In this thread, there will be the main rules, character sheets, and any discussions OOC and questions for the DM.<br/><br/><strong>CHARACTERS</strong><br/>All characters have 6 attributes rolling 3d6 for each and having appropriate modifiers. Depending on their character, their highest attribute must align with their class. All characters also start with 1000g each.<br/><br/><em>Highest attribute by class:</em><br/><br/>STR: Leper, Crusader, Hellion<br/>WIS: Vestal, Antiquarian, Bounty Hunter<br/>DEX: Arbalest, Musketeer, Highwayman, Grave Robber<br/>CON: Abomination<br/>INT: Occultist, Plague Doctor<br/>CHA: Jester, Houndmaster, Man-At-Arms<br/><br/>Each character has HP and Stress meter. HP is ‘how many successful hits you can take before you’re on Death’s Door’. When at Death’s Door (0 HP), you roll a d100 whenever you are hit. If the number is 68 or higher, the character expires. On Death’s Door, you can still do a move, but get -5 to your roll if your move requires it.<br/><br/><em>Starting HP by class:</em><br/><br/>6: Leper, Crusader, Man-At-Arms<br/>5: Hellion, Arbalest, Abomination, Bounty Hunter<br/>4: Vestal, Highwayman, Musketeer<br/>3: Plague Doctor, Houndmaster, Grave Robber<br/>2: Jester, Occultist, Antiquarian<br/><br/><span class="bbc_u"><em>Special Moves</em>:</span><br/>Along with the standard attribute competitions which will be used for most interactions, characters also have special moves that may or may not require a roll. Here are a list of special moves per class:<br/><br/><em>Leper </em>Revenge(No Roll):Hits will deal double damage, and Leper will take double damage. Once per combat.<br/>Solemnity(No Roll, uses a Bandage): Heals 2 HP.<br/><br/><em>Crusader</em>Zealous Accusation(CHA): Deals 1 damage to all enemies that fail. Once per combat.<br/>Smite(STR): Deals 2 damage to a single enemy.<br/><br/><em>Hellion</em>Barbaric Yawp(CON): Makes enemies unable to move for a while. Once per combat.<br/>Adrenaline Rush(CON): Prevents damage from bleed/blight if bleeding/blighted.<br/><br/><em>Vestal </em>Divine Comfort(WIS): Heals 1 HP for all allies.<br/>Divine Grace (No Roll): Heal 2 HP to one ally.<br/><br/><em>Antiquarian</em>Protect Me(CHA): Forces one ally to be targeted instead. Ally gets one free dodge.<br/>Invigorating Vapours(No Roll, uses an Herb): Everyone gets one free dodge.<br/>[Extra Cash(No Roll, uses a Key): Finds up to 2000g in treasure from a locked curio.]<br/><br/><em>Bounty Hunter</em>Collect Bounty(DEX): 2 damage. 4 if enemy is Marked.<br/>Mark For Death: Mark one enemy.<br/><br/><em>Arbalest/Musketeer</em>Sniper Shot/Aimed Shot(DEX): Deal 1 damage. Deals +1 if target is Marked.<br/>Battle Bandage(No Roll, uses a Bandage): Heals 2 HP to one ally.<br/><em><br/>Highwayman </em>Grapeshot(DEX): ): Deals 1 damage to all enemies that fail.  +1 if Marked.<br/>Open Vein(DEX): Deal 1 damage. Deals an extra damage for every time it hits the same target consecutively.<br/><br/><em>Grave Robber  </em>Toxin Trickery(No Roll, uses an Antivenom): Cannot be poisoned. Once per combat.<br/>Shadow Fade(DEX): Can evade up to two attacks. Once per combat.<br/><br/><em>Abomination </em>Beast’s Bile(CON): Human form only. Deal 1 damage. Deals an extra damage for every time it hits the same target consecutively.<br/>Slam(STR): Beast form only. Deals 2 damage and makes enemy unable to move for a while. Twice per combat.<br/>[Transformation: Party has to roll WIS check every time they transform into a Beast. If they roll 10 or lower, they take 1d4 Stress.]<br/><br/><em>Occultist </em>Wyrd Reconstruction: Heals an ally 1d6-2.<br/>Weakening Curse(INT): All enemies take 1 extra damage when hit.<br/><br/><em>Plague Doctor </em>Noxious Blast(DEX): Deal 2 damage. Deals an extra damage for every time it hits the same target consecutively.<br/>Incision(DEX): Deal 1 damage. Deals an extra damage for every time it hits the same target consecutively.<br/><br/><em>Jester</em>Finale(No Roll): Does 2 damage. Cannot win the next 3 contests. Once per combat.<br/>Inspiring Tune(CHA): -1 Stress to one ally. Add +1 damage to Finale for every time Jester successfully lands a tune.<br/>[Encore(No Roll)- Can only be used by an ally. Allows Jester one more use of Finale. Can only be used after Finale has already been used. Once per combat.]<br/><br/><em>Houndmaster </em>Hound’s Rush(CHA): Deal 1 damage to one enemy. Deals an extra damage for every time it hits the same target consecutively. +1 if Marked.<br/>Guard Dog(CHA): Sends dog to guard an ally. Dog becomes target instead of ally and evades 2 attacks before returning. Twice per combat.<br/>[Man’s Best Friend(No Roll): If the Houndmaster fails the Death’s Door roll, can instead sacrifice dog in exchange for staying at Death’s Door instead of dying. Incurs 5 Stress. Once per dog.]<br/><br/><em>Man-At-Arms </em>Defender(No Roll): Man-At-Arms becomes target instead of guarded ally. Lasts until player decides.<br/>Command(CHA): Everyone gets one free dodge for the duration of the combat. Once per combat.<br/><br/><br/><strong>EXPEDITIONS</strong><br/><br/><span class="bbc_u">Supplies</span>:<br/>The party can visit the Survivalist to buy supplies that the whole party can use. They come in packages instead of single items. The party can only buy one package per expedition. However, leftover supplies can go towards the next expedition, if not lost, stolen, or ruined in some way.<br/><br/>Short Package (500g): 4 rations, 4 torches, 3 bandages, 3 medicinal herbs, 3 antivenom, 1 skeleton key<br/><br/>Medium package (1000g): 1 firewood, 8 rations, 8 torches, 6 bandages, 6 herbs, 6 antivenom, 2 key<br/><br/>Long package (2000g): 2 firewood, 16 rations, 12 torches, 10 bandages, 10 herbs, 10 antivenom, 3 key<br/><br/><br/><br/><span class="bbc_u">Using items</span>:<br/>Torches- Short torches that burn out quickly. Every torch begins with 10/10 Light, deteriorating the further into a dungeon you go. Lighting a new torch will bring the meter back to full.<br/><br/>Rations-Heals one hit point per bite.<br/><br/>Firewood: Requires 1 ration for each character to eat, or they will incur 1 Stress. Will allow for one danger-free scene while on an expedition. However, if no one is left to keep watch, there is a chance for ambush on a 10 or lower on a 1d20 roll. The person keeping watch must endure 1 Stress. Firewood also will bring Light back to 10 when the scene is over.<br/><br/>Bandages- Can prevent or heal bleeding.<br/><br/>Medicinal Herbs- Can prevent sickness from bacteria.<br/><br/>Antivenoms- Can prevent or heal blight.<br/><br/>Skeleton Keys- Unlocks locked chests/doors.<br/><br/><span class="bbc_u">Light</span>:<br/>Every time a new room/hall is entered, a d6-1 is rolled. Subtract that number from 10. Keep subtracting until it’s 0. At 0, the torch will be out, and a new torch must be lit for there to be light. If not, there is a risk of walking into traps, or bumping into enemies unprepared.<br/><br/><span class="bbc_u"><em>Combat</em></span>:<br/>When enemies are spotted, players go in the order of their posts. A player can take a number of different moves:<br/>-Custom move/attack: This will be the most common. It involves a single roll of a given attribute against the roll of the target. If it’s an attack that hits, it will hit for 1 damage. If it’s a more convoluted move, it may have extra benefits, but this is usually not the case. These are based on an honor system, so it is assumed that players will only do moves that coincide with their characters’ personality and abilities.<br/>-Special move: Each class has one with different effects. Can only use one per post.<br/>-Using an item, whether it be for its intended purpose or for a custom move, can only be done once per post.<br/><br/><strong><em>Stress:</em></strong><br/>Everyone’s Stress meter starts at 0/20. Stress Points are given out at DM’s discretion. At 10 points, the character rolls a 1d12, gaining one of the following:<br/><br/><em>Abusive </em>Starts to make hostile comments to companions, which increase their Stress by 1<br/><em>Paranoid</em>May reject healing<br/><em>Fearful </em>May move away from enemies or be frozen in fear during combat<br/><em>Selfish</em>May steal treasure whenever it is found<br/><em>Hopeless</em>Does not believe companions will succeed, increases companions' Stress by 1, and may attack self for 1 HP<br/><em>Stalwart </em>May decrease party stress by 1<br/><em>Courageous  </em>May decrease party stress by 1<br/><em>Irrational</em>Speaks nonsense, which increases companions' Stress by 1<br/><em>Focused  </em>May turn one miss into a hit<br/><em>Powerful  </em>May turn one hit into a 2-point hit<br/><em>Masochistic</em>Enjoys pain, may move toward closest enemy, reject healing (pre-emptively), or attack self for 1 HP<br/><em>Vigorous</em>May heal self for 1 HP<br/><br/>If they gain a Positive Affliction, Stress goes down to 5/10. Negative Affliction, Stress stays at 10/20. Upon reaching 20/20, they will be at Death’s Door, and Stress will reset to be 15/20. If they reach 20/20 while on Death’s Door, they automatically die.<br/><br/>When Afflicted, they must roll Wisdom. For Positive Affliction, a roll of 15+ means they can enact their positive affliction status, and anything else means that nothing bad nor good happens. For Negative Affliction, a roll of 13+ is needed to not fall victim to your affliction, otherwise you must do as it says. If there are multiple ways the Affliction can affect you roll a die to see which one happens (ex, roll 1d3 for Masochistic to see which action your character takes). When an Afflicted is attempting to Stress due to their Affliction, other characters can attempt to roll Wisdom against the Afflicted character's roll. If the character rolls higher than the Afflicted's, then they can safely ignore the Stress, where a failure just means they incur it as normal.<br/><br/>-----Example!-----<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><em>A Hellion, Abomination, and Jester pool their money to get a Short Package.<br/><br/>They venture into the Warrens, waiting until it’s too dark to see before they use their first Torch (10/10). They see bits of rotting flesh hanging from the ceiling, and sewage coating the bottoms of their shoes.<br/><br/>The Jester is so disgusted by the sight he goes off to the side to take off his mask and puke. (1 Stress)<br/><br/>They eventually make their way further in where they see a room that appears to be some sort of crude form of worship, with altars made of bone and rotting flesh. (New room, rolls a 4, Light is now at 6/10).<br/><br/>The dimming light makes the Hellion uneasy, as she fears being ambushed. (1 Stress)<br/><br/>Abomination sniffs around in the hopes of sniffing out any enemies nearby. (rolls 17 on WIS check) He tells the others that they are not alone, as humanoid pig with a drum and a deformed swine approach, not looking too pleased to see humans intruding in their place of worship.<br/><br/>The Jester decides to psyche himself up by playing a little ditty, singing about how the Warrens may be disgusting, but they will still fell the Swine. (Uses Inspiring Tune on himself. Self-moves automatically hit, so he is back to 0 Stress.)<br/><br/>The Hellion doesn’t waste time, rushing at the Swine Wretch and bringing down her glaive to slice them in half. (STR check. Hellion wins. And since Wretch only has 1 HP, it’s down.) The Wretch’s halves gurgle and spurt out a mixture of blood and bile before they plop still to the ground.<br/><br/>The Abomination swings his chains around, hoping to keep the remaining pig at bay. (Rolls for DEX, succeeds, Swine Drummer takes 1 damage.)<br/><br/>Finally, the Jester comes in with a spin and a flourish, looking to behead the remaining pig. (3 damage is more than enough, and the Swine Drummer goes down). As the pig’s head lands on the ground and its body soon after, the Jester takes a dramatic bow. “Thank you, you’ve been a lovely audience!”</em></div></div>