Extra Rules
Rules that are referee-facing or that add layers to the game.
Conditions
Blindness
You can’t see or make ranged attacks. Attacking and Dodging are hard rolls.
(Not) Breathing
You can hold your breath for as many rounds as your Fortitude. If you take damage while holding your breath, you must make a Fortitude save. On failure, you start dying.
Charmed
You fail all rolls against your charmer. If you attack, hurt, or say anything bad about them, you take 1 mind damage.
Confused
Roll a D6. You move in a direct line towards: 1) the player on your right; 2) the player on your left; 3) the furthest monster; 4) the closest monster; 5) the floor; 6) the sky.
Cursed
You cannot benefit from magic.
Dazed
You can act OR move on your turn.
Deafened
You can’t hear. Your teammates cannot talk to you or about you.
Dying
See Dying, Wounds & Healing in the base rules.
Exhausted
-1 Inventory and Psyche slots. Cumulative.
Frightened
You cannot interact with the source of your fear until you have spent a full turn without seeing it. Roll a D6: 1) drop whatever you are holding; 2) scream; 3) fall prone; 4) grapple the closest ally or object; 5) you are stunned for one turn; 6) run away.
Grappled
You cannot move. Roll a D6: 1) your head/mouth/throat is stuck, you can’t breathe; 2) left leg; 3) right leg; 4) left arm; 5) right arm; 6) an item you wear or hold is stuck.
Invisible
Attacking and Dodging are easy rolls. You cannot be seen.
Petrified
You skip your turn. All rolls are hard. You resist the first 10 damage of each attack.
Poisoned
You are disadvantaged in all your actions. Specific poisons can have unique additional effects too.
Prone
Attacking and dodging in melee is hard. Dodging ranged attacks is easy. Standing up takes all your turn’s movement.
Stunned
You skip your turn. All rolls are hard.
Rare Metals
Adamantium
Nothing is more solid than adamantium. Adamantium weapons ignore armor. Adamantium objects are unbreakable and combo with the Fighter’s parry ability.
Cold Iron
A fairie that touches cold iron loses all abilities and resistances for a turn. They can smell it.
Mithral
Mithral is light like cloth. Attack rolls made with mithral weapons are easy rolls but the damage die is one size smaller. Mithral armor doesn’t impede movement.
Platinum
Platinum repairs itself after 10 minutes and as such combos with the Fighter’s parry ability. Platinum weapons ignore the resistances of aberrations as well as their horrid immortality.
Radium
Radium sheds light like a candle. It ignores the resistances of celestial creatures like angels and devils. After each adventure spent carrying radium, save or gain a mutation.
Silver
Silvered weapons ignore all the resistances of undead creatures and of creatures that are not in their true form.
Elemental Effects
When you would roll elemental damage, you can replace a damage die with one of these effects.
- Acid: negate armor for a round.
- Cold: prevent movement for a round.
- Electric: inflict 1D4 damage to an adjacent target.
- Fire: destroy a flammable small object.
- Mind: charm for a round.
- Magical: ignore resistance.
- Poison: poison for a round.
Example: Using Elemental Effects
Morgana the Vile casts a spell inflicting 2D6 electric damage to a goblin. She can choose to inflict only 1D6 damage the target and 1D4 damage to another adjacent goblin instead.
Jean has a sword of frost inflicting 1D8 damage, but he wants to capture a goblin alive. On a hit, he decides to inflict no damage and freeze the goblin on the spot instead.