, and unique Talents are all referred to as
Functions.

Functions may be purchased at the time of character creation using Function Points (​FP​s).
Any ​FP​s left over after purchasing Functions may be saved and spent the next time the
character gains a Level​ (​LV​).

1st Level Characters begin play with ​4​ ​FP​s and gain 3
​ FP​s with each new ​LV​.

Depending upon a character’s Functions, they may enjoy additions to related Action Check
(​AC​) rolls (or reductions to the ​CR against which the ​AC is rolled) - either of which yield the
same effect. [​ See Action Checks, pg 10-13; also Functions, pgs 17-25. ]

9
Game Mechanics 
Action Checks 
When characters use a Characteristic Value (​CV​) to Act in some fashion—​administer first-aid,
​ an Action Check (​AC​) is made.
answer a riddle, leap over a chasm, or disarm a trap—

​Compare the sum of ​1D6 + Characteristic Value (CV)​ against a ​Challenge Rating ​(​CR​).

● If the result of ​1D6​ + ​CV​ is ​greater​ than the ​CR​, the Action is successful.
● If the result of ​1D6​ + ​CV​ is ​less​ than the ​CR​, the Action is unsuccessful.
● If the result of ​1D6​ + ​CV​ is ​equal​ to the ​CR​, the Action has a mixed result (Guide’s call).

Challenge Ratings 
To set the Challenge Rating (​CR) for an Action Check (​AC)​, the Guide gauges how difficult
the Action would be for a hypothetically ‘average’ person of the game genre and setting.

Action Difficulty Assured Easy Moderate Difficult Arduous Legendary

Challenge Rating -/1 2/3 4/5 6/7 8/9 10 / +

[ Example: An ‘Assured’ task is something that could be accomplished by anyone almost all of the time;
a ‘Moderate’ task is something that could be accomplished by a person of some ability most of the time;
while a ‘Legendary’ task could only rarely be accomplished even by someone of superior ability. ]

Attack ​&​ Defence 


The value used in an Attack or Defence Action [referred to as the Attack Value or Defense
Value (​AV​ or ​DV​, respectively)] ​is equal to the sum of ​1D6​ + ​CV + LV​.

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The Characteristic Value (​CV​) to be used is determined by the Guide based on the situational
context as well as the description of the Action which the player gives.

[ Example: in Bodily Conflict (a.k.a. combat) the ​CV will likely be that of Body, unless the description the
player gives of the Action indicates that the Attack or Defence was more a matter of specialized
knowledge than of mere physical prowess, in which case the ​CV​ might be that of Mind. ]

● If the ​AV​ of an Attack is ​greater​ than the target’s ​DV​, the Attack is successful.
● If the ​AV​ is ​less​ than the target’s ​DV​, the Attack is unsuccessful.
● If the ​AV​ is ​equal​ to the target’s ​DV​, the result is mixed.

[ Example: if the ​AV of the Attacking character ​equals the ​DV of the Defending character then the result
would be mixed: so, perhaps in order to succeed, it was necessary for the Attacker to overreach and
thus the attacking character’s next combat-related roll will suffer ​-1​. ]

An Attack must be relevant to the type of Conflict the character is involved with: Bodily,
Mental/Emotional, or Spiritual.

Weapons 
In ​Genera​, weapons are of two weights (Light & Heavy) and two types (Melee & Ranged).

Injury Inflicted Player Character Level


by weapon type 1 2 3 4 5 6

Weapon Light 1 1 1 1 1 2
Weight Heavy 1 1 1 1 2 3

Melee weapons have a Reach between ​1 and ​3 Paces, while Ranged weapons have a
Reach of ​9 ​(short), ​30 (medium), or ​60+ (long) Paces. Characters wielding heavy weapons
suffer ​-1 to combat initiative. A character with an unprepared weapon also suffers a ​-1 to
combat initiative.

Characters may Ready or Switch weapons using the Action ​or​ ​ ​Move Phase of their Turn.

[ Example: a character can either Act and Switch Weapons, or Move and Switch Weapons, but they
may ​not​ Act, Move, ​and​ Switch Weapons on the same Turn. ]

The space between Melee and Ranged Reach is referred to as the Interstice. ​Characters in
the Interstice may be Attacked with Melee ​or Ranged weapons, ​but the attacks suffer ​-1
either way due to the awkward spacing.

Armour ​&​ Shields 


Armour and shields, in ​Genera​, have been abstracted into Functions. ​[ See Armoured I & II, pg
18; also Public Defender, pg 22. ]

Injury 
Attacks, whether Bodily, Mental/Emotional or Spiritual, cause Injury which is subtracted from
the corresponding Secondary Characteristic.

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Stamina, Sanity ​&​ Integrity 
● Injury​ ​sustained during​ ​Bodily​ ​Conflict is subtracted from Stamina (​ST​).
● Injury​ ​sustained during​ ​Mental/Emotional​ ​Conflict is subtracted from Sanity (​SN​).
● Injury​ ​sustained during​ ​Spiritual​ ​Conflict is subtracted from Integrity (​IN​).
[ See Characteristics → Secondary, pg ​9​ ]

Neither Stamina, Sanity, nor Integrity can be reduced below ​0​.

● After a Bodily Conflict, characters recover Stamina at a rate of ​1 point per period of rest, ​more
with the successful employment of the Physic Functions.
● After a Mental/Emotional Conflict, characters recover Sanity at a rate of ​1 point per period of
rest, ​more​ with the successful employment of the Psycho-Therapeutics Functions.
● After a Spiritual Conflict, characters recover Integrity at a rate of ​1 point per period of rest;
more​ with the successful employment of the Thaumaturgy Functions.

For purposes of healing and recuperation, a period of rest is ​6 hours​.

When a character’s Stamina, Sanity, or Integirty reaches ​0 they become incapacitated and
removed from Conflict. What this means for the character is entirely dependent upon the
circumstances and Stakes of the Conflict. ​[ See Conflicts → Defining the Stakes, pg 14. ]

[ Example: loss of stamina may mean physical maiming, loss of sanity may mean mental derangement,
loss of Integrity may mean moral corruption; and death is ​always​ a possibility. ]

If help is not immediately forthcoming, the Guide may determine that the character has
become so maimed by wounds, so deranged by conflicting conceptions, or so corrupt through
cruel actions that the character dies or becomes an ​NPC​).

Experience ​&​ Advancement 


As characters Adventure and Explore they gain Experience. When they gain ​enough
experience, they increase in Level: gaining additional Characteristic and Function Points.

Character Level 1 2 3 4 5 6
XP to Next Level 0-29 30-74 75-187 188-469 470-1174 1175+
Characteristic Points 3 +1 +1 +1 +1 +1
Function Points 4 +3 +3 +3 +3 +3

Resources ​&​ Wealth 


The Way ​Genera deals with wealth and Resources is by abstracting it into a Function. The
Resource Function represents a character’s business network, line of credit, cash savings,
real property, haggling ability, and income … all at once.

If a character wants to procure anything beyond the very basic necessities of life, the Guide
sets the item’s relative Availability based upon how challenging it would be for a
hypothetically ‘average’ person of the game genre and setting to acquire.

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Would acquiring the resource be an Assured (1), Easy (2/3), Moderate (4/5), Difficult (6/7),
Arduous (8/9), or Legendary (10+) Challenge for such a person?

The Availability of a Resource serves as the ​CR​ for an Action Check (​AC​) on Mind (​MD​).

The Availability of Artifacts, Gear, and Resources will vary with genre and setting.

[ Example: If the character succeeds at the ​Resource Check (RC)​, they manage to acquire the
Resource; if they are ​unsuccessful they fail to acquire the resource; if they get a ​mixed result perhaps
the resource is acquired but their finances were stretched in so doing thus requiring the character to
suffer ​-1​ on their next Resource roll; or perhaps they acquire the item but it has a hidden flaw. ]

At Rank ​0 (unskilled), when attempting to procure resources beyond the simple, necessary,
and basic, characters must ​succeed at an ​AC (​MD​) where the CR equals the resource’s
Availability​. ​Rank ​0​ essentially means there are no bonuses to the required ​AC​ roll.

The Resources Function also comes in three positive Ranks: I, II, & III. ​[ See Functions →
Resources I, II & III, pg 24. ]

Found Objects ​&​ Treasure 


Being that wealth has been abstracted, the value of Found Objects and Treasure have been
similarly abstracted and their Value is rated according to how many points they offer for
reducing of the Challenge Rating (​CR​) of future Resource Checks.

These reductions need not be ‘spent’ all at once, but rather may be spent as desired.

[ Example: if the Treasure or Found Object has a value of ​24​, this can be used as -24 to the ​CR of one
Resource Check, or ​-12 to the ​CR of two, -6 to the ​CR of four, -4 to the ​CR of three, and so on to -1 to
the ​CR​ of twenty-four Resource Checks. ]

Vast Fortune =​ 120 or more.


Great Fortune = ​80 to 119.
Large Fortune = ​51 to 79.
Small Fortune = ​30 to 50.
High Value = ​20 to 29.
Mid Value = ​9 to 19.
Low Value = ​1 to 8.
No value offset =​ 0 (below commonly available items)

13
Conflicts 
In ​Genera,​ Conflict does not necessarily mean combat, rather it indicates any situation in
which someone or something opposes, prevents, or precludes the fulfillment of the intentions
of another character or party. This being the case: debates, horse races, searching, riddle
games, and brawls are all forms of Conflict.

Defining the Stakes 


Before a Conflict begins, it is important to define and declare the Stakes.

[ Example: before going into a debate the Stakes might be that the character who is unsuccessful must
concede the logic of the other side and change a specific opinion, or that they will have their entire
belief-system undermined and be required to convert to and adopt the opposition’s worldview; or it may
be that social standing is at Stake and a loss will cost the character Reputation Points. ]

Time in Conflicts 
During a Conflict, time is measured in Rounds and Turns. A Round is the amount of time it
takes for everyone in the Conflict to have a Turn. ​The duration of a Round can range from a
few seconds to several minutes or more depending on the scale and type of the Conflict.

Each Turn has two Phases—Action and Move—which may be performed in any order; also
one or both may be skipped at the player's discretion.

During an Action Phase, a character may perform any reasonable Action​: Attack or Defend;
employ a Function; overcome a Challenge, Obstacle, or Hazard, Ready or Switch Weapon,
etc.​ [ See Game Mechanics, pg 10-13. ]

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During a Move Phase the average human character may ​walk a distance equal to their
Movement Rate (​MR​) or ​run a distance equal to ​2 x ​MR​. Differently-abled persons at ​½ that
or whatever seems appropriate to their ability.

[ Example: a character with an ​MR​ of 12 Paces may ​walk​ 12​ ​Paces or ​run​ 24 Paces on their Turn. ]

Double Your Pleasure  


Alternatively, on their Turn, ​a character may choose to Move twice at the expense of their
Action Phase, or Act twice at the expense of their Move Phase​.

Surprise  
If the Guide decides that circumstances warrant a Surprise Round, each side rolls ​1D6 (if one
side has a definite advantage over the other they should get ​+1 or, in more extreme cases,
+2​ to their Surprise roll). ​[ See Function → Military Strategy, pg 21. ]

● If the result of the party intending the Surprise is higher, then ​they​ enjoy a Surprise Round.
● If the result of the party intended as the target(s) is ​2+​ higher, ​they​ enjoy a Surprise Round.
● Otherwise, each party will enter the Conflict normally, rolling initiative.​ ​[ See below. ]

The party with Surprise enjoys ​Advantage to all rolls made during the Surprise Round that
might reasonably be assumed to benefit from having Surprise (initial Attack Rolls, for
instance).​ [ See Advantage & Disadvantage, pg 16. ]

If an NPC party has the drop on a PC party, the Guide should call for Surprise rolls without
announcing what they’re for since this would certainly add to the ambience of the Surprise.

Initiative  
Each party involved in a Conflict rolls a ​D6​; whichever party rolls highest acts first. In the
event of a tie, reroll until a definitive order is established. Characters may act in any order
during their party’s Turn, and are encouraged to work in concert. ​[ See Function → Military
Strategy, pg 21. ]​.

Challenges, Obstacles ​&​ Hazards 


Challenges, Obstacles, and Hazards are similar in that each is a type of Conflict. However ...

… a Challenge stands in the way of a character's progress toward achieving a goal;

[ For example: a wound may need to be healed, a bit of lore may need to be recalled, etc. ]

… an Obstacle stands in the way of a character's progress toward a place;

[ For example: a sheer cliff that must be climbed, or a raging river that must be forded, etc. ]

… a Hazard is an Obstacle that causes Injury if it cannot be perceived, disabled, or avoided.

[ For example: a dart trap set off by a floor plate, thin ice amid thick on a frozen lake, etc. ]

15
To overcome Challenges, Hazards, or Obstacles a player must succeed at one or more
Action Checks as determined by the Guide. ​[ See Game Mechanics, pgs 10-13. ]

Advantage ​&​ Disadvantage 


The Guide may decide that a course of action has a slightly higher or lower chance of
success due to unique contextual circumstances.

[ Example, if a sympathetic healer tries to gain the trust of a patient she has previously healed,
Advantage could be appropriate; however, if she must administer medicament as a suppository to a
hostile person, Disadvantage might be more appropriate. ]

When there is Advantage (​AD​), the player rolls an extra ​D6 for the Action Check (​AC​) and the
player keeps the higher result; in the instance of Disadvantage (​DA​), the player also rolls an
extra ​D6​ for the ​AC​ but the player must use the lesser result.

16
Functions 
Overview 
Characters are set apart not only by their Characteristics and Concepts but also by their
Functions: acquired Artifacts, emergent Powers, learned Skills, special Talents, and unique
Traits. In ​Genera​, these are all grouped together under the rubric of Functions. The specific
types of Functions available will be determined by the Guide based on the genre and setting
of the game.

A Note on Artifacts 
Artifacts are objects or devices that act as temporary Functions. An Artifact's functionality
lasts for the duration listed in the description.

Acquisition
Functions may be purchased at the time of character creation using Function Points (​FP​s).
FP​s left over after purchasing Functions may be saved and spent the next time the character
attains a new Level.

1st level starting characters begin play with ​4​ ​FP​s and gain ​+3​ ​FP​s with each new Level (​LV​).

Function Points may be spent immediately or saved to purchase more expensive Functions
later on.

Adoption, Adaptation ​&​ Creation


The Guide should feel free to adopt any of the default Functions just as they are; adapt
existing Functions to better suit the desired genre and setting; or even create new ones if
they feel the need.

17
Included in each entry is the name of the Function, the ​FP cost, any associated Artifact, a
description, any prerequisite(s), and the setting(s) for which the Function is best suited.

A Low-Fantasy List 
Acute Awareness I ​(Talent)
Function Cost: ​2
Description: making an ​AC (​SP​) allows the character to have heightened awareness of their
surroundings, enjoying ​-1 to the ​CR when searching, noticing hidden objects or features; also
gains ​+1​ to rolls against being surprised.

Acute Awareness II​ ​(Talent)


Prerequisite: Acute Awareness I
Function Cost: ​2
Description: as with Acute Awareness I, except that searching, or noticing hidden objects or
features is at ​-2​ to the ​CR​ and the character also gains ​+2​ to Surprise rolls.

Aqualung I​ ​(Power)
Function Cost: ​2
Description: making an ​AC (​BD​) ​CR 5 allows the character to breathe underwater for 1 ​ D2
hours. Accepting ​1 injury to Stamina will provide -1 to the ​CR​. The Artifact will have ​1D6
hours of use-time and requires no ​AC​ and there is no Injury offset.

Aqualung II​ ​(Power)


Prerequisite: Aqualung I 
Function Cost: ​3
Description: making an ​AC (​BD​) ​CR 3 allows the character to breathe underwater for ​½ hour​.
Accepting ​1​ injury to Stamina will provide​ -2​ to the ​CR​. The Artifact hae 2​D6​ hours of use.

Aquatic​ ​(Skill)
Function Cost: ​3
Description: making an ​AC (​BD​) ​CR 3 allows the character to swim at their normal ​MR​. ​The
duration that a human character may hold their breath is ​2x their Body (​BD​) in minutes
(minimum of 1)​, but because of this Skill ​th
​ e character's Body value is considered ​1 point
higher.

Animal Whisperer​ ​(Talent)


Function Cost: ​1
Description: make an ​AC (on whichever ​CV is most fitting) with ​Advantage when dealing with
challenges. obstacles, and/or hazards posed by animals. Successful use of this Function
does not permit a character to assume control of the animal(s) in question, rather it indicates
a level of general empathy that is sensed by the animal and returned in kind.

18
Armoured I​ ​(Talent / Artifact)
Function Cost: ​2
Artifact Cost: ​1
Artifact: Light Armour
Description: making an ​AC (​BD​) ​CR 5 allows the character, at the end of each Round (not
Turn), to reduce their total Injury taken by ​1​. The Artifact does not require an ​AC​; however,
when using it, after the Injury has been reduced the player rolls a ​D6​: if the result is a ​1 then
the Light Armour has been damaged beyond repair.

Armoured II​ ​(Talent / Artifact) 


Prerequisite: Armour I
Function Cost: ​3
Artifact Cost: ​2
Artifact: Heavy Armour
Description: as Armour I, except that making an ​AC (​BD​) ​CR 3 reduces Injury taken by ​2​.
When using the Artifact: after the Injury has been reduced the player must roll a ​D6​: if the
result of the roll is a ​1​, then the Heavy Armour has been damaged sufficiently to impair its
functioning effectively becoming Light Armour (as in Armoured I).

Battle Cry​ ​(Talent)


Function Cost: ​3
Description: making an ​AC (​SP​) ​CR 5 ​allows the character to, after defeating an Opponent,
single out another Opponent (of the same ​GR or lower) who must in turn succeed at an ​AC
(​SP​) against a ​CR equivalent to the ​LV of the character employing the Function. Failing the
AC, the target will flee from the Conflict. On a ​mixed result, the target will keep fighting but
suffers ​-1​ to ​AV​ next round. On a natural ​6​ the target enjoys ​+1 ​to ​AV​ next round.

Berserker​ ​(Talent / Artifact)


Function Cost: ​3
Description: making an ​AC (​BD​) ​CR 4 ​allows the character suffer ​-2 to their ​DV for the next ​3
Turns in return for enjoying ​+1 ​AV and ​+1 Injury on each successful Attack. Use must be
declared before rolling for the Attack. Requires ​1 full turn​ to “work up one’s blood.”

Bolster I​ ​(Power)
Function Cost: ​3
Description: making an ​AC (​SP​) ​CR 6 ​allows the character to ​double the effect of any other
Power being manifested within ​Melee Reach (the effect of the Extended Reach I and II may
apply - Guide’s discretion). If the Function being bolstered has an associated bonus or
penalty (Thaumaturgy I, II & II or Psychic Warfare I, II & III, for instance), then the character
bolstering it will also experience the same bonus or penalty. The character may attempt to
use this Function ​once every 3 Rounds​.

19
Bolster II​ ​(Power)
Prerequisite: Bolster I
Function Cost: ​2
Description: as with Bolster I, except the character needs to make an ​AC (​SP​) ​CR 4 and the
range is ​2x Melee Reach​.

Camouflage​ ​(Talent / Artifact)


Function Cost: ​2
Description: making an ​AC (​BD​) ​CR 5 ​allows the character to be virtually invisible in one
specific environment (​woodland, plains, swamp. desert, e ​ tc.). Others attempting to spot the
character while unmoving suffer ​+2 CR​; ​+1 CR​ while character is moving cautiously.

Conversion​ ​(Power)
Function Cost: ​3
Description: making an ​AC (​SO​) allows the character to use their full Turn to cause one
Opponent of equal or lower ​LV to convert to a positive view of the character and their
motivations. The ​CR should reflect the degree to which the opponent would be opposed to
such a conversion. The character may attempt to use this Function ​once every 3 Rounds​.

Cut ​&​ Run I​ ​(Talent) 


Function Cost: ​2
Description: making an ​AC (​BD​) ​CR 5 ​allows the character to combine their Move and Action
Phases so as to make ​1 Melee Attack against each Opponent passed while moving. The
character may attempt to use this Function ​once every other Turn​.

Cut ​&​ Run II​ ​(Talent) 


Prerequisite: Cut & Run I
Function Cost: ​2
Description: as with Cut & Run I, except character will only need to make an ​AC​ (​BD​) ​CR 3​.

Engineering I ​(Skill)
Function Cost: ​2
Description: making an ​AC (​MD​) with ​-1 ​CR allows the character to disarm traps, as well as
construct and repair mechanical or technological contrivances, etc. Of course the precise
mechanical and technological level of the contrivances involved will vary greatly depending
on the game genre and setting. Requires an Engineer’s Kit.

Engineering II​ ​(Skill)


Prerequisite: Engineering I
Function Cost: ​2
Description: as with Engineering I, except that the character will enjoy ​-2 ​CR when attempting
to detect / disarm a trap, ​or when repairing / constructing any form of mechanical or
technological contrivance.

20
Extended Reach I​ ​(Talent)
Function Cost: ​1
Description: making an ​AC (​BD​) ​CR 5 allows the character to extend their normal Melee
reach by ​1 Pace​.

Extended Reach II ​(Talent) 


Prerequisite: Extended Reach II
Function Cost: ​2
Description: as Extended Reach I, except Melee reach is extended ​1 more Pace​.

Last Ditch Effort​ ​(Talent)


Function Cost: ​1
Description: character may operate normally for ​1​ Turn after reduced to ​0​ ​ST, SN, or IN​.

Military Strategy​ ​(Skill)


Function Cost: ​2
Description: making an ​AC (​MD or ​SP​) ​CR 5 ​allows the character to anticipate and prepare
for Conflict. When making Surprise or Initiative rolls the character (or party if character is the
designated Party Leader) enjoys ​Advantage​.​ [ See Surprise and Initiative, pg 15 ]

Minstrelsy I​ ​(Skill)
Function Cost: ​2
Description: making an ​AC (​BD or ​SO​) ​CR 5 ​allows the character to compose and play
music, write and recite poetry, and sing. If character beats ​CR 7 then all who listen are healed
of ​1​ Injury to Sanity ​or​ Integrity.

Minstrelsy II ​(Skill)
Function Cost: ​2
Description: making an ​AC (​BD or ​MD​) ​CR 3 ​allows the character to compose and play
music, write and recite poetry, and sing. If character beats the ​CR 5 then all who listen are
healed of ​1​ Injury to Sanity or Integrity.

Navigation I​ ​(Skill)
Function Cost: ​2
Description: making an ​AC (​MD​) ​-1 ​CR ​allows the character to navigate in the wilderness.
The character (or party if character is Party Leader) enjoys ​Advantage​ to stay on course.

Navigation II​ ​(Skill) 


Prerequisite: Navigation I
Function Cost: ​3
Description: as with Navigation I, except that it requires making an ​AC​ (​MD​) ​-2​ ​CR​.

21
Night Vision​ ​(Trait)
Function Cost: ​3
Description: making an ​AC (​SP​) ​CR 5 ​allows the character to see a wider spectrum of light
than the typical human spectrum and thus may effectively see in the dark.

Nullify​ ​(Power)
Function Cost: ​3
Description: making an ​AC (​SP​) ​CR 5 ​allows the character to ​negate any other Power
manifested within ​30​ Paces. May be used ​once​ ​every 3 Rounds​.

Physic I​ ​(Skill / Artifact)


Function Cost: ​2
Artifact Cost: ​2
Artifact(s): Healing Draughts
Description: making an ​AC (​SO​) ​CR 5 ​allows the character, in place of an Action and Move,
to heal ​1 Injury to Stamina on one being within Melee reach. Proper application of the Physic
Skill (requires Physician’s Kit - see Gear, pg XX) and takes ​3 full Turns. Without the Kit the
Skill allows only ​½ benefit and takes ​2x the time. The Artifact works independently from the
Skill, may be combined with it, requires only ​1 phase to apply, and works instantly. Healing
Draughts typically come in a satchel of ​6​ vials.

Physic II​ ​(Skill / Artifact) 


Prerequisite: Physic I
Function Cost: ​2
Artifact Cost: ​2
Artifact(s): Augmented Healing Draught
Description: making an ​AC (​SO​) ​MD 4 ​allows the character to heal ​2 Injury to Stamina on one
being within Melee reach or ​1​ Injury on two beings​.

Polyglot I​ ​(Talent)
Function Cost: ​2
Description: allows the character to understand and speak (but not write) multiple languages.
Anytime a language barrier is encountered have the character may make an ​AC (​MD​):
understanding the language is at ​-2 CR​, speaking it is at ​-1 CR from whatever the Guide
determines the Challenge Rating (​CR​) to be.

Polyglot II​ ​(Talent )


Function Cost: ​3
Description: as with Polyglot I, except understanding is at ​-3 CR​, and speaking is at ​-2 CR​.

Psychic Warfare I​ ​(Power)


Function Cost: ​2
Description: allows character (as their Turn to make a ​MD attack (se pg 13) to inflict ​1 Injury
to Sanity on ​1 being within ​3x ​Melee Reach​. Characters manifesting this Power immediately
suffer ​1​ Injury to Sanity. This Power may only be manifested ​once every 3 Rounds​.

22
Psychic Warfare II​ ​(Power)
Prerequisite: Psychic Warfare I
Function Cost: ​2
Description: as with Psychic Warfare I, except it requires a ​MD attack to inflict ​3 Injuries on
Sanity across up to two beings. For example: a character could inflict ​1 Injury on one being
and ​2 Injuries on another; or ​3 Injuries on one being. Characters manifesting this Power
immediately suffer ​2​ Injuries to Sanity and ​1​ to Integrity.

Psycho-Therapeutics I​ ​(Power)
Function Cost: ​2
Description: making an ​AC (​SO​) ​CR 5 ​allows the character to heal ​1 Injury to Sanity on any
one being within Melee reach. Proper application of Psycho-Therapeutics requires ​2 full
Turns​. Characters employing this Power immediately suffer ​-1 Stamina, but enjoy +​1
Integrity. This Power may only be manifested ​once every 3 Rounds​.

Psycho-Therapeutics II​ (​ Power) 


Prerequisite: Psycho-Therapeutics I
Function Cost: ​3
Description: making an ​AC (​SO​) ​CR 3 ​allows the character to heal ​2 Injury to Sanity on one
being within Melee Reach or ​1 Injury on two beings. Proper application requires ​4 full Turns.
Characters employing this Power immediately suffer ​-1​ Stamina, but enjoy +​2​ Integrity.

Public Defender​ ​(Talent / Artifact)


Function Cost: ​2
Artifact Cost: ​0
Artifact(s): Shield
Description: making an ​AC (BD) CR 5 allows the character to move to block an Attack by
placing themselves between the Attacker and the target. The character will then become the
target of the Attack. The target must be within Melee Reach and the character must have a
Move Phase remaining in order to use this Talent. When using the Artifact the character
enjoys ​+1​ ​DV​. Character may not use a heavy weapon while using the artifact.

Push Me Pull You​ ​(Talent)


Function Cost: ​1
Description: making an ​AC (BD) CR 5 allows the character to make it difficult for Opponents
to disengage from Melee combat requiring from them a Double Move in order to successfully
retreat.

Rallying Cry​ ​(Talent)


Function Cost: ​3
Description: making an ​AC (BD) CR 5 allows the character, as their Action, to inspire allies
within earshot, granting each of them ​+1 to their next roll. May be used ​once ​every 3
Rounds​.

23
Resources I​ ​(Trait)
Function Cost: ​2
Description: indicates that the character has sufficient connections, credit, income,
outstanding favors, savings, and/or haggling ability to readily procure resources beyond the
bare necessities. When attempting to procure resources beyond the most basic and
necessary, the character must ​succeed at an ​AC (​MD​) where the CR equals the particular
resource’s Availability ​-2. ​Every use beyond once per week entails ​+1​ to the ​CR.

Resources II​ ​(Trait)


Prerequisite: Resources I
FunctionCost: ​3
Description: as with Resources I, except that when attempting to procure resources beyond
the basic necessities of life and the essential gear required for their character’s Concept, the
character must ​succeed at an ​AC (​MD​) where the CR equals the particular resource’s
 
Availability ​-4.

Resources III​ ​(Trait - intended for NPCs only)


Prerequisite: Resources II
Function Cost: ​3
Description: as with Resources I, except the character must be ​successful at an ​AC (​MD​)
where the​ CR​ equals the particular resource’s Availability ​-6.

Subterfuge I​ ​(Skill)
Function Cost: ​3
Description: making an ​AC (BD) ​allows the character to competently perform feats of
deception, evasion, misdirection, prestidigitation, stealth, thievery, trickery, and/or general
unobtrusiveness. The character will enjoy ​-1 CR w
​ hen attempting such activities.

Subterfuge II​ ​(Skill)


Function Cost: ​2
Description: as with Subterfuge I, except the character enjoys -​2 CR ​when engaging in
activities involving prestidigitation, misdirection, and/or general unobtrusiveness.

Telekinesis​ ​(Power) 
Type: Power
Cost: ​2
Description: making an ​AC (​SP​) ​CR 5 ​allows the character to move up to ​3 Light objects
(can be lifted with one hand) or ​1 Heavy object (can be lifted with two hands) up to ​12 Paces
away - in a manner insufficient to cause serious Injury, but certainly distraction, bruises, cuts,
or possibly even a concussion. This Power may only be manifested ​once every 3 Rounds​.

24
Telepathy​ ​(Power)
Function Cost: ​3
Description: making an ​AC (​SP​) ​CR 5 ​allows a character to mentally communicate with any
close companion within ​30 Paces​, or with any sentient being within ​60 Paces​. The character
will be aware of the presence of any mind within ​18 paces and can also determine the
general Sanity and Integrity of such minds. This Power may only be manifested ​once every 3
Rounds​.

Thaumaturgy I​ ​(Power)
Function Cost: ​3
Description: making an ​AC (​SP​) ​CR 5 ​allows the character, in place of an Action and Move,
to heal ​1 Physical, Mental, or Spiritual Injury on other beings within Melee reach. Characters
employing this Power immediately suffer ​-1 Stamina, but enjoy +​1 Integrity. This Power may
only be manifested ​once every 3 Rounds​.

Thaumaturgy II​ ​(Power)


Prerequisite: Thaumaturgy I
Function Cost: ​3
Description: as with Thaumaturgy I, except ​AC (​SP​) ​CR 3 allows the character may heal ​2
Injuries across up to 2 beings. For example: a character could heal ​1 Injury on each of two
beings, or ​2 Injuries on one being. Characters employing this Power immediately suffer ​-1
Stamina, but enjoy ​+1​ Sanity and ​+2 ​Integrity.

Thaumaturgy III​ ​(Power - intended for NPC Wonder-Workers only)


Prerequisite: Thaumaturgy II
Function Cost: ​3
Description: as with Thaumaturgy I and II, except the character may heal up to ​3 Injuries
across up to ​3 beings. For example: a character could heal ​1 Injury on each of three beings, ​3
Injuries on one being, or ​2 Injuries on one being and ​1 Injury on another. Characters
employing this Power immediately suffer ​-1​ Stamina, but enjoy ​+2​ Sanity and ​+3​ Integrity.

World Lore I​ ​(Skill)


Cost: ​1​ / region -​ extent of region dependent upon setting and Guide’s discretion
Description: making an ​AC (BD) CR 5 allows the character to recall the history, legends, and
myths of a specific region or culture. Neighboring or closely related regions/cultures are at ​CR
+1​; others are at ​CR +2​.

World Lore II​ ​(Skill)


Cost: ​2​ / region
Description: making an ​AC (BD) CR 3 allows the character to recall the history, legends, and
myths of a specific region.

25
Non-Player Characters 
Overview 
Non-Player Character (​NPC​) is a term that describes all the various sentient denizens of the
game world that the Player Characters (​PC​s) may chance to meet. All ​NPC​s are played by
the Guide. Some ​NPC​s may be ambivalent toward the ​PC​s and serve as part of the general
background of their adventures, while others (benign or malign) may be closely involved and
invested in the characters: actively opposing or supporting the ​PC​s.

Like ​PC​s, ​NPC​s will have a Level (​LV​) between ​1​ and ​6​.

While each Grade of ​NPC has a Stamina (​ST​) equation listed in the descriptions (below),
Sanity (​SN​) and Integrity (​IN​) should really be determined by the Guide based on the
particular ​NPC​s Concept).

Grades 
Non-Player Characters (​NPC​s) will have a Grade (​GR​) between ​1 and ​4 ​indicative of their
place in the campaign (or storyline) hierarchy. Grade is also a rough indice of how powerful
the ​NPC​ is compared to other characters of the same Level.

Grade may also define how and when an ​NPC is encountered. Typically, lower ​GR ​NPC​s will
appear earlier and in larger numbers than ​NPC​s of higher ​GR​, while higher ​GR ​NPC​s will be
encountered in small groups or alone and at a later stage.

Drudges​ (​GR​ = ​1​)​ ​are low-echelon ​NPC​s.  


Drudge Characteristics: ​Drudges typically have Primary Characteristic values of ​1​ / ​0​ / ​0​ / ​0​.
Drudge Functions: ​a Drudge may have ​1-2​ Functions.
Drudge Injury: ​a Drudge's Attacks will always inflict ​1​ Injury.
Drudge Stamina: ​a Drudge will have a ​ST​ value not exceeding its L ​ V​ (from 1-6).
XP for Defeat: 1 x LV -1 if defeated in Conflict by death, ​1 x LV if defeated in Conflict without
death. or ​2 x LV​ if Conflict is avoided.

26
Bosses​ (​GR​ = ​2​) are mid-echelon ​NPC​s.  
Boss Characteristics: ​Bosses typically have Primary Characteristic values of ​2​ / ​1​ / ​0​ / ​0​.
Boss Functions: ​a Boss should have ​2-4​ Functions.
Boss Injury: ​a Boss will have ​1 type of Attack (Melee or Ranged) which inflicts ​2 Injuries and
another that will inflict only ​1​ Injury.
Boss Stamina: ​a Boss will have a ​ST​ value not exceeding ​GR + LV + 1​ (from 3-9).
XP for Defeat: 2 x LV -1 if defeated in Conflict by death, ​3 x LV if defeated in Conflict without
death. or ​4 x LV​ if Conflict is avoided.

Leaders​  
(​GR​ = ​3​ or ​4​) are upper-echelon ​NPC​s that manipulate Bosses and their Drudges.
Leader Characteristics: ​Leaders typically have Primary Characteristic values of ​3​ / ​2​ / ​0​ / ​1​.
Leader Functions: ​a Leader should have ​3-6​ Functions.
Leader Injury: ​a Leader always inflicts ​2​ Injuries.
Leader Stamina: ​a Leader will have a ​ST​ value not to exceed G ​ R x 2 + LV​ (from 7-14).
XP for Defeat: 3 x LV -1 if defeated in Conflict by death, ​4 x LV if defeated in Conflict without
death. or ​6 x LV​ if Conflict is avoided.

27
Adventuring ​&​ Exploring  

Overview 
In far, far too many roleplaying games the bulk of time is spent in combat. However, most of
the fun comes from Adventuring and Exploring. Like combat, these activities can be fraught
with danger forcing difficult decisions that can significantly impact the Karma, Reputation, and
Resources of each participating character.

Though the rules in this section are optional, their use can add a degree of additional depth to
a game. If you genuinely dislike the additional record-keeping, you are free to abandon some
or even all of the rules in this section.

Adventuring 
Adventuring is the basic activity of player characters - going out to specific points of interest
on the map of the world that the Guide has designed a scenario with detailed locations,
NPCs, powers, and traps with which the players must contend.

Typically, characters will learn about adventures by listening to the gossip at the local Inn.
There may be no particular person who hires the characters, or it may be reasonably
informal: such as a barkeep sending the ​PC​s to discover the whereabouts of a shipment of
rare wine that has gone missing. These are informal tasks that may at various points require
some or all of the rules for Exploring (below). Adventures may or may not have a specific task
that needs to be accomplished, or villain that needs to be vanquished - these matters are left
for the Guide to determine.

There may be Karma to be gained (or lost) but seldom Reputation, and scant remuneration
other than whatever one finds or what the folk may provide (such as they can spare).

28
Exploring 
Occasionally, characters may wish to travel to the edge of civilization or deep into the
wilderness where the possibility for unexpected encounters and challenges is greatly
increased while the availability of aid and assistance is significantly decreased. Exploration is
an experience all its own, providing unique challenges and rewards.

Parties that are exploring should establish a Party Leader - preferably one with the Military
Strategy Skill.​ ​[ See Functions → Military Strategy, pg 21. ]

Time Passages ​&​ Movement Rates 


It may sometimes be necessary to measure the passage of time: how long it would take to
cross a certain distance and what the consequences may be for traveling faster or slower
than the average pace. In such instances, the Guide should set a base amount of time that a
given Action would ‘typically’ take.

[ Example: if two towns are “half a day's journey by foot” apart, then it will normally take
about 12 hours (half a day) to travel between them on foot at a normal pace with appropriate
periods of rest. If the party is being cautious—traveling slowly while one scouts ahead—the
trip may take ​2x as long (24 hours) but the party is less likely to be surprised and may
discover more about the land while travelling through it. If the party travels hastily—taking few
or no rests—the party may arrive in ​½x the amount of time, but may also attract unwanted
attention, be surprised by any encounters along the way, and be exhausted. ]

Traveling Normally 
A group traveling normally will arrive at their destination rested and in the typical time-range.

For each day of travel, the Guide rolls a ​D6 to determine if the party has an encounter along
the road. On a roll of ​6​, (or even lower in more dangerous areas) the characters are stopped
by hostile forces and must defend themselves or pay a toll to pass​.

Traveling Cautiously 
A group traveling cautiously takes ​2x​ as long to arrive but they cannot be ambushed.

A cautious group may find something useful while traveling. The Party Leader should roll a
D6​. On a roll of ​6​, the characters find something useful or intrinsically valuable.

Traveling Hastily 
A group traveling hastily takes ​½x as long to arrive at their destination but any Injury they
sustain during a Conflict will not heal until they slow their pace and take appropriate rests.

For each ​day of travel, the Guide rolls a ​D6 to determine if the party is ambushed along the
road (a Party Leader with the Military Strategy Skill extends a ​+1 to such rolls). ​On a roll of
1-2​, (or even higher in more dangerous areas) the characters are stopped by hostile forces
and must defend themselves or pay a toll to pass. ​When Hasty travelers arrive at their
destination, they will be exhausted, suffering ​-1​ to all rolls until they rest.

29
Travel Resting Periods 
For every hour of movement (adventuring, travel, etc) characters must take a short rest for ​10
minutes​. If characters go ​3 ​hours without resting, they suffer ​-1 to all rolls. ​In addition,
characters must take a long rest for ​6 ​hours each day if they are to experience the
recuperative benefits associated with rest.

Becoming Lost 
When deviating from the beaten path, there is always a chance of losing one’s direction. ​For
each day of travel, one character (the “Party Leader”) must make an Action Check (​MD​) to
continue in the right direction (the Military Strategy Skill extends a ​+1 to such rolls). After a
failed ​AC​, roll another ​D6​:

● 1​ indicates that they deviate North;


● 2​ indicates that they deviate West;
● 3​ indicates that they deviate East.
● 4​ indicates that they deviate South.
● 5-6​ indicates that the characters return to the correct path;

[ Guide's Note: I​ f you choose to use this rule, be careful not to extend a tedious journey.
Make sure that getting lost is an opportunity which provides at least as much fun as arriving
at the originally intended destination. ]

30
Pregenerated Characters 
Iolo Morgan​ - Level 2 Bard
Iolo is a Bard: a minstrel, healer, agent of culture, adjudicator of law, and bearer of education.

Body ​0 Functions
Mind ​2 LV 1: ​World Lore I (​F​1); Minstrelsy I (​F​2)
Soul ​1 LV 2: ​Minstrelsy II (​F​2); Polyglot I (​F​2)
Spirit ​1
Gear
Stamina ​3 musical instrument, rations, travel clothes, sandals, dagger,sling, satchel
Sanity 5
Integrity ​ 4 AV​ - D6 + 3 ≥ DV ​/​ ​DV​ - D6 + 3 ≥ AV ​ /​ ​ ​MR​ - 12 ​/

Cary Apothe​ - Level 2 Healer


Cary is a Healer: an agent of health and harmony who is good with animals.

Body ​0 Functions
Mind ​2 LV 1: ​Physic I (​F​2); Physic II (​F​2)
Soul ​1 LV 2:​ Thaumaturgy I (​F​3)
Spirit ​1
Gear
Stamina ​3 physician’s kit, rations, robe, light clothes, sandals, ​staff​, sling, satchel
Sanity 5
Integrity ​ 4
AV​ - D6 + 3 ≥ DV ​/​ ​DV​ - D6 + 3 ≥ AV ​ /​ ​ ​MR​ - 12 ​/

31
Chan Anka’an​ - Level 2 Monk
Chan is a Monk: dedicated to protecting pilgrims, mitigating corruption, healing the injured,
defending the weak, and promoting harmony.

Body 1 Functions
Mind 1 LV 1: ​Thaumaturgy I (​F​2); Acute Awareness I (​F​2)
Soul​ 1 LV 2: ​Cut & Run (​F​2); Push Me Pull You (​F​1)
Spirit 1
Gear
Stamina 4 spear​, rations, robe, travel clothes, sandals, ​dagger​, satchel
Sanity 4
Integrity 4
AV​ - D6 + 4 ≥ DV ​/​ ​DV​ - D6 + 4 ≥ AV ​ /​ ​ ​MR​ - 12

Rimpo Che​ - Level 2 Vagabond


Rimpo is a Vagabond: a disciple of nature’s mysteries: able to read the signs of time, place,
and people.

Body 1 Functions
Mind 1 LV 1: ​Navigation (​F​2); Camouflage (​F​2​ - Forest​)
Soul​ 1 LV 2: ​World Lore (​F​2); Armoured I (​F​1)
Spirit 1
Gear
Stamina 4 camping gear, rations, cloak, travel clothes, boots, ​dagger​, ​longbow​, satchel
Sanity 4
Integrity 4
AV​ - D6 + 4 ≥ DV ​/​ ​DV​ - D6 + 4 ≥ AV ​ /​ ​ ​MR​ - 12

Dierdre Usnach ​- Level 2 Warrior


Dierdre is a Warrior: dedicated to the perfection of the art of combat.

Body 3 Functions
Mind 0 LV 1: ​Armoured I (​A​1); Cut & Run (​F​2); Public Defender (​A​0)
Soul​ 0 LV 2: ​Armoured II (​A​2); Armoured I (​F​2)
Spirit 1
Gear
Stamina 6 sword​, rations, ​armour​, ​shield​, boots, ​dagger​, ​crossbow​, daypack
Sanity 2
Integrity ​ 3
AV​ - D6 + 6 ≥ DV ​/​ ​DV​ - D6 + 6 ≥ AV ​ /​ ​ ​MR​ - 12

32
Appendix A 
The Haunted Chapel 
(​a sample adventure for 2-5 low-level characters)

Based on a ​One-Page Dungeon contest entry​ by ​Scott Marcley


License: ​http://creativecommons.org/licenses/by-sa/3.0

The Setup 
The old chapel outside the town of Morley holds a terrible secret. Many years ago, after the
former rector died, a new priest arrived to take over. Some say the new rector went insane,
locking his fellow priests inside the chapel and setting fire to it, burning the poor souls alive.

Badly burned himself, the rector confessed to the ghastly murders, but died without saying
why he did it. The head priest was hastily buried in the burned-out chapel, and the cursed site
was abandoned. It is now a crumbling ruin said to be haunted by ghosts of the murdered
priests.

Lately, strange events have befallen the town and several locals have gone missing.
Townsfolk suspect the haunted chapel is the source of their recent distress.

The Truth of the Matter 


In reality, death cultists are working secretly to restore the chapel for nefarious purposes, and
have turned its undead guardians into sinister servants.

33
Chapel Ruins  
The chapel grounds are surrounded by 9-ft. high stone walls. The roof and upper walls of the
stone chapel, as well as the east belfry, have collapsed into the interior, but most of the 20-ft.
high outer walls are intact. The stained glass is gone from the 12-ft. high window frames, but
the bronze lattices that remain prevent any trespassers from climbing through the openings.
Half the chapel grounds are completely shrouded with dense, thorny foliage (10–20 ft. high)
that hinders movement and obscures sight beyond 10-ft. Anyone leaving a flagstone path
must slowly chop their way through the prickly briars and tangling vines (only swords or axes
will work for this).

The Chapel Grounds  


1. Rusted Iron Gates​ - The gates open onto a weed-choked flagstone courtyard. To
either side, ​Bent iron fences​ open into other areas of the grounds. ​Cracked steps​ rise
to the façade, where one of the 40-ft. high belfries has toppled into a pile of rubble.
One chapel door has fallen; the other hangs loosely on a ​bent hinge​1​.
2. Old Tombstones​ - The tombstones stand among rustling weeds. Eight graves were
recently turned. Hidden in the grass are huge ​rat holes​ ​(X)​. Coming within 10-ft. of
one attracts ​ID3+2 ​Giant Rats​2​. Dozens more infest a warren of tunnels below. At
night, ​1D6+2 ​Skeletons​3​ roam the cemetery.
3. Burial Vaults​ - Four vaults are carved with the names and deeds of holy knights. The
lids were smashed open and the bodies removed.
4. Marble Statue4​​ - The statue is of an angelic figure. Nearby, a ​rusted gate​ leads into
the rear garden.
5. Algae-Covered Fountain​ -The fountain is guarded by ​two ​Giant Spiders​5​.
6. Covered Well​ - ​Beneath the​ lid​ is a cobweb-filled shaft leads to the well room in the
Undercroft​ (see below).
7. Overgrown Path​ - The path is completely overgrown with briars; ​hacking through
reveals a ​rusted gate​ into the ​rear garden​.
8. Dense Brush​ - ​Hidden ​beneath the dense brush​ here is a ​hatch​ to the ​Undercroft​.
9. A deadly ​Hangman's Tree​ stands here. A glint at the tree's base is a lure to attack
prey with its strangling vines. Among its roots are skeletal remains wearing a shiny
silver pendant​7​ and a pouch full of ​gold coins​8​.
10. Overgrown Path​ -This path is completely overgrown with briars.
11. Vine-Shrouded Mausoleum​ - Entry within is barred by a locked iron gate​ [ ​AC​ (​BD​) ​CR
7​ to force open ]​. Inside is an ornate marble sarcophagus. ​Beneath the​ lid​, a tight
staircase descends to a foul-smelling crypt.
a. Inside The Chapel​ - The chapel interior shows signs of a terrible fire. It is
filled with tall piles of loose rubble, but the valleys between them are safe.
Boot prints and drag marks can be spotted in the dust.
12. Ladder​ - The ladder climbs 30-ft. to a narrow platform where a ​bronze bell​9​ hangs
from the rafters. A 2-ft. rope dangles from the clapper. If the bell is rung, the platform
collapses and ​ten ​Death Birds​10​ nesting in the rafters attack. The noise alerts those
in the ​Undercroft​.
13. Giant Centipedes​11​ - Four giant centipedes strike from gaps in the rubble and then
retreat into the debris to reemerge elsewhere.
14. Rubble​ - The rubble conceals a ​stuck door​ to the garden. The ​stuck door​ is difficult
to force open [​ ​AC​ (​BD​) ​CR​ ​5​ ]​.
15. More Rubble​ - It conceals a ​staircase​ down to the ​Undercroft​ (it is easily seen but
only from the NE corner).
16. Marble Altar​ - The altar is fire-blackened and bears a hastily-carved inscription: “​A
wise man, possessed by madness; here we consign his wicked bones. May his poor
victims rest in eternal peace."​ ​Beneath the​ 6 ​ 00 lb. altar​ [​ ​AC​ (​BD​) ​CR​ ​7​ to move]​ is a
stone ossuary containing the maligned rector's bones and a ​holy mace​12​.

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a. The Undercroft​ - The lower foundation of the chapel mostly escaped the fire's
destruction. The vaulted ceilings are 9–12 ft. high.

17. Musty Cellar​ - Smashed barrels and crates litter the floor. The ​west door​ is ajar.
18. Refectory​ - It is strewn with broken stools and smashed cookery. A simple hearth
stands in the corner. ​Two ​Ghouls​13​ in burnt robes hunch over a wide table in the
center of the room, hungrily devouring a dead local. These are the former chapel
priests who were "killed” in the fire.
19. Dormitory​ - ​Six ​Cultists​14​ camp in the common area ​(C)​. Three of the five rooms are
empty (E) save for broken remains of a bed and table.
a. One room ​(T)​ holds ​two ​Kidnapped Townsfolk​15​, locals who offer a
reward​16​ if rescued.
b. The other room ​(R)​ is occupied by ​four ​Giant Rats​17​. A ​dark hole​ in the wall
leads into their warren.
20. Stone Cister​n - The cistern is filled with greasy water. The bones of two missing
townsfolk, along with a ​silver holy symbol​18​ and ​two ​vials of holy water​19​, can be
found scattered on the bottom.
21. Well Room​ - A stairway led up to the belfry, but it’s now filled with rubble. The
passage ends at the lip of a fresh-water spring. A cobweb-filled ​shaft​ ascends to the
garden​. On the bottom of the 9-ft. deep pool is a ​sealed jar​ containing an ​iron key​20​.
22. Two Storerooms​ - The remains of old supplies lie scattered about both rooms. The
cultists dug a ​hole​ into the ​crypt​ through the east wall of one storeroom. A ​gold
platter​21​ and ​chalice​22​ along with ​four​ ​gold candlesticks​23​ are in the other room.
23. Rector's Office​ - The door to it is barricaded by a bookcase and desk. Beyond the
curtain is a bed, a night-table, and a tattered ​tapestry​ (​behind which​ is a ​secret door
[ ​AC​ (​MD​) ​CR​ ​5​ to spot ]​). ​Under the bed​ is the rector's​ ​journal. The final entries
reveal that he discovered his fellow priests (and the former rector) were really cultists
performing unholy rituals in the chapel.
24. Scriptorium​ - Shelves filled with dusty scrolls line the walls. Four scribe's desks stand
in the room's center. Two iron doors on the north wall are locked. The ​east door​ is
sealed but the ​iron key​ ​(from location 21, above)​ opens it.
25. Ladder​ - The ladder ascends a 15-ft. shaft to a ​hatch​ that opens on the ​rear garden​.

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26. Niches​ - Dozens of these niches hold sealed ossuaries. Each niche bears a priest's
name. A ​Skull​24​ wearing a priest's cap rests on a pedestal in the east alcove. Brother
Denton's ossuary contains ​two ​healing draughts​25​.
27. Crypt​ - The damp air stinks of rotting flesh. Two carved pillars support the ceiling.
Standing next to a marble sarcophagus on a raised dais are ​four ​Skeletal Knights​26
(from the cemetery) wearing chain mail and wielding long swords and shields. When
they attack, the sarcophagus lid slides open and a ​Ghoul​27​ wearing tattered robes
and a miter appears—the former rector and secret cult leader. The Skeletons and
Ghast wear a small fortune in ​Jewelry​28​.

Notes on Points of Interest & Denizens 


1. Bent Hinge​ - ​There’s a ​1-in-6​ chance the hanging door will fall on anyone passing through
the doorway. As characters do so, roll ​1D6​: on a ‘1’ the door falls causing 1 Injury to Stamina.
2. Giant Rats​ - ST ​= 1 ​/​ ​AV​ = ±0 ​/​ ​DV​ = -2 ​ /​ ​MR​ = 8. Bite attack : 1 Injury to Stamina. They’re
the size of large dogs.
3. Skeletons​ (Drudges)​ - GR = 1​ ​/ ​ ​LV​ = 2 ​/​ ​ST ​= 1 ​/​ ​AV​ = +1 ​/​ ​DV​ = ±0 ​ /​ ​MR​ = 6. Sword
attack: 1 Injury to Stamina. No armour or shield.
4. Marble Statue​ - ​The first person to leave an offering here will receive a blessing (+1 on
all rolls) for one hour.
5. Giant Spiders​ - ST ​= 1 ​/​ ​AV​ = ±0 ​/​ ​DV​ = +2 ​ /​ ​MR​ = 3 ground - 6 web. They’re the size of
small dogs. Bite Attack- : 1 Injury to Stamina and target must make ​AC​ (​BD​) ​CR​ 5 saving
throw or suffer effects of venom (non-lethal). Victim becomes paralyzed while​ ​envenomed.
Web attack: target is restrained. As an action, restrained target can make ​AC​ (​BD​) ​CR​ 5 to
burst the webbing. The webbing can also be destroyed by fire. Envenomed targets will serve
as food if left overnight in webbing.
6. Hangman's Tree​ - ST ​= 20 (tree), 1 (​per​ vine) ​/​ ​AV​ = ±0 ​/​ ​DV​ = +2 ​ /​ ​MR​ = 0 (tree), 3
(vines). There are 4 vines on the tree. Vine attack - on a successful attack victim becomes
entangled. 1 Injury to Stamina by constriction for every 3 Rounds victim remains entangled.
7. Silver Pendant​ - ​Value ​4​.
8. Gold Coins​ - ​Value ​5​.
9. Bronze Bell​ - ​Value ​1​.
10. Death Birds​ - ST ​= 1 ​/​ ​AV​ = ±0 ​/​ ​DV​ + 2 ​ / ​ ​MR​ = 3 (ground), 6 (web). They seem to be a
cross between a bat and a giant mosquito - having a needlelike proboscis and seeking to feed
on the blood of living creatures. Attachment attack: They try to attach to rear-most party
member (who gets an ​AC​ (​SP​) ​CR​ 5 to notice attachment attempt). Once attached, every 2
Rounds they draw 1 Injury to Stamina worth of Blood (satiated after 2 Rounds). When satiated
they detach (​AC​ (​SP​) ​CR​ 5 to notice) and another will attack rearmost party member. If party
members split up - this means there are more exposed backs.
11. Giant Centipedes​ - ST ​= 1 ​/​ ​AV​ = +1 ​/​ ​DV​ = +1 ​ /​ ​MR​ = 8. Bite attack- : 1 Injury to
Stamina. They’re about 3 ft. long.
12. Holy Mace​ - +1​ to ​AV​, ​+2​ against corrupt creatures. Value ​20​.
13. Ghouls​ - ST ​= 1 ​/​ ​AV​ = ±0 ​/​ ​DV​ = ±0 ​ /​ ​MR​ = 6. Energy Drain attack: 1 injury to Stamina;
Horror attack: 1 Injury to Sanity (only 1 per conflict / target); Corruption Attack: i Injury to
Integrity.
14. Cultists​ (Drudges)​ - GR​ = 1​ ​ ​/ ​ ​LV​ = 2 ​/​ ​BD​ = 1​ ​/​ ​MD​ = ​0​ ​/​ ​SO​ = ​0​ ​/​ ​SP​ = 0​ ​/​ ​ST​ ​= 2​ ​/
AV​ = ±3 ​/​ ​DV​ = ±1 ​ /​ ​MR​ = 12​. Night Vision (​F​3); Psychic Warfare I (​F​2); Dagger attack: inflict
1​ Injury. ​XP​ for Defeat: ​1​ if defeated in Conflict by death, ​2​ if defeated in Conflict without death.
or ​4​ if Conflict is avoided altogether.
15. Kidnapped Townsfolk​ ​(Drudges)​ - GR = 1​ ​/ ​ ​LV​ = 1 ​/​ ​ST ​= 1 ​/​ ​AV​ = ±0 ​/​ ​DV​ = ±0 ​ /​ ​MR​ =
12. Unarmed and unarmoured.
16. Reward​ - ​Honestly, they don’t have much to offer: value ​4​.
17. Giant Rats​ - ST ​= 1 ​/​ ​AV​ = ±0 ​/​ ​DV​ = -2 ​ /​ ​MR​ = 8. They’re the size of large dogs.
18. Silver Holy Symbol​ - ​Value ​5​.
19. Vials of Holy Water​ - ​The vials damage undead and corrupt creatures as if it were acid. A
flask of holy water can be thrown ​[Ranged Reach 16 Paces] ​against corporeal entities. It can
be used against corporeal and incorporeal entities by pouring or immersion. 2 Injuries to
Stamina per vial against undead. Against corrupt entities it can do the same, alternatively it
can heal ​2​ Injury to Integrity). Value ​1​.
20. Iron Key​ - ​This key is used at location 24 to unlock the ​east door​.
21. Gold platter​ - ​Value ​3​.
22. Gold​ ​Chalice​ - ​Value ​6​.
23. Gold Candlesticks​ - ​Value ​2​.

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24. Skull - ​If given an offering​, the skull speaks: “​Your gesture comforts my soul; Brother Denton
has a gift for you.”​ ​If a blessing or prayer is conferred​ on the Skull, it says: “​Salvation awaits
you in the chapel's heart.​ ”
25. Healing Potions​ - ​Artifact: Augmented Healing Draughts. ​[ See Functions → Physic II, pg 21. ]
26. Skeletal Knights​ (Boss) ​- GR = 2​ ​/ ​ ​LV​ = 2 ​/​ ​ST ​= 2 ​/​ ​AV​ = +1 ​/​ ​DV​ = +1 ​ /​ ​MR​ = 8.
Sword attack. Armoured I (Artifact). Sword attack: 2 Injuries to Stamina. Horror attack: 1 Injury
to Sanity (only 1 per conflict / target);
27. Ghoul​ (Leader)​ - GR​ = 3 ​/​ ​ST ​= 1 ​/​ ​AV​ = ±0 ​/​ ​DV​ = ±0 ​ /​ ​MR​ = 6. Energy Drain attack: 2
injuries to Stamina; Horror attack: 2 Injuries to Sanity (once per conflict / target); Corruption
attack: 2 Injuries to Integrity. Night Vision (t=Trait); Rallying Cry (Talent).
28. Jewelry​ - ​Value ​30​.

Color Key
Green - Means of access
Red - Dangerous Denizen
Gold - Found Object / Treasure

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“Roleplaying  is  a  way  for  humans  to  interact  with  our deep, hidden, 
mythological selves. They are a way to feed our souls.”​ — Greg Stafford

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Genera​ ​ ®

Low-Fantasy QuickStart

5 Pregenerated Characters: a Bard, a Healer, a Monk, a Vagabond, and a Warrior - all


ready for play with names, characteristic values, functions, and gear.

Introductory Adventure​: included is the Haunted Chapel - an Adventure (for 2-5 low Level
characters) based on a One-Page Dungeon contest entry by Scott Marcley ​(​CC-BY-SA-3.0​)​.

Lately, strange events have befallen the town of Morley and several locals have gone
missing. Townsfolk suspect the haunted chapel is the source of their recent distress. The
player characters must enter the chapel and put an end to the curse that plagues the town.

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