Myths of Wildkind
Fantasy and Mythical Quests for all Talons, Paws, and Claws!
Declaration of Content
This work is an independent creation that incorporates rules from Into The Odd, Cairn, Vagabond, Mausritter, Electric Bastionland, and others. The "Wildkind" term and associated Feats are original content.
Session 0 Rule
Before the first adventure begins, the group must agree on the Tone and Boundaries. Is this a whimsical fairytale or a gritty survival horror? Establish what themes are off-limits (Lines and Veils) to ensure everyone feels safe and welcome. The goal is a shared adventure, where respect for your fellow players is the most important theme of all.
Crucially, decide on the visual aesthetic of your Wildkind: are they gritty and realistic, cute and stylized, or just humans with funny animal ears? Aligning on these details now ensures you don't end up with a party where a dark, realistic wolf warrior stands next to an anime bunny girl.
The History of the Wildkind
The world was not always a place of peace and kingdoms. It was built on the backs of those with the will to survive.
1. The Age of Root
In the beginning, survival was the only law. The Wildkind did not live in great cities; they huddled in caves and hollows, hiding from the titanic beasts that roamed the lands. To survive, differences ceased to matter. A lone wolf starved, but together, they could work. Groups formed by purpose. Those who could swim caught fish, those who were strong broke stones. These were simple associations of mutual survival.
2. The Age of the Clans
As the forests were tamed and the first stone settlements rose, these loose workgroups hardened into something stronger: The Clans. A Clan became more than just a job; it became your identity, your surname, and your family. The "Iron-Beaters" were not just smiths; they were a brotherhood. Belonging was defined by Talent.
Not everyone fits the mold. Those with restless hearts drifted to the edges of the maps. They became the first Adventurers: Mercenaries, sellswords, and pathfinders. They were looked down upon by the civilized Clans, but they were useful for doing the dirty work.
3. The Age of Magic
The world broke. Magic was exploited, understood, or perhaps just woke up. It was raw, chaotic, and terrifying. "Sorcerers" rose up, wielding power they barely understood to carve out tyrannies. This was the Golden Opportunity for Adventurers' clans. The world needed heroes to brave the chaos and hunt down mad sorcerers.
4. The Age of Order
Chaos cannot last forever. Warlords and Clan Leaders united to crush the rogue sorcerers. They built high walls and established the first true Kingdoms. To ensure safety, Magic was heavily regulated. Mages were forced to join strict Clans or face execution. The time for "Heroes" ended. Peace reigned, but freedom waned.
5. The Age of Industry
As centuries passed, the unpredictable nature of magic caused it to fall out of favor. Why rely on a fickle spell when a black powder pistol works every time? Technology began to outpace the arcane. Magic stagnated, becoming a relic for scholars. "Capital" became the norm. Thousands of pistols and swords have been crafted to stop any attempt of chaos.
6. The Present
We live in the shadow of giants, the kingdoms are bloated and slow. And so, the Adventurer has returned. But this is not a golden age. Today, "Adventurer" is a dirty word. It implies you are desperate, debt-ridden, or crazy. You are a tomb raider scavenging the dangerous ruins of the Age of Magic for scraps of power that society has forgotten.
How to Play: Checks
The GM describes the scene. Players describe what they want to do. If the outcome is uncertain or risky, the player makes a Check.
Rolling the Die
Roll a d20 and compare it to your relevant Stat Score (Vigor, Reflex, or Willpower).
- Success: Roll a number Equal to or Lower than your Stat Score.
- Failure/Consequence: Roll a number Higher than your Stat Score. This means you fail, or succeed with a consequence.
Criticals
- Natural 1 (Critical Success): Not only do you succeed, but you do it perfectly. Added impact or benefit.
- Natural 20 (Critical Failure): A disaster happens. You slip, break a tool, fall flat, or alert every enemy nearby.
Exertion (Pushing Your Limits)
Sometimes, failure is not an option. When you fail a Check, you can choose to Exert yourself to succeed anyway.
- Calculate the difference between your Die Result and your Stat Score.
- You immediately take that difference as Damage to that specific Current Stat.
- You force a success, but you tire yourself out or damage yourself in the process.
Example: You try to hold a gate (Vigor 12). You roll a 15. You fail by 3. You choose to Exert, taking 3 Vigor damage immediately to hold the gate open.
Restriction: You cannot Exert if the cost would reduce your Stat to 0.
Combat Rules
Combat flows in Rounds. To keep things simple and fast:
- Players Turn: All player characters act first.
- Enemies Turn: All enemies act second.
Pass: You act normally in the first round.
Fail: You are surprised and wait until the next round to act.
Things to do on Your Turn
You can Move (approx. 6 squares / 30ft) and perform One Main Action:
- Attacking: Roll your weapon's damage die. There is no "to hit" roll. Damage is dealt immediately.
- Use a Skill: Use Smash, Strategy, or Parry.
- Use an Item: Drink a potion, throw a bomb, or read a scroll. (Roleplay items do not cost an action).
- Cast Spell: Harness energy from a Focus or Relic.
- Fleeing: Run from a desperate situation.
Additional Movement & Actions
- Running: You can forfeit your Action to move double speed (12 squares).
- Difficult Terrain: Mud, snow, rubble. Costs 2 squares of movement per 1 square traveled.
- Change Weapon: You can swap weapons for FREE if you do not Move or if you pass a Reflex Check. Otherwise, swapping takes your Action for the next turn.
Damage & Death
Attacks in *Myths of Wildkind* are dangerous. There is no "AC" to make attacks miss. You rely on Armor and HP.
1. Hit Points (HP)
Damage is always subtracted from Current HP first. HP represents your guard, luck, stamina, and ability to turn a lethal blow into a minor scratch.
2. Stat Damage (Critical Wounds)
If an attack reduces your Current HP to 0, you aren't out yet. Any leftover damage from that attack (and future attacks) is subtracted from your Stats.
- Physical Damage reduces Vigor.
- Mental/Magical Damage reduces Willpower.
- Targeted Mobility Attacks reduce Reflex.
Note: This represents physical meat points, broken bones, and mental trauma.
3. Defeat & Death
- Defeated: If any Stat reaches 0, you are out of the fight. You might be unconscious, exhausted, or paralyzed with fear.
- 0 Vigor: Drop exhausted/unconscious.
- 0 Reflex: Movement drops to 0. Cannot use Strategy or Range.
- 0 Willpower: Cannot cast spells, Parry, or Smash.
- The Final Breath: If you take damage while Defeated, it reduces other stats. If two Stats reach 0, the character is dead.
Armor
Subtract your Armor Value from the incoming damage before applying it to HP/Stats. (e.g., Damage 6 vs Armor 2 = 4 Damage taken).
Combat Skills
Players can use these special maneuvers instead of a standard attack.
Smash
Roll: Vigor Check.
- Success: Spend 1 Willpower. You can deal d12 Damage OR give your attack the Blast quality (Area of Effect).
- Failure: Your attack is clumsy. Deal only d4 damage. Do not spend Willpower.
Restriction: You cannot use Smash two turns in a row. Cannot use with Ranged Weapons (unless you have the Longranger Feat).
Strategy
Roll: Reflex Check. If successful, the Enemy makes a Vigor Check to resist.
- Success (You pass, Enemy fails): Choose an effect:
- Help Ally: Add +1 to ally's damage die result.
- Push Enemy: Force them out of melee/combat.
- Hold Enemy: Reduce their movement to 0 next turn.
- Weaken Enemy: Limit their next damage die to max d4.
- Steal Item: Snatch an exposed item (potion/map).
- Move Again: Dash with full movement (Triple speed total).
- Failure: The maneuver fails, but you still create an opening to perform a normal weapon attack.
Parry
Roll: Willpower Check (Reaction or Action).
- Success: Roll your weapon's damage die. Reduce the incoming damage by that amount.
- Failure: You fail to block and take full damage.
Restriction: You must be holding a melee weapon or shield. Cooldown: You cannot Parry if you used it in the previous turn (Once per round).
Resting & Recovery
- Take a Breath: (Combat Action). Spend your turn finding a safe spot/cover. If you take no damage during the enemy turn, heal 1d6 + Reputation Level HP. Can only be done once per fight. (Automatic if you win the fight).
- Simple Rest: (Short Break). Requires a few minutes and eating a Ration.
- Restore HP to Maximum.
- Restore Current Stats by an amount equal to Half their Maximum Score.
- Example: Max Vigor 12. Current Vigor 2. Simple Rest heals +6 Vigor. New Current Vigor is 8.
- Limit: 2 Simple Rests per day.
- Full Rest: (Sleep). Requires a Safe Place (Inn, Home, or secure Tent with watch). Restore all HP and Stats to 100%.
Hazards & Conditions
- Deprived: 24 hours without food/sleep/rest. Cannot heal HP/Stats. Take d6 Vigor damage per day.
- Falling: d6 damage per 10ft (2 squares). Reflex check to catch a ledge.
- Fire/Acid: 1 damage per turn, increasing by +1 each turn (1, 2, 3...) until you spend an Action to extinguish it.
- Drowning: Hold breath for rounds equal to Vigor. Then take d6 Vigor damage per round until death.
- Illness: Fail a Vigor check against disease -> Sick. Cannot heal naturally until cured by magic or medicine.
- Blindness: Fail Reflex vs Flashbang/Darkness. Attacks deal d4. Enemies deal d12 against you. Fail all range/spell checks.
Character Creation
Step 1: The Stats
Roll 4d6 drop lowest three times (or use Standard Array: 16, 12, 9). Assign the numbers to:
- VIGOR: Strength, toughness, ability to use body. Determines Inventory Slots. Used for Smash.
- REFLEX: Agility, speed, focus, nimble dexterity. Used for Strategy and Initiative.
- WILLPOWER: Confidence, bravery, charisma, mental fortitude. Used for Casting and Parry.
Hit Points (HP): Roll 1d6 or take 4. (Your stamina/luck).
Step 2: Starting Equipment
Every Wildkind starts with: 15 coins, traveler's clothes, 3 rations, 2 torches, and a warm sleeping bag.
Choose one Package:
- Mercenary: Sword (d8), Pistol (d6), Bomb (d10 Blast), Kite Shield (+1 Armor), Rope (25ft), Tent.
- Enforcer: Enchanted Melee Weapon (d8, Blast, Bulky), Plate Armor (+2, Bulky), Manacles.
- Bandit: Dagger (d6), Pistol (d6), Lockpicks, Grappling Hook, Cloak, Caltrops, Crowbar.
- Marksman: Rifle (d10, Bulky), Wood Axe (d6), Leather Armor (1 Armor), Tent.
- Explorer: Lantern & Oil, Grappling Hook, Rope (50ft), Tent, Acid, Antitoxin, Backpack (+1 Slot).
- Traveller: Shortsword (d6), Buckler (+1 Armor), a Spell Focus, Tent, 10 extra coins.
- Caster: Staff (d6), 2 Spell Focuses, Flashbang, Bomb (d10 Blast).
Feats List
Choose 3 Feats. At least one must be an Animal Feat. Feats represent your biology, training, or background.
Animal Feats
Combat & Trained Feats
Clans & Backgrounds
Roll d100 to determine your history.
| d100 | Clan | Trait |
|---|---|---|
| 01-02 | Clan-less | Scavenger: Always find one useful scrap (nail, string) when searching looted areas. |
| 03-04 | Dirt-Tillers | Green Thumb: Find 1 ration of veggies/roots per day in wild environments. |
| 05-06 | Orchard-Keepers | Tree-Born: Auto-pass checks for climbing trees or balancing on branches. |
| 07-08 | River-Folk | Master Angler: Catch 1 ration of crab/fish per day near water without check. |
| 09-10 | Deep-Delvers | Stone-Sense: Automatically detect unstable tunnels or stone ceilings before collapse. |
| 11-12 | Stone-Shapers | Architect: Auto-pass checks to identify secret doors/weak points in stone structures. |
| 13-14 | Iron-Beaters | Field Repair: Repair 1 dmg to metal gear during a Short Rest with just a rock/fire. |
| 15-16 | Timber-Fellers | Timber: Deal double damage against Plant creatures and wooden objects/doors. |
| 17-18 | Root-Finders | Gatherer: Gain free ration (berries/mushrooms) per day in wild. Rots in 24hrs. |
| 19-20 | Wood-Wrights | Wood-Master: Auto-pass checks building, repairing, or analyzing wooden objects. |
| 21-22 | Barrel-Binders | Pack-Master: Fit one extra "Small" item in any sack/bundle without slot cost. |
| 23-24 | Fiber-Spinners | Knot-Binder: Any knot you tie cannot be untied by others without cutting it. |
| 25-26 | Iron-Crafters | Fitting: Adjust found armor to fit your body type in 1 minute. |
| 27-28 | Clay-Molders | Vessel-Maker: Craft watertight pot/jar from mud in 10 mins (needs fire). |
| 29-30 | Glass-Blowers | Lens-Eye: Identify liquid contents of potions by sight (refraction). |
| 31-32 | Wax-Shapers | Slow-Burn: Torches/Candles you hold last twice as long. |
| 33-34 | Cobblers | Good Soles: March 2 extra hours/day before exhaustion checks. |
| 35-36 | Rope-Twisters | Secure Line: Auto-pass checks involving climbing ropes or tying up prisoners. |
| 37-38 | Grain-Grinders | Dust-Lung: Immune to coughing/choking on dust, smoke, or powder. |
| 39-40 | Dough-Kneaders | Comfort Food: Rations you prepare heal 2 HP. |
| 41-42 | Ale-Brewers | Iron Gut: Immune to alcohol negative effects and identify poison in drink by smell. |
| 43-44 | Stew-Masters | Soup-Maker: Turn 1 Ration into enough hot stew for 2 people. |
| 45-46 | Hearth-Keepers | Trade Discount: Pay 50% less for room and board at any Inn. |
| 47-48 | Tea-Pourers | Gossip: Auto-learn one useful local rumor when relaxing in town. |
| 49-50 | Coin-Counters | Haggler: Sell treasures/items for 10% more than standard value. |
| 51-52 | Road-Walkers | Road-Wise: Find best camp spots; prevent ambushes during sleep in wild. |
| 53-54 | Gold-Lenders | Appraiser: Know exact coin value of any gem or jewelry instantly. |
| 55-56 | Ink-Fingers | Polyglot: Read any common language, even dialects you haven't spoken. |
| 57-58 | Map-Makers | True North: Cannot get lost in overland travel. Always know North. |
| 59-60 | Word-Runners | Sprinter: Improve regular movement by +1 Square (2m). |
| 61-62 | Star-Readers | Night-Guide: Navigate perfectly at night/sea/desert. |
| 63-64 | Potion-Mixers | Resistance: Choose a Stat for checks vs Acid/Poison/Alchemy accidents. |
| 65-66 | Bone-Menders | Medic: When using Potion or Heal spell, heal extra +2 HP. |
| 67-68 | Spell-Wrights | Maintenance: Repair Relics/Focus for half cost. Copy Scrolls for half cost. |
| 69-70 | Gate-Watchers | Vigilant: Never surprised. Act immediately on first turn of ambush. |
| 71-72 | Law-Speakers | Parley: Force hostile NPCs to parley before combat (if communicative). |
| 73-74 | Stagers | Distraction: Perform to draw attention of all NPCs in a room (Check required). |
| 75-76 | Coin-Swords | Professional: Estimate HP/Threat Level of enemy by watching them for a round. |
| 77-78 | Path-Finders | Light Step: Leave no footprints or trails in natural environments. |
| 79-80 | Wagon-Masters | Animal Handler: Auto-pass checks to control domesticated mounts/bugs. |
| 81-82 | Tale-Spinners | Lore: Auto-know legend/myth of famous monsters or locations. |
| 83-84 | Luck-Chasers | Cheat: Once per session, reroll a single die. |
| 85-86 | Lock-Smiths | Skeleton Key: Auto-open "Simple" locks without rolling. |
| 87-88 | Ferry-Folk | Water-Born: Auto-pass checks to keep boat/raft steady in rough water. |
| 89-90 | Grave-Dust | Last Rites: Undead will not attack you first unless you attack them. |
| 91-92 | Fur-Painters | Forger: Create convincing fake badge/pass/seal in 1 hour. |
| 93-94 | High-Born | Etiquette: Auto-succeed social checks with high-ranking officials/royalty. |
| 95-96 | Powder-Grinders | Careful Measure: Recover 50% of ammo after a battle (scavenging). |
| 97-98 | Gear-Turners | Jury-Rig: Fix broken mechanical device for one last use. |
| 99-00 | Deep-Sailors | Sea-Legs: Immune to motion sickness/balance loss on moving surfaces. |
Inventory & Gear
- Standard Item: 1 Slot (Sword, Rope, Shield).
- Bulky Item: 2 Slots. Requires two hands to use. (Plate Armor, Rifle, Greatsword).
- Petty Items: 0 Slots (within reason). If a petty item becomes useful, it takes 1 Slot.
- Coins: 0 Slots.
Weapons & Armor
| Item | Cost | Effect |
|---|---|---|
| Crude / Small (Club, Dagger, Sling) | 5 | d6 Damage |
| Field / Noble (Sword, Spear, Pistol) | 15 | d8 Damage |
| Heavy (Greatsword, Rifle) | 25 | d10 Damage, Bulky |
| Huge / Magic (Cannon, Relic) | 50 | d12 Damage, Bulky |
| Expert Weapon | 100 | d12 Damage, Not Bulky (Masterwork) |
| Shield / Helmet / Buckler | 10 | +1 Armor |
| Gambeson (Padded) | 15 | +1 Armor |
| Brigandine / Leather | 20 | 1 Armor, Bulky |
| Chainmail | 40 | 2 Armor, Bulky |
| Plate Armor | 60 | 3 Armor, Bulky |
Gear & Consumables
| Item | Cost | Notes |
|---|---|---|
| Rations (Pack of 5) | 10 | Required to Rest. Carnivore/Herbivore +2 coin. |
| Torch Bundle (5) | 8 | Light for 1hr each. |
| Lantern & Oil | 15 + 10 | 4hrs light. Directed cone. |
| Rope (50ft) | 10 | Climbing/Binding. |
| Tent | 20 | Bulky. Sleeps 2. Required for wild rest. |
| Warm Bedroll | 10 | Required for comfort. |
| Lockpicks | 15 | Allows Reflex check to open locks. |
| Grappling Hook | 15 | Grabs ledges. |
| Caltrops (Bag) | 10 | d4 dmg to walkers + stop movement. |
| Flashbang | 10 | Reflex Check or Blinded (d4 atk / d12 def). |
| Fire Oil | 10 | d6 Fire Dmg + Ignite. Blast. |
| Bomb | 20 | d10 Blast Damage. Destroys structures. |
| Smoke Bomb | 20 | Blocks sight. Hinders attacks. |
| Acid | 10 | d6 dmg. Melts locks/bars. |
| Antitoxin | 10 | Neutralizes poison. |
| Recovery Potion | 15 | Heal 3 Vigor or Reflex. |
| Focusing Elixir | 15 | Heal 3 Willpower. |
Magic System
Magic is not a precise science. It is a wild, dangerous force. Magic comes from Tools, not the person.
The Tools
- Spell Focus (30 coins): A wand, orb, or totem. Reusable. Costs Willpower to cast. Tied to one Element.
- Magic Scroll (20-60 coins): Consumable. Single use. Costs NO Willpower. Destroyed after use.
- Arcane Relic (200+ coins): Item with Charges. Costs NO Willpower. Recharges at dawn (usually).
How to Cast (Building a Spell)
When using a Spell Focus, you "Build" the spell on the fly.
- State Your Goal: Describe the effect using your Focus Element (e.g., "I want to shoot a fireball").
- Calculate Cost: Use the table below. Minimum cost is always 1 Willpower.
- Pay the Cost: Deduct Willpower. If you don't have enough, you can't cast it.
- The Roll: If in combat or danger, make a Willpower Check.
- Success: The spell works.
- Failure: The spell fizzles. You keep the Willpower points, but lose the Action.
Spell Cost Table
| Component | Cost Modifier |
|---|---|
| Base Spell | 1 WP (Minimum) |
| Range: Touch / Self | +0 |
| Range: Nearby (Room / 20m) | +1 WP |
| Range: Distant (Far / Sniper) | +2 WP |
| Damage: d6 (Standard) | +0 |
| Damage: d8 | +1 WP |
| Damage: d10 | +2 WP |
| Damage: d12 | +3 WP |
| No Damage (Utility/Heal only) | -1 WP |
| Delivery: Blast / Wall / Line / Aura | +2 or +3 WP |
| Specific Effect: (Freeze, Push, Glow) | +1 WP per effect |
| Duration: Sustain spell next turn | 1 WP per turn |
The Elements of Magic
Every Focus is attuned to one Element. Elements have weaknesses; hitting a creature's weakness adds +d12 Damage. Hitting their resistance reduces damage to d4.
Pyre (The Raging Heart)
Untamed flame, explosions, combustion. Weakness: Aqua.
- Effects: Burn (DoT), Light, Smoke, Explosion.
- Imbue: Weapon deals Fire damage. Armor burns attackers.
Natura (Voice of the Wild)
Plants, wind, roots, growth. Weakness: Pyre.
- Effects: Tangling roots (Hold), Wind gust (Push), Rapid growth, Heal wounds.
- Imbue: Weapon entangles. Armor regenerates.
Alloys (Logic of Rock & Metal)
Magnetism, stone shaping, rust, craft. Weakness: Natura.
- Effects: Shrapnel, Rust metal (-1 Armor), Sharpen blade (+1 die size), Create walls.
- Imbue: Hardens skin (+Armor).
Surge (Unbound Tempest)
Lightning, kinetic energy, speed. Weakness: Alloys.
- Effects: Chain lightning, Push/Force, Teleport (Short), Speed boost.
- Imbue: Shocking grasp.
Aqua (Shifting Current)
Water, ice, cold, healing, fog. Weakness: Surge.
- Effects: Freeze (Slippery/Stuck), Fog (Blind), Heal HP/Stats, Create water.
- Imbue: Ice weapons (Slow). Fluid form.
Radiance (Searing Dawn)
Light, truth, lasers, illusion breaking. Weakness: Mirrors.
- Effects: Searing beam, Blind (Flash), Heal, Reveal invisible.
- Imbue: Holy aura (Undead cannot approach).
Entropy (Final Stillness)
Decay, cold, silence, gravity, death. Weakness: Radiance.
- Effects: Rot, Silence area, Weaken (-dmg die), Raise Dead (Zombie).
- Imbue: Vampiric touch.
Mirrors (Flawed Reflection)
Illusion, trickery, invisibility. Weakness: Entropy.
- Effects: Illusions (Sound/Sight), Invisibility, Disguise, Charm.
- Imbue: False appearance.
Thaumaturgy (Change of Weave)
Transmutation, physics, raw magic. No Weakness/Resistance.
- Effects: Telekinesis, Transmute material (Mud to Stone), Unlock, Dispel Magic.
- Ritual: Can cast slowly (10 mins) to reduce cost by 2.
The Bestiary
Enemies are defined by Tiers.
| Tier | Role | HP | Dmg | Notes |
|---|---|---|---|---|
| 0 | Fodder | 3 | d4 | Swarmers. Die in 1 hit. |
| 1 | Soldier | 6 | d6 | Standard troops. |
| 2 | Brute | 10 | d8 | 1 Armor. Elites. |
| 3 | Boss | 14 | d10 | 2 Armor. Has Special Skills. |
| 4 | Legend | 20 | d12 | 3 Armor. Dragons/Warlords. |
The Umbra Fungi
Living shadows born from magical waste. They are spores, not ghosts. They seek magic sources to consume.
Trait: Photosensitive. +1 Armor in dim light. 0 Armor in bright light/fire.
- Ooblin (Tier 0): HP 2. Attacks Light sources instead of people. Extinguish: Hits torches.
- Goblin (Tier 1): HP 6. Backstab: Deals d8 damage if target is unaware or engaged.
- Orckin (Tier 2): HP 10. Terror: Start of battle, target makes Willpower check or dmg reduced to d4.
- Walking Umbra (Tier 4): HP 20. A titan.
- Eclipse: Snuffs all light.
- Titan Slam: d12 dmg + Prone.
- Spore Bomb: d8 dmg + Poison.
Organized Banditry
- Footpad (Tier 1): HP 6. Uses nets to Restrain (Reflex check). Flee if hurt.
- Enforcer (Tier 2): HP 10. Chainmail (1 Armor). Sledgehammer (d10). Breach: Push 2 squares + d4 impact dmg.
- Warlord (Tier 4): HP 20. Plate (3 Armor). Executioner Axe (d12). Execution: Auto-max damage vs 0 HP targets. Unwavering: Vigor check to negate status effects.
Slimes (Gelatus Elementum)
Trait: Elemental Body. Takes d4 damage from own element. Takes d12 from weakness.
- Slime Blob (Tier 0): HP 3. Eats items instead of dealing damage (Nuisance).
- Slime Cube (Tier 2): HP 10. 1 Armor. Engulf: Reflex check or trapped inside taking d4 dmg/turn. Split: Slashing dmg creates Blobs.
Megafauna (Giant Bugs)
- Giant Centipede (Tier 1): HP 6. Wall crawler. Poison bite (d6).
- Riding Cricket (Tier 1): HP 8. Huge jumper. Kick attack (d8). Can be mounted.
- Titan Stag Beetle (Tier 3): HP 14. 3 Armor. Trample: Reflex or Prone. Battering Ram: Charge for d12 damage.
- Sky-Emperor Dragonfly (Tier 4): HP 20. Fast. Sonic Boom: Ranged attacks -2 penalty. Apex Bite: d12 damage. If target hits 0 HP, they are swallowed and die in 2 turns.
Rogue Casters
Trait: Arcane Shield. Ignore first d6 damage of fight.
- Hedge Mage (Tier 1): HP 6. One Spell (Arcane Bolt d6).
- Arch-Mage (Tier 3): HP 14. Infinite Willpower. 2 Armor (Wards). Casts Fireball (d8 Blast), Lightning Lance (d12), or Transmute (Hold). Counterspell: Negate player magic.
Solo Rules
Playing without a GM? You are the protagonist and the narrator. Use these tools to balance the game for one player.
The Myth Spinner (Oracle)
Ask a Yes/No question ("Is the door locked?"). Decide likelihood. Roll d6.
| Roll | Result | Interpretation |
|---|---|---|
| 6 | Yes, and... | Extreme positive. (Yes, unlocked and open). |
| 5 | Yes. | Standard Yes. |
| 4 | Yes, but... | Success with cost. (Yes unlocked, but rusty/loud). |
| 3 | No, but... | Failure with silver lining. (No, but key is nearby). |
| 2 | No. | Standard No. |
| 1 | No, and... | Disaster. (No, and guards are coming). |
Likelihood Modifiers: Likely? Roll 2d6 keep highest. Unlikely? Roll 2d6 keep lowest.
Solo Feats
Choose one EXTRA feat at creation for solo play:
- Feral Wrath: Fight with ferocity. Roll 2 damage dice with weapons/spells, keep highest.
- Nine Lives: 3 Free Rerolls per session (Check/Damage/Oracle).
- Adrenaline Junkie: 2 Actions per turn (cannot repeat same action).
- Sidekick: Start with a loyal NPC (6 HP, 10 Stats). You control them.
- Pack Mule: +6 Inventory Slots. Bulky items count as 1 slot.
- Survivor's Instinct: Take a Breath restores Max HP + 1d4 Stat points.
Solo Combat Adjustments
- Fray Die: Roll a d4 extra damage every turn (kicks/shoves) for free.
- Shield Splinter: Sacrifice a shield to negate 1 attack completely.
- Fleeing: Make a Reflex Check to escape any fight. Fail = Drop item or take d4 dmg.
Procedural Adventure (d6)
Mission: 1.Retrieve, 2.Destroy, 3.Escort, 4.Survive, 5.Investigate, 6.Diplomacy.
Next Room Content: 1.Empty, 2.Monster (Tier 0/1), 3.Trap, 4.Monster (Tier 2), 5.Loot, 6.Twist (Rival/Ambush/Secret).
Reputation & Advancement
You do not gain XP for killing. You gain Reputation by surviving Expeditions (Quests) and spending Coins in town (Carousing, Training, Philanthropy).
| Level | Requirement | Reward |
|---|---|---|
| 1 (Survivor) | 1 Expedition + 100 Coins | +2 HP, +2 Stat Points |
| 2 (Established) | 3 Exp + 500 Coins | +2 HP, +2 Stats, New Feat |
| 3 (Veteran) | 5 Exp + 1,000 Coins | +2 HP, +2 Stats, Home Base |
| 4 (Hero) | 7 Exp + 3,000 Coins | +2 HP, +2 Stats, New Feat |
| 5 (Legend) | 9 Exp + 8,000 Coins | +2 HP, +2 Stats, A Fort |
| 6 (Mythic) | 12 Exp + 15,000 Coins | +2 HP, +2 Stats, New Feat |
| 7 (Monarch) | Final Quest | Retire as Legend / Ruler. |