APPENDIX D WILDERNESS TRAVEL TRACKER STRETCH TYPE & DESTINATION # OF TOUGHNESS TESTS TERRAIN TYPE THREAT LEVEL 1 2 3 NO DANGER MILDLY (1D6) MODERATELY (2D6) HIGHLY (3D6) CHARACTER & ROLE (GUIDE/SURVIVALIST/ SCOUT) ROLE CHECK RESULTS TOUGHNESS TESTS SUCCESS CRIT SUCCESS FAIL CRIT FAILURE #1 #2 #3 #4 652
APPENDIX E WILDERNESS ENCOUNTERS D100 WILDERNESS ENCOUNTERS BADLANDS 1 to 8 Bad Boar An ancient albino boar lays beneath a rock for shade. Twelve arrows jut out from his body, as it is Grievously Wounded. However, it seems to speak the common tongue. What does it say and will the Characters attempt to put it out of its misery? 9 to 16 Dark Hole Just off the path, a low moaning can be heard. Unmistakably the groaning of the wounded, it may attract any who are of good heart or charitable spirit. Unfortunately, it is the wind rushing forth from a deep, cavernous hole in the ground. Perched upon its crests are strange shapes; are they shadows, imp-like monkeys or something far worse? 17 to 25 Dogs of War The Characters have the extreme misfortune to bump into a band of bored, drunk and belligerent sellswords, lead by a grizzled old woman. Are they looking for a fight or a new master to serve? 26 to 33 Dust Storm For a few hours, small tornados of wind pick up dust. However, it goes from annoying to harmful. The party must seek shelter, but unbeknownst to them, an anchorite dwells within the nearest cave and demands that they pay him for the trouble. 34 to 41 Explosion A loud bang can be heard nearby. Just behind a large hill are twelve stones, positioned in a perfect circle. They are covered in scorch marks and softly smolder. The stench of rotten eggs and sulfur wafts all around. 42 to 49 Gruesome Ritual Lying within a glade are the bones of the dead. Spread out in a circle, radiating from the center with eight leg bones, it seems to spell trouble. Eight censors still burn incense from them, which could only mean the demonologist who erected this gruesome dodecagram must be nearby... 50 to 58 Hey You! Atop a nearby plateau, a woman in ragged clothing waves her hands, yelling for the Characters to approach. At the foot of the mesa lays a number of broken barrels, which smolder and burn. They can see a number of ropes dangling by her feet. What does this woman want and what’s up with the barrels? 59 to 67 Incoming An arrow shivers, striking a nearby tree. Someone hollers nearby, yelling, “Incoming!”, but just a bit too late. Atop a tree stand is a person covered in furs. But upon closer inspection, it appears to be a beast with humanoid hands. It takes aim one again with a bow, towards the same tree as before... 68 to 76 Leader of the Pack For a number of hours, a pack of large rodents has followed in the wake of the party. Picking up the crumbs of their food, they even attempt to nest among the camp. Whistling, however, seems to draw their attentions. Is this for good or ill? 77 to 85 Roving Army A horde of armed horsemen races across the countryside. Going anywhere near their reach will enrage them, whereas walking in their wake will cause a massive cloud of dust to rise, choking the party. 86 to 92 Terrible Omen For several hours, a murder of crows has nested in the trees near one of the Characters. What ill-omen does this tell? Dispelling such oddities would likely require climbing up the tree and speaking to the lead albino raven. 93 to 100 Terrible Weather Lightning may lance out, a terrible lashing rain may pour down or a freak winter storm breaks overhead unseasonably. Oppressive and torrential, this bad weather persists for several hours. Characters must find shelter immediately. If the Characters take cover in a cave, perhaps they stir a sleeping bear or other terrible monstrosity? You decide. D100 WILDERNESS ENCOUNTERS HAUNTED WOODS 1 to 8 A Terrible Joke A preacher, a diabolist and a courtier walk into the forest. The preacher says something to the diabolist in a language he cannot understand, as the courtier agrees with the preacher. The courtier immediately draws a knife and puts it to the preacher’s throat. The diabolist asks the Characters to translate. 9 to 16 Crumbling Watchtower A thin, lean tower of wood and stone dominates the nearest precipice, nearly indiscernible from the tall pine trees surrounding it save its ragged banner. Once served by loyal soldiers, it now plays host to refugees on the move. Likely, they will defend their position to the death, but could they be reasoned with instead? 17 to 25 Dance of Death In the middle of a glade, a number of tired folk in ragged clothes dance around a wooden idol of the Crouching One. Sitting upon a log is a very aged man, with a beard down to his boots. He plays a weather-worn violin. The dancers wordlessly continue their dance of death, despite being emaciated and near death. Can the Characters stop this and how? 26 to 33 Garden of the Dead Nestled at the end of a well-worn footpath is a graveyard. A number of mourners, armed with shovels, are digging up a grave as a preacher watches nearby. Fresh flowers are placed before the tombstone, which would indicate that they must have passed recently. Why are they digging up the grave? Does the buried yet live? Or they grave robbers? 34 to 41 Guilty As Charged A pair of rough-looking bailiffs drag a poacher out of the woods. The animal he “poached” was clearly the same animal one of the Characters took a shot at before, as their arrow is jutting out of the deer’s body. However, the poacher has no bow to be found. 42 to 49 Open Crypt A set of stone crypts has been opened by tomb robbers. However, the corpses of the would-be looters lay in a pool of their own blood, warm to the touch. A yawning darkness stands before them within the threshold. What’s inside? 50 to 58 Overgrown Path The road ahead is overgrown as if a jungle suddenly sprouted from the ground. The vines are vestigial, easily torn aside, and once parted reveal a strange pod hanging from the confluence of vines, beating to the same rhythm of a Character’s heart. 59 to 67 Poachers A band of poachers exits the woods. These huntsmen have all manner of game upon them; deer, rabbit and even fox. They’ll agree to share their kill with the party, providing they won’t rat them out at the nearest watch station. 68 to 76 Quagmire Deep mud, a swamp or quicksand bogs down travel. It mires those within it and makes travel by any conveyance nearly impossible as Characters must dig themselves and their pack animals out. 77 to 85 Rogue Justice Half-submerged in mud stands a knight with sword in hand. Opposite him is a pair of women are armed with burlap sacks full of rocks. Watching over them is a strange druid. What sort of justice is this and will the Characters attempt to interrupt? 86 to 92 Windfall Half-buried, but exposed to the party, is a cache of brass pennies, silver shillings and gold crowns. The coins are contained in a box, demarcated with the sigil of a local lord or count. Do they turn it in or keep it for themselves? 93 to 100 Witchhammer Crows fill the sky, circling the remnants of a bonfire. An odiferous, wretched stench wafts through the air. In the center of the ashes is a thick pike, spitted upon it a smoldering corpse. Whether this is truly the mark of diablerie or not is unknown. 653
APPENDIX E D100 WILDERNESS ENCOUNTERS MOOR 1 to 8 Abandoned Carriage A wheelhouse coach carrying markings of local nobility is found turned over in the mud, the horse’s throats cut and the wheels dismantled. The coachman and the passengers are nowhere to be seen. Leading from the thrown open door are multiple pairs of footprints leading deep into the moor; right behind those are a pair of larger, more monstrous prints. 9 to 16 Blue Flowers Strange blue flowers grow in the middle of a shallow pond that are supposed to be a healing agent or an aphrodisiac. Or, was it poison? Unbeknownst to them, they also mark the place where a bog wight is buried. 17 to 25 Bog “Monster” As morning comes, a low burbling groan comes from the waters as the creature moves through it. Later, as the party settles at camp, the groaning can be heard again, but it’s coming from the darkness. Walking into camp is a half-naked man with a severed boar’s head in hand. He affixes it adopt the crown of his head. What happens next? 26 to 33 Demesne of Despair Caught in a raging storm, the Characters seek shelter at a nearby manor house. Upon gaining entrance, the find the owner is an obsessed and crazed lord, believing he is eternally haunted by the ghost of his lover. At the stroke of midnight, the Characters hear a spectral moaning coming from outside on the moor. 34 to 41 Foul Tar The Characters come across a tar pit that is host to the remains of many corpses. In the middle of the pit is a fantastically crafted sword jutting from the ichor. The Characters feel an almost siren call to reach for the blade. 42 to 49 Grandma’s Hut A dilapidated hut is found deep in the moor, its resident being an old woman and her feline companion. She claims to be a white witch and medicine woman, offering the Characters a strange toadstool as a token of friendship. If imbibed, the toadstool will cause both paralysis and wild hallucinations. 50 to 58 Lost Child A child is found huddling under an outcropping, dirty but unharmed. The child does not speak, but seems grateful for any assistance the Characters can offer. However, the shallow cave the child dwells within is full of humanoid bones... some rather fresh. 59 to 67 Mooo(ve)! A herd of wild cattle move at a desperate pace, attempting to escape a small but vicious dog. It yaps incessantly, but its owner cannot be found anywhere nearby. Upon closer inspection, one of its eyes smolders red. What is this demon dog? 68 to 76 Pound of Flesh A wayside inn off the beaten path welcomes the party. Although small, its proprietor, his wife and four adult children are pleasant and welcoming. The stew is sumptuous and hearty. However, a congealed mass floats within it. Is it merely a bit of thick gristle or a mashed eyeball? 77 to 85 The Marsh For several hours, the Characters’ progress has been hampered by a swampy mess. Mud sucks at their boots and a thick mist seems to rise ever worse as the day draws on. When night falls, twinkling motes of light seem to draw the Characters deeper into the marsh, but to what end? 86 to 92 Toad and the Blood Fly Bloated flies buzz incessantly around the party’s foodstuffs. Large toads usually keep these insects in check and it is only a matter of time until they show up... 93 to 100 White Hart Through a copse of trees, one Character spots a proud stag: the rare and extremely lucky white hart. The creature scampers off as a band of Fodderlings stampede after it, hungry for meat. D100 WILDERNESS ENCOUNTERS OLD ROAD 1 to 8 Abandoned Inn After a long day on the road, the party at last comes to a tall, two-story roadside inn built with thick pine planks. From its chimneys billow smoke and inside bread bakes in the oven and a hearth crackles within, but there are no inhabitants inside, save for the trappings they left behind sealed in foot chests in their rented rooms. Where is the innkeep? 9 to 16 Diseased Children Playful laughter can be heard from just inside woods along the road. Under the canopy are a number of diseased children, running amongst a number of gravestones. An old woman wearing a painted wooden mask, seems to be watching. 17 to 25 Fleeing Man A thin man, who’s clearly been tarred and feathered, runs towards them with arms flapping wildly. A trail of white feathers flutters in his wake. Is he clucking or is is screaming about a mob in tow? 26 to 33 Heretic’s Shrine Just off the road stands a strange, primitive shrine to a fertility goddess. A stone statue depicts her form, with four swollen dugs while jade piglets suckle at the nipples. Several offerings have been made before it in a wooden bowl; a sheaf of wheat, a small cameo and even the severed hoof of a goat. Will the players choose to steal the offerings or loot the jade piglets? And if so, what curse will they suffer or what guardians will they summon? 34 to 41 Knight of Pedigree Guarding an arched bridge is a woman in shining, silver-like armor. With her lance in hand, she will not let any pass unless they best her in combat or reason with her. Sneaking by her will be a chore, as she’ll chase down the weakest and hold them hostage. 42 to 49 Mysterious Corpse Laying dead center of the road is the desiccated and bloated corpse of something horrific. It appears to be a man (or woman) outwardly, but the chest has burst open, revealing a green, bilious ichor. If they disturb the corpse, something writhes with the cavity. 50 to 58 Pedlar and Thief The clattering of iron pots and baying of a mule can be heard down the road. Slowly crawling up the hill is a trader and his pony, drawing a two-wheeled cart laden with all manner of goods upon it. He seems friendly enough, however his wife will set to pilfering as much coin as she can from the intrepid travelers. 59 to 67 River Crossing A swift current from a creek or floodplain blocks their way forward. They must wander further to find a place to ford. Perhaps along the way they come to a bridge patrolled by corrupted reeves or even a troll? 68 to 76 Rusted Gibbets A metallic groaning is heard, as a man marked for death is trapped inside an iron cage. Upon his forehead is carved “innocent”. He will beg the Characters to release him, in exchange for promise of his only treasure or skills in the art of war. 77 to 85 Sacked Burg Various farmsteads and steadings have been ransacked, but by whom? Likely, they can be found amongst the dead, picking at whatever remains. Grisly and desperate, these cynical opportunists are not likely to put up with anyone else attempting to steal what ‘rightfully’ belongs to them. 86 to 92 Theater Troupe A troupe of actors has stopped by the roadside and is unpacking their colorful wagon to set up their stage for the evening. Perhaps they spin a yarn of unrequited rivalries or a former flame? Should they spend too much time here, the Characters will fall asleep, only to awaken some hours later. The troupe and their wagon will be long gone, leaving no traces and seemingly vanished into thin air. 93 to 100 Throng of Flagellants Wearing nothing but rags, emaciated zealots walk with crooked backs. Dragging behind them a massive wooden idol of a foreign god, they sing in low voices of the menacing threat to come. First among them is a woman with exposed breasts; perhaps a willing temple harlot or even a woman accused of heresy. 654
APPENDIX E D100 WILDERNESS ENCOUNTERS RIVER 1 to 8 Aporcalypse Now Standing in the middle of an outcropping of land is a fat sow of a Barrel-bellied Orc, from whose teat suckles a single human babe. Across the way, a number of well-dressed merchants with spears in hand are swimming across towards the island, with violence in their eyes. One among them is shaven from head to toe, as a number of human heads strong around the end of his trident. 9 to 16 Called to the Water The river boat bumps into what first appears to be a dead log; however, upon closer inspection, it is revealed that the log is a water-bloated corpse. The waterway ahead is littered with the dead, but they show little to no sign of injury. Many are dressed in the same rough-spun grey cloth that is the garb of the Leviathan’s adherents. 17 to 25 Dmitri Jones’ Locker The Character’s ship begins to leak. As a matter of fact, thirteen holes are flooding the boat with river water. Suddenly, something large and green can be seen swimming beneath. One of its wet, undulating tentacles wraps around the masthead, pulling itself out of the water. 26 to 33 Dock of Horrors The Character’s come across a strange site: the remnants of several ships strapped together and tethered to the shore. This makeshift platform is dotted with colorful tents and haunting music drifts along the shore, while a large sign reads “The Fantastic Gregor’s Floating Carnival”. As the party ventures past the sounds of the barkers and the food stalls, they notice all the workers have a devilish mien and the ‘Tent of Freaks’ is a little too bizarre. 34 to 41 Fork in the River Caught betwixt a swiftly-flowing part of the river and an overgrown, languid branch that could potentially put them down river safer, which will the Characters decide to take? If they go through the roughs, it could be dangerous. However, the other fork could potentially take the down an uncharted part of the river. 42 to 49 It Came From Below Swimming underneath the boat are hundreds upon hundreds of stir pikes. They nibble at the bottom of the boat, seemingly cleaning it of barnacles. However, it is only then that they realized that a bloated body is beneath. Drawing the corpse to the deck shows the corpse is somehow still alive. Is it a long-lost friend of the Characters? Or, perhaps it is one of the Supernatural. You decide. 50 to 58 Mournlimb From a hidden cove, a band of peg-legged veterans aboard a swift-going river ship approaches. Their skiff is entirely festooned with paper lanterns as minstrels occupy the ship’s wheel. They beg the Characters to join them to celebrate Mournlimb, the holiday of those who lost their leg, arm or nose in the war. Is this a ruse to lure in the naive or is it an honest proposal? 59 to 67 River Eddie A fellow named Eddie is attempting to get his skiff out of an eddy on the river, but without much luck. His paddle is halfway down river, while his boat is spinning out of control, round and around. In the middle of the eddy, a strange, undulating thing of the deeps can be seen. 68 to 76 River Rats A travelling bard troupe, all holding different instruments, is standing on the deck of their ramshackle boat that has been stuck in the mud. They ask to board the Character’s ship, as they are headed the same direction. They smell terrible, smoke an acrid tobacco from pipes and stink of ale. 77 to 85 The Bridgeman Cometh A toll gate normally stands near the river to collect tax from passing vessels. However, it has been reduced to rubble. In its place is a sign, written crudely upon a plank of wood stating ‘RIVIR CLOSD. PAEE TOWL TROL 2 GIT INN’. A lumbering figure seems to be looming near it, holding a rather nasty-looking spiked club. Calling itself Frank, he motions for the Characters to moor their ship at a nearby sandbar. Do they comply? 86 to 92 The Silk River A strange barge from the far east is encountered by the Characters. Painted in deep colors and hauling goods such as spices and silk, they offer to trade with the party. All the members of the barge look battle-worn and many sport intimidating back tattoos of terrible dragons. Do these traders have honest intentions or are they looking for something else? 93 to 100 Up Yours A band of river wardens aboard a swiftly-moving skiff are demanding that the party drops anchor. Beneath their tattered cloaks, the party can see the look of bedevilment in their eyes. Are they truly river bailiffs or merely Mutants playing their part? Either way, their crossbows are aimed at the party, which could spell their doom. 655
D100 WILDERNESS ENCOUNTERS TAIGA 1 to 8 Dark Was The Night Terrible, lashing weather overtakes the party which is forced to find shelter. While waiting for the storm to pass, one Character tells the story of the ‘Howlbear’; a terrible beast whose presence snuffs out light and who can summon terrible storms. Just then, the party’s campfire flickers out and dies... 9 to 16 Hungry Pilgrim A pilgrim of the Winter King is found starving and begging for food, though he bears a tattoo on his chest that reads ‘the strong shall overcome.’ Do they feed him or let his faith be his nourishment? 17 to 25 Overlook Valley During a particularly bad storm, the party finds refuge in a small burg beneath a large mountain. Ruled over by a charismatic but desperate lord, the lord’s child seem to hold some unknown dark power that leaves the populace terrified. No matter where the Characters go, the child always seems to follow them – and his father becomes more and more deranged by the minute. Could the child be the real ruler or is something stranger happening? 26 to 33 Refugees of War The Characters come across a disheveled group of northern refugees, fleeing their lands that have been overtaken by the maw of the Abyss. They beg the party to lead them to shelter. While they converse, the bellow of war horns can be heard echoing from the mountains. 34 to 41 Sanguine Gridiron Cresting a large hill, the Characters come across a valley where a band of Humans and Orx seem to be lining up for a skirmish, surrounded by throngs of onlookers. However, neither side bear armaments (save abusively-large spaulders) while a Hob-Kobold standing between them is holding an inflated pig’s bladder. What is about to occur? 42 to 49 Smokey and the Bandits A shot rings out above the Characters; looking up the hill, they see a heavily-bearded men leveling an arquebus at them. What is stranger is that the man has a large brown bear with him – one that seems to be wearing a collar. Suddenly the man looks panicked and waves at the group to follow him. 50 to 58 The Dunkle Party Journeying through a high-sided valley, the party comes across a group of travelers who look sick and weathered. The travelers say they have been hemmed in this valley for months and need an escort home, the look in their eyes mixed with hunger and desperation. They have nearly no supplies left, but they have many more caravans that what would have been needed to support such a small group... 59 to 67 The Monolith Standing in the middle of a vast plain, surrounded by no other life, is a large free standing stone of eldritch craftsmanship. It is inscribed with strange symbols and littered with offerings of offal, trinkets and coins. It exudes a malevolence – one that begs to be touched. 68 to 76 Those Who Walk in Winter Coming across a clearing, the party’s scout sees hundreds of dismembered corpses, spread out to form a blasphemous tribute to demons unknown. Upon returning with the party, the corpses have disappeared. Was this a hallucination or something more sinister? 77 to 85 Ubermensch A screaming sound fills the sky as the Characters look up, spotting a ball of green flame plunging from the heavens to the earth below. The object lands with explosive force in a nearby cluster of pines, as critters flee from the impact. A few moments later, the pines reflect the color of a sickly green glow. Is this some strange new weapon or something from beyond the stars? 86 to 92 Underhome The Characters encounter a clan of dwarves who say they are out to reclaim a lost clan home. They beseech the party for aid, promising untold riches but warning of likely death. Do they take up the ragtag group’s offer? 93 to 100 Wolf Pack After setting up camp for the night, the Characters start hearing the familiar howl of wolves in the distance. Over the next hour, the howls get closer and closer, until they suddenly stop. Could they have abandoned their hunt or are they just about to start it? APPENDIX E 656
SOCIAL INTRIGUE TRACKER ✓ PLAYER CHARACTER SOCIAL CLASS ORDER RANKS CHAOS RANKS SOCIAL TACTIC TEMPERAMENT NPC SOCIAL CLASS ALIGNMENT DISPOSITION FAVORABLE SKILL UNFAVORABLE SKILL APPENDIX F 657
APPENDIX G TAINTS OF CHAOS D100 TAINT OF CHAOS EFFECT 1 Acidic Spittle By spending a Fortune Point, you can make an improvised ranged attack against a single foe within 1+[PB], as they suffer 1D10+[BB] Damage from acid. However, Acidic Spittle ignores a foe’s Damage Threshold Modifier from armor. A foe can attempt to Dodge Acidic Spittle or Parry it with a shield. Acidic Spittle can be used while Engaged with enemies. 2 Albinism You suffer a permanent loss of 9% to Brawn. 3 Arachnos Attacks made bare-handed inflicts a single dose of spider venom. 4 Astral Vision You can see in the dark, and spot Æthereal creatures. However, you must flip the results to fail any Skill Test made in broad daylight. 5 Barbed Spines Whenever you successfully use a Takedown, you also deal Damage as if you were using a bare-handed weapon. 6 Beaked Maw Attacks made bare-handed gain the Punishing Quality. 7 Beweaponed Extremity Select a single one-handed Martial Melee weapon. Attacks made bare-handed are instead treated as if you were fighting with that weapon. However, you can no longer use one of your hands, nor wield two-handed weapons. 8 Black Nails Attacks made bare-handed gains the Fast Quality. 9 Blood Substitution You can no longer be made to Bleed. 10 Bloodborne Rage Whenever you are Seriously or Grievously Injured, you cannot Dodge or Parry. However, you may add 3 to all melee Damage. 11 Brightly-patterned Skin This is a cosmetic change only. 12 Burning Body Attacks made bare-handed gains the Fiery Quality (but you are not harmed by these flames). 13 Cancerous Protection You permanently gain a +2 to Damage Threshold. 14 Centauroid You permanently gain 3 to Movement. 15 Chitinous Head This is a cosmetic change only. 16 Clamorous Vocals You must succeed at a Scrutinize Test in order to use your normal voice. 17 Cloud Of Rot When a foe attempts to strike you with ranged weapons, they suffer penalties as if they were fighting in fog, mist or smoke. 18 Cloven Hooves This is a cosmetic change only. 19 Conehead You suffer a permanent loss of 9% to Intelligence, but treat the cost of anything you wear on your head as if you had a Frail build. 20 Crow’s Legs You permanently gain 9% to Agility. 21 Crown Of Flesh This is a cosmetic change only. 22 Crystalline Body You permanently gain 9% to Brawn, but all melee and ranged attacks made against you gain the Vicious Quality. 23 Cyclopean Eye You must reduce the Distance of ranged weapons and Magicks you use by 6 yards (to a minimum of 1 yard). 24 Demonic Tentacle Attacks made bare-handed are instead treated as if you were fighting with a bullwhip. However, you can no longer use one of your hands, nor wield two-handed weapons. 25 Doppelganger A NPC is spawned from you, sharing your same Profession and Attributes. However, its motives, thoughts and goals are diametrically opposed to yours. This means you gain the Nemesis Drawback. 26 Egghead Treat the cost of anything you wear on your head as if you had a Corpulent build. 27 Elongated Neck Whenever you are made victim to a Called Shot to the head, you suffer an additional 1D6 Fury Die in Damage. 28 Evil Eye Whenever you use a successful Intimidate Test, one foe suffers a -20 Base Chance to all Skill Tests for 24 hours. 29 Eyes Without A Face This is a cosmetic change only. 30 Eyestalks You permanently gain 9% to Perception. 31 Fanged Maw Attacks made bare-handed gains the Entangling Quality. 32 Fantastic Arms Attacks made bare-handed gain the Reach Quality. 33 Featherweight You may ignore the effects of Hard Terrain. 34 Feathery Coat This is a cosmetic change only. 35 Flaming Skull When you succeed Intimidate or Interrogation Tests, you provoke Fear. 658
APPENDIX G D100 TAINT OF CHAOS EFFECT 36 Floating Fatman Change your build to Corpulent and reduce your Movement by 6. However, you can hover 1 yard off the ground. 37 Forestwalker Increase your Movement by 3 38 Froggy Eyes This is a cosmetic change only. 39 Goat Horns Attacks made bare-handed gain the Powerful Quality. 40 Hellish Visage Whenever your face is visible, you may flip the results to succeed Intimidate Tests. 41 Horrific Stench Whenever a foe is Engaged with you, they must Resist a Stunning Blow. 42 Hunchbacked This is a cosmetic change only. 43 Hypnotic Glare By spending a Fortune Point, you can cause any one foe you can see you to remain Helpless for one minute. 44 Infantile Transformation You can no longer use the Charge or Run Movement Actions in combat. 45 Limb Transference This is a cosmetic change only. 46 Mace-like Tail You are always equipped with a cudgel. 47 Mad Hopper At the end of a Run action, with a successful Athletics Test, you may jump horizontally three yards for every 3 points of [BB] or leap vertically three yards for every 6 points of [BB]. However, you must reduce your Movement by 3 on foot. 48 Mane Of Hair This is a cosmetic change only. 49 Mangy Cur This is a cosmetic change only. 50 Manikin This is a cosmetic change only. 51 Material Instability Whenever you fail a Resolve Test, roll a 1D6 Chaos Die. If it lands on face ‘6’, you are Incapacitated! and unconscious, disappearing only to reappear where you had last stood an hour later. 52 Mere-form You permanently gain 3 to Movement to swim in water, while reducing your Movement by 3 on foot. 53 Metasoma Attacks made bare-handed inflicts a single dose of scorpion venom. 54 Misshapen Face Roll 1D6 Chaos Die to determine how many features are swapped. This is a cosmetic change only. 55 Monstrous Countenance By spending a Fortune Point, you may provoke Fear in others. 56 Moronic Mutation You suffer a permanent loss of 9% to Willpower. 57 Multiplication By spending a Fortune Point, you can create a perfect simulacrum of yourself; Primary Attributes, Magick usage if applicable and other Traits, Talents and abilities as well. This ‘second self ’ will do as you please for one hour, before turning into mist and dissipating at the end of the duration. 58 Mutative Chimerism Select any Animal and your features become an amalgam of such. This is a cosmetic change only. 59 Mutative Regeneration After sleeping, you recover one step up the Damage Condition Track positively. 60 Necrotic Atrophy Roll a 1D6 Chaos Die. If the result is face ‘1-2’, your hand is atrophied as you suffer a permanent loss of 9% to Agility. If the result is face ‘3-4’, your foot is atrophied as you suffer a permanent loss of 9% to Brawn. If the result is face ‘5’, you gain the Veteran’s Hand Drawback. If the result is face ‘6’, you gain the Veteran’s Leg Drawback. 61 Obsidian Skin Whenever hiding in darkness, you may flip the results to succeed Stealth Tests. 62 Octopoid Suckers Whenever you climb, you may flip the results to succeed at Athletics Tests. 63 Ouroboros Attacks made bare-handed inflicts a single dose of snake venom. 64 Petrified Limb You gain either the Veteran’s Hand or Veteran’s Leg Drawback. 65 Pinhead You suffer a permanent loss of 3% to Intelligence, Perception and Willpower. 66 Plague-borne Select a single Disease. By spending a Fortune Point, one attack made bare-handed inflicts the Disease upon your foe. 67 Prehensile Tail This allows you the use of an additional limb, although it does not allow you to make additional attacks. Treat this tail as if it were an off-hand. 68 Prominent Ears Whenever using your sense of hearing, you automatically succeed at Awareness Tests. 69 Pronounced Snout Whenever using your sense of smell, you automatically succeed at Survival Tests. 70 Protean Growth You suffer a permanent loss of 6% to either Brawn or Agility, but permanently gain 3% to the Primary Attribute you don’t choose. 659
660 APPENDIX G D100 TAINT OF CHAOS EFFECT 71 Protoplasmic Transformation Whenever you Critically Fail any Resolve or Toughness Test, you turn into a useless slime for 24 hours. 72 Puny Jumbo You suffer a permanent loss of 9% to Combat and must change to the tallest height your Race allows under build. 73 Quadrumanibus This allows you the use of two additional limbs, although it does not allow you to make additional attacks. Treat these arms as if they were an off-hand. 74 Quadruple Jointed You permanently gain 9% to Agility. 75 Roid Beast At the end of a Run action, with a successful Athletics Test, you may jump horizontally two yards for every 3 points of [BB] or leap vertically two yards for every 6 points of [BB]. 76 Rotting Flesh This is a cosmetic change only. 77 Seemingly Headless This is a cosmetic change only. 78 Shrinky Dink You permanently gain 6% to Agility, but suffer a permanent loss of 3% to Brawn. 79 Skull-faced This is a cosmetic change only. 80 Spiritual Instability Whenever you fail a Toughness Test, roll a 1D6 Chaos Die. If it lands on face ‘6’, you are Incapacitated! and unconscious, disappearing only to reappear where you had last stood an hour later. 81 Spit Flames By spending a Fortune Point, you can make an improvised ranged attack against a single foe within 1+[PB], as they suffer 1D10+[BB] Damage from fire. However, Spit Flames ignores a foe’s Damage Threshold Modifier from armor. A foe can attempt to Dodge Spit Flames or Parry it with a shield. Spit Flames can be used while Engaged with enemies. 82 Swinging Gait This is a cosmetic change only. 83 The Thin Man Immediately change your build to Frail and the tallest height your Race allows. 84 Thinktank You may increase any one Primary Attribute Bonus by 1. 85 Third Eye You permanently gain 9% to Perception. 86 Translucent Skin This is a cosmetic change only. 87 Transmutative Growth You permanently gain 6% to Brawn, but suffer a permanent loss of 3% to Agility. 88 Two Minds This is a cosmetic change only. 89 Uncanny Resemblance This is a cosmetic change only. 90 Uncontrollable Flatulence Whenever you are made to Bleed or suffer an Injury, all those in a Burst Template around you are Stunned. 91 Undulating Tail You permanently gain 9% to Agility. 92 Vestigial Twin This is a cosmetic change only. 93 Vitriolic Excretion By spending a Fortune Point, one attack made bare-handed inflicts an additional 1D10+1 Damage from acid. 94 Vividly-colored Skin This is a cosmetic change only. 95 Vocal Oddity You must succeed at a Scrutinize Test in order to use your normal voice. 96 Walk On Hands This is a cosmetic change only. 97 Walking Head You no longer have arms or hands. 98 Winged Horror Add [AB]+9 to determine how many yards you can fly in a minute. 99 Wytchstone Mind You must flip the results to fail all Intelligence-based Skill Tests, but may flip the result to succeed Incantation Tests. 100 Zoological Mutation This is a cosmetic change only.
661 APPENDIX H REACTIONS AP DESCRIPTION Assist Varies You can attempt to Assist an ally’s Skill Test Counterspell 1 Make an Incantation Test. Dispels Magick immediately Dodge 1 Make a Coordination Test to Dodge ranged weapons for 1 AP deficit. Avoids all Damage. Opportunity Attack 0 Make a melee attack in specific situations, foe left Defenseless. Parry 1 Make a Combat-based Skill Test to Parry melee weapons for 1 AP deficit. Avoids all Damage. Resist 0 Resist the effects of Perilous Stunts and Special Actions. MOVEMENT ACTIONS AP DESCRIPTION Charge 2 Charge at Movement x2 and add 1D6 Fury Die to Damage. Get Up 2 Stand up from Prone and move 1 yard, step into a vehicle or mount an animal. Invokes an Opportunity Attack if moving out of an Engagement. Hustle 1 Hustle at Movement x1. Invokes an Opportunity Attack if moving out of an Engagement. Maneuver 2 Maneuver 1 yard out of an Engagement, avoiding all Opportunity Attacks. Run 3 Run at Movement x3, gain +3 Damage Threshold. Invokes an Opportunity Attack if moving out of an Engagement. Take Cover 1 Take Cover 1 yard away. Gain +3, +6 or +9 Damage Threshold, depending on height of cover. Invokes an Opportunity Attack if moving out of an Engagement. ATTACK ACTIONS AP DESCRIPTION Called Shot 2 Make a Combat-based Test. Cannot Dodge or Parry the attack. Cast Magick Varies See Grimoire for description. Melee Attack 1 Make a Combat-based Test. Foe must Parry or suffer Damage. Ranged Attack 1 Make a Combat-based Test. Foe must Dodge or Parry with shield or suffer Damage. Cannot be Engaged by enemies to make Ranged Attack unless using a Gunpowder weapon. PERILOUS STUNTS AP DESCRIPTION Chokehold 1 Make an Athletics Test. Foe must Resist Athletics or be Choked. Suffer 1D10+[BB] Peril immediately and on your Turns when maintained, until Resisted. Dirty Tricks 1 Make a Guile Test. Foe must Resist Awareness or be Blinded. Cannot Counterspell, Dodge or Parry until their next Turn. Disarm 1 Make a Coordination Test. Foe must Resist Coordination or be Disarmed. Lose weapon and cannot use primary hand until next Turn. Knockout 1 When foe is Defenseless or Surprised, make an Athletics Test or be Knocked Out. Foe Helpless, left unconscious for [BB] Turns and suffers 2D10+[BB] Peril. Splinter Shield 1 Make a Combat-based Skill Test. Foe must Resist Toughness or shield is Ruined! Stunning Blow 1 Make an Athletics Test. Foe must Resist Toughness or be Stunned. Start with 1 less AP until Resist Toughness is successful. Takedown 1 Make a Coordination Test or Athletics Test if you Charged. Foe must Resist Coordination or be knocked Prone. Attacks gain 1D6 Fury Die. SPECIAL ACTIONS AP DESCRIPTION Channel Power 1 You can attempt to increase your chances of success to Cast Magick during combat. Inspiring Words 1 Make a Leadership Test, # of allies equal to [FB] add +1 Damage and Peril Threshold. Use once per combat. Litany of Hatred 1 Make an Intimidate Test, # foes equal to [FB] suffer -1 Damage and Peril Threshold. Use once per combat. Load Varies Load a ranged weapon. Subdue 1 You intentionally avoid inflicting Injuries or dealing enough Damage to render a foe Slain! by your melee weapon attack. Take Aim 1 or 2 Spend 1 AP to gain a +10 Base Chance to your next Attack Action or Perilous Stunt. If you spend 2 APs, you gain a +20 Base Chance instead. You cannot Take Aim to Cast Magick. Wait 0 Wait until later to use your APs, but place yourself lower down on the Initiative Ladder. ACTIONS IN COMBAT
TRIVIAL ADVANCE ADVANCE ADVANCE ADVANCE ADVANCE ADVANCE ADVANCE [+30%] [+20%] [+10%] [0%] [-10%] [-20%] [-30%] EASY ROUTINE STANDARD CHALLENGING HARD ARDUOUS Name Fate Points Reputation Points Martial Melee * SPECIAL SKILLS INDICATED WITH * CB BB AB PB IB WB FB Martial Ranged * Simple Melee Imperiled 3 + WB +6 +12 +18 Primary Attributes Skill Ranks +10 Focuses Tier UNHINDERED TRAITS INCAPACITATED! Ignore 1 Skill Rank Ignore 2 Skill Ranks Ignore 3 Skill Ranks Simple Ranged Peril Condition Track Difficulty Rating Chart Athletics Drive * Intimidate Toughness Coordination Pilot * Ride * Skulduggery * Stealth Awareness Eavesdrop Scrutinize Survival Alchemy * Counterfeit * Education * Folklore Gamble Heal * Navigation * Warfare * Incantation * Interrogation * Resolve Tradecraft * Bargain Charm Disguise * Guile Handle Animal * Leadership * Rumor Background CORRUPTION Order Alignment Chaos Alignment COMBAT PERIL THRESHOLD BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP Disorders Age Order Ranks 9 8 7 6 5 4 3 2 1 1 2 3 4 5 6 7 8 9 Chaos Ranks Social Class Sex Ancestry Profession ◆ CHARACTER SHEET ◆ I
ENCUMBRANCE LIMIT INITIATIVE MOVEMENT 3 + BB Current Skill Load Handling Distance (Short/Medium x2/Long x3) Damage Damage Threshold Modifier Quality Quality Quality Coordination Combat-based Skill Encumbrance Value Encumbrance Value Encumbrance Value Weapons Armor Talents Trappings Coins Injuries Dodge DAMAGE THRESHOLD Parry Shield Overage 3 + PB Overage Current 3 + AB Overage Current TRIVIAL [+30%] [+20%] [+10%] [0%] [-10%] [-20%] [-30%] EASY ROUTINE STANDARD CHALLENGING HARD ARDUOUS DIFFICULTY RATING CHART Lightly Wounded (240BP = 1GC, 20SS = 1GC, 12BP = 1SS) BB + Damage Threshold Modifier +6 +12 +18 UNHARMED SLAIN! Moderately Wounded Seriously Wounded Grievously Wounded Damage Condition Track GC SS BP II ◆ CHARACTER SHEET ◆
CURRENT REWARD POINTS: 100 BASIC TOTAL REWARD POINTS: SR BA BA BA BA BA BA BA Ta RP Ta Ta SR SR SR SR SR SR SR SR SR Profession: Unique Advances Trait: 200 INTERMEDIATE SR BA BA BA BA BA BA BA Ta RP Ta Ta SR SR SR SR SR SR SR SR SR Profession: Trait: 300 ADVANCED SR BA BA BA BA BA BA BA Ta RP Ta Ta SR SR SR SR SR SR SR SR SR Profession: Trait: III ◆ CHARACTER SHEET ◆
Intelligence Bonus Incantation Skill Magic & Rituals Willpower Bonus TRIVIAL [+30%] [+20%] [+10%] [0%] [-10%] [-20%] [-30%] EASY ROUTINE STANDARD CHALLENGING HARD ARDUOUS DIFFICULTY RATING CHART IV ◆ CHARACTER SHEET ◆
◆ INDEX ◆ A Ætheric Phenomena 380 Ætheric Spirits 568 Ætheric Winds 275 Binah 277 Chesed 277 Chokhmah 279 Da’at 279 Gevurah 276 Hod 278 Keter 277 Malkuth 279 Netzach 278 Tiferet 277 Yesod 278 A Bitter Harvest 616 Abyssal Princes Of Chaos 444 Prince Of Change 444 Prince Of Decay 444 Prince Of Pleasure 445 Prince Of Violence 445 The Outsider 445 Actions In Combat 241 Attacking Larger Foes 245 Called Shot 245 Cast Magick 245 Channel Power 247 Charge 243 Chokehold 246 Counterspell 249 Dirty Tricks 246 Disarm 246 Dodge 249 Get Up 243 Hard Terrain 244 Helpless Foes 245 Hustle 243 Inspiring Words 247 Jump & Leap 243 Knockout! 246 Litany Of Hatred 248 Load 248 Maneuver 244 Melee Attack 245 Mounted Combat 245 Movement Subtypes 244 Opportunity Attack 249 Outnumber Foes 246 Parry 249 Primary & Off-Hand 250 Ranged Attack 245 Resist 249 Run 244 Splinter Shield 246 Stunning Blow 247 Swapping Weapons 246 Take Aim 248 Take Cover 244 Takedown 247 Using Attack Actions 250 Wait 248 Advanced Tier 77 Age Group 54 Alignment 66 Adaptation & Mayhem 68 Alignment & Ranks 71 Ambition & Tyranny 68 Candor & Cruelty 68 Charity & Pity 68 Cunning & Deceit 68 Dignity & Vehemence 68 Diplomacy & Hypocrisy 68 Duty & Fatalism 68 Enlightenment & Detachment 69 Ferocity & Hatred 69 Gentility & Cowardice 69 Gravitas & Vanity 69 Heroism & Martyrdom 69 Humility & Incompetence 69 Impiety & Heresy 69 Independence & Rebellion 69 Mystery & Exclusion 69 Pride & Arrogance 70 Romanticism & Lechery 70 Skepticism & Cynicism 70 Sophistication & Indulgence 70 Wisdom & Rancor 70 Wit & Scorn 70 Zeal & Fanaticism 70 Alternative Encumbrance 375 Alternative Faiths 442 Alternative Weapon Damage 372 Ammunition 229 Ancestral Modifiers 31 Ancestral Trait 31 Animalbane, Toxin 265 Animals & Vehicles 230 Arcane Magick 276 Animism 276 Astromancy 276 Elementalism 277 Luminescence 277 Morticism 278 Necromancy 278 Pyromancy 278 Shadowmancy 278 Sorcery 279 Transmutation 279 Archetype 44 666
ZWEIHÄNDER Academic 45 Commoner 46 Knave 47 Ranger 48 Socialite 49 Warrior 50 Armor Descriptions 226 Brigandine 226 Clothing 226 Full Plate 226 Fur Or Hide 226 Heavy 225 Ill-Fitted/Used Armor 225 Leather 226 Mail 226 Munitions Plate 226 Natural 225 Quilted 227 Armor Qualities 225 Dangerous 225 Heavy 225 Natural 225 Artifacts 403 Mantic Calculator 404 The Beyond 403 Assisted Tests 20 Automatic Success & Failure 19 Awaken The Dead, Ritual 341 Aztlan 433 Slaves to Chaos 433 Ancestral Traits 433 Bestiary 513 B Barded Animals 226 Basic Tier 76 Beastbane, Toxin 265 Bestiary 459 Abyssal 461 Animal 488 Aztlan 513 Beast 499 Chosen Of Chaos 518 Corrupted Souls 527 Critters 488 Deadly Flora 537 Fey 575 Fomorian 461 Foul Mutations 465 Goblins 542 Grendel 545 Hellbeasts 482 Higher Demons 465 Humanoid 513 Lower Demons 474 Mindless Undead 585 Mutant 537 Orx 553 Primevals 492 Restless Spirits 589 Skrzzak 558 Supernatural 568 Superstition & Knowledge 460 Vampires 596 Bind Abyssal Familiar 342 Bind Wounds To Recover 268 Black Lotus, Deliriant 264 Black Market Goods 230 Blackroot, Toxin 265 Bleeding 270 Death By Blood Loss 271 Stem Bleeding 270 Blessed Sacrament 342 Bloodletting 270 Bound To The Bottle 425 Breaking Objects 393 Build Type 57 Bureaucratic Tools 231 Burst, Cone & Explosion 291 Templates, 220 C Call Demonic Servant 343 Casting Unknown Magick 292 Cast Magick Overview 289 Channel Power 290 Combat Special Action 247 Chaos Dice 24 Roll Chaos Dice 292 Chaos Manifestations 397 Character Advances 75 Bonus Advances 75 Professional Traits 75 Skill Ranks 75 Talents 75 Unique Advances 78 Chase Scene Rules 376 Clawing Obsession 426 Clothing 231 Combat, Conditional Effects 241 Combat Terminology 239 Actions In Combat 239 Fury Dice 239 Initiative Ladder 240 Turns 239 Commandments 281 The Crouching One 281 The Custodian 282 The Demiurge 282 The God-Emperor 282 The Learner 283 The Leviathan 283 The Martyr 284 The Nightfather 284 The Steward 284 Commodities 232 Common Skills 191 Using Common Skills 23 Complexion 57 Corruption 421 Major Offenses 422 Middling Offenses 422 Minor Offenses 421 Permanent Ranks 422 Cost of Reagents 289 Counterspell 292 Combat Action 249 Crafting 237 Creature Pelts & Hides 230 Creature Size 367 Critical Failure 19 Critical Success 19 Currency 215 Custom Creatures 603 Bosses 603 Magician 605 Orx Bigboss 603 Underlings 603 D Daemons 443 The Ancient Ones 443 The Black Lodge 443 The Gilded Pharaoh 443 The Thirteen 444 The Tusked One 444 The Witch-Queen 444 Damage Condition Track 268 Bind Wounds To Recover 268 Use Laudanum 269 Damage Threshold 51 Calculate Damage Threshold 51 Suffering Damage 257 Dark Passenger 426 Death By Blood Loss 271 Deliriant 264 Demonbane 265 Deranged Hero 425 Difficulty Rating 18 Adjudicating 362 GM Fiat 239 Disease 257 Disorder 423 Bound To The Bottle 425 Clawing Obsession 426 Dark Passenger 426 Deranged Hero 425 Dreadful Phobia 427 Gambler’s Lament 425 Hophead 425 Mana Junkie 426 Sticky Fingers 426 Taint Of Chaos 430 Distinguishing Marks 55 Divine Magick Spells 319 The Crouching One 319 The Custodian 321 The Demiurge 322 The God-Emperor 324 The Learner 326 The Leviathan 328 The Martyr 329 The Nightfather 331 The Steward 333 The Winter King 335 Divine Punishment 400 Atonement 402 The Crouching One 400 The Custodian 401 The Demiurge 401 The God-Emperor 401 The Learner 401 The Leviathan 401 The Martyr 401 The Nightfather 402 ZWEIHÄNDER 667
ZWEIHÄNDER The Steward 402 The Winter King 402 Dooming 53 Drawbacks 62 Dreadful Phobia 427 Dwarf 34 Dvergar 520 E Elf 36 Elixirs 339 Encumbrance Limit 52 Abstracted Encumbrance 227 Engagement 244 Entertainment 232 Expert Professions 139 Extreme Weather 261 Frostbite 261 Heatstroke 262 F Falling 262 Fate Points 66 Sacrificing Fate Points 66 Fire 263 Flying Creatures 367 Folkbane 265 Fortune Pool 24 Fury Dice 24 Combat Terminology 239 Rolling Damage 253 G Gambler’s Lament 425 Generalist Spells 294 Gnome 38 Graveroot 266 Grendel 435 Slaves to Chaos 435 Ancestral Traits 435 Bestiary 545 Grievously Wounded 268 H Hair & Eye Color 60 Halfling 40 Hardness Condition Track 392 Repairing 394 Hophead 425 Host To The Abyss 428 Moon Fever 429 Sanguine Thrall 429 The Flesh Revolts 428 The Hunger 428 Housing & Property 233 Human 32 Hunting & Foraging 266 I Ignore Skill Rank 267 Ill-Fitted/Used Armor 225 Illumination 233 Light Sources 233 Imbuing A Talisman 349 Imperiled 268 Incapacitated! 267 Infection 270 Bloodletting 270 Initiative 52 Initiative Ladder 240 Injuries 269 Perform Surgery 269 Recuperation Time 270 Suffering Injuries 365 Treat Injuries 269 Use Tincture 270 Inscribe Magick Rune 344 Learning New Runes 346 The Rule Of Three 345 Intermediate Tier 76 Intoxication 263 L Languages 63 Larger Creatures 367 Laudanum 272 Learning New Spells 288 Arcane Tome 288 Lightly Wounded 268 Lodging & Tavern Provender 234 Loot & Lucre 607 Coin Purse Contents 607 Gemstones 611 Small Treasures 607 M Madness 418 Fear 419 Stress 419 Terror 419 Withstanding Madness 420 Magick Circle 344 Malignancies 400 Mana Junkie 426 Mandrake Root 264 Materia Medica 271 Bandages 271 Bottle Bomb 271 Deliriants 272 Gunpowder 272 Laudanum 272 Quicksilver 272 Royal Water 272 Smelling Salts 273 Tincture 273 Toxins 273 Venom & Antivenom 273 Medicine 235 Apothecary’s Cabinet 235 Misfortune Pool 25 Moderately Wounded 268 Moon Fever 429 Morale Checks 375 Motivations, NPC 406 Movement Value 52 Multiple Attacks 373 N Narrative Considerations 371 Narrative & Structured Time 361 Non-Player Characters 405 O Ogre 42 On Fire 263 Opposed Tests 21 Orx 436 Slaves to Chaos 436 Ancestral Traits 437 Bestiary 553 Overland Exploration 379 P Parry Melee Weapons 253 Percentile Dice (D100) 17 Perform Surgery 269 Peril Condition Track 267 Resting In Unsafe Places 268 Rest To Recover 267 Use Smelling Salts 268 Peril Threshold 51 Sufferung Peril 257 Piecemeal Armor 373 Prayer Book 288 Primary Attribute Bonuses 28 Primary Attributes 28 Grim & Perilous Method 29 Mercy! 30 Profession 44 Determine Starting Profession 44 Professions 80 Prophecy Of Doom 427 Pyromania 427 Soldier’s Heart 427 Q Quality Of Craftsmanship 236 R Ranged Weapons Attacks 251 Reagents 294 Cost of Reagents 289 Recuperation Time 270 Red Cap Mushroom 265 Relics 404 Hammer, God Emperor 405 The Whoreson 405 Remain In The Same Profession 431 Reputation Points 388 Resting In Safety 268 Resting In Unsafe Places 268 Reward Points 75 Spending Reward Points 75 Reward Points 389 Risk Factor 371 Rune Types 345 668
ZWEIHÄNDER S Sanguine Thrall 429 Scorpion Venom 266 Season Of Birth 52 Secret Tests 22 Seriously Wounded 268 Shield Descriptions 227 Buckler 227 Metal Shield 228 Wooden Shield 228 Shield Qualities 226 Defensive 226 Light 226 Protective 226 Size, Creature 367 Skills 191 Alchemy 193 Athletics 193 Awareness 193 Bargain 194 Charm 194 Coordination 194 Counterfeit 195 Disguise 195 Drive 195 Eavesdrop 196 Education 196 Folklore 196 Gamble 197 Guile 197 Handle Animal 198 Heal 198 Incantation 198 Interrogation 199 Intimidate 199 Leadership 199 Martial Melee 200 Martial Ranged 200 Navigation 200 Pilot 201 Resolve 201 Ride 201 Rumor 202 Scrutinize 202 Simple Melee 203 Simple Ranged 203 Skulduggery 203 Stealth 204 Survival 204 Toughness 204 Tradecraft 205 Warfare 205 Skill Tests 17 Assisted Tests 20 Automatic Success & Failure 19 Critical Failure 19 Critical Success 19 Extended Tests 20 Flip The Results To Fail 23 Flip The Results To Succeed 23 “Fail Forward” Tests 362 Hasty Tests 20 Opposed Tests 21 Degrees Of Success 21 Re-Attempting Failed Test 19 Secret Tests 22 Skill Synergy 20 Skill Tests Lower Than 1% 19 Skill Tests Over 100% 19 Total Chance 18 Skrzzak 437 Slaves to Chaos 437 Ancestral Traits 438 Bestiary 558 Slain! 268 Slaves To Chaos 433 Starting Mutations 439 Sleep Deprivation 266 Smelling Salts 268 Snake Venom 266 Social Class 61 Aristocrat 62 Burgher 62 Lowborn 62 Starting Cash 62 Social Intrigue Rules 408 Complex Exchange 409 Difficulty Rating 410 NPC Disposition 413 Simple Exchange 408 Social Tactic 412 Soldier’s Heart 427 Special Skills 191 Using Special Skills 23 Spider Venom 266 Spread Of Disease 258 Starting At A Higher Tier 431 Starting Trappings (Archetype) 44 Starvation 266 Stem Bleeding 270 Sticky Fingers 426 Suffocation 266 Kiss Of Life 267 Summon Ætheric Spirit 348 Suppress Disorder 260 Surprise 240 T Talents 208 Talismans 349 Templates 220 Burst Template 220 Cone Template 220 Explosion Template 220 Template Limitations 220 Tincture 270 Toxin 265 Trading 215 Haggling 216 Selling Scavenged Goods 216 Trappings 215 Traps 395 Constructing Traps 396 Ensnarement Trap 395 Gas Trap 396 Man Trap 396 Pendulum Trap 396 Pit Trap 396 Trip Wire Alarm 396 Venomous Dart 396 Treat Injuries 269 True Names 305, 481 Generateing True Name 481 U ‘Unarmed’ Attacks 250 Unfetter Spell 293 Upbringing 61 V Vault Of Night 445 Venom 266 W Wages 216 War Hammer 223 War Machine Descriptions 229 Bolt Thrower 229 Cannon 229 Stone Hurler 229 War Machine Qualities 228 Weapon Descriptions 220 Weapon Qualities 217 Adaptable 217 Defensive 217 Entangling 217 Fast 217 Fiery 218 Finesse 218 Gunpowder 218 Immolate 218 Ineffective 218 Light 218 Powerful 218 Pummeling 218 Punishing 218 Reach 218 Repeating 218 Shrapnel 218 Slow 218 Throwing 218 Vicious 218 Volatile 218 Weak 218 Weather 379 Well Of Souls 446 When Foes Are Slain! 368 Wilderness Needs 236 Carrying Equipment 236 Wilderness Travel Rules 382 Roles In The Party 386 Threat Levels 385 Wytchstone 337 Make Panacea 338 Make Wytchfyre 338 Make Wytchstone Essence 337 Z Zweihänder 223 669
IT IS A LADDER CHAOS IS NOT A PIT Expand your grim & perilous campaign world into a whole new realm of chaos with MAIN GAUCHE, an upcoming supplement to ZWEIHÄNDER Grim & Perilous RPG. Using this expansion, you’ll be able to: Add 68 new Professions to your grim & perilous game Easily integrate cinematic, vehicle-based combat into encounters Use alchemy & Wytch-science to gain deadly abilities Build fantastic machines, like the Arkwright Cauldron & Rumblebutler Devote yourself as an occultist to forbidden gods Learn over 90 new chaos magick spells & their horrific manifestations Make soul-altering pacts for daemonic gifts of unfettered power Build your own unique monsters & NPCs on-the-fly Pre-orders for MAIN GAUCHE will be available in late 2019.
WELCOME TO GRIM & PERILOUS GAMING Winner of the ENnie gold Best Game and Product of the Year at Gen Con 2018, featured on Forbes.com, ranked one of the best-selling fantasy tabletop role-playing games at DriveThruRPG, and having moved over 90,000 copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer, and grittier version of classic tabletop role-playing games. This revised edition is published in celebration with Andrews McMeel Publishing, and features a refreshed layout, new artwork, rules clarifications, color plates by Dejan Mandic, and errata. ZWEIHÄNDER GRIM & PERILOUS RPG is a fantasy tabletop role-playing game, one where adventurers will: Live in a gritty, “realistic” fantasy world Make morally grey decisions & enact vicious reprisals Uncover insidious plots & political intrigue Take part in heart-pumping chase scenes Venture into the wilderness & survive its perils Desperately fight in clandestine & open field combat Defend themselves from injuries, madness & mutations Encounter sanity-blasting creatures & their minions Using the Powered By ZWEIHÄNDER d100 game engine, you will create grim characters, write perilous adventures, and build your own low fantasy & dark fantasy campaigns. These rules are a perfect fit for Renaissance and medieval-styled adventures, too. You can also use this book to create your own homebrewed worlds, whether inspired by the works of Andrzej Sapkowski’s The Witcher, George R.R. Martin’s Game of Thrones, Glen Cook’s Black Company, Myke Cole’s The Armored Saint, Robert E. Howard’s Solomon Kane, Scott Lynch’s Gentlemen Bastard series, or other “grimdark”-inspired media. This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules, and a bestiary brimming with creatures both fair & foul. All that’s left are a few friends, pencils, and a handful of dice. ZWEIHÄNDER GRIM & PERILOUS RPG AWAITS, AND THE FATE OF YOUR GRIM & PERILOUS TALE HANGS IN THE BALANCE! 9 781524 851668 56500 $65.00 U.S.A ($86.99 Canada) ISBN: 978-1-5248-5166-8 Printed in China