"Why huddle in our caves as the humans across the wall feast on meat? We have the strength to take what we want. Today, we pillage! And tonight, we feast! Let's show them the meaning of pain!"
— Grimmy, Goblin Conniver
The world is littered with "normal" monsters - goblin farmers and orc fisherman, weaklings that huddle in their tiny villages far from civilization, hoping humans don’t cast an eye on them. But that’s not you - you crave power and riches. You spit on those fools, hiding in their straw huts. No, you’re a Wicked One and you're looking to carve out your own place in this world.
Characters work best when they fit in nicely with the overall dungeon style. It’s highly recommended to make characters after some group decisions have been made during a session zero such as what sandbox you’ll be playing in, what your dungeon style is, and what monster races are allowed as PCs.
Dungeons can make for strange bedfellows, pushing even unlikely combinations of evil creatures together. However, the term "monster" is very broad in definition and requires the players and GM to refine it a bit for purposes of selecting races that the PCs can be from. Work together with your group to choose from one of these three themes:
- Keep It Simple: All PCs must be humanoid with two arms and two legs, nothing bigger than a bugbear or smaller than a kobold. (Recommended for new players)
- We’re All Family: All PCs must be members of a specific monster race, perfect for a highly themed dungeon.
- Anything Goes: PCs are free to play as anything, from oozes to mushroom people to magically awakened evil squirrels. Almost anything goes, with the GM having final say.
The choice of race should have as little mechanical effect as possible. While race can be considered as a circumstance towards position and effect, it’s best to use this only in the most obvious or extreme cases. Allowing players a wide range of choice, such as a hulking kobold or a small, sneaky orc, makes for more interesting characters and satisfied players. If a race has a unique ability, something beyond being a simple bipedal creature that functions similarly to a human, it's represented in the following two ways.
- Primal monsters are monsters with multiple unique abilities or require gameplay changes that fundamentally alter how they interact with game’s core mechanics. They’re for experienced players and more information can be found in Chapter 8: Delving Deeper.
- For monsters that have some unique ability that other monsters can’t do but don’t require extensive mechanical changes, you can take Primal Ability to bring them into play. It’s detailed later in this chapter.
When setting up the dungeon, it’s recommended that all of the PCs be new to the area. This means that any backstory the character has is light on details and mostly irrelevant - we’re more concerned with the dungeon and its story moving forward. The monster races covered in this book reflect this. They give a few broad concepts of what members of that race might be like, but players are free to take them in any direction they like. You can define that race's traits through your own play. So make them whatever seems fun!
There’s a plethora of fantasy monster races that work just fine as PCs, but the six presented on the next few pages are solid choices for new players and are all present in the art throughout this book. Each of these races has a short description to give a few ideas to latch onto for a character concept, though the exact details of monster attitudes and societies are up to you to decide. The GM makes the final call on what races are allowed as PCs.
All monster factions speak a common language called the Dark Tongue, while civilized factions speak the Light Tongue. Neutral factions might know one, both, or neither of these. It's rare for a member of a civilized faction to know the Dark Tongue or a monster to know the Light Tongue. PCs can learn the Light Tongue with the Conniver calling ability Tongues or give their minions the Fluent upgrade. However, many monsters know a few Light Tongue words, such as those listed below. These are a rough guide as to how much Light Tongue a PC knows.
- you - me - us - it
- one - two - three - more
- yes - no - maybe - now
- go - do - stop - kill
- eat - give - get - gold
Wicked Ones isn’t just a game about monsters, but a game about monsters building dungeons. When choosing a monster race to play, make sure that it’s a monster that would actually have the need to live in a dungeon. Monsters that blend in with civilization, have advanced hiding capabilities, or can just fly their way out of trouble tend to not need to make a dungeon in the first place. Making the dungeon the center of your character concept and giving yourself a strong need for its existence tends to work best.
Making a character is quick, usually done in ten to fifteen minutes. You can get the character sheets here: banditcamp.io.
Choose a monster race following the theme your group agreed upon. The choice has little mechanical effect, only modifying position and effect in extreme cases, so choose something you think sounds fun to play!
- Bugbear
- Demon
- Goblin
- Kobold
- Orc
- Slissik
- Your own idea
Choose a calling, one of several paths that Wicked Ones follow. Your calling defines how you go about your monstrous work.
- Brute
- Conniver
- Crafter
- Hunter
- Marauder
- Shadow
- Shaman
- Warlock
- Zealot
Each calling provides you with the following:
- Core ability: Lets you spend stress to do something no other calling can do. You get your core ability at character creation.
- Flashbacks: Let you flashback and perform actions in the past that a member of your calling would have likely thought to do.
- Calling abilities: Let you customize what type of member of your calling you are. You take one at character creation and another each time you max out wicked xp.
- Flexibility slot: Lets you take a single calling ability from another calling’s list. You can't take a core ability with this.
Some abilities allow you to spend stress to perform incredible feats. If a normal monster can do something with an action roll, spending stress allows you to either automatically accomplish it or put you on equal footing. If a normal monster can’t perform it at all, spending stress allows you to make an action roll to attempt it.
You spend stress to use your Brute core ability, Rage, to pick up a huge boulder. However, if you want to throw that boulder at a cart, you need to make an action roll.
Core abilities can be used on resistance rolls when you're not able to use an action to resist due to the action having ¸weak effect. Spending stress and using the ability puts you on equal footing, allowing you to roll the action to resist. This never results in an automatic resist.
You begin play with your calling’s core ability and one calling ability from your calling's list. When an ability requires you to choose a benefit, you decide when you take it if it's a passive ability. If it's an ability that costs stress or works on a success, you make the choice each time you use it.
Look through the list of actions and choose the ones that best match what your character is good at doing.
- Put 3 dots in a single action. This is what you’re best at, your bread and butter.
- Put 2 dots in two other actions. These are dependable and used often.
- Put 1 dot in two other actions. You’ve had a little practice with these.
Look through the list of dark impulses and choose the one that best describes what pulls at your character’s attention. Gain a dark heart when you make your choice.
- Bigmouth
- Cruel
- Deranged
- Fickle
- Obsessed
- Paranoid
- Reckless
- Vengeful
Look through the list of revelries and choose how your character likes to blow off steam. Your choice of revelry will determine what happens when you overdo it.
- Craving
- Drinking
- Gambling
- Occult
- Violence
- Worship
Choose 4 items as your gear, the things you always carry on you, and decide your gear defense. Then, choose another 3 items that you begin with in your supply. Each calling has a list of example items to give you some ideas. One of the items you choose can be a valuable item: an item with an edge or a tier 1 contraption, magic item, or three doses of a potion or concoction. You can also take 1 gold instead of this. You can also choose to fill out your gear and supply later, as it comes up.
Once your dungeon is established, choose a monster in the region you've made friends with during the initial dungeon setup montage. This vile friend gives you an easy way to connect to the world and can be paid for help, items, information, and so on.
Bugbears are huge, bullish creatures, prone to rage and not exactly known for their intellect. They tend to see themselves as natural leaders and think they should be in charge. They like to follow others into a dangerous fight. They’re unlikely to stick their neck out for anyone. A bugbear might say:
"Listen, there’s no way I’m dyin’ first. Get in there."
"My mind’s made up. In we go."
"Who the hell are you to give me orders?"
- Dukthur
- Kremmik
- Malog
- Mogdor
- Portoc
- Raddit
- Skryv
- Ulrot
- Vatch
- Zoktoc
- Zurzog
Demons are minor hellspawn that have somehow found their way into the mortal world. They tend to enjoy chaos, especially lies which they think mortals react to in ridiculous ways. Being immortal, death is only a return to their home. A demon might say:
"I tire of this world of mortals."
"It's just death. It's not like it's my first time."
"Why tell the truth when lyin's more fun?"
- Cerus
- Chort
- Gilgaroth
- Kanzun
- Jex
- Ozrik
- Nozak
- Taku
- Tereth
- Velum
- Xog
Goblins are short, black-hearted creatures. They’re foul tempered and unliked by just about everyone, but tend to really love themselves. They're industrious and single-minded when working on a task. They're usually quick to anger, but refuse to fight on fair terms. A goblin might say:
"Sounds like a fair fight. Let's get the hell out of here."
"What’s mine is mine and what’s ours is mine."
"Hey, don't look a- I SAID DON'T LOOK AT ME!!"
- Flint
- Griz
- Kosk
- Remmy
- Riggz
- Scratch
- Shriek
- Skezzy
- Snark
- Snully
- Tix
- Zazzo
Kobolds are small, raucous creatures. They look like a mix between a rodent, a dog, and a lizard. They’re hyperactive and aggressive, with short attention spans. They usually prefer working together on something. They rarely have a sense of self preservation. A kobold might say:
"What the hell was I doing again? Oh yeah, stabbin'!"
"Oh, that's shiny! I think I'll be having that."
"Kill 'em all before they get away!"
- Bitey
- Blek
- Dimm
- Drell
- Frum
- Gromp
- Harf
- Mungus
- Muts
- Retch
- Skelk
- Stitch
- Snarl
Orcs are foul mannered, callous creatures. They’re stubborn and overly sensitive to slights from others. They tend to approach problems with the first solution that comes to mind. Orcs generally don't even enjoy their own company. An orc might say:
"What are you looking at, maggot?"
"Bleedin' is good for ya. Shake it off."
"Stop whining and get in the catapult."
- Brig
- Dradd
- Forn
- Gorr
- Kirrz
- Kros
- Krugz
- Rok
- Strak
- Thig
- Throm
- Tork
- Yorg
- Zil
- Zug
Slissiks are snake-like creatures that tend to react defensively to surprise and feel the need to always keep an eye on those around them. They have terrible memories, which leads to exaggerating details in stories to fill in gaps. A slissik might say:
"Where ya goin'? How long are you gonna be there?"
"Woah, don’t sneak up on me like that!"
"There were… 4, 5..., no, wait, 6 of them!"
- Slale
- Slank
- Slark
- Slassy
- Slegra
- Slezetra
- Slimmik
- Slinn
- Slisgar
- Slix
- Sloan
- Sloon
- Slyte
Some races have their own natural abilities that allow them to do something that other monsters can’t. To represent these natural abilities, you can take Primal Ability when you make a character in place of your calling’s core ability or first chosen calling ability. Work together with those at the table to determine the scope of the power. It should be around the power of a normal calling ability.
Primal Ability: You have natural abilities that represent the things your race can do that others can’t. The total impact of these abilities should be similar to a normal calling ability. If an ability is something you activate, you spend stress to do so. If it's a passive effect, you must spend stress to use it in dire situations.
If the abilities feel too strong, they can be coupled with one or two weaknesses to balance them out. These weaknesses represent unique challenges your race faces. Keep in mind that adventurers always know your weaknesses.
A troll can regenerate their wounds, spending stress to remove the bloodied condition. They also have a keen sense of smell. As these are rather powerful, they have an extreme vulnerability to fire.
A harpy can fly, albeit rather clumsily. They can also spend stress to sing a harpy song, allowing them to Trick unwitting victims into coming to find them over great distances.
A duergar, a dark dwarf, can spend stress to grow up to three times their size. They can also see in darkness as if it were daylight.
Primal Ability is a balancing act. It can easily overshadow other calling abilities, so the GM should maintain a tight purview over it. Keep its capabilities limited. If an ability from Primal Ability does a bit more than a calling ability or it feels too powerful, adding on weaknesses can help restore that balance. In some cases, you may be able to just reskin an existing ability, such as a Brute's Rage being used to represent the above duergar's ability to grow.
Some abilities are simply too powerful to allow for normal PCs to have. Monsters might also have several abilities which are beyond the scope of taking Primal Ability. These monsters are better modelled as primal monsters, powerful monsters that have their own unique mechanics and abilities such as Goldmongers (dragons) or Facestealers (doppelgangers).
Some abilities such as flight or natural invisibility can be highly disruptive to campaigns, bypassing several challenges that would otherwise by interesting to deal with. GMs should carefully consider allowing abilities like these into the game. The GM has final say on what is and isn’t allowed.
Bradley: "I’m gonna make a frogperson with Primal Ability. So maybe I can do a big frog jump, have a long tongue, and be a great swimmer."
GM: "What can you do with the tongue?"
Bradley: "I think it can just reach out and grab stuff, maybe like a couple of meters away. Do I need to spend stress for that?"
GM: "It sounds like a passive ability, kind of like an extra limb. So, you only have to spend stress if it’s a dire situation. Swimming too - that’ll probably let you operate in water without losing effect. But the big jump? Yeah, that’ll cost stress. How high can you jump?
Bradley: "Maybe up on top of a 1 story building or so. It’s a frog, so I’m imagining it going pretty high, but nothing crazy."
GM: "You don’t have sticky hands or feet, right?"
Bradley: "Yeah, it's not that kind of frog."
GM: "Okay, this isn’t all that overpowered. I think you could squeeze all of that in there even though it’s kind of a lot, but you’re gonna have to take a weakness."
Bradley: "What if I’m afraid of getting eaten, so I’m compelled to avoid dealing with anything like twice my size? Like a dark impulse, but it always goes off.
GM: Yeah, that works. What calling?
Bradley: I’m going to be a Hunter and take Primal Ability instead of my core ability so I can take Hunting Pet as my first ability - I need a seagull.
At first glance, an earth elemental might seem like a good candidate for Primal Monster. However, the Brute's Rage ability represents their strength quite well and Living Weapons gives them pulverizing attacks and grappling roots. Add in a dot or two in Invoke with the wildheart witchcraft magic path and you can cast minor magic with the fireflies and plants living on them as well.
Powerful & Intimidating Brawlers
You’re called to battle and delight in facing down your enemies, chopping them to pieces in brutal combat. For you, the bloodier, the better. Your confidence with a weapon in hand manifests outside of combat when commanding others, bellowing orders like you expect them to be obeyed and bashing heads on the off chance they aren't. You begin play with the following core ability:
Rage: You can spend stress to perform an incredible feat of strength, like throwing a large boulder, tackling a charging horse, or facing off against a much larger foe on equal footing.
You can flashback to things a Brute would have thought to do, such as torturing a prisoner, threatening violence, or acquiring just the right weapon.
You’re a force to be reckoned with. On a success in close combat, you can also (choose one): cleave into a nearby enemy - destroy their shield or armor - send them flying.
When you suffer injury or humiliation, you take +1d if you immediately lash out. On a critical, you clear 1 stress.
Your body is a deadly weapon and has edges (choose two): concealed - longreach - grappling - ranged - pulverizing - terrifying. How did you end up this way?
You put the torment of others over your own safety. You take +1d when you go hard to intimidate or humiliate someone. On a critical, you clear 1 stress.
You can carry an immense amount. You gain two gear slots, a defense based on them, and a supply slot. Where do you keep all of that extra stuff?
Your thick hide protects you from harm. You take +1d when resisting physical attacks and spend 1 less stress when you do so. What makes your hide so tough?
You gain a downtime action which you can only use to recruit minions or sacrifice to have minions perform a downtime action without paying them gold.
randomizable: # (example item)
battleaxe | spiked armor |
horned helmet | jug of liquor |
barbed whip | bag of tasty snacks |
torture tools | wardrums |
fur cloak | sturdy chains |
bone earrings | throwing axes |
Manipulative & Controlling Masterminds
You lurk in the background pulling the strings, laying out intricate plans, and having others do your bidding. For you, revenge is a dish best served cold. Methodical is an understatement - you’re in complete control at all times. You begin play with the following core ability:
Strings: You can spend stress to have an ally remember your voice in their head, allowing them to reroll a failure. If they roll a success, you gain a dark heart. What criticism or advice did you previously impart on them?
You can flashback to things a Conniver would have thought to do, such as manipulating others, setting up contingency plans, or acquiring information.
Others are an open book to you. You can spend stress to establish a target’s emotional state, though it must be a reasonable emotion for them to be feeling. You take +1d when you act on that knowledge.
You excel at lying when you go all in on a falsehood. You take +1d when you go hard to tell a lie. On a success, you gain a dark heart.
Each downtime, you get two ticks which can be distributed to any project clocks started by your allies. What errors do you point out in their work?
You take +1d on a roll when acting immediately after an ally fails a resistance roll. How do you leverage their failure to your own advantage?
You can speak the Light Tongue, albeit with a strong, monstrous accent. How does a monster like you even learn to speak the language of civilization?
On a success during a flashback or downtime action to interact with contacts, you gain a dark heart. You also gain a downtime action which you can only use to contact a vile friend, faction, or other NPC.
On a success when resisting with Banter, Threaten, or Trick, you can also (choose one): deflect blame - plant a false idea - have the GM reveal a secret.
randomizable: # (example item)
skin of fine wine | hidden dagger |
blowgun & darts | decorative mask |
wooden flute | flashy rings |
iron manacles | soap & perfume |
weighted dice | hooded cloak |
writing utensils | comb & accessories |
Clever & Curious Tinkerers
You spend hours in your workshop mixing together alchemical reagents and constructing dangerous devices with a gleeful disregard for your own safety. You strap up before you leave the dungeon, well-prepared for any situation. You begin play with the following core ability:
Ingenuity: You can spend stress to perform an incredible feat of creation, like mixing concoctions on the fly to create a powerful combined effect, slapping together a temporary simple contraption, or ignoring volatility in monster science creations.
You can flashback to things a Crafter would have thought to do, such as sabotaging structures, grabbing materials, or brewing a concoction.
When you make a concoction, you always make 1 extra dose, even on a failure. You gain a downtime action which you can only use to brew concoctions.
On a success while working on a crafting downtime project, the downtime action isn’t consumed. You also gain a downtime action which you can only use to craft.
You fully believe in your creations. You take +1d when you go hard with a concoction or contraption, but you can't resist any consequences from the roll. On a critical, you clear 1 stress.
You instill a deep sense of yourself into anything you create. When you or someone else rolls a critical using something you crafted, you gain a dark heart.
Start a single tier 2 or 3 contraption crafting clock. You can use this unfinished contraption as normal. Any time you make a dire roll using it, it ticks the crafting clock once. When the clock is full, the contraption is made and you start a new clock.
You can spend stress to establish a flaw in a structure or some machinery you can see. You take +1d when you act on that knowledge.
You have a steady supply of a single specific tier 2 concoction and you gain 2 supply slots which you can only use for it.
randomizable: # (example item)
tool pouch | magnifying glass |
crossbow | bag of loose parts |
lamp & oil | safety goggles |
sledgehammer | flint & tinder |
leather apron | canvas bag |
shovel | pickaxe |
Ruthless & Tenacious Trackers
You’re at home running with the beasts of the forest. Relentlessly chasing down prey brings you closer to the animal inside of you. And yet, you're deliberate, never missing a sign, always on the trail. And when you finally corner your target, there’s no hesitation to finish it. You begin play with the following core ability:
Thrill of the Hunt: You can spend stress to establish a small, momentary weakness in your prey. You gain +effect when you exploit this on your next roll to stalk, catch, or bring them down. On a success, you gain a dark heart.
You can flashback to things a Hunter would have thought to do, such as setting a trap, scouting out a location, or hunting up some food.
Animal blood runs through your veins, causing your senses to extend twice as far as normal. You take +1d when tracking or surveying an area. You also gain a defense against surprise.
You don't go down easy. On a failure when resisting, you can immediately roll an extra 1d that counts towards the roll. If the result is a success, it counts as a critical.
You have a hunting pet or pack instead of minions. It has the companion upgrade and knows tricks (choose two): cause confusion - fetch - herd prey - locate prey - surprise attack. Your pet takes +1d when performing known tricks.
On a success while surveying or traversing a risky area, you can (choose one): find a piece of mundane gear - tick an edge crafting clock - harvest a tier 2 concoction.
You make a habit of roaming the surface and scouting out targets. While choosing a raid plan, you can establish a weakness you know about in your target’s defenses. During the raid, you can also spend stress to establish a second fact.
You can pull off improbable (but not impossible) shots with a ranged weapon, like ricocheting a projectile off a wall or shooting through one target and hitting another. You ignore any circumstances towards effect from the difficulty, but you must explain how you pulled off the shot.
You can spend stress to establish a fact about plants, animals, or the weather. You take +1d when you act on that knowledge.
randomizable: # (example item)
hornbow | skinning knife |
animal trap | weighted net |
coil of rope | felling hatchet |
trail snacks | animal collar |
hide armor | fishing gear |
full waterskin | animal calls |
Cunning & Fearless Warriors
For you, battle is a dance. The thrill of outmaneuvering your enemies sends blood pumping through your veins. Your moves are precise and calculated and your awareness of the field of battle gives you the ability to see the bigger picture in other situations as well. You begin play with the following core ability:
Battlemaster: You can spend stress to perform an incredible feat of athletics, like throwing an axe a great distance, maneuvering nearly anywhere on the field of battle, or facing off against a group of foes on equal footing.
You can flashback to things a Marauder would have thought to do, such as giving orders to minions, surveying a target's strength, or disciplining subordinates.
You're the rock on which your allies lean. You take +1d when resisting consequences for an ally. On a success, the ally takes +1d on any follow-up action.
Your minions are always elite, with the mindset (loyal) and companion upgrades. They also have an additional upgrade (choose one): equipped - mindset (fearless) - trained - versatile.
You exert your will to bolster your minions. You can spend stress or a dark heart to give a minion pack +1d on a roll. You also gain a defense against minion failure.
You fluidly control a fight. On a success when resisting an attack in close combat, you can also (choose one): disarm them - redirect the attack - reposition them nearby.
You love nothing more than your own excellence in battle. On a critical while engaged in combat, you clear 1 stress and gain a dark heart.
You think nothing of risking life and limb. You take +1d when you go hard and put your own body on the line, but you can't resist any consequences from the roll. On a critical, you clear 1 stress.
Battle plans are the key to your success. You take +1d on your first action after an engagement roll. You also gain a defense against raid plans going off track.
randomizable: # (example item)
round shield | sturdy bracers |
twin axes | javelins |
bolas | iron caltrops |
mapping tools | battle horn |
ball-and-chain flail | clutch of torches |
curved dagger | leather armor |
Sneaky & Elusive Rogues
You're at home in the darkness, lurking unseen. You can slip into and out of areas unnoticed. The element of surprise is your greatest weapon and you can often find your way into and out of the trickiest of situations. You begin play with the following core ability:
Prowler: You can spend stress to perform an incredible feat of agility, like slipping unimpeded through a mob, leaping safely from a high tower, or hiding in plain sight.
You can flashback to things a Shadow would have thought to do, such as snatching something valuable, lying to create opportunity, or stashing some items.
You can compel other PCs to action just as if the GM had compelled them. If they accept, you gain a dark heart. If they decline, you take stress. The GM is still the final judge of what is an appropriate compel.
Making or procuring poisons is second nature for you. You have a steady supply of the following tier 1 concoction poisons: blinding - disorienting - slowing - nauseating. You also gain two supply slots which you can only use for them.
You recognize the perfect timing to strike. You take +1d when you catch someone by surprise. On a critical, you clear 1 stress.
You're tough to pin down. On a success when resisting an enemy attack, you can also (choose one): disappear from their sight - pick their pocket - reposition behind them.
Your lurking presence forces foolish action. On a success while moving stealthily, NPCs near you (choose one): do something stupid due to paranoia - reveal a secret.
You always manage to come away with something of value. You get 1 extra gold each loot roll and can control up to 4 gold without raising suspicion. Also, once during each raid, you can establish the location of some good loot nearby.
When you assist an ally, you only take consequences if they roll a failure. If they roll a critical, you clear 1 stress. Why do they not know you're helping them?
randomizable: # (example item)
dark cloak | grappling hook |
throwing knives | smoke bomb |
shortbow | crowbar & pliers |
lockpick | garrote |
bag of rocks | shrill whistle |
polished mirror | twin daggers |
Terrifying & Vengeful Witches
You understand the dark power of nature and are drawn to the hidden world of spirits. You might revere them and seek their favor, or perhaps enslave them for your own purposes. Either way, the spirits speak and you hear their mad whispers of vengeance. You begin play with the following core ability:
Witchcraft: You have mastered a magic path (choose one): bloodreading - soothsaying - spiritcalling - stormstrike - wildheart. You can spend stress to Invoke tier 2 and tier 3 spells of your path.
You can flashback to things a Shaman would have thought to do, such as interacting with spirits or animals, brewing a wild concoction, or sowing terror.
You can spend stress to assume the form of a beast. While in this form, one of your actions swaps ratings with another and you gain either Primal Ability or a special ability from another calling. You also gain a second dark impulse while in this form. All of these are chosen when you first take this ability.
You have a magically bonded spirit or pack instead of minions. It has the companion upgrade and powers (choose two): become invisible - manifest physically - possess the weak-minded - reveal information about the past. It can use each once per cycle.
Your control of chaotic situations pulls information from surrounding spirits. On a success when resisting, you can ask the GM a question or to reveal a secret related to the situation. You also gain a defense against lies, trickery, and stealth.
Others can't help but reveal their fears. You can spend stress to establish what someone’s worst fear is. You take +1d when you act on that knowledge.
You effortlessly blend witchcraft with the material or mundane. On a success when casting a spell, you take +1d on any follow-up using a different action.
You can brew potions of any tier from all witchcraft paths. You also gain a downtime action which you can only use to brew potions.
Your desire for payback fuels your witchcraft. When you cast a spell immediately after a resistance roll, you take +1d and it costs no stress to cast.
randomizable: # (example item)
spirit mask | spiked club |
bone mace | bag of snakes |
thorn amulet | smoking pipe |
augury bones | gnarled staff |
jar of fireflies | tooth necklace |
voodoo mask | feathered headdress |
Daring & Ambitious Mages
You reach out and grab raw, arcane magic by its neck and bend it to your will. You dabble in dangerous arts and know that true power must be wrested away from others. A deep, unquenched thirst for power dwells inside of you. You begin play with the following core ability:
Sorcery: You have mastered a magic path (choose one): enchantment - evocation - force mastery - illusion - necromancy - pyromancy. You can spend stress to Invoke tier 2 and tier 3 spells of your path.
You can flashback to things a Warlock would have thought to do, such as acquiring arcane knowledge, striking occult deals, or creating magic items.
You gain a downtime action which you can only use to incant rituals to make magic items. These rituals also require one less special requirement than usual.
On a success when resisting magical effects, you also (choose one): absorb the spell and clear 1 stress - establish a quirk about the caster’s power - reflect the spell at the caster.
You're magically bonded to a small critter, no bigger than a cat. You can speak telepathically while it's close by. Choose two actions that it excels at, which you roll your own Invoke for. You roll 0d on anything else. It's knocked out of a scene when bloodied and magically returns during recovery. You can spend stress to cast a tier 1 spell through it.
You can choose a second path for your Sorcery core ability and can cast from any sorcery path with only a single magic focus.
You open yourself to a torrent of power. You take +1d when you go hard with a spell, but you can't resist any consequences from the roll. On a critical, you clear 1 stress.
When you deliver a killing blow with a weapon, you reap the soul of your victim. You can expend this soul later to cast a spell without spending stress, also taking +1d on the roll. You can only hold one reaped soul at a time.
You can spend stress to assume an amorphous form for a few moments, such as a swarm or a fog. You gain any strengths and weaknesses the form possesses and can roll Invoke to perform actions it would excel at. All of these are chosen when you first take this ability.
randomizable: # (example item)
decorated staff | skinbound spellbook |
scythe | flowing cape |
crystal ball | human skulls |
ceremonial dagger | component pouch |
tattered robes | summoning utensils |
twisted wand | bag of minor gems |
Fervent & Mystical Believers
You heed the words of your dark god. You believe in them fiercely, knowing that those who serve will be rewarded. The more believers you can recruit, the higher the chance your god will recognize you. They bestow power onto you, from which your intense conviction comes. You begin play with the following core ability:
Channeling: You can spend stress to Invoke tier 2 and tier 3 spells of your chosen deity’s domains. Each god has two domains which act as magic paths.
You can flashback to things a Zealot would have thought to do, such as interrogating nonbelievers, making sacrifices, or issuing commands to followers.
Your minions are fanatic devotees of your god. They have the mindset (zealous) and companion upgrades and will take a downtime action to incant a ritual each downtime without asking for gold.
Draw a 4-segment clock on your sheet. Tick it once each time you defile something sacred or beautiful that is antithetical to your god’s domains. When the clock is full, a tier 2 ritual immediately manifests in that location and you start a new clock.
When you would become bloodied or be killed, you can designate a nearby minion to become bloodied or die instead. When a minion pack dies in this way, they can perform a final action and you gain a dark heart.
You feel deep satisfaction in breaking the will of others. On a success when torturing prisoners, you gain a dark heart and learn twice as much information as normal. You also gain a downtime action which you can only use for this purpose.
You teach those who challenge you a harsh lesson. On a success when resisting, you take +1d if you immediately act against them. On a critical when resisting, you also (choose one): strike fear in their heart - make them doubt their path.
Designate a weapon as your unholy weapon. It's now your magic focus. On a success when attacking someone with it, you can spend stress to immediately affect the target with a tier 1 spell without rolling.
You gain a downtime action which you can only use to incant rituals. On a success when incanting a ritual, you gain a dark heart.
randomizable: # (example item)
ceremonial dagger | unholy symbol |
vestments | simple sickle |
scripture | golden bell |
blessed wine | box of incense |
quill & parchment | torture tools |
anointing oil | wax candles |
The PCs broke their new prisoner and learned he was a merchant's son. They then used the library to establish that the family are renown hunters. Now, they're breaking into the family estate to secure a wolf pelt, needed for a ritual of lycanthropy.
Slem [Slissik Shadow]: I'm gonna climb up the wall with Finesse to get a better look.
GM: Simple enough. Let's see that roll.
**Slem rolls 2d Finesse and gets a success!
Slem [Slissik Shadow]: I make it up easily. Perched up here, I'm going to Scan to see where the dogs the merchant's son told us about are sleeping.
GM: It's night and you can't see everything from where you're at. It's going to be weak effect.
Slem rolls 2d Scan and gets a mixed!
GM: You're kinda limited on the info you can gain right now. Let's say that you don't spot the dogs, but you're sure they're not in the outer courtyard. Most likely, they're sleeping in the house.
Crag [Kobold Shaman]: I try to scramble up the wall, too. I have 0d in Smash and Finesse, but they're the only actions that make sense. At least I'll get practice xp.
Slem [Slissik Shadow]: I'll assist, reaching a hand down to help out. That way we can at least be sure to get you up here on a mixed.
GM: Makes sense. That'll be strong effect then. Remember that you're both open to consequences here.
Crag rolls 0d Smash (2d, keep the lowest) and gets a mixed!
GM: Looks like you both go tumbling off the wall. Crag, you'll also end up with MUSCLES shock.
Crag [Kobold Shaman]: I walk up to the wall, then take several steps backwards, measuring it out. It looks calculated, like I know what I'm doing. Then I take off, running as fast as I can, and put a foot onto the wall and launch myself up it - up it and away from the wall. I yell, "Uh oh!" as I reach out.
Slem [Slissik Shadow]: Yeah, I see him about to throw himself away from the wall and, you know, I'm already committed, so I reach out and grab him. The momentum pulls us both off and, I guess I land on top of him.
Ulrot [Orc Brute]: I just stand there shaking my head watching all of this. "It's a strike. We get in fast, we get what we need, we get out. What the hell are you two doing?" I run straight at the wall, put my shoulder down, and try to bash through it. My minion pack's gonna be right behind me, too.
GM: Hmm, I don't know. I mean it's a reinforced wall built to not be knocked over. I just don't think it would work. It feels like zero effect.
Ulrot [Orc Brute]: Yeah, obviously I'm gonna spend stress and Rage here.
GM: Well, that's a different story. A second ago, I was a bit torn between whether it was zero or weak effect here, but with Rage, I think it'll bump you up to normal effect. Make the roll.
Ulrot rolls 3d Smash and gets a mixed!
GM: Yeah, you break through the wall, but your greedy minions are going to follow you through the hole, then run off to start looting on their own.
Ulrot [Orc Brute]: So I Smash through the wall, sending rocks flying everywhere. As the dust settles, I see my orc raiders poke their heads through the hole, look around, and get the bright idea to go looting. Suddenly, there's a loud CRACK of my whip lashing. I'm using my gear defense against minion mistakes here. I point at the house and they do as they're told.
GM: The noise has woken up everyone in the house. You hear the dogs in there barking. The door opens and the dogs come busting out.
Crag [Kobold Shaman]: Hold up. I'm gonna spend stress and do a quick flashback to on the way to the estate. I want to have hunted down a boar. I know it's not something a shaman is too likely to do, but I'm a wildheart shaman so I think it makes sense. For the hunting, I just want to Tinker a trap.
GM: Yeah, I could see Crag doing that. Let's see the roll.
Crag rolls 2d Tinker and gets a success!
Crag [Kobold Shaman]: Awesome. It was a simple pit trap and I butchered the boar that I caught, knowing the meat would come in handy. So right now, I push Slem off me, then stand up and pull out huge hunks of meat from my bag. "Hey pups, who's hungry?"