KING

A Classless RPG System

PART 6: CORE RULES

Quick reference for play - read Part 1-5 for character creation


QUICK START

Core Loop: d20 + stat die + Tier vs target DC or AC

Combat Round:

  1. Tactical Phase: Declare spells/tactics, roll Vigor
  2. Initiative: d8 + Mind die (reroll each round)
  3. Turns: Movement + action + reaction (no bonus actions)

Key Differences from Other RPGs:


1. FUNDAMENTALS - Your Character & Dice

Your Character

Stats & Modifiers

Each stat has TWO values: a stat die and a flat modifier.

Stat Score Flat Modifier Stat Die Average
1 -5 -d8 -4.5
2-3 -4 -d6 -3.5
4-5 -3 -d4 -2.5
6-7 -2 -d3 -2.0
8-9 -1 -d3 -2.0
10-11 +0 0 0
12-13 +1 d3 2.0
14-15 +2 d4 2.5
16-17 +3 d6 3.5
18-19 +4 d8 4.5
20-21 +5 d10 5.5
22 +6 d12 6.5

Use stat die for: Attacks, damage, checks, saves, initiative (Mind die), most mechanics

Use flat modifier for: AC (Sense modifier), Cunning crit range

Tier

Level Tier
1-2 1
3-4 2
5-6 3
7-8 4
9-10 5

Tier determines:

What Your Stats Do

Every character benefits from every stat:

Body

Mind

Sense

Heart

Cunning

Fate


Rolling Dice

Checks (Dice Pool)

Roll [Stat modifier + Tier] d6s. Count successes:

Need [Tier] successes to pass.

Negative Stats: If stat modifier is negative or zero, roll only Tier dice. Successes require 6 only.

Fate Points: Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.

GM Option - Narrative Consequences: When a player rolls 1s on a check, the GM can replace the standard stamina cost with a more fitting narrative consequence instead. The "1" represents something going wrong - this could be stamina loss, or it could be a broken lockpick, a torn rope, alerting a guard, or any other setback appropriate to the situation. The player still gains the Fate point. This keeps the fiction dynamic and responsive to context.

Saves (Dice Pool)

Roll [Stat modifier + Tier] d6s. Need [Effect Tier] successes.

Key Differences from Checks:

Fate Points: Spend 1 Fate point after rolling to add 1 die to your pool. Can spend multiple.

The Six Saves:

Advantage & Disadvantage

If you have both, they cancel (normal). Multiple sources don't stack.


2. COMBAT BASICS - Structure & Your Turn

Combat Flow

Round Structure

Each combat round follows this sequence:

Phase What Happens
1. Initiative Roll d8 + Mind die (reroll each round)
2. Player Tactical Phase Regain Vigor, pick ONE Maneuver each
3. Turns Each combatant acts in initiative order
4. End of Round Enemies declare tactics for next round (blind, don't see next initiative)

Enemy Leaders: If enemies have a Leader, they declare tactics BEFORE players (after initiative). If the Leader dies, enemies revert to declaring at end of round starting that same round.

Initiative

d8 + Mind die

Critical: Initiative is rerolled at the end of each round, not just once at start.

Tactical Phase (Detailed)

1. Roll Initiative (Start of Round)

2. Enemy Leader Tactics (if applicable)

3. Player Tactical Phase

Maneuver (a Declared Maneuver: it resolves on your turn and can be

disrupted)

4. Turns (Actions Resolve)

5. End of Round

Surprise

Surprised creatures lose their turn in the first round of combat. They cannot act, declare tactics, or use reactions until the second round begins.

Determining Surprise: GM decides based on stealth checks, ambush setup, etc. Some abilities grant immunity (e.g., Elf's Keen Senses, "cannot be surprised" effects).


Your Turn

Action Economy

Each turn you get:

NO bonus actions. Abilities either replace your action, cost nothing, or use your reaction.

Basic Actions

These require NO declaration. Decide and execute on your turn. Cannot be disrupted.

Action Effect
Attack Make a weapon attack (melee or ranged)
Dodge Attacks against you have disadvantage until your next turn
Sprint Move additional 30 ft (total 60 ft), no other action
Disengage Move without provoking opportunity attacks
Help Give an ally advantage on their next check
Use Item Interact with an object (but NOT potions, see Drink Potion Maneuver)
Escape Pin Contested Body/Cunning ability test to break free
Manifest Psion only, spontaneous casting, no declaration

Movement

Reactions

Opportunity Attack: When an enemy you can see leaves your reach without taking the Disengage action, you may make one melee attack against them as a reaction.


Attacks

Making an Attack

Attack Roll:

d20 + stat modifier (from martial or mystic tree) + weapon bonus vs AC

Which stat? Your martial or mystic tree's associated stat:

Untrained (no martial or mystic tree): Use Body modifier (melee) or Cunning modifier (ranged). No tactics, no tree effects.

Armor Class

Armor base + Sense modifier

Tier is NOT added to AC. Light armor 11 + Sense, Medium 13 + Sense, Heavy 15 flat, Shield +2.

Range

Melee: Reach is 5 feet unless weapon or ability says otherwise

Ranged: Each weapon lists its normal range and long range

Cover: Provides +2 AC (half cover) or +5 AC (three-quarters cover)

Firing Through Allies: Ranged weapon attacks (bows, thrown weapons, etc.) are affected by creatures in the line of fire:


Wounds

There are no damage rolls and no hit points. Attacks either wound or they

don't.

Dealing Wounds

the game rolls damage dice.

Critical Hits

Your crit range is set by Cunning. Crits are the game's damage stat:

Crit range bonuses (heavy weapons, Empower, tree abilities) stack, but your

crit range can never grow past 12-20.

Weapon Properties

Weapons no longer carry damage dice; they carry properties:

Property Effect
Heavy (two-handed) +1 crit range
Light +1 to hit a target you attacked last turn
Reach 10 ft melee reach
Ranged / Thrown As listed ranges
Shield +2 AC (occupies one hand)
Magical +N +N to hit

The Body Rule (Setup on a Miss)

When a melee attack from a Body-stat tree misses, the attacker's **Body

die is banked on the target**. The NEXT attack roll against that target, made

by anyone, adds that die and consumes it. Banked dice stack and are all

consumed together.

A Body martial never wastes a turn: every whiff sets up the next strike.

Damage Types, Resistance, and Immunity

Wounds keep a descriptor from their source (slashing, fire, psychic, holy...).

nothing; a crit deals 1).


Taking Wounds

Wound Order

  1. Vigor (your shield) absorbs wounds first, 1 point per wound
  2. Wound slots fill after Vigor is gone

Vigor

What it is: A shield of battle focus and fighting spirit. Each point

negates one incoming wound.

Cap: your Tier. Always. No stat, item, or ability raises the cap.

Generation:

regain 1 Vigor

Special:

Wound Slots

What they are: Your capacity to keep fighting while hurt.

Wound slots = 3 + Tier

Every wound past your Vigor fills a slot. Wounds are battle damage: they

all heal on a Rest. But:

Lasting Injury tables (section 5). You are maimed but still standing.

dying (section 5).


3. SPECIAL ABILITIES - Maneuvers & Deeds

Types of Special Actions

There is ONE tactical choice per round: your Maneuver. Some maneuvers

carry the Declared tag.

Type Chosen When Resolves Can Be Disrupted?
Basic Action Your turn Your turn No
Maneuver (instant) Tactical Phase Immediately No
Declared Maneuver Tactical Phase On your turn Yes
Reaction When triggered Immediately No

Quick Reference:


Maneuvers

Picked in the tactical phase. Limit: ONE Maneuver per round, total. A

Declared Maneuver (including any spell) consumes the same pick.

Universal Maneuvers (Available to Everyone)

Core Maneuvers (always solid defaults):

Maneuver Effect
Defend +2 AC until start of next turn
Empower +1 crit range on your attacks this round
Focus Advantage on one saving throw type until start of next turn
Brace Regain 1 Vigor

Situational Maneuvers (specific tactical uses):

Maneuver Effect
Drink Potion Consume one potion immediately (only way to drink in combat)
Provoke Next enemy you wound must target you on their turn
Step Move 5 ft without provoking (even if flanked)
Disengage Your movement doesn't provoke opportunity attacks this round

Tree-specific Maneuvers include: Rage, Takedown, Bestial Maneuver, and others

(see tree descriptions). All martial tree maneuvers are instant.


Declared Maneuvers

Announced in the tactical phase, resolved on your turn. **CAN be disrupted if

you take a wound before your turn.**

What is Declared:

Unresolved Declared Maneuvers are lost at end of round.

Declaration Tiers

Every Declared Maneuver has a tier (1-5) that sets its disruption DC and

Stamina cost on failure:

Tier Disruption DC Stamina on Fail
1 11 1
2 13 2
3 15 3
4 17 4
5 19 5

Disruption

When you take a wound (a hit past your Vigor) before resolving a Declared

Maneuver, make a disruption check:

Roll: d20 + relevant stat die + Tier vs DC (by declaration tier).

Success: Maintained, no cost.

Failure: Spend Stamina equal to the tier to maintain, or lose it.

Multiple wounds: One check per wound.

Important: Vigor loss does NOT trigger disruption. Declaring paints a

target on you; your shield is what stands between your spell and their steel.


Checks & Creative Actions

A Check is any active attempt, whether using trained abilities from skill trees or improvised creative actions. All checks use the dice pool system (see section 1).

What Triggers a Check:

Check Tiers

Tier Effect Level Example
1 Basic Catch a tossed weapon, shove off balance
2 Improved Suplex through a table, catch an arrow
3 Greater Break a wooden door, rally panicking allies
4 Heroic Cut a spell in half, break a stone column
5 Legendary Wrestle a giant, defy death itself

Deeds

What Are Deeds?

Deeds are narrative, interpretive actions from martial trees with flexible outcomes. Unlike tactical abilities (which give precise mechanical bonuses), deeds describe what your character can do in fiction.

Every martial tree grants two: its initial deed at Tier 1 and its

ultimate deed at Tier 5.

Why Martial Trees Have Both Deeds AND Tactical Abilities

The tactical abilities establish a baseline for power. When you know what

one wound, one Vigor point, or +1 crit range is worth, you can measure deed

effects against those concrete benchmarks.

A Tier 2 deed should accomplish something roughly equivalent to a low-tier

tactical effect. A Tier 4-5 deed should match an Ultimate. Tactical abilities

are the ruler. Deeds are what you measure.


Spellcasting

In-Combat Spellcasting

Declare: In the tactical phase. **Casting is your Maneuver for the

round** (no Defend, Brace, or Empower on a casting round).

Resolve: On your turn.

Disruption: Can be disrupted by wounds (see Declared Maneuvers above).

No check required - declare and resolve. Disruption is the risk.

What spells do: see the Wounds Conversion table at the start of Part 4.

Damage spells deal wounds by tier; healing restores Vigor or removes wounds.

Out-of-Combat Spellcasting

When casting spells outside of combat, use the d20 system:

Roll: d20 + casting stat die + Tier vs DC (Tier 1-5: DC 11/13/15/17/19).

Success: Spell works, no Stamina cost.

Failure: Spend [Spell Tier] stamina to succeed, or spell fails.

Fate Points: Spend 1 Fate point to reroll the ability test. Must take the new result.

Spellcasting by Class

Wizard (Mind): spellbook + preparation + interpretations. Declares.

Prophet (Faith): prayers with the litany die. Declares.

Druid (Sense): aspects + attunement. Declares.

Invoker (Heart): patron magic, all spells known. Declares.

Psion (Cunning): manifests on their turn, never declares, keeps their

Maneuver, immune to disruption. Not magic; unaffected by anti-magic.

Martial Artist (Body): jutsus and primal spells, spontaneous, **never

declares**.

Mystic Attack

All mystic trees except Martial Artist gain access to a basic ranged attack:

Mystic Attack: 120 ft range

class). Against a MINION, a hit kills as normal.

chaff and grinds shields; wounds come from your spells.


4. RESOURCES & RECOVERY - Stamina, Rest & Healing

Stamina

What It Is

Everyone has stamina. It fuels special abilities and prevents disruption.

Pool Calculation:

7 base + alternating increments of +3/+4 per level

Stamina by Level:

Spending Stamina

Primary Uses:

Rolling 1s on Checks:

When You're at 0 Stamina

You can still use abilities. However:

On a failed check:

Exhaustion Effects:

Recovering from Exhaustion:

Critical: Stamina does NOT recover from Recoveries beyond the Fate

exchange below. Only rests restore stamina freely.


Rest & Recovery

Rest (8 hours)

Requires:

Benefits:

Recovery (10 minutes)

Spend resources to patch up:

Vigor refills automatically at the start of each combat.


Stabilization

When someone is dying (wounded past their last slot):

Action: Use your action to stabilize them

Check: Body check (Tier = dying character's tier)

Success: Death timer stops, they're stable but unconscious

Failure: Timer continues

With Healing skill tree:

Magical Stabilization:

After Stabilization:


5. DEATH & DANGER - When Things Go Wrong

Wounded Past Your Last Slot

What Happens

When you take a wound with every slot full:

  1. Fall unconscious, dying
  2. Death timer starts (GM secret): 1d4 + Tier. Only the GM knows.
  3. You die when the timer reaches 0 unless healed or stabilized

Remember the step before this one: **the wound that filled your final slot

already rolled a Lasting Injury** (below). The fiction escalates before you

fall.

Death Timer

Each turn while dying:

wake with one open wound slot

Stopping the Timer:

Regaining Consciousness

You wake up when:

Lasting Injuries

Ordinary wounds are ticks that clear on a Rest. Lasting injuries happen

at exactly one moment: when a wound fills your final slot (you are maimed

but standing). Roll d4 + your Tier on the table below; the GM chooses

which table based on what caused the wound, or rolls randomly if the source

was mixed. The GM may skip the roll if it is narratively inappropriate.

Injury Critical Failures

Each injury is tagged with an injury die and an activity. When you make a check related to that activity, roll your injury die alongside your check dice. If the injury die comes up 1, the injury severely hampers your efforts: the result is worse than normal failure. The GM describes how the injury made things go wrong.

This only applies to ability checks. Saving throws, attack rolls, spellcasting checks, and disruption checks do not trigger injury critical failures.

Lower dice = more severe (d3 is worse than d20). Broader activities = more severe (affects more types of checks).

Result 1 on each table has no die; it's cosmetic and fades naturally.


Wound Injuries (Blades, Claws, Arrows, Teeth)

Roll Injury Injury Die Activity Treatment
1 Faint Scar - A thin line. Barely visible unless you're looking for it. - - Rest 1
2 Ragged Scar - Obvious. People notice. Some ask questions. d20 Social interaction Rest 2 or Medicine 3+
3 Nicked Artery - The wound still seeps sometimes. Bandages stain. d20 Physical exertion Rest 2 or Medicine 4+
4 Severed Nerve - Numbness in one area. You can't feel pressure there anymore. d20 Touch and precision Rest 3 or Medicine 5+
5 Stiff Joint - Scar tissue limits movement. That limb doesn't bend right. d12 Dexterity and agility Rest 2 or Medicine 5+
6 Torn Muscle - Strength isn't what it was. The limb tires quickly. d12 Strength and lifting Rest 2 or Medicine 5+
7 Deep Ache - The wound healed on the surface. Underneath, it still hurts. d12 Sustained effort Rest 3 or Medicine 6+
8 Missing Chunk - Flesh that didn't grow back. A divot in your body. d10 Physical exertion Medicine 7+ or Litany: Seal Wounds
9 Severed Tendon - Grip or gait is wrong now. That part doesn't work smoothly. d10 Fine manipulation Medicine 8+ or Litany: Seal Wounds
10 Messy Healing - Keloid scars, twisted tissue. Ugly and uncomfortable. d10 Social interaction Medicine 8+
11 Sliced Ear - Part of it is gone. Hearing on that side isn't quite right. d8 Perception Medicine 10+ or Litany: Restore the Maimed
12 Facial Scar - Across cheek, brow, or lip. Your face tells a story now. d8 Social interaction Medicine 10+
13 Punctured Lung - Breathing is harder. Deep breaths bring sharp pain. d8 Physical exertion Medicine 12+ or Litany: Seal Wounds
14 Damaged Eye - Something was cut. Vision is compromised on one side. d6 Perception Medicine 14+ or Litany: Restore Sight
15 Missing Finger - Gone at the joint. You've learned to compensate. Mostly. d6 Fine manipulation Litany: Restore the Maimed
16 Gut Wound - Never healed right inside. Eating is careful work now. d6 Physical exertion Medicine 14+ or Litany: Seal Wounds
17 Hamstrung - The leg works, but running is agony. d4 Movement Medicine 16+ or Litany: Restore the Maimed
18 Mangled Hand - Fingers don't close properly. Fine work is difficult. d4 Manual activity Litany: Restore the Maimed
19 Throat Scar - Voice is changed. Speaking too long hurts. d4 Socializing Medicine 18+ or Litany: Restore the Maimed
20+ Roll Twice - The damage was extensive. Apply both results. - - -

Trauma Injuries (Falls, Blunt Force, Crushing, Explosions)

Roll Injury Injury Die Activity Treatment
1 Tender Bruising - Deep discoloration that takes months to fade. - - Rest 1
2 Ringing Ears - A whine that never stops. Loud noises make it worse. d20 Perception Rest 2 or Medicine 3+
3 Headaches - They come without warning. Light hurts. Thinking is hard. d20 Mental effort Rest 2 or Medicine 4+
4 Cracked Teeth - Chewing is painful. Cold drinks are agony. d20 Eating and talking Rest 2 or Medicine 4+
5 Trick Joint - Usually fine, then it gives out. No warning. d12 Movement Rest 2 or Medicine 5+
6 Crooked Bone - Set wrong. Works, but looks wrong and aches. d12 Physical exertion Medicine 6+ (rebreak and set)
7 Compressed Spine - You're slightly shorter. Back always hurts. d12 Physical exertion Medicine 7+ or Litany: Seal Wounds
8 Rattled Brain - Memory gaps. Words slip away mid-sentence. d10 Mental effort Rest 4 or Medicine 7+
9 Cauliflower Ear - Swollen, misshapen. Looks like a fighter's ear now. d10 Social and perception Medicine 6+
10 Smashed Nose - Crooked. Breathing is noisier. Smell is diminished. d10 Perception Medicine 7+ (reset)
11 Dizzy Spells - The world tilts. You grab walls and wait it out. d8 Balance and agility Rest 3 or Medicine 8+
12 Internal Bruising - Healed outside. Inside, things still ache when you move. d8 Physical exertion Rest 3 or Medicine 8+
13 Fractured Skull - A dent you can feel. Pressure makes you nauseous. d8 Mental and physical Medicine 12+ or Litany: Seal Wounds
14 Shattered Joint - Rebuilt wrong. That limb's range of motion is limited forever. d6 Movement Medicine 14+ or Litany: Restore the Maimed
15 Crushed Ribs - Healed crooked. Deep breaths are shallow now. d6 Physical exertion Medicine 12+ or Litany: Seal Wounds
16 Broken Back - You walk, but slowly. Bending is careful work. d6 Physical activity Medicine 16+ or Litany: Restore the Maimed
17 Seizures - They come without warning. Brief. Terrifying. You lose moments. d4 All activity Medicine 14+ or Litany: Seal Wounds
18 Crushed Hand - Bones ground together. Fine manipulation is nearly impossible. d4 Manual activity Litany: Restore the Maimed
19 Shattered Knee - Walking is labor. Stairs are enemies. Running is memory. d3 Physical activity Litany: Restore the Maimed
20+ Roll Twice - The impact was catastrophic. Apply both results. - - -

Burn Injuries (Fire, Acid, Cold, Lightning, Energy)

Roll Injury Injury Die Activity Treatment
1 Discolored Skin - The mark remains. Faded but visible. - - Rest 1
2 Sensitive Patch - That area reacts to temperature. Always uncomfortable. d20 Physical contact Rest 2 or Medicine 3+
3 Lost Hair - It won't grow back there. Eyebrows, scalp, wherever it was. d20 Social interaction Rest 3 or Medicine 4+
4 Nerve Confusion - Hot feels cold. Cold feels hot. That area lies to you. d20 Perception Rest 3 or Medicine 5+
5 Tight Skin - Scar tissue doesn't stretch. Movement pulls painfully. d12 Movement Medicine 5+
6 Mottled Scarring - Patches of different texture. Rough and smooth together. d12 Social interaction Medicine 6+
7 Phantom Burning - The fire is out. Your nerves don't know that. d12 Physical contact Rest 4 or Medicine 7+
8 Weeping Scar - It seeps. Never quite dry. Bandages always needed. d10 Physical exertion Medicine 7+ or Litany: Seal Wounds
9 Melted Features - Ear, nose, or lip. Changed shape. People look away. d10 Social interaction Medicine 10+ or Litany: Restore the Maimed
10 Damaged Lungs - You breathed something you shouldn't have. It rattles now. d10 Physical exertion Medicine 10+ or Litany: Seal Wounds
11 Branded - The shape of what burned you, permanently marked. d8 Social interaction Medicine 10+
12 Contracted Fingers - Scar tissue curled them. They don't straighten. d8 Fine manipulation Medicine 12+ or Litany: Restore the Maimed
13 Blinded Eye - Seared shut or clouded over. Light and dark, nothing more. d8 Perception Litany: Restore Sight
14 Ruined Voice - Smoke, acid, or cold. Your throat is scarred inside. Hoarse forever. d6 Social interaction Medicine 14+ or Litany: Restore the Maimed
15 Fused Joint - Scar tissue locked it in place. That joint doesn't bend anymore. d6 Movement Medicine 14+ or Litany: Restore the Maimed
16 Chronic Pain - The nerves are confused. Pain signals that never stop. d6 All activity Medicine 12+ or Litany: Seal Wounds
17 Respiratory Damage - Breathing is work. Exertion brings fits of coughing. d4 Physical exertion Medicine 14+ or Litany: Seal Wounds
18 Extensive Scarring - Large area. Can't hide it. Part of your appearance now. d4 Social and physical Medicine 16+ or Litany: Restore the Maimed
19 Lost Extremity - Finger, toe, ear, nose. The damage was too severe to save. d4 Manual or social Litany: Restore the Maimed
20+ Roll Twice - The burning was catastrophic. Apply both results. - - -

Corruption Injuries (Poison, Necrotic, Psychic, Magical)

Roll Injury Injury Die Activity Treatment
1 Strange Dreams - Your sleep is haunted by things you don't understand. - - Rest 1
2 Dulled Senses - Colors are muted. Food tastes like nothing. The world is gray. d20 Perception Rest 2 or Medicine 3+
3 Mark of Exposure - Veins visible under skin. Wrong color. People notice. d20 Social interaction Rest 3 or Medicine 4+
4 Tremors - Your hands shake. Worse when you're tired or stressed. d20 Fine manipulation Rest 3 or Medicine 5+
5 Cold Spot - One area is always cold. Doesn't warm up. Ever. d12 Physical contact Medicine 5+ or Litany: Cure the Afflicted
6 Intrusive Thoughts - Not your thoughts. They pass, but they're disturbing. d12 Mental effort Rest 4 or Litany: Restore Hope
7 Weakened Constitution - Illness hits harder. Recovery takes longer. d12 Physical exertion Medicine 6+ or Litany: Cure the Afflicted
8 Aged Patch - Hair went white. Skin went thin. That area looks decades older. d10 Social interaction Medicine 8+ or Litany: Restore the Maimed
9 Partial Numbness - One limb doesn't feel right. Like it belongs to someone else. d10 Manual activity Medicine 8+ or Litany: Seal Wounds
10 Nightmares - Every night. The same thing. You wake exhausted. d10 Mental effort Litany: Restore Hope
11 Corrupted Blood - It's darker than it should be. Maybe thicker. Healers notice. d8 Physical exertion Medicine 10+ or Litany: Cure the Afflicted
12 Withered Limb - Thinner, weaker. It works, but it's diminished. d8 Physical activity Medicine 12+ or Litany: Restore the Maimed
13 Paranoia - You know someone's watching. You can't prove it. You know anyway. d8 Social and mental Litany: Restore Hope
14 Magical Sensitivity - Spells near you feel wrong. Uncomfortable. Painful even. d6 Near magic Medicine 14+ or Litany: Break Great Curse
15 Gaps in Memory - Hours missing. Sometimes days. What happened then? d6 Mental effort Medicine 14+ or Litany: Seal Wounds
16 Voices - Whispers at the edge of hearing. They're not saying anything helpful. d6 Mental activity Litany: Break Great Curse
17 Weakened Soul - Possession attempts are harder to resist. You feel... permeable. d4 Resisting influence Litany: Break Great Curse
18 Rotted Tissue - Part of you died and didn't come back right. Visible decay. d4 Physical and social Litany: Restore the Maimed
19 Fractured Mind - Reality slips sometimes. You see things that aren't there. Briefly. d3 All activity Litany: Break Great Curse
20+ Roll Twice - The corruption was severe. Apply both results. - - -

Disease Table

When exposed to illness or as a result of certain injuries, roll to determine the affliction.

Roll Disease Injury Die Activity Treatment
1 Common Cold - Sneezing, fatigue, runny nose. Miserable but passes in days. - - Rest 1
2 Gut Rot - Food doesn't stay down. Weakness and dehydration until it passes. d20 Physical exertion Rest 1 or Medicine 3+
3 Swamp Fever - Chills and sweating in waves. Can't get comfortable. Lasts a week. d20 Physical exertion Rest 1 or Medicine 3+
4 Red Eye - Infected, weeping eyes. Vision blurred. Light hurts. Contagious. d20 Perception Rest 1 or Medicine 4+
5 Rattling Cough - Deep in the chest. Won't stop. Sleep is hard. Takes weeks. d12 Physical exertion Rest 2 or Medicine 4+
6 Trembling Sickness - Uncontrollable shaking. Comes and goes. Embarrassing. d12 Fine manipulation Rest 2 or Medicine 5+
7 Bone Chill - Cold that won't leave. No fire warms you. Joints ache. d12 Physical exertion Rest 2 or Medicine 5+
8 Weeping Sores - Painful blisters that burst and spread. Highly visible. d10 Social and physical Medicine 6+ or Litany: Cure the Afflicted
9 Mind Fog - Can't think clearly. Words slip away. Simple tasks feel hard. d10 Mental effort Rest 3 or Medicine 7+
10 Blood Flux - Internal bleeding. Weakness. Need rest and care or it gets worse. d10 Physical exertion Medicine 8+ or Litany: Cure the Afflicted
11 Consumption - Wasting cough. Blood in the spittle. Progressive if untreated. d8 Physical exertion Medicine 10+ or Litany: Cure the Afflicted
12 Lockjaw - Muscles seize. Jaw won't open. Spreads to other muscles. Dangerous. d8 Physical activity Medicine 10+ or Litany: Cure the Afflicted
13 Spotted Fever - High fever, delirium, rash. Can be fatal without treatment. d8 Mental and physical Medicine 12+ or Litany: Cure the Afflicted
14 Sleeping Sickness - Can't stay awake. Longer and longer sleeps. Might not wake. d6 All activity Medicine 12+ or Litany: Cure the Afflicted
15 Wasting Disease - Body consumes itself. Growing thinner no matter how much you eat. d6 Physical exertion Medicine 14+ or Litany: Cure the Afflicted
16 Blackened Veins - Infection spreading through blood. Visible progression. Fatal if it reaches the heart. d6 Physical activity Medicine 14+ or Litany: Cure the Afflicted
17 Demon Pox - Oozing sores, fever, madness. Magical in origin. Resists normal treatment. d4 Physical and mental Litany: Cure the Afflicted (4 miracles)
18 Petrification Sickness - Skin hardening slowly. Joints stiffening. Turning to stone. d4 All activity Litany: Break Great Curse
19 Soul Sickness - No physical symptoms. Just fading. Less present each day. d4 All activity Litany: Break Great Curse
20+ Plague - The real thing. Highly contagious. Fatal without intervention. Quarantine immediately. d3 All activity Litany: Cure Plague

Treatment Guide

Reading the Treatment Column:

Treatment Options:

Litanies Used for Treatment:


Poison

Poison

Application:

Saving: Body save vs poison DC

Effects:

Treatment:


Stabilization & Death

Stabilization Rules

Who Can Stabilize:

How to Stabilize:

Automatic Stabilization:

Resurrection

When Characters Die:

Low Levels (1-4):

High Levels (5-10):

Resurrection Limits:

Resurrection Costs:

Permadeath

When Resurrection Doesn't Work:

Making a New Character:


Combat Reference Tables

Damage Resistance & Immunity

Term Effect
Resistance Take half damage
Immunity Take no damage
Vulnerability Take double damage