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).

Criticals

Exertion (Pushing Your Limits)

Sometimes, failure is not an option. When you fail a Check, you can choose to Exert yourself to succeed anyway.

  1. Calculate the difference between your Die Result and your Stat Score.
  2. You immediately take that difference as Damage to that specific Current Stat.
  3. 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:

  1. Players Turn: All player characters act first.
  2. Enemies Turn: All enemies act second.
Ambush: If the enemy gets the drop on you, make a Reflex Check.
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:

Additional Movement & Actions

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.

Note: This represents physical meat points, broken bones, and mental trauma.

3. Defeat & Death

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

Hazards & Conditions

Encumbered (The Inventory Rule): Your **Current Vigor** determines your Inventory Slots. If you carry more items than your Current Vigor, you are Encumbered. While Encumbered, you cannot heal HP or Stats (even magically). If you take Vigor damage, you may have to drop items to stay unencumbered.

Character Creation

Step 1: The Stats

Roll 4d6 drop lowest three times (or use Standard Array: 16, 12, 9). Assign the numbers to:

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:

Feats List

Choose 3 Feats. At least one must be an Animal Feat. Feats represent your biology, training, or background.

Animal Feats

Bounding Leap: As your movement, make a great leap up to 6 squares (30ft) over obstacles without a check. Be careful of unstable landing zones.
Carnivore or Vegetarian: You have a special diet. Regular rations don't work well; you must buy specialized food (costs +2 coins) or hunt.
Charging / Pounce: If you spend all your movement towards an enemy before attacking, roll 2 damage dice and keep the highest result.
Cold-Blood: Hold breath for 10 mins. Perfect stealth if remaining still. Weakness: In cold places, your damage die is always a d4.
Darkvision: See perfectly in pitch blackness. Weakness: Auto-fail checks against Flashbangs or blinding effects.
Extreme Eyes: Scout ahead easily. No range penalty for sight-based actions. Weakness: Auto-fail checks against Blindness.
Fleet-Footed: Base movement is 8 squares. Ignore difficult terrain. Weakness: If you take Reflex damage, speed drops to 6.
Graceful Fall / Silent: No fall damage <35ft. Move silently. Weakness: Cannot use with Chainmail or heavier armor.
Iron Stomach: Can eat rot, bones, or garbage as Rations. Weakness: You smell terrible; social penalty.
Keen Senses: Choose Sight, Hearing, or Smell. Supernaturally sharp. GM gives extra details. Senses don't turn off (vulnerable to overload).
Natural Armor: Permanent +1 Armor (scales/fur/hide). Impossible to hide this protection.
Naturally Armed: Claws/Horns deal d8 damage unarmed (normally d4). Social stigma in civilized areas.
Pack Bound: "Help Ally" strategy is free if within 1 square of ally. Weakness: Cannot use Skills (Smash/Cast) if no ally is visible.
Powerful Build: +3 Inventory Slots. Bulky items count as 1 slot. Auto-fail Stealth checks.
Resilient: Only fail Poison/Disease checks on nat 19-20. Cannot get drunk.
Skulk / Burrow: Move through tight spaces/underground without slowing. Messy; ruins clothes/armor appearance.
Small Size: Advantage on Stealth (fail only on 19-20). Weakness: Max Inventory is 10 slots, even if Vigor is higher.
Useful Tail: Hold an extra light item (torch/potion/dagger). Allows holding Bulky weapon + Torch. Cannot use with Chainmail+.
Venoms: Produce poison once/day (Applied Poison rules). Social stigma.
Water Breath: Breathe underwater. Swim easily. Weakness: d4 damage die in dry/hot/fire places.
Wings: Flight (same speed as move). Weakness: Cannot fly wearing Chainmail or heavier armor.

Combat & Trained Feats

Ambusher: Deal Max Damage automatically on first hit if enemy is unaware. Weakness: d4 damage die in 1v1 fights with no hiding spots.
Arcane Attunement: Reduce Spell Cost by 1 (Min 1). Weakness: Max Inventory reduced by 2 Slots.
Arcane Blood: Cast using Vigor Score instead of Willpower. Can Exert Vigor for casting. Weakness: Cannot use Willpower for spells.
Arcane Elemental: Choose one element. Casting it heals 1 WP or 1 HP (or saves Relic charge 1/day). Weakness: Vulnerable to opposing element (Always d12 dmg taken).
Arcane Ritual: Spend 10 mins chanting to reduce Spell Cost by 2. Vulnerable while chanting.
Defense without Armor: +3 Armor if wearing NO armor/shield/helmet. Effect ignored by magic damage.
Expert Hand-to-Hand: Unarmed attacks deal d10 dmg. Weakness: Any weapon you use deals max d6 damage.
Fearless: Ignore effects that reduce your damage die (except magic).
Forager: Always find food/water in wild environments. Hates fancy food.
Inspiring Presence: 1/day speech heals allies +6 HP. Ruins stealth; loud.
Longranger: Can use the Smash skill with Ranged Weapons (normally melee only).
Martial Deflect: Ignore Parry cooldown (can Parry every turn). Weakness: Cannot use other Skills (Attack/Smash/Cast) on the turn you use this.
Master of Parry: On Success, take 0 Damage. On Failure, apply normal parry reduction. Weakness: Spell Cost increases by +1.
Unbreakable: +2 Armor against Stat Damage. Weakness: Taking off armor increases all damage taken by 2.

Clans & Backgrounds

Roll d100 to determine your history.

d100ClanTrait
01-02Clan-lessScavenger: Always find one useful scrap (nail, string) when searching looted areas.
03-04Dirt-TillersGreen Thumb: Find 1 ration of veggies/roots per day in wild environments.
05-06Orchard-KeepersTree-Born: Auto-pass checks for climbing trees or balancing on branches.
07-08River-FolkMaster Angler: Catch 1 ration of crab/fish per day near water without check.
09-10Deep-DelversStone-Sense: Automatically detect unstable tunnels or stone ceilings before collapse.
11-12Stone-ShapersArchitect: Auto-pass checks to identify secret doors/weak points in stone structures.
13-14Iron-BeatersField Repair: Repair 1 dmg to metal gear during a Short Rest with just a rock/fire.
15-16Timber-FellersTimber: Deal double damage against Plant creatures and wooden objects/doors.
17-18Root-FindersGatherer: Gain free ration (berries/mushrooms) per day in wild. Rots in 24hrs.
19-20Wood-WrightsWood-Master: Auto-pass checks building, repairing, or analyzing wooden objects.
21-22Barrel-BindersPack-Master: Fit one extra "Small" item in any sack/bundle without slot cost.
23-24Fiber-SpinnersKnot-Binder: Any knot you tie cannot be untied by others without cutting it.
25-26Iron-CraftersFitting: Adjust found armor to fit your body type in 1 minute.
27-28Clay-MoldersVessel-Maker: Craft watertight pot/jar from mud in 10 mins (needs fire).
29-30Glass-BlowersLens-Eye: Identify liquid contents of potions by sight (refraction).
31-32Wax-ShapersSlow-Burn: Torches/Candles you hold last twice as long.
33-34CobblersGood Soles: March 2 extra hours/day before exhaustion checks.
35-36Rope-TwistersSecure Line: Auto-pass checks involving climbing ropes or tying up prisoners.
37-38Grain-GrindersDust-Lung: Immune to coughing/choking on dust, smoke, or powder.
39-40Dough-KneadersComfort Food: Rations you prepare heal 2 HP.
41-42Ale-BrewersIron Gut: Immune to alcohol negative effects and identify poison in drink by smell.
43-44Stew-MastersSoup-Maker: Turn 1 Ration into enough hot stew for 2 people.
45-46Hearth-KeepersTrade Discount: Pay 50% less for room and board at any Inn.
47-48Tea-PourersGossip: Auto-learn one useful local rumor when relaxing in town.
49-50Coin-CountersHaggler: Sell treasures/items for 10% more than standard value.
51-52Road-WalkersRoad-Wise: Find best camp spots; prevent ambushes during sleep in wild.
53-54Gold-LendersAppraiser: Know exact coin value of any gem or jewelry instantly.
55-56Ink-FingersPolyglot: Read any common language, even dialects you haven't spoken.
57-58Map-MakersTrue North: Cannot get lost in overland travel. Always know North.
59-60Word-RunnersSprinter: Improve regular movement by +1 Square (2m).
61-62Star-ReadersNight-Guide: Navigate perfectly at night/sea/desert.
63-64Potion-MixersResistance: Choose a Stat for checks vs Acid/Poison/Alchemy accidents.
65-66Bone-MendersMedic: When using Potion or Heal spell, heal extra +2 HP.
67-68Spell-WrightsMaintenance: Repair Relics/Focus for half cost. Copy Scrolls for half cost.
69-70Gate-WatchersVigilant: Never surprised. Act immediately on first turn of ambush.
71-72Law-SpeakersParley: Force hostile NPCs to parley before combat (if communicative).
73-74StagersDistraction: Perform to draw attention of all NPCs in a room (Check required).
75-76Coin-SwordsProfessional: Estimate HP/Threat Level of enemy by watching them for a round.
77-78Path-FindersLight Step: Leave no footprints or trails in natural environments.
79-80Wagon-MastersAnimal Handler: Auto-pass checks to control domesticated mounts/bugs.
81-82Tale-SpinnersLore: Auto-know legend/myth of famous monsters or locations.
83-84Luck-ChasersCheat: Once per session, reroll a single die.
85-86Lock-SmithsSkeleton Key: Auto-open "Simple" locks without rolling.
87-88Ferry-FolkWater-Born: Auto-pass checks to keep boat/raft steady in rough water.
89-90Grave-DustLast Rites: Undead will not attack you first unless you attack them.
91-92Fur-PaintersForger: Create convincing fake badge/pass/seal in 1 hour.
93-94High-BornEtiquette: Auto-succeed social checks with high-ranking officials/royalty.
95-96Powder-GrindersCareful Measure: Recover 50% of ammo after a battle (scavenging).
97-98Gear-TurnersJury-Rig: Fix broken mechanical device for one last use.
99-00Deep-SailorsSea-Legs: Immune to motion sickness/balance loss on moving surfaces.

Inventory & Gear

Important: Your Current Vigor is your Inventory Slot limit. If you take Vigor damage and it drops below your item count, you must drop items.

Weapons & Armor

ItemCostEffect
Crude / Small (Club, Dagger, Sling)5d6 Damage
Field / Noble (Sword, Spear, Pistol)15d8 Damage
Heavy (Greatsword, Rifle)25d10 Damage, Bulky
Huge / Magic (Cannon, Relic)50d12 Damage, Bulky
Expert Weapon100d12 Damage, Not Bulky (Masterwork)
Shield / Helmet / Buckler10+1 Armor
Gambeson (Padded)15+1 Armor
Brigandine / Leather201 Armor, Bulky
Chainmail402 Armor, Bulky
Plate Armor603 Armor, Bulky

Gear & Consumables

ItemCostNotes
Rations (Pack of 5)10Required to Rest. Carnivore/Herbivore +2 coin.
Torch Bundle (5)8Light for 1hr each.
Lantern & Oil15 + 104hrs light. Directed cone.
Rope (50ft)10Climbing/Binding.
Tent20Bulky. Sleeps 2. Required for wild rest.
Warm Bedroll10Required for comfort.
Lockpicks15Allows Reflex check to open locks.
Grappling Hook15Grabs ledges.
Caltrops (Bag)10d4 dmg to walkers + stop movement.
Flashbang10Reflex Check or Blinded (d4 atk / d12 def).
Fire Oil10d6 Fire Dmg + Ignite. Blast.
Bomb20d10 Blast Damage. Destroys structures.
Smoke Bomb20Blocks sight. Hinders attacks.
Acid10d6 dmg. Melts locks/bars.
Antitoxin10Neutralizes poison.
Recovery Potion15Heal 3 Vigor or Reflex.
Focusing Elixir15Heal 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

How to Cast (Building a Spell)

When using a Spell Focus, you "Build" the spell on the fly.

  1. State Your Goal: Describe the effect using your Focus Element (e.g., "I want to shoot a fireball").
  2. Calculate Cost: Use the table below. Minimum cost is always 1 Willpower.
  3. Pay the Cost: Deduct Willpower. If you don't have enough, you can't cast it.
  4. 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

ComponentCost Modifier
Base Spell1 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 turn1 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.

TierRoleHPDmgNotes
0Fodder3d4Swarmers. Die in 1 hit.
1Soldier6d6Standard troops.
2Brute10d81 Armor. Elites.
3Boss14d102 Armor. Has Special Skills.
4Legend20d123 Armor. Dragons/Warlords.

The Umbra Fungi

Ecology: Arcane Waste • Weakness: Light

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

Tactics: Ambush • Goal: Wealth

  • 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)

Brainless • Elemental Absorption

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)

Feral Beasts • Terrifying

  • 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

High Damage • Low Health

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.

RollResultInterpretation
6Yes, and...Extreme positive. (Yes, unlocked and open).
5Yes.Standard Yes.
4Yes, but...Success with cost. (Yes unlocked, but rusty/loud).
3No, but...Failure with silver lining. (No, but key is nearby).
2No.Standard No.
1No, 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:

Solo Combat Adjustments

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).

LevelRequirementReward
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 QuestRetire as Legend / Ruler.