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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax
and Dave Arneson.
THE SILENCE OF HOLLOWIND:
SPECIAL RULES
RESOURCE DICE
Also known as a usage die, a resource die is an abstract measure of the durability, quality or quantity
of a certain resource. It could be used to represent tools and gear, money, and anything else that is
too granular and time-consuming to track. Its role is that of reducing bookkeeping and adding an
additional element of risk and tension to the game.
How does this work? Whenever the resource is used (for instance, when you use a First Aid Kit to
stabilize a dying comrade), the corresponding resource die is rolled. On a 1, the die is reduced to a
lower size as shown by the progression above: if you get a 1 on a d4, you run out of that resource and
can no longer use it until you manage to bring it back to a d4 again.
Corresponding tier 6 5 4 3 2 1
There are three main types of resource dice within these rules: Wealth, Gear and Kit.
● Wealth die: Instead of having a precise cost, equipment and gear are divided into six tiers,
each corresponding to a resource die size - as an example, tier 4 equates to a d10. Your
wealth die and corresponding wealth tier will be determined by your player character’s
background.
In general, you can easily afford anything below your wealth die/tier: a character with d10/tier
4 Wealth will have no trouble purchasing tier 1, 2 and 3 items, for instance.
If attempting to purchase an item of your tier, you must roll your wealth die to determine
whether the investment takes a toll on your finances. On a 1, the wealth die is reduced by one
size: you still get the item, but your buying power is permanently reduced.
The GM will have final say on which items you can purchase; they are also free to adjust a
purchase’s tier depending on the circumstances (a large quantity of tier 1 items might count
as a tier 2 purchase, for instance). Normally, you cannot attempt to purchase items above
your current wealth tier.
When your wealth die is completely exhausted, you always look messy and dishevelled,
which will surely impact the way others treat you during social occasions. You won’t be
starving and will still manage to pay the bills (you’re a government officer, after all) but life will
be harsh and you will not be able to make any purchases.
The only way to increase your wealth die is getting to levels 5 and 10, thus earning a pay rise,
or otherwise acquiring considerable amounts of money (the GM has final say on this).
● Gear die: Each bureau (Order, Persecution or Revelation) grants your character a set of
default equipment. When on the job, you will have these default items plus a Gear die, whose
default size (and corresponding tier) depend on your bureau (d6 for Order and Persecution,
d8 for Revelation). This die is used the same way as your wealth die, but any item obtained
through it is property of the government - if you misuse, steal or damage it, you will have to
answer your superiors.
If your gear die is exhausted, it means your resources for the current operation are completely
expended - your teammates can still use their own gear die to assist you, however: think of it
as your partner throwing you a spare clip of ammo for your gun.
The GM will tell you when to reset your gear die to its default value (normally at the start of a
new mission or operation, when your bureau allocates resources).
Needless to say, the GM is always free to tell you that certain items have been automatically
granted you by the bureau, and may also decree some equipment to be unavailable for the
current mission (no grenade launchers during infiltration, please).
● Kit die: Some tool kits, specifically the first aid kit and glyphist kit, have a limited duration
represented by a resource die. Every time you use these, you must roll their kit die; if the die
is exhausted, the kit has been completely consumed.
AMMUNITION
Some weapons have the Ammunition property: if you roll a 1 when attacking with such a weapon, the
GM may have you run out of ammunition. In order to reload the weapon, you will have to spend a
bonus action and roll your gear die (or a teammate may roll their own die for you, if they are able to
lend you some of their ammunition).
Obviously enough, this rule only works if you are on the job and thus have access to gear dice; if you
run out of ammunition during a scene of everyday life you are generally assumed to have no spare
clips for that weapon at the moment.
The abstract nature of the gear and wealth dice works best when they are used as a sort of “flashback
device” to have useful items appear in the hands of PCs when needed. Instead of long shopping
sessions, use these tools to determine whether a character has what they need here and now.
For instance, a character might want to pay a round of drinks in order to impress someone: that’s a
use of wealth. Or let’s suppose officer Lyla is on leave when a gang of thugs corners her in an alley:
she needs a gun to defend herself, and uses her wealth to get one. From now on, we know she has a
gun - the player used the Wealth die to establish a new element about her. Now, the GM has final say
on the feasibility of these purchases - but they should generally say yes.
Gear is also used in a similar way, such as determining whether you have a stun grenade at the ready
when Mal the Butcher barges into the room.
Bear in mind, however, that resource dice never tell us if the character gets the item: the roll is used
to determine whether that item was the last thing you were carrying or could afford.
As the Game Master, it is your job to involve resource dice whenever they improve pacing and spike
up adrenaline: that’s why they are an abstract system - we don’t want your group getting bogged
down in the details. In addition to when required by the rules, call for resource rolls whenever you
think “okay, but this is clearly expensive” or “no way that’s part of their usual gear”!
PROFICIENCIES: SKILLS AND TOOLS
The following skills and tools proficiencies replace the skills and tools lists from the core books.
Note that, by default, skill and kit proficiencies aren’t tied to a specific ability score: you can freely
combine the two. You could make a Strength (Intimidation) check to pressure someone into giving
away information, or a Charisma (Education) check to impress a researcher with your knowledge.
SKILL USED TO
Contacts (select one Find someone within the specified environment or social class, or recall
field, environment or information about it. Examples are Contacts (Bureau of Order), Contacts
group) (Aristocracy) or Contacts (Black Market).
Education Recall lore about Hollowind, its history and cultures. This skill also
measures the character’s general level of knowledge and culture.
Medicine Stabilize dying creatures, recognize diseases, study corpses and wounds.
TOOL DESCRIPTION
Forensic Kit Used to examine crime scenes and perform basic chemical analysis.
Tool of the Trade Represents your familiarity with a specific trade. Each tool of the trade
(select one trade) requires a separate proficiency.
Transport (select one Represents your familiarity with a specific type of transport (vehicle, ship,
transport type) mount, or else). Each type of transport requires a separate proficiency.
GLYPHS
While Player Characters cannot cast spells or wield magic, those proficient with a glyphist kit can
trace and activate glyphs, complex arcane symbols with flexible applications.
Note: The only way for a Player Character to gain proficiency in the glyphist kit is to acquire the
Glyphist sub-class during character creation.
GLYPH CLASSIFICATION
Glyphs are classified based on three factors: area, duration, potency. Each of these factors is
ranked from lesser to greater. Their sum determines the glyph’s total power.
For each rank, we have included a general outline of its associated effects; given that glyphs are
negotiated between players and Game Master, the effects are left intentionally vague. The GM has
final say on which rank is appropriate for a given effect.
● Duration: The glyphs’ lasting time after it has been activated (and before requiring a new
manalith charge).
Rank 1. Instantaneous/1 round;
Rank 2. 1 to 10 minutes;
Rank 3. 1 hour;
Rank 4. 12 hours;
Rank 5. 24 hours.
● Potency: The power of the change caused by the glyph once it has been activated.
Rank 1. Minor (1d6 in healing or damage, causing or removing the Blinded, Deafened or
Prone conditions);
Rank 2. Average (2d6 in healing or damage, causing a weapon’s damage to be magical,
granting advantage on a specific type of ability check);
Rank 3. Major (3d6 in healing or damage, changing a weapon’s damage type, granting
advantage on attack rolls or saving throws, causing or removing the Charmed, Paralyzed or
Restrained conditions);
Rank 4. Extreme (4d6 in healing or damage, causing or removing the Invisible condition)
When activated, a glyph allows each target to make a specific saving throw to negate its effects: the
saving throw is established when the glyph is created, but the GM has final say on which saving throw
is more appropriate. If a glyph causes a condition, any creature affected by it may repeat the saving
throw at the end of each of their turns, shaking off the condition in case of success.
USING GLYPHS
There are three ways a Player Character proficient with a Glyphist Kit can use it.
Glyphic Chalk: A small tool, it can be used as an action to produce a very weak magical effect that
lasts no more than a few minutes. Its use cannot heal or cause damage, inflict or remove conditions,
or influence the outcome of rolls. It is similar in power to the Thaumaturgy and Prestidigitation spells.
Using a glyphic chalk does not cause you to roll the resource die for your glyphic kit.
Portable Glyph: A glyph that has been learned through the glyphist s ub-class, or researched and
developed during downtime. These glyphs are designed by the player controlling the glyphist
character, but their effect must be negotiated with the Game Master, who has final say on what is and
isn’t allowed.
Portable Glyphs must have a total power no greater than 5 (and must have at least 1 rank in each
factor: area, duration and potency). As an example, a portable healing glyph that heals nearby allies
for 2d6 would have area 2, duration 1 and potency 2.
A glyphist can activate one of their known portable glyphs simply by spending an action and using
their glyphist kit. No check is required, but the kit’s resource die must be rolled.
Elaborate Glyph: These are complex glyphs developed on the spot to solve a specific problem.They
require time and ability, but they can cover the entire range of areas, durations and potencies. The
effect of these glyphs is negotiated between player and GM, and it can go well beyond the suggested
effects. The GM has final say on what is and isn’t allowed.
To begin with, an elaborate glyph requires one hour to be traced and automatically reduces by one
step the glyphist kit’s resource die; additionally, once the process has been completed the glyphist
must make a DC 5 Intelligence (Glyphist Kit) check; in case of failure, all the time and resources have
been wasted.
For each rank beyond the first in each of the three factors (area, duration, potency), the glyphist must
choose one of the following complications:
● The glyph requires to reduce the glyphic kit’s resource die by an additional step (this cannot
be chosen if the kit is already exhausted);
● There is a complication chosen by the GM (a rare ingredient or material is required; the glyph
must be traced on a specific surface or at a specific time; the glyph requires a large amount of
manalyth and/or must drain a creature’s life force…)
This last option can be selected only once per glyph.
Finally, tracing a complex glyph exposes the glyphist to the risk of Arcane Plague (see next pages).
MNEMO - IDENTIKIT
Performing a mnemo-identik is a complex glyphic operation, requiring on average one hour of work on
a corpse’s eyeball. Only Player Characters that have acquired the glyphist sub-class and the
mnemo-identikit feature can attempt this.
Once the process is complete, the glyphist makes an Intelligence (Glyphist Kit) check with a variable
DC, based on how well-preserved the eyeball was: 10 for an eye in excellent condition, 15 for an eye
in standard condition, and 20 if it is compromised or partially ruined.
If the check is successful, the glyphist obtains an impression of the last thing seen by the eye (this is
an image impressed by light, not unlike a photography). Game Master: if the check is successful, the
image should contain at least one useful hint!!!
SPEAKDEAD
A character with the speakdead background can establish a connection with a recently deceased
spirit (this ability can be used only once on the same spirit):
● If the spirit was created by an extremely violent, brutal or prolonged death: it lasts 24 hours.
● If the spirit was created by a violent, but instantaneous and not particularly brutal death: it
lasts 6 + 1d6 hours.
● Any nonviolent death, even if its causes aren’t natural, doesn’t generate a spirit.
Once they have established contact with the spirit, the speakdead can ask a series of questions to
them: each requires a Wisdom (Insight or Perception) check. The first question has a CD of zero
(automatic success), and each subsequent question increases the CD by 5. A success means the
speakdead manages to gain an answer from the spirit (these are generally brief, enigmatic or
repetitive; the spirit is in no way compelled or bound to tell the truth - remember, the spirit is constantly
reliving the last traumatic moments of their death!).
As soon as the speakdead fails a check, the spirit reacts aggressively and the speakdead suffers one
level of exhaustion for each question asked beyond the first; on the other hand, if the speakdead
willingly breaks the connection after a successful check, there are no harmful consequences.
As a personal suggestion, you should really avoid asking more than three questions!
ARCANE PLAGUE
This arcane sickness mainly concerns spellcasters, but it can also affect any non-wizards exposed to
intense sources of magical energy, such as manalith. This is a life-threatening illness and anyone
suffering from it should be isolated to prevent contagion. Because anyone possessing the Arcane Gift
is especially vulnerable to the plague, such individuals are often shunned and isolated out of fear.
Arcane plague infection causes: Being exposed to magical artifacts, unchecked arcane sources,
arcane mist, tracing glyphs, using magic, or being exposed to infectious patients.
Infection: A character that is exposed to a source of possible infection must make a Constitution
saving throw with a basic DC of 8, which may be increased by the following:
In case of success, the character is immune to arcane plague for one week; otherwise, the character
will enter stage 1 of the sickness after one week.
From that moment on, the character must make a Constitution saving throw at the beginning of each
day. The DC of the save is calculated the same way as the one for infection above, but is increased
by a number equal to the character’s stage of the sickness (as an example, a character in stage 3
exposed to a magical artifact must save against a DC of 8 + 3 + 2 = 13). A failed save means that the
character will enter the next stage of the sickness, bringing them closer to death. A successful save
means the character’s condition doesn’t worsen - at least until the next day’s save.
A character that receives medical assistance from a specialist gains advantage on these daily saving
throws, provided they are hospitalized and constantly monitored.
Cure: There are no known remedies against this illness. However, if a character in stage 1 or 2 of
arcane plague manages to roll three successful saves before reaching stage 3, they don’t have to
save against the sickness anymore and naturally recover within 2d6 days; note that this doesn’t make
them immune to future infection. The skin of a person that has recovered from the arcane plague still
bears its mark in the form of a web of irregular, faintly blue streaks all over the body.
Arcane Plague stages: There are a total of five stages, each more severe than the previous.
Stage 2 Appearance of bluish spots all over the body, which can still pass as birthmarks or
bruises.
The patient has advantage when saving against magical fear effect, against
infected creatures, and against sources of infection.
Stage 3 Appearance of large, impossible to miss vivid blue streaks all over the body. The
illness is now fully visible unless concealed. Spontaneous magical manifestations
can (rarely) occur during this stage.
The patient permanently reduces their Intelligence score by 2. They may also suffer
disadvantage on social checks with non-infected individuals (GM’s choice).
Stage 4 Veins can inflate up to four times their original size; catatonic phases alternate with
intense pain. Psychotic breakdowns and uncontrolled spontaneous magical
manifestations become frequent. The patient is now infectious, and permanently
reduces their Intelligence and Wisdom scores by 2 points.
At this stage, the GM may freely impose exhaustion levels or several minutes of
paralysis to the infected, whenever they deem appropriate.
Stage 5 Coma and prolonged catatonia. The infected body is now a constant source of
arcane plague. The patient loses any form of control or autonomy.
ARCANE MIST
Traversing the banks of magical fog known as arcane mist follows the rules below.
Navigation: Whenever they move through the mists, characters must succeed on an Intelligence or
Wisdom check to navigate the mist, using Tools of the Trade (navigation) or Tools of the Trade
(cartography) and applying the appropriate proficiency if able. If the characters have a map of the
area, they have advantage on this check; on the other hand, misleading directions or intense mist
activity causes disadvantage.
The DC for the navigation check is based on the mist’s density (see Arcane Tide, below).
On a failure, the characters travel in circles or find themselves somewhere unexpected.
Arcane infection: Being exposed to arcane mist may cause the onset of arcane plague. At the end of
each day spent within the mist, a character is forced to make a Constitution save against arcane
plague infection. This save works as usual, but the DC is increased by 2 for each consecutive day
beyond the first that the character has spent within the mist.
Dangers of the Mists: Traversing the arcane mist can bring the characters face to face with danger.
Each time the characters move within the mist, the GM rolls a d20. If the roll is equal to or lower than
a danger threshold, the GM may insert a Danger of the Mists within the scene. The danger threshold
begins at 1 and is increased by +1 after every roll; it is reset to zero when the GM inserts a Danger of
the Mists within the scene.
Characters may willingly increase the DC of the navigation check by 5; if they do, and regardless of
the check’s outcome, the GM will have to roll 2d20 for arcane tide and keep the highest result.
Whenever a character takes a long rest within the arcane mists, the GM rolls a d20.
d20 Effect
1-16 No effect.
Omens and visions haunt the character’s sleep. The GM reveals one omen about
the character’s future (the next 24 hours, specifically); it won’t necessarily come
true, but the GM considers it quite likely to happen.
17-18
The character gains 1 Luck point that can be spent to reroll an attribute check,
saving throw or attack roll. The point must be spent before knowing the outcome
of the roll, and is lost at the beginning of the character’s next long rest.
Dreadful nightmares prevent the character from enjoying the benefits of the long
19
rest. It is instead treated as a short rest.
Characters that have been infected by arcane plague are immune to this result.
Over the course of the following pages you will find random tables for Dangers of the Mists. These are
divided into three tables, depending on whether the characters traverse the mist inside an urban
island’s territory (which is generally less dangerous) or outside (where lurk greater threats).
d20 Dangers of the Mists - Inside Urban Islands
Cold wave: Each character must succeed on a DC 10 Constitution save or suffer a level of
6
exhaustion. The GM may cause vehicles to get stuck or weapons to jam.
Lightning: 1d4 lightning bolts strike characters on the scene (determine the targets
7 randomly). Each target must succeed on a DC 10 Dexterity save or suffer 6d6 lightning
damage.
Wind: unnaturally strong winds reduce everyone’s speed to 10 feet and cause
8
disadvantage on ranged or thrown attacks using physical projectiles.
Altered time: Time within the mist will pass faster or slower (randomly determined or GM’s
9
choice) than outside of it. Colors might become more vivid or suddenly desaturated.
Darkness: visibility is reduced to zero. Everyone on the scene is considered blind, unless
10
they have supernatural abilities that allow them to see in darkness.
Acid: Items and creatures suffer sudden corrosion. Each creature must succeed on a DC
11 15 Constitution save or suffer 4d4 acid damage. The GM may also cause some
equipment to be damaged or destroyed.
Spirits: the spirit of any person dying within the area immediately manifests as a wrathful
12
apparition. It disappears if destroyed or when the mist effect ends.
13 Light: a sudden dance of sparkling orbs disorients and Blinds every creature in the area.
Illness: Each character must succeed on a DC 15 Constitution save or lose 1d3 points of
14
Constitution, as a sudden illness (chosen by the GM) strikes them.
Teleport: 2d4 randomly determined creatures are teleported 2d4x10 feet in a random
16
direction (1-2. towards the sky; 3. north; 4. west; 5. south; 6. east).
Doomfire: All flammable objects in the area that aren’t worn or carried ignite; any event
17
causing sparks (like clashing weapons) causes 1d6 fire damage to anyone within 5 feet.
Arcane distortion: magic and glyphs cause unexpected effects (chosen by the GM). This
18
also applies to glyphic equipment and vehicles.
19 Arcane Plague: everyone in the area risks being infected by arcane plague.
Arcane Storm: roll twice on this table, ignoring and rerolling any 1-2 results. If you get
20
another 20, keep rerolling and adding new effects!
d20 Dangers of the Mists - Outside Urban Islands
Cold wave: Each character must succeed on a DC 10 Constitution save or suffer a level of
4
exhaustion. The GM may cause vehicles to get stuck or weapons to jam.
Lightning: 1d4 lightning bolts strike characters on the scene (determine the targets
5 randomly). Each target must succeed on a DC 10 Dexterity save or suffer 6d6 lightning
damage.
Wind: unnaturally strong winds reduce everyone’s speed to 5 feet and cause
6
disadvantage on ranged or thrown attacks using physical projectiles.
Altered time: Time within the mist will pass twice faster or twice slower (randomly
7 determined or GM’s choice) than outside of it. Colors might become more vivid or
suddenly desaturated.
Darkness: visibility is reduced to zero. Everyone one the scene is considered blind, unless
8
they have supernatural abilities that allow them to see in darkness.
Acid: Items and creatures suffer sudden corrosion. Each creature must succeed on a DC
9 15 Constitution save or suffer 4d4 acid damage. The GM may also cause some
equipment to be damaged or destroyed.
Spirits: the spirit of any person dying within the area immediately manifests as a wrathful
10 apparition. It disappears if destroyed or when the mist effect ends (if this was rolled as
part of an Arcane Storm, they do not dissipate when the mist effect ends).
11 Light: a sudden dance of sparkling orbs disorients and Blinds every creature in the area.
Illness: Each character must succeed on a DC 15 Constitution save or lose 1d4 points of
12
Constitution, as a sudden illness (chosen by the GM) strikes them.
Sound: Noise is greatly diminished or increased (GM’s choice) within the area. If it is
diminished, everyone counts as Deafened for the duration; if it is increased, anything
13
producing a loud noise now forces everyone able to hear it to succeed on a DC 15
Constitution save or suffer 2d6 thunder damage.
Teleport: 2d4 randomly determined creatures are teleported 2d6x10 feet in a random
14
direction (1-2. towards the sky; 3. north; 4. west; 5. south; 6. east).
Hellfire: All flammable items in the area ignite; any event causing sparks (such as clashing
15
weapons) causes 1d6 damage to anyone within 10 feet.
Arcane distortion: magic and glyphs cause unexpected effects (chosen by the GM). This
16
also applies to glyphic equipment and vehicles.
17 Arcane Plague: everyone in the area risks being infected by arcane plague.
Arcane Storm: roll twice on this table, ignoring and rerolling any 1-2 results. If you get
18-20
another 18-20, keep rerolling and adding new effects!
If you need to determine the area and/or duration of a specific Danger of the Mists, you can roll 1d10
on the table below:
1 Duration: 1 round / Area: 1 city block Duration: 2 rounds / Area: 1 city block
2 Duration: 2 rounds / Area: 1 city block Duration: 4 rounds / Area: 1 city block
3 Duration: 2 rounds / Area: 2 city blocks Duration: 4 rounds / Area: 2 city blocks
4 Duration: 4 rounds / Area: 1 city block Duration: 8 rounds / Area: 1 city block
5 Duration: 4 rounds / Area: 2 city blocks Duration: 8 rounds / Area: 2 city blocks
6 Duration: 4 rounds / Area: 3 city blocks Duration: 8 rounds / Area: 3 city blocks
7 Duration: 8 rounds / Area: 1 city block Duration: 16 rounds / Area: 1 city block
8 Duration: 8 rounds / Area: 2 city blocks Duration: 16 rounds / Area: 2 city blocks
9 Duration: 8 rounds / Area: 3 city blocks Duration: 16 rounds / Area: 3 city blocks
10 Duration: 16 rounds / Area: 1 city block Duration: 10 minutes / Area: 1 city block
CHARACTER CREATION
1. Determine Attribute Scores: You may choose to adopt the method presented on
the Player’s Handbook, or adopt the g
ritty method presented below.
Gritty Method: Characters created using this method aren’t heroes; they are normal people.
If you randomly determine your attribute scores, roll 3d6 for each score instead of rolling 4d6
and discarding the lowest result.
If you use the standard set of attribute scores, it becomes 8, 10, 11, 12, 13, 14.
If you use the point-buy method, your point budget will be equal to 21 instead of 27.
2. Choose Heritage: You may choose one of the following heritages, which replace the
standard character races. Each heritage determines your characters’ hit die and grants you
several features (and sometimes, small disadvantages).
3. Choose Background: This was your profession or occupation before joining the Bureaus.
Each background grants you some proficiencies (when it comes to weapon and armor
proficiencies, you have to select specific items) and a unique background feature. It also
determines your Wealth Die, which is an abstract measure of your general affluence and
ability to find and purchase items.
If you want, you can select an Officer background corresponding to the bureau you are
currently serving under: that means you’ve always been working there, and might also
indicate that you are a particularly dedicated agent.
Finally, each background features some questions that can help you shape your character’s
personality traits, ideals, flaws and bonds. Each Player Character should also consider the
following questions:
Which event shaped your life, for better or worse? How did that happen? What did you learn
from the experience?
Who is the most important person in your life? What is your relationship? How can this hurt
you?
What’s your goal in life? What is it you need, and what has prevented you from achieving it? If
you manage to get there, what consequences will there be?
How do you act towards other people? How can this prove useful or problematic? What is it
that causes you to behave like this?
Is there an item you always carry with yourself, no matter what? Is it a precious memory?
How can it help you?
What’s your daily routine? Are you even able to change it? How does this routine protect you?
What special training makes you precious to the team? Where did you learn it? When can it
prove useless or even problematic?
4. Class, Sub-Classes and Bureau: Each PC shares the same main class, the Officer. You
begin play as a level 1 Officer, and gain all the listed benefits. See the Officer Class section
for more information.
While each character has the same basic class, your group’s choice of Bureau and your
character’s individual choice of Sub-classes will allow you to customize your officer.
The ten sub-classes are: Archivist, Brute, Glyphist, Hound, Medic, Monster Hunter, Pilot,
Sharpshooter, Squad Leader, U ndercover Agent
Each Player Character will acquire two of these sub-classes at level 1. While you will be able
to gain features from a different sub-class later on, this choice heavily determines your
character’s path. Make sure your abilities complement the rest of the team!
5. Finishing Touches: Choose a name for your character and introduce them to the group.
The GM is encouraged to grant teams additional items if they fit the operation.
Additionally, any character with the Glyphist sub-class adds a glyphist kit to their standard
equipment for free, and any character with the Medic sub-class adds a first aid kit to their
standard equipment for free as well.
CHARACTER HERITAGES
Human
Hit die: d8; Your size is Medium; your base speed is 30 feet.
Choose one: Increase two of your ability scores by +1; or increase one of your ability scores by +1
and gain proficiency in two skills and/or tools of your choice.
Elf
Hit die: d8; Your size is Medium; your base speed is 30 feet.
Increase your Dexterity score by +1.
Gain proficiency in the Perception skill.
Sharp Eyes: You have advantage on checks using Perception, if relying on sight.
Half-elf
Hit die: d8; Your size is Medium; your base speed is 30 feet.
Choose one: Increase your Dexterity score by +1; or gain proficiency in two skills and/or tools of your
choice.
Sharp Eyes: You have advantage on checks using Perception, if relying on sight.
Dwarf
Hit die: d10; Your size is Medium; your base speed is 25 feet.
Increase your Constitution score by +1.
Sharp Ears: You have advantage on checks using Perception, if relying on hearing.
Orc
Hit die: d10; Your size is Medium; your base speed is 30 feet.
Increase your Strength score by +1.
Sharp Nose: You have advantage on checks using Perception, if relying on smell.
Half-orc
Hit die: d8; Your size is Medium; your base speed is 30 feet.
Choose one: Increase your Strength score by +1; or gain proficiency in two skills and/or tools of your
choice.
Sharp Nose: You have advantage on checks using Perception, if relying on smell.
Gnome
Hit die: d6; Your size is Small; your base speed is 25 feet.
Increase your Wisdom score or your Charisma score by +1.
Luck: Whenever you roll a natural 1 on a saving throw, ability check or attack roll, you may choose to
reroll that die. If you do, keep the new roll.
Nimble: You can move through the space of another creature, provided they are of Medium size or
larger.
Halfling
Hit die: d6; Your size is Small; your base speed is 30 feet.
Choose one: Increase your Wisdom score or Charisma score by +1; or gain proficiency in two skills
and/or tools of your choice.
Luck: Whenever you roll a natural 1 on a saving throw, ability check or attack roll, you may choose to
reroll that die. If you do, keep the new roll.
CHARACTER BACKGROUNDS
Citizen
Why did you become an agent of the Bureaus?
Which difficulties did you encounter? How did you manage to overcome them?
What were you forced to leave behind? Which opportunities do you think you wasted?
Skill and tool proficiencies: Contacts (one workplace of your choice), one skill of your choice tied to
your work experience
Weapon and armor proficiencies: any one of your choice.
Wealth die and tier: d6 / tier 2
Criminal
How did you become an agent of the Bureaus?
What is the worst crime you have committed?
Why did you become a criminal?
Highborn
You are part of the elite. How do you feel about that?
Being highborn has its downsides. What troubles have you experienced because of it?
Who could backstab you? What dirty secret could ruin you?
Securer
Which one of your assignments as a securer has left its mark on you?
What enemies have you made, and what friends have you lost?
Which secret are you in on, and who could it bring down - probably alongside yourself?
Speakdead
What was your first traumatic experience as a speakdead?
Which person have you lost, that you would kill to be able to speak with once again?
How do you think you will die? Have you had a vision of your fate? Do you believe it?
HIT POINTS
Hit Dice: One per officer level. The size of your HD (6, 8, or 10) is determined by your heritage
Hit Points at 1st Level: The size of your Hit Die + your Constitution modifier
Hit Points at Higher Levels: The number you roll on your Hit Die (or half the size of your Hit Die +1)
+ your Constitution modifier
PROFICIENCIES
These will vary depending on the bureau you are serving under.
● Bureau of Order
Common Weapons: All common weapons.
Uncommon Weapons: Heavy bludgeon, medium pistol, plus any 3 of your choice.
Military Weapons: Heavy revolver, shotgun.
Armor: Any armor allowing you to add your Dexterity modifier, plus all shields.
Skills and/or Tools: Any 3 of your choice.
● Bureau of Persecution
Common Weapons: All common weapons.
Uncommon Weapons: All uncommon weapons.
Military Weapons: Grenades, heavy pistol, heavy revolver, maul, shotgun, plus any 3 of your
choice.
Armor: All armors and shields.
Skills and/or Tools: Any 2 of your choice.
● Bureau of Revelation
Common Weapons: All common weapons.
Uncommon Weapons: Heavy bludgeon, medium pistol, plus any 4 of your choice.
Military Weapons: Shotgun, plus any 1 of your choice.
Armor: Any armor allowing you to add your Dexterity modifier.
Skills and/or Tools: Any 3 of your choice.
Table: Officer
Lv Xp Prof. Benefits
1 0 +2 Choose any two sub-classes from the list on the following pages.
● Gain proficiency in the Saving Throws listed by one of the chosen
sub-classes.
● Gain one feature of your choice from each of the chosen
sub-classes, for a total of two features.
2 300 +2 Gain one feature of your choice from one of your sub-classes.
4 2700 +2 You can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Extra Attack: You can now attack twice when you take the Attack action on
your turn.
6 14000 +3 Increase your wealth die by one step (d4 > d6 > d8 > d10 > d12 > d20).
7 23000 +3 Gain one feature of your choice from one of your sub-classes.
8 34000 +3 You can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
9 48000 +4 Gain one feature of your choice from one of your sub-classes.
10 64000 +4 Increase your wealth die by one step (d4 > d6 > d8 > d10 > d12 > d20).
Note: Unless specified otherwise, each sub-class feature can only be taken once.
OFFICER SUB-CLASSES
Archivist
Saving Throws: Intelligence, Wisdom
Class Features:
● Analyst: You have advantage on ability checks made to examine documents.
● Bureaucracy: By working upon your contacts you can halve the time required for
bureaucratic procedures, or to get a specific document. Once per case you may “intercept” a
given document or report and, if you want, you can “make it disappear”.
● Eye for Detail: When investigating a scene, you can ask the GM whether something is “out of
place” and make an Intelligence or Wisdom (Insight or Perception) check; if you succeed, the
GM will tell you if something has been misplaced or missing, what it is, and where it would
normally have been.
● Forgery: You can easily reproduce a person’s writing, or another agency’s documentation. In
order to detect the forgery, a character must succeed on an Intelligence or Wisdom (Insight or
Perception), opposed by your Dexterity or Intelligence (Education) check.
● Linguist: You know an additional number of languages equal to your proficiency bonus (if the
bonus increases later on, you learn additional languages). You also have advantage on ability
checks when discussing, examining or translating languages, markings or symbols.
● Photographic Memory: You perfectly remember any scene you took part in. You can “visit
them again” in your mind. These images will remain in your memory for about two weeks.
● Strong Mind: You have advantage when saving against illusions and mind-altering effects.
Brute
Saving Throws: Strength, Constitution
Class Features:
● Brawler: You are proficient with improvised weapons and unarmed strikes. Your unarmed
strikes use a d4 for damage.
● Great Weapon: When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
● Grit your Teeth: you can use a bonus action to regain hit points equal to 1d10 + your officer
level. Once you use this feature, you must finish a short or long rest before you can use it
again.
● Military Training (Melee): You become proficient with an additional number of melee
weapons equal to your proficiency bonus (if the bonus increases later on, you gain additional
proficiencies).
● Rush: On your turn, you can take one additional action on top of your regular action and a
possible bonus action. Once you use this feature, you must finish a short or long rest before
you can use it again.
● Thick Hide: While you are not wearing any armor, your Armor Class equals 10 + your
Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
● Twin Weapons: When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack.
Glyphist
Saving Throws: Intelligence, Wisdom
Class Features (when you obtain this sub-class, you must choose Trace Glyph as your first feature):
● Change Glyph: You are able to use your glyphist kit to modify the effects of a preexisting
glyph. Before you roll the kit’s usage die, the GM will tell you whether the operation will
require a check (and the corresponding DC), as well as the amount of time required.
In case of failure, the consequences of messing with a glyph could be catastrophic.
● Identify Glyph: By spending 1 minute looking at a glyph, you can determine its function.
● Mnemo-identikit: You are able to use your glyphist kit to perform mnemo-identikits.
● Research Glyph: You learn two new portable glyphs of your own design: discuss their effects
with the Game Master. This feature can be selected multiple times.
● Trace Glyph: You gain proficiency with the glyphist kit. You also learn three portable glyphs
of your own design: discuss their effects with the Game Master.
Hound
Saving Throws: Dexterity, Charisma
Class Features:
● Eye for Detail: When investigating a scene, you can ask the GM whether something is “out of
place” and make an Intelligence or Wisdom (Insight or Perception) check; if you succeed, the
GM will tell you if something has been misplaced or missing, what it is, and where it would
normally have been.
● Formidable Insight: When you succeed on an Intelligence or Wisdom check to examine a
person, you can ask the GM to tell you an additional piece of useful information concerning
that person’s past or psychology. You can only use this feature once on the same person.
● Quick: You can use your bonus action to take the Dash or Hide action, or to attempt to
grapple a target.
● Ready: You have advantage on initiative rolls. If not unconscious, you cannot be surprised.
● Rumors: When you succeed on a check involving one of your Contacts skills, you can ask
the GM to tell you about a gossip or rumor that is currently a “hot topic” within those circles.
This could be a complete hoax, obviously.
● Stalker: You can move at full speed when moving stealthily.
● Trusted Companion: Choose a beast that is no larger than Small and that has a challenge
rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage
rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals
its normal maximum or three times your character level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it
doesn’t take an action unless you command it to. On your turn, you can verbally command
the beast where to move (no action required by you). You can use your action to verbally
command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the
Extra Attack feature, you can make one attack yourself and you can command the beast to
take an Attack action.
If your companion is reduced to zero Hit Points, they leave the scene but are not killed: the
GM describes how. After you complete a short or long rest, your companion will come back
with full Hit Points. If unable to reach you, it will head to a familiar place, such as your home
or your bureau’s office.
Medic
Saving Throws: Constitution, Intelligence
Class Features:
● Autopsy: When you succeed on an Intelligence or Wisdom check to examine a corpse, you
can ask the GM to tell you an additional piece of useful information concerning the cause of
death or the culprit (if any). You can only use this feature once on the same corpse.
● Bio Hazard: You can always identify any biological, chemical or environmental dangers
present nearby, as long as they are known to Hollowind’s ministry of health. Additionally, you
and any allies in your presence gain a +2 bonus on saving throws against those dangers.
● Guardian Angel: When an ally within 10 feet of you is hit by an attack, you can use your
reaction to make a Dexterity (Medicine) check with DC equal to 8 + the amount of damage
taken by your ally. If you succeed, your ally reduces the incoming damage by an amount
equal to 1d6 + your level.
● It’ll Be Fine: When you use a First Aid Kit to stabilize a dying creature, that creature also
regains an amount of HP equal to the number you rolled on the Resource Die.
● Profiling: When you succeed on an Intelligence or Wisdom check to examine evidence or
information about a criminal, you can ask the GM to tell you an additional piece of useful
information concerning their psychology or modus operandi. You can only use this feature
once on the same piece of evidence or information.
● Therapy: Whenever an ally spends one or more Hit Dice, if you are present and able to tend
to their wounds, that ally adds 1 to the result of each Hit Die.
● Weak Spot: When you deal damage to a living creature, you can choose to also have it suffer
one level of exhaustion, which lasts 1 minute. You can use this feature a number of times
equal to your Intelligence modifier (minimum of once). You regain all expended uses of it
when you finish a long rest.
Monster Hunter
Saving Throws: Strength, Dexterity
Class Features:
● Armor Expert: While wearing armor, you gain a +1 bonus to AC.
● Great Weapon: When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
● Lionheart: You have advantage on saving throws against fear.
● Military Training (Melee): You become proficient with an additional number of melee
weapons equal to your proficiency bonus (if the bonus increases later on, you gain additional
proficiencies).
● Military Training (Ranged): You become proficient with an additional number of ranged
weapons equal to your proficiency bonus (if the bonus increases later on, you gain additional
proficiencies).
● Monster Expert: You have advantage on Intelligence (Education) checks concerning
monsters and non-humanoid creatures.
● The Bigger They Are…: When you deal damage to a target, you can choose to deal
additional damage equal to the target’s Constitution score (not the modifier!). You can use
this feature a number of times equal to your proficiency bonus. You regain all expended uses
of it when you finish a long rest.
Pilot
Saving Throws: Dexterity, Intelligence
Class Features:
● Daredevil: You can perform a feat of acrobatics aboard a moving vehicle or jump from one
vehicle to another, no check required, as long as the action or movement falls within what you
can reasonably accomplish within a single round. Once you use this feature, you must finish a
short or long rest before you can use it again.
● Fast: You ignore disadvantage on ability checks made to drive across harsh terrain.
● Furious: When driving a manalith-fueled transport, you can push its energetic potential to the
limit (reaching breakneck speed or performing a crazy maneuver that makes use of its
magical energy). The GM might ask you to make an ability check: if you fail, things will quickly
spiral out of control!
● Hot Wheel: If you are driving a vehicle during a chase scene, you can choose to make your
Positioning Check at the end of the round instead of at the beginning. Additionally, if you
reach Lead Position together with one or more other vehicles, you are the one left in Lead
(your roll is treated as the highest). Take this feature only if your campaign makes use of the
optional chase rules.
● Special Transports: You become proficient with an additional number of vehicles equal to
your proficiency bonus (if the bonus increases later on, you gain additional proficiencies).
● Steady Driver: Your allies ignore disadvantage on attack rolls caused by being aboard a
moving vehicle, as long as you are the one piloting it.
● Vehicle Expert: When you succeed on an Intelligence or Wisdom check to examine a vehicle
or its tracks, if you have proficiency with that type of vehicle, you can ask the GM to tell you
an additional piece of useful information concerning the vehicle or its use. You can only use
this feature once on the same vehicle or tracks.
Sharpshooter
Saving Throws: Dexterity, Intelligence
Class Features:
● Far Shot: If you sacrifice your Move before attacking with a ranged weapon on your turn, the
weapon’s normal and maximum range are doubled for that attack.
● Hawkeye: You gain a +2 bonus to attack rolls you make with ranged weapons.
● Military Training (Ranged): You become proficient with an additional number of ranged
weapons equal to your proficiency bonus (if the bonus increases later on, you gain additional
proficiencies).
● Point-Blank: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your
ranged weapon attack rolls. Additionally, if you hit a creature within 5 feet of you with a
ranged weapon attack, you deal an extra 1d4 damage.
● Smooth Shoot: You ignore the Jamming property on ranged weapons you use.
● Sniper: Attacking at long range doesn't impose disadvantage on your ranged weapon attack
rolls. Additionally, you ignore disadvantage on ranged weapon attack rolls if you are of Small
size and wielding a Heavy weapon.
● Weak Spot: When you deal damage to a living creature, you can choose to also have it suffer
one level of exhaustion, which lasts 1 minute. You can use this feature a number of times
equal to your Intelligence modifier (minimum of once). You regain all expended uses of it
when you finish a long rest.
Squad Leader
Saving Throws: Wisdom, Charisma
Class Features:
● Authority: You have advantage on ability checks when leveraging your rank and position.
● Coordinated Maneuver: As an action, you can choose a creature other than yourself able to
hear and understand you. That creature may immediately move up to its speed, and it doesn’t
provoke opportunity attacks during this movement.
● Leader: You can use a bonus action to choose one creature other than yourself within 60 feet
of you who can hear and understand you. That creature gains one Resolve die, a d4.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to
one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls
the d20 before deciding to use the Resolve die, but must decide before the DM says whether
the roll succeeds or fails. Once the Resolve die is rolled, it is lost. A creature can have only
one Resolve die at a time. You can use this feature a number of times equal to your Charisma
modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Resolve die becomes a d6 at 5th level and a d8 at 10th level.
● Leave No One Behind: As long as you are within 10 feet of an unconscious ally, or within 10
feet of an ally who is below half their maximum Hit Points, you gain temporary Hit Points
equal to your Charisma modifier (minimum 1) at the beginning of each of your turns.
● Steel Yourselves (requires Leader): When a creature spends a Resolve die granted by you,
that creature gains temporary Hit Points equal to the number rolled on the Resolve die.
● Strong Mind: You have advantage when saving against illusions and mind-altering effects.
● Tactician: After rolling initiative, you may choose an ally able to hear and understand you. If
you do, you and that ally switch your position within the initiative order.
Undercover Agent
Saving Throws: Intelligence, Wisdom
Class Features:
● Burglar: Climbing does not cost you extra movement. Additionally, when you make a running
jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
● Controlled Fall: you can use your reaction when you fall to reduce any falling damage you
take by an amount equal to four times your officer level.
● Dodge: When you are subjected to an effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
● Expert Liar: You gain advantage on ability checks made to lie or deceive.
● Quick: You can use your bonus action to take the Dash or Hide action, or to attempt to
grapple a target.
● Second Identity: You have a second identity within Hollowind’s criminal underworld. Work
with your GM to define it; if you are busted, you can craft a new undercover identity within one
month (as long as you didn’t expose yourself too much). Your undercover identity includes
knowledge of any secret codes or slangs used by the circles you have infiltrated.
● Sneak Attack: Once per turn, you can deal extra 1d6 damage to one creature you hit with an
attack if you have advantage on the attack roll. The attack must use a finesse or a ranged
weapon. You don't need advantage on the attack roll if another enemy of the target is within 5
feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in the officer class: 2d6 at 3rd
level, 3d6 at 6th level, and 4d6 at 8th level.
GEAR AND EQUIPMENT
WEAPON PROPERTIES
Most weapon properties are unchanged from the core books. However, this conversion adds several
new properties, whose effects are described below.
● Ammunition weapons require bullets to perform attacks. When you roll a natural 1 on your
attack roll with a weapon that has the ammunition property, the GM may tell you that the
weapon has run out of ammo. In order for the weapon to be used again, a character must
spend a bonus action and roll the gear die.
Note: If a weapon has both the Ammunition and Jamming properties, the GM may choose to
apply both when a natural 1 is rolled. See below for Jamming.
● Area weapons affect all targets within the listed radius in feet (calculate this from the
weapon’s point of impact). There is no attack roll; instead, each creature within the area must
succeed on a Dexterity saving throw with DC equal to (8 + the attacker’s proficiency bonus +
the attacker’s Dexterity modifier) or suffer the weapon’s effects.
● Ballistic weapons pack a heavy punch: they deal full damage to creatures that have
resistance to damage from non-magical sources. Creatures immune to damage from
non-magical sources are still unaffected.
● Cone weapons may unleash a barrage of bullets. You can use the cone attack option instead
of performing a normal attack with the weapon. There is no attack roll; instead, each creature
within the cone must succeed on a Dexterity saving throw with DC equal to (8 + the attacker’s
proficiency bonus + the attacker’s Dexterity modifier) or suffer the weapon’s effects.
Note: If a weapon has the Cone property as well as the Ammunition and/or Jamming
properties, roll 2d20 when using the cone attack option: if either die comes up a 1, the GM
may have the weapon run out of ammo and/or get stuck. See above for Ammunition, see
below for Jamming.
● Hidden weapons can be easily disguised. You have advantage on checks made to hide the
weapon, and anyone attempting to notice or locate it suffers disadvantage on their check.
● Jamming weapons sometimes get stuck. When you roll a natural 1 on your attack roll with a
weapon that has the jamming property, the GM may tell you that the weapon can no longer
be used until someone spends 10 minutes to get it unstuck, or succeeds on a DC 10 Dexterity
(Sleight of Hand) check.
Note: If a weapon has both the Ammunition and Jamming properties, the GM may choose to
apply both when a natural 1 is rolled. See above for Ammunition.
● Full armors cannot be worn together with partial armor (see below).
● Partial armor is a catch-all term for various types of protections and reinforcements that can
be worn together with clothing and lighter armors.
Partial armor can only be used if the armor or dress you are wearing doesn’t have the Full
property (see above).
For each point of Armor Class you gain by wearing partial armor, you must also reduce the
cap to your worn armor’s Dexterity modifier by one. If the cap gets reduced to zero, you
cannot add any other piece of partial armor (armor with no Dexterity cap is treated as having
a cap of 4).
For instance, a formal dress grants you an Armor Class of 10 + Dex modifier (max 2). If you
wear a bulletproof partial armor with it (+2 AC), the dress no longer allows you to add your
Dexterity modifier to your AC. If you were to apply some metal plating instead (metal partial
armor, +1 AC), the dress would grant an Armor Class of 11 + Dex modifier (max 1).
On the other hand, worker’s clothes grant you an Armor Class of 11 + Dex modifier (no cap).
If you were to add a metal helmet (+1 AC), bulletproof torso protection (+2 AC) and metallic
arm guards (+1 AC), those clothes would grant an Armor Class of 15 (no Dex modifier
added).
SPECIAL ITEMS
Some items have completely unique qualities or rules.
● First Aid Kit: This item has a resource die tied to it (a d6). As an action, you can use the kit
to stabilize a creature that has 0 Hit Points, without needing to make an Intelligence
(Medicine) check. Whenever you use the kit this way, you must roll the resource die; if you
exhaust it, the kit has been used completely.
● Formal Dress: This item allows you to properly take part in high society meetings and
occasions. Without one, the GM is free to make your life… interesting.
● Giant’s Fist: A character wearing these gloves treats their Strength score as 21 for the
purpose of attack rolls and damage rolls. The gloves can also be used to wield items.
The fists make use of ammunition in the form of manalith charges; they lose all properties
once they run out.
● Glyphist Kit: This item has a resource die tied to it (a d6). It is used by glyphist characters to
trace or modify glyphs (see the section on Glyphs). Whenever you use the kit this way, you
must roll the resource die; if you exhaust it, the kit has been used completely.
● Glyphic Armor: A bulletproof suit enhanced with glyphs and manalith. Their use is extremely
restricted and overseen by the Bureaus.
Each glyphic armor has a resource die tied to it (a d8), which must be rolled at the end of
every round (every 6 seconds). Once the die is exhausted, the suit shuts down and no longer
moves. It takes one turn to leave the suit, and one turn to enter it again. The suit can only be
recharged by inserting a new manalith slate, which requires a full turn; if more than one slate
is connected to the suit, it will overheat and explode.
While active, the suit grants the following benefits:
- The wearer is treated as if wielding Giant’s Fists. Ignore the fists’ ammunition property.
- The wearer ignores the Heavy and Two-handed properties of items they wield.
- Up to four glyphs can be applied on the torso area. These can be activated with vocal
commands by spending a Bonus Action.
- The armor may carry up to four between shields and weapons. Items with the Heavy
property count as two items. The wearer may switch freely between these items with a
single bonus action. The bonus to Armor Class granted by shields does not stack!
● Glyphic Grenades: There are several categories of glyphic grenades. Some of them have
special properties, as explained below:
- Flash: Each creature that fails its saving throw against this weapon is Blinded. A creature
blinded by this grenade may make a DC 10 Constitution save at the end of each of its turns,
ending the condition on a success. Creatures with Darkvision have disadvantage on the
Dexterity saving throw to avoid being hit by this weapon.
- Smoke: This grenade creates a 20-foot radius sphere of thick smoke, centered on the point
of impact. This cloud grants total cover to each creature inside it, and dissipates after 2d4
rounds.
● Impact Grenade: Each Large or smaller creature that fails its saving throw against this
weapon is knocked prone. This grenade requires a Strength saving throw instead of Dexterity.
● Milhar Grenade, “Counterspell”: Each creature that fails its saving throw against this
weapon immediately lose concentration on any ongoing spells. This grenade requires a
Constitution saving throw instead of Dexterity.
Additionally, if you are holding a Milhar grenade in one hand and see a creature cast a spell
within 60 feet of you, you may use your reaction to throw the grenade against them. If the
spell was of 3rd level or lower, it fails and has no effects.
● Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect
on creatures that are formless, or creatures that are Huge or larger. A creature can use its
action to make a DC 10 Strength check, freeing itself or another creature within its reach on a
success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without
harming it, ending the effect and destroying the net. When you use an action, bonus action, or
reaction to attack with a net, you can make only one attack regardless of the number of
attacks you can normally make.
● Spear-throwing Crossbow: A Large or smaller creature hit by this weapon has its speed
reduced by 10 feet (to a minimum of zero) until the end of its next turn. Two people are
required to operate this weapon, which is normally mounted on vehicles.
ITEM TABLES
Table: Common Weapons
Molotov Bomb 1 2d6 Fire 1 lb. Area 5, thrown (range 20/60), single use
Bag pistol 2 1d6 Piercing 0,5 lb. Ammunition, hidden, light, range 30/90
Light revolver 2 1d6 Piercing 3 lb. Ammunition, ballistic, light, range 30/90
Spear or Harpoon 1 1d6 Piercing 4 lb. Thrown (range 30/120), versatile (1d8)
Wheellock pistol 1 1d8 Piercing 6 lb. Ammunition, ballistic, jamming, range 30/90
Grenade, fire 2 3d6 Fire 1 lb. Area 20, hidden, thrown (range 30/90),
single use
Grenade, impact 2 1d10 Bludg. 1 lb. Special, area 30, hidden, thrown (range
20/60), single use
Grenade, shrapnel 2 3d6 Piercing 1 lb. Area 30, hidden, thrown (range 30/90),
single use
Heavy rifle 3 2d8 Piercing 12 lb. Ammunition, ballistic, heavy, range 60/600,
two-handed
Bromstone 4 8d6 Fire 2 lb. Area 20, hidden, magical, thrown (range
grenade “Fireball” 20/60), single use
Improvised - +1 - - - -
shield
Car 2 50 mph -
Horse 2 60 ft. -
Motorcycle 2 60 mph -
Truck 3 30 mph -
Van 3 40 mph -
THE SILENCE OF HOLLOWIND:
OPTIONAL SPECIAL RULES
REPUTATION RULES
Reputation is a score shared by the entire team. It can range from a minimum of zero (0) up to a
maximum of fifteen (15).
Your team’s starting reputation score (shortened as REP from now on) varies depending on the
Bureau you are serving under:
For instance, when asking questions at a local pub you might roll your Charisma + Persuasion. If you
roll a 6 on your d20 and your team’s reputation is 11, you can choose to substitute the 6 with the 11:
by doing so, however, everyone in the pub will know you are an officer - you will probably get
answers, while also attracting unwanted attention.
REP points
At the beginning of each mission or operation, each member of your team receives an amount of REP
points equal to your team’s REP score: each of you will be able to spend this budget over the course
of the operation to obtain equipment, help and assistance by specialists. Needless to say, your
Bureau will be aware of these requests and know how you spent your budget. Try to make a good
impression!
The REP budget normally resets when the case or operation ends… regardless of how it went.
However, the quality of your performance as agents will influence your score (see Reputation
Changes, below).
There are two ways a PC can spend REP points (PCs cannot share REP points between them):
● Increase Gear Die (4 REP): If you want, you can spend four REP points to increase your
Gear Die for the current mission by one size (from d6 to d8, for instance). This can only be
done once per mission per character.
In order for the game to run smoothly, we highly encourage GMs to have REP budget and
Gear Dice recharge at the same time. It makes everything easier.
● Get Help (variable REP): You can spend REP to seek the aid of a specialist. The required
amount varies from zero to six points, and is determined by the GM based on the
circumstances and nature of the assistance you requested. Calling for support when dealing
with an unexpected magical menace might cost nothing, while getting a Speakdead to make
contact with a spirit within the next 30 minutes might cost you 3 or even 4 points.
When gauging REP costs, the GM should use the following table as reference:
3 Specialized Works with your Bureau, but only in rare or specific occasions.
4 Outsider Is not part of your Bureau, might not be a government officer at all.
5 Exceptional Is probably the best you can get within your Urban Island.
6 The Best Is probably the best you can get within all of Hollowind.
Reputation Changes
At the end of each case, the team’s performance will modify their REP score, thus affecting their REP
points for the following case. The GM will determine these changes by applying the following:
Lead
Close
Average
Far
Extreme
When a chase scene begins, each character rolls initiative just like in a standard battle. The chase
scene is structured as a series of round.
When the scene begins, the Game Master determines the starting position of each character (and
their vehicles or transports, if present) and places them on a five-steps grid like the one shown above.
First the GM must determine who is in the Lead position, then everyone else is placed based on their
distance from the Lead.
The ranges above are used for vehicle chases; if you’re on foot, halve them.
1. Roll for Chase Troubles: Roll 1d20 on the Chase Troubles chart corresponding to the area
the chase is currently taking place in, and apply the effects. On a roll of 11 or higher, there is
no Chase Trouble for this round.
2. Position Rolls: Each character piloting a transport (or each participating character, if the
chase is by foot) makes a position roll (Dexterity + any applicable proficiency in that transport;
or Strength/Constitution + proficiency in Athletics if the chase is by foot).
LEAD: There can only be ONE person or vehicle in the Lead at any given time. If someone
Close takes the Lead, whoever was in the Lead goes back to being Close. If two or more
participants take the Lead at the same time, only the one who rolled highest actually gets to
be in the Lead (in case of a tie, randomly determine who gets to be in the Lead).
WE’VE LOST THEM: If someone is at Extreme distance and must move away from the
Lead, they are removed from the chase and lose the ability to act within the current scene.
3. The rest of the Round takes place as normal: Finally, you play through the round as you
would during a combat scene, following the initiative order.
There are, however, some important limitations to which actions can be taken:
Melee attacks can only target characters on your same position, and will likely suffer
disadvantage because of the constant movement.
Ranged attacks should be limited to targets within one or two positions, and will likely suffer
disadvantage as well.
Ramming another transport can only be done if your target is on your same position. The
effects of such actions are up to the GM, but successfully ramming a vehicle should knock it
out of the chase, push it back one position, or at least impose disadvantage on the pilot’s next
position roll.
Barring someone else’s way can only be done if you are closer to the Lead than they are. If
you want to block who’s in the Lead, you’ll have to get there yourself!
Chase Troubles
Roll on the table appropriate to the area your chase is taking place into. Not all results have a fixed
mechanical effect: the GM should weave the event into the chase through the use of advantage and
disadvantage, by asking pilots to make checks to avoid damaging their vehicles or hit bystanders, or
by otherwise making the PCs’ life “interesting”.
A squad car from the Bureau of Order joins the chase on Average position. Anyone at
1
Average and Far distance from the Lead is knocked back one position.
Civilians cross the road or block the way, forcing the pursuers to take a different route or
2
attempt to move through them.
3 Speed bumps, fences or other obstacles force everyone to slow down or risk an accident.
Red traffic lights! Anyone at Close and Average distance must move two positions away
4
from the Lead or risk an accident. Cars with their siren turned on only lose one position.
Stuck in the traffic! Everyone except the Lead is moved back one position unless they
5
take the risk of dribbling through cars and vehicles.
Street rally: dozens of people march through the streets. Everyone except the Lead is
6
moved back two positions unless they push through the civilians.
There’s been a car accident, the road is littered with scraps and chock-full of curious
7
bystanders. Everyone will make their next position roll with disadvantage.
Sharp turn or narrow alley: everyone must move carefully or risk damaging their vehicles
8
or hurting themselves.
Arcane Mists: roll on the table for Dangers of the Mists - Inside Urban Islands. If you roll
9-10
this again while in the same area, treat this result as an 11+.
11+ No effect.
Members of a local gang are dragged into the chase (the GM describes how). If you are
1
wearing your uniforms or driving a car that visibly belongs to the Bureaus, ignore this roll.
Civilians cross the road or block the way, forcing the pursuers to take a different route or
2
attempt to move through them.
Red traffic lights! Anyone at Close and Average distance must move two positions away
3
from the Lead or risk an accident. Cars with their siren turned on only lose one position.
Stuck in the traffic! Everyone except the Lead is moved back one position unless they
4
take the risk of dribbling through cars and vehicles.
Street rally: dozens of people march through the streets. Everyone except the Lead is
5
moved back two positions unless they push through the civilians.
There’s been a car accident, the road is littered with scraps and chock-full of curious
6
bystanders. Everyone will make their next position roll with disadvantage.
Sharp turn or narrow alley: everyone must move carefully or risk damaging their vehicles
7
or hurting themselves.
Arcane Mists: roll on the table for Dangers of the Mists - Inside Urban Islands. If you roll
8-10
this again while in the same area, treat this result as an 11+.
11+ No effect.
Vats, warehouses or docks: everyone except the Lead must immediately make a position
1
roll. A failure immediately knocks you out of the scene.
Workers suddenly cross the road or block the way, forcing the pursuers to take a different
2
route or attempt to move through them.
Automated barrier or fence: anyone at Close distance must move back one position or risk
3
damaging their vehicles or hurting themselves.
Heap of materials force everyone except the Lead to move back one position unless they
4
take the risk of moving through them at full speed.
A large truck blocks the road: anyone at Average and Far distance must move one
5 position away from the Lead or risk being hit by vehicles behind them. Ignore this roll if the
chase is by foot.
There’s been a car accident, the road is littered with scraps and chock-full of curious
6
bystanders. Everyone will make their next position roll with disadvantage.
Sharp turn or narrow alley: everyone must move carefully or risk damaging their vehicles
7
or hurting themselves.
Arcane Mists: roll on the table for Dangers of the Mists - Inside Urban Islands. If you roll
8-10
this again while in the same area, treat this result as an 11+.
11+ No effect.
Raiders! A gang of raiders join the chase, ready to prey on anyone too slow or weak to get
2
away from them. If you roll this again while in the same area, treat this result as an 11+.
A randomly determined character or vehicle falls into a trap (such as falling boulders, road
3
spikes or a deep pit). They are eliminated from the chase.
Piles of junk and rubble force everyone except the Lead to move back one position unless
4
they take the risk of moving through them at full speed.
The road is blocked by something. Whoever is in the Lead must choose whether to treat it
5 as a sharp turn (see result 6, below) or try dodging or jumping past the obstacle, which will
no doubt require a check and might end... badly.
Sharp turn or narrow alley: everyone must move carefully or risk damaging their vehicles
6
or hurting themselves.
Arcane Mists: roll on the table for Dangers of the Mists - Outside Urban Islands. If you roll
7-10
this again while in the same area, treat this result as an 11+.
11+ No effect.
INTERROGATION RULES
This optional method allows you to run interrogations as ongoing ability challenges over the course of
an entire scene. The goal is to achieve a specific number of successes before a specific number of
failures.
Note: We advise GMs to keep the outcome of checks hidden from players until the interrogation is
resolved. You could also resort to rolling in place of the PCs, but if you do this, make sure to be 100%
fair and never fudge the results. It’s key to a good experience.
Easy 9 4 2
Challenging 10 6 3
Hard 11 8 4
Very Hard 12 10 5
Extreme 13 12 6
● Complexity: This a general estimate of how hard the interrogation will be, from Easy to
Extreme. It is up to the GM to determine how hard a given interrogation will be.
● Base DC: This is the default DC for checks made by PCs attempting the interrogation. The
GM is free to replace this number with a passive score calculated using the NPC’s abilities
(such as 10 + Charisma modifier + an appropriate skill) or with an opposed roll between PC
and NPC. In any case, the NPC’s result should not be treated as lower than this base DC.
● Failures: If the PCs reach this number of failures, the interrogation goes awry. When this
happens, they cannot meaningfully continue the interrogation: the GM should wrap up the
scene and describe the general outcome. The situation might also escalate (see below).
Interrogation Reactions
It is up to the GM to handle the effectiveness and frequency of skill uses that do not belong to either
category.
In general, using the same skill again within the same interrogation should lead to disadvantage or
even automatic failure (try to encourage the use of several skills).
Likewise, if a PC has a brilliant idea or provides evidence, they should get advantage or even
automatic success. On the other hand, following a false lead might cause automatic failure.
A player may only have one active PC on the scene; when the active PC gains a level, the player may
choose any of their replacement PCs and grant that character a level as well (as long as this doesn’t
bring their level above that of the active PC).
Players should always have three characters available to them: if one is killed, the player should
create a new level 1 character and add it to its “pool” of replacements.
While a player’s PCs should never be present together on the same scene, it is a good idea to create
some sort of connection between them, perhaps using flashback scenes or describing what they do
and how they meet between sessions.
Whenever a case is closed by the Bureau (regardless of whether the PCs actually got the right
culprit), each member of the team gains 300 XP.
This method shows how officers grow and learn simply by doing their job.
In addition, players won’t be able to tell whether they followed the right lead, since they’ll get XP even
if they got the wrong criminal, for instance - and they will gain levels even if they make mistakes.
● Major Operation: if the PCs’ operation was a big deal, such as capturing an arcanist or
tearing down a terrorist cell, each member of the team gets +200 XP.
● Rough Time: if one or more PCs risked their life during the operation (they made Death
Saves, basically), each member of the team gets +100 XP.
● Loss: if one or more PCs died during the operation, each member of the team gets +200 XP.
We also strongly suggest awarding no experience for fights. That’s not what Hollowind is about, and
even if you are running a game with Persecutors, you can still treat a dangerous creature as a
completed case or operation. If the fight turned out to be a serious challenge, you can always
increase the XP awards as described above (Rough Time a nd Loss) .