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 must spend your turn interacting with: 1) the player on your right; 2) the player on your left; 3) yourself; 4) the closest monster; 5) the environment; 6) oblivion.

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.

Written on November 10, 2020