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There are things that dwell beneath the earth and some are Best Left Buried
Within old and dusty ruins, the last memories of broken civilisations remain.
These fallen empires have been left in dust by the eons that have passed since
their zenith. Their servants endure as twisted echoes of their ancient selves,
gangling and half-dead. With their society decayed, the sanity of these
heathen folk has been lost along with the things that made them human. Left
alone in tenebrous places, they have been cracked by isolation and lust for the
light they forgot they needed. They have long descended into feral barbarism.
All that survived the fall are raving priests, slobbering minions and gibbering
monstrosities.
Even as their worshippers moulder and shrivel, the hungry gods sleep,
slumbering in their long forgotten temples. These are chthonic deities:
uncaring, impossible and beyond all forms of human comprehension. To even
perceive these terrible entities drives the sane to madness.
This place is the Crypt.
There is a breed of strange folk that take to these ruins, known as
Cryptdiggers. They might be Wizards, Knights, Godsmen, Freeblades or
Man-Killers, but they are rough folk all. They are grim, determined and
seemingly indefatigable. Seeking gold, fortune and perhaps even adventure,
they come with swords, sorcery and righteous fury to reap the Crypt for all it
is worth.
The Crypt takes these brave and foolish folk and spits them out dead or
broken.
The wounds that do not kill them fester and leave them maimed. The eldritch
touch of magic takes their flesh and corrupts it. The abominations they fight
take the aberrant corners of their minds and turn their spirits against them.
Their minds and souls DECAY until they themselves are left RUINED.
You are these folk. The Crypt will take you in, make you rich and powerful
and then destroy you.
I hope you have fun.

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Chapter 1: Introduction
There's a joke going around that everyone has their own fantasy
heartbreaker. This is ours.
I fell out of love with modern versions of some games a while back.
They were too easy, too complicated and too weighty in literature. The
decisions in each game had no consequence, or at least none that
couldn't be averted with a rest or a resurrection spell. The monsters
were too iconic. You can't put fear into the hearts of your players
when they know the exact subspecies of ooze they are facing or how
many hit points the troll has.
This game tries to alleviate those problems. Characters are simple to
make and classless, so no two heroes are the same. Monsters are
bizarre. Afflicition, injury and death are certain fate for the characters.
The Crypt will take them in and spit them out broken.
This is a supplement for the main game, adding some additional
content to create more varied and powerful characters for Best Left
Buried. It contains content found in the Deluxe Edition print version
of the game.
Follow us on social media to keep an eye on the next wave of
SoulMuppet content.
Enjoy,
Zach and Ben

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Contents
Chapter 1: Introduction 2
Chapter 2: Making a Character 5
Chapter 3: Advancements 19
Chapter 4: Demi-Human Archetypes 40
Chapter 5: Random Character Creation 54

Acknowledgements
Published by SoulMuppet Publishing
www.facebook.com/SoulMuppet
Writing and Layout by Zachary Cox (@JellyMuppet)
Art by Ben Brown (@IllustratorBB)
Art Direction by Sash Steele (@HeyySash)
Edited by Ben Warren, Alex Hill, Neil Benson, James Lader, Harrison
Swift, Sam Sleney, Abigail LaLonde and Josh Davenport
Contributions from Ben Milton, Perrtu Vedenoja, Luka Rejec, Michael
Lombardi, Connagh Doohan, Huw Williams and Michael Bacon

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"The four of them had travelled halfway across the Duchy to reach this cave.
The tunnels below had a name. The folk in the inn at Quelyn had called it the
Warrens. They ran deep in the earth. Unspeakable creatures and wondrous
treasures were said to dwell in its roots. The villagers said that monsters were
known to shamble forth from the hills and take feast on goats that dwelled
there. They said there were strange deep caves that loomed like great portals
in the side of the mountains.
The party was of four capable folk, met in the Guildhall of the Blue Moon in
the Grand City of Falfe. Albert Du Lac, bastard of Dentwine, peerless warrior
of hammer and helm. Lillian the White, conjurer of tricks and knower of great
secrets. Osford of the Nine Fingers, acolyte of the Blue Order and mutant of
the priesthood. Carris 'Fingers' Delton, a gutterscum thief who knew the
subtle art of knifework and treachery.
They did not tremble, for each thought themselves made of sterner stuff than
steel. They did not stop to pause or delay, and they entered the Crypt."

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Chapter 2: Making a
Character
When making a character in Best genre. Some of the strangest
Left Buried, you should always start combinations can make an
with a name. Aramis de Beauregarde interesting character.
is probably a very different character If you really can't think of
to Kyra Daggert, Cordin Pyre or anything, or just fancy letting the
Helga Brightbelly. dice do their thing, head on over to
Take the name and use it as a DriveThruRPG and check out
springboard to generate how your Maze Rats, which has a bunch of
character looks, talks and behaves. fantastic random tables which will
Think about how they dress, their help you come up with an idea for
mannerisms or accent. Think about an interesting character.
what they might have done prior to
the events of your game and how Stats
this might affect how they make
decisions. Think about what your Best Left Buried has three Stats:
character wants and how they go Brawn, Wit and Will.
about getting it, to make sure they Brawn represents attributes of the
are Motivated and Capable. character revolving around
Do this quickly. Characters emerge physical strength. It encompasses
better through play than through things such as bodily power,
thinking of reems of backstory athletic ability, endurance and vital
during character creation. Think of a force. The Brawn stat is used when
few short facts then move on. pushing open a door, wrestling
If you’re having trouble thinking of with a monster, hitting something
any of this stuff, think of your with a sword, resisting the effects
favourite character in fiction or of poison or completing an
history. Take them and combine arduous task without rest. A
them with another completely character with high Brawn might
different character you like, taking be well-built and likely a capable
your favourite elements of both and warrior, whereas one with low
mixing and matching their Brawn could be sickly or frail.
personalities. They don’t have to be
the same archetype, gender or even
5
Wit represents attributes of a Sometimes during the course of
character based around agility, both play a character’s stat is lowered
physical, mental and social. It below 0, like -1. This could be due
encompasses acrobatic elegance, to an ability of a monster, or maybe
conversational eloquence and quick an Affliction or Injury. Don’t
thinking. The Wit stat is used when worry, sometimes your character
trying to dodge a fireball, convincing might be a bit weak, clumsy or
an NPC you are a friend, sneaking foolish, but use that as an
and picking pockets as well as opportunity for character
quickly figuring out a puzzle or development. If a stat is negative,
riddle. A character with high Wit simply take away the score from
might be nimble, charismatic and any situation where you might
subtle, whereas one with low Wit normally be required to add that
could be awkward, clumsy or a bit stat.
slow.
Will represents attributes of a
character centred around the power
Vigour and Grip
of the mind and its intellect. It Your character has two measures of
encompasses things such as ability to how well they are surviving:
retain large quantities of knowledge, Vigour and Grip.
cast powerful magics and resist Vigour is similar to hit points that
psychological horrors. The Will stat appear in other games. New
is used when remembering an characters have Vigour equal to 6
obscure fact, resisting a debilitating plus their Brawn.
spell, reading body language,
tending to a person’s injuries or Grip is a coagulated mix of
using intuition to solve a problem. stamina, mana and sanity, used as a
Will is also used by most spellcasters resource for re-rolls or character
to channel their magics. A character Advancements, or depleted when a
with high Will might be wise, character faces a psychologically
scholarly or strong minded, whereas damaging monster or environment.
one with low Will could be New Characters have Grip equal to
fainthearted, simple or possibly not 4 plus their Will.
the brightest tool in the shed. Throughout play, characters
In Best Left Buried characters start become more powerful and gain
with +2 in one stat, +1 in another additional Advancements. Each
and then +0 in their final one. These time a character gains a new
statistics are beyond normal folk, but Advancement in this way, they
normal people don’t tend to become gain an additional point of Grip
Cryptdiggers. Characters are very and Vigour. Vigour can never
good at one thing, pretty good at one increase in play above 5 + Brawn +
thing and average at another. number of Advancements.
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Archetypes Believer
Character in Best Left Buried start Believers are holy folk, guided by
off with an Archetype of abilities the voices of the Gods. They might
that define some of the things they be devout preachers, honourable
are good and bad at, as well as knights, sacred healers or holy
offering a few special powers. Some monks. The only thing that defines
of the Archetypes resemble classes a Believer is their faith in
from other famous games, some look something else – some higher being
more like backgrounds. The that is greater than mortal folk.
Archetypes are designed to make a Holy Mission: A God will assign
simple, pick up and play character, their Believer a specific Holy
that can then be customised as they Mission. Once per adventuring
become more experienced. day, if they are enacting their Holy
The core rule book Archetypes from Mission, Believers can spend a free
Best Left Buried are: Believer, point of Grip to re-roll an Attack or
Cabalist, Cutthroat, Dastard, other Stat Check. This quest could
Everyman, Freeblade, Outcast, be to destroy heathen worshipers,
Scholar, Protagonist and Veteran. to spread their faith or build
Each is detailed below. temples.
If your character resembles one of I Am No Preacher, I Am A
these Archetypes, simply write Prophet: Believers have the Upper
down all the abilities and start Hand when they make Wit or Will
playing. If they don’t, use the check to spread the word of their
Everyman Archetype, designed to God.
represent characters that aren’t Hand of the Holy: Believers are
covered by one of the other certain of their actions, for the
Archetypes. Divines guide their way. Believers
As well as an Archetype, the player begin play with an Affliction:
starts with one (or more) Guided by the Gods. However, not
Advancements, which can be found all Believers are actually deluded or
in Chapter 3. There’s quite a lot of answer to other, darker powers. If
advancements available, so a few so, change the specifics of the
suggestions for starting Affliction from Hand of the Holy
Advancements are included below. to a more fitting one.
If you are unsure, you can always Suggested Advancements: Take My
take Extra Will, Extra Wit or Extra Shining Armour Gleams if your
Brawn to increase one of your Believer is a holy knight. Take I See
character’s stats. Truth In The Stars if your Believer
receives visions from their God.
Take Lay On Hands if your
7 Believer is a healer.
Cabalist Cut­throat
Cabalists are often cultists or Cut-throats are criminals and other
wizard’s apprentices. They’ve had unsavoury folk. They might be
some manner of unpleasant thugs, ruffians, thieves, assassins or
experiences with the terrifying or other general lowlives. The
otherworldly. Cabalists do a slightly common denominator is that they
better job at handling the strange will lie, cheat and murder to get
world of the underworld than most whatever they want, and do worse
other adventurers. to get the things they need.
Been There Done That: Cabalist's Silver Tongue: Cut-throats have
strange experiences allow them to the Upper Hand when they make a
shrug off what would terrify others. Wit check to willingly deceive an
The first time each adventuring day NPC.
a Cabalist would spend or lose a Tricks of the Trade: Cut-throats are
point of Grip, they ignore it and experts in actions from outside the
don’t lose a point. sphere of traditional legality. Once
I’ve Seen Things: In their time as per adventuring day, while
cult members, most Cabalists have engaging in unlawful, illegal or
seen a fair quantity of awful things. similar activities (such scaling a
Cabalists have the Upper Hand sheer surface, breaking a lock or
when making Grip Checks due to a performing a trick of sleight of
monster or environment. hand), Cut-throats can spend a free
Already Slightly Gone: Cabalists are point of Grip to re-roll a Wit based
a little unhinged. During character Stat Check.
creation, roll a random Affliction or Honour Amongst Thieves: Despite
agree on one with the Doomsayer. what the tales tell, Cut-throats are
Cabalists have already suffered this in it for themselves. Cut-Throats
Consequence before play begins. For cannot make a Heroic Rescue
a list of Afflictions, see Chapter 5. unless the character they are
Suggested Advancements: Take Fire
attempting to save is another Cut-
and Lightning Strange if your throat.
Cabalist enjoys blasting things with Suggested Advancements: Take Knife
magic. Take Spirits of the Beyond if from the Shadows if your
your Cabalist is interested in Cutthroat is a man-killer or
necromancy. Take Tough As Nails if assassin. Take Tough as Nails if
your Cabalist is a grizzled your Cutthroat is more of a brute
henchman. than a thief. Take Master of Deceit
if your Cutthroat really does like
never having to tell the truth.
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Dastards Everyman
Dastards are charlatans, tricksters Not everyone makes it where they
and fast-talkers. They might be do through military training or
mountebanks, bastards of the second sorcery. Some just get there by not
estate, swashbucklers or pirates. All dying. Everymen are experts at
are charismatic and flamboyant, and this.
most are better at talking their way Probably Good at Something:
into of trouble than getting out of it. Take a relatively niche thing that
You Magnificent Dastard: Dastards your character did as part of their
are extravagant people. Up to three backstory. Everymen have the
times per adventuring day, while Upper Hand when attempting to
employing an obnoxiously do this thing.
convoluted and daring solution to a Probably Bad at Something Else:
potentially simple problem Take a skill, vice, drawback or
(examples: swinging from negative personality trait from your
chandeliers, elaborate blackmail backstory. Everymen are Against
schemes, anything involving using a The Odds when attempting to do
disguise), Dastards can spend a free this thing, or do something that
point of Grip to re-roll a Wit based involves it.
Attack or other Stat Check.
Suggested Advancements: Literally
Lovable Rogue: Dastards possess a anything.
certain ineffable charm. Dastards
have the Upper Hand when making Note: Quite obviously, the
Wit checks to interact with a non- Doomsayer is fully expected to
hostile NPC. veto anything too powerful within
At Home In The City: Most this archetype. The Everyman
Dastards have lived comfortable archetype should be less powerful
lives, and are not ready for the than the other archetypes. This is
Crypt. Dastards are Against The the price paid for flexibility.
Odds when making Grip Checks
due to a monster or environment.
Suggested Advancements: Take Knife
from the Shadows if your Dastard is
a criminal or charlatan. Take
Weapon Master if your Dastard is a
duelist or pirate. Take Nimble
Dodge if your Dastards runs from
their problems instead of fighting
them.

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Freeblade Outcast
Freeblades are heroes of a more Outcasts adventure because they
financial orientation. They aren’t don’t fit in anywhere else. They are
looking to save the world or to often homeless vagrants, often
watch it burn, they just want to get because their family kicked them
paid. They might be mercenaries, out, sometimes because of their
professional soldiers, assassins for own choice. They might be hedge
hire or spell-swords. knights, lone wizards, brooding
Soldier of Fortune: Freeblades are rangers or asocial hermits. They are
used to sticking their necks out to always grim, fiercely capable
make sure they get paid. Once per survivors.
adventuring day, if it results in the True Grit: Outcasts are grizzled
party’s immediate financial gain folk, used to the worst the world
(example: completion of a quest, can offer. The first time each
acquisition of a treasure horde or adventuring day an Outcasts
capture of an NPC with a bounty), would lose Grip due to a Grip
Freeblades can spend a free point of check from a monster or
Grip to re-roll an Attack or other environment, they ignore it and
Stat Check. don’t lose a point.
I’m A Professional: Freeblades Home In The Wild: Outcasts are
know their way around the job skilled at surviving the outdoors.
market. Freeblades have the Upper Outcasts gain the Upper Hand
Hand when making Wit checks when they make a Will check to
related to looking for work or find food or navigate in a
negotiating with a potential wilderness environment.
employer. Not A People Person: Most
Heart of Gold: Sometimes Outcasts live outside the
Freeblades cannot resist the glint of boundaries of society. Outcasts are
coin. Freeblades are Against The Against The Odds when they
Odds when they take Will checks to make a Wit check to interact with
resist bribery. an NPC.
Suggested Advancements: Take Suggested Advancements: Take
Weapons Master if your Freeblade is Tough as Nails if your Outcast is a
of the martial persuasion. Take classic anti-hero. Take a magic
Knife from the Shadows if your advancement, such as Fire and
Freeblade is an assassin or man- Lightning Strange or
killer. Take a magic advancement, Concoctionist if your Outcast is a
such as Fire and Lightning Strange hermit or spellcaster.
or Arcane Wards if your Freeblade is
a spell-sword.
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Protagonist Suggested Advancements: Take the
My Shining Armour Gleams or
“ You are not rewarded for heroism in Lay on Hands if your Protagonist is
RPGs. That is, unfortunately, what of the knightly persuasion. Take
makes the act heroic.” Child of Prophecy if your
Hackslashmaster Protagonist is the chosen one. Take
Rallying Shout if your Protagonist
In a world of repugnant moral greys, is a leader of men.
the Protagonist is a shining beacon of
hope. Cynics might look on them
disparagingly, but none doubt their
nobility and honour. Protagonists
are an eclectic mix of chosen ones,
righteous knights and general do-
gooders.
Saving the Day: What is a hero but
the sum of their deeds? Once per
adventuring day, while engaging in
feats of heroism, Protagonists may
spend a free point of Grip to re-roll
an Attack or other Stat Check.
Saviour of the People: The common
folk know and adore you.
Protagonists have the Upper Hand
on Wit checks when convincing
friendly NPCs to aid them in their
heroic quest.
No Stain on My Honour: Heroes
never lie, even when the situation
demands it. Protagonists are Against
The Odds when they make a Wit
check to willingly deceive an NPC.
I Shall Protect Thee: Protagonists
never let their friends die while they
watch. When an enemy uses a Finish
Him! move on a downed ally, they
must always attempt a Heroic
Rescue.

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Scholar Veteran
Scholars are characters invested in Veterans are masters of the Crypt.
the accumulation of arcane and They have spent some time below
esoteric knowledge. They might be the earth, digging for exotic
reclusive wizards, disturbed treasures. Generally, it doesn’t treat
researchers or priests who find them well. Most folk who spend
solace and enlightenment in time beneath the earth come out a
communion with occult gods. little bit mad, and Veterans reflect
Forbidden Knowledge: The Scholar this.
asks many questions, but some Years of Experience: Veterans have
should just be left unanswered. Once seen a fair share of shit in their
per adventuring day, Scholars can time. When fighting monsters they
ask the Doomsayer a question that have fought before, Veterans have
the Scholar might previously have the Upper Hand on attack rolls.
uncovered in unusual research in Before play, talk with your
forgotten tomes and obscure Doomsayer about the kind of
libraries. The Doomsayer then creatures your Veteran might have
names a price in Grip, which the experience fighting.
Scholar must pay if they wish to Danger Sense: Veterans have
receive the answer. The price should learned to spot the many dangers
be steeper for questions that are of the Crypt. Veterans have the
chthonic, archaic or unanswerable. Upper Hand on Observation
Pendulum Sanity: Scholars have Checks to detect potential dangers,
seen much and develop coping such as traps or ambushes, while in
mechanisms. When Scholars develop the Crypt or similar environments.
an Affliction, they reset their Grip to Battle-Scarred: Veterans have
11, not 10. usually suffered some kind of
Mindcracked: The thirst for secrets injury during their career in the
leaves many Scholars susceptible. Crypt. During character creation,
The first time each adventuring day roll a random Injury. Veterans
Scholars spend or lose a point of have already suffered this
Grip, they lose an additional point. Consequence before play begins.
Suggested Advancements: Take a
For a list of Injuries, see Chapter 5.
magic advancement, such as Fire Note: Don’t re-roll or drop the
and Lightning Strange or I See character if you don’t like the
Truth In The Stars if your character Injury your Veteran gets from
uses their knowledge to find arcane Battle-Scarred. If they do die in
power. Take Eldritch Pact if your character creation, feel free to roll
Scholar has made an unholy bargain up a new character.
with a demon or eldritch being.
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Suggested Advancement: Take While adventuring, your character
Weapon Master or Tough As Nails can carry an item in each hand, two
if your Veteran is a combat specialist. items easily accessible on a belt or
Take Trap Breaker if your Veteran is in a scabbard, and then whatever
a martial engineer. Take Battle equipment they can fit within their
Frenzy if your Veteran is a ferocious backpack.
killer.
Using Equipment
Equipment At the Doomsayer’s discretion,
All characters in Best Left Buried equipment might grant The Upper
start play with a toolkit of useful Hand on certain Stat Checks, make
items and weapons. They can take Impossible checks possible and
two weapons and five pieces of some possible checks Trivial. If
equipment from the following lists. your character carries something
Weapons: Hand weapons, Light that isn’t on the list, negotiate its
weapons, Heavy weapons, Long cost and usage with your
weapons, Throwing weapons, Doomsayer. If a piece of equipment
Ranged weapons. is listed in bold above, you can find
its effect in one of the lists below.
Equipment: 10 Pieces of Medicine: Each character can use a
Ammunition, Book, Crowbar, 50ft of dose of Medicine once per day to
Rope, 10ft of Chain, Pickaxe, restore 1 Vigour. This cannot be
Manacles, 3 Doses of Medicine, done in a combat, and takes about a
Bottle of Alcohol, Lantern, minute to apply. Medicine might
Lockpicking Kit, Shield, Plate be a bandage, tonics, salves or
Armour, Shovel, Chisel and doses of primitive painkillers.
Hammer, Bear Trap, Caltrops,
Mirror, Lucky Charm, Religious
Symbol, Small Bag of Iron Dust,
Long Pole, Tinderbox, Musical
Instrument, One Dose of Poison, Set
of Fancy Clothes, Small Vial of Acid,
a Tent.
All characters are equipped: a week's
worth of Rations, a Full Waterskin, a
Backpack, a Bedroll, three Torches
and a set of Basic Armour.
During character creation, characters
may swap one weapon for two extra
pieces of equipment and two pieces
of equipment for an extra weapon.
13
the enemy if the dice used for
Weapons damage is 5 or 6, not just when a 6
Hand: Hand weapons can be is rolled.
wielded in one or two hands. They Light: Light weapons are weapons
include weapons such as that rely on finesse and flourish
broadswords, hand axes and maces. rather than brute strength. Light
They are the most common weapons weapons tend to be smaller and
used by Cryptdiggers and they are less lethal than other weapons, so
prized for their flexibility. If a hand they deal 1 less damage in combat.
weapon is used in one hand, it deals If you are using it in one hand, you
normal damage and can be used can use a shield or another item in
with a shield or another item in your your off hand. They include
off hand. If a hand weapon is used in weapons such as daggers, rapiers
two hands it deals normal damage and scimitars. Since Light weapons
plus 1. If you are using it in one use Wit as an attack stat, not
hand, you can use a shield or Brawn, they are best suited for
another item in your off hand. more nimble and dexterous
Heavy: Heavy weapons are large Cryptdiggers.
and powerful weapons. They are Long: Long weapons can be
always wielded with two hands. wielded in one or two hands. Long
They include weapons such as weapons are large, hafted weapons
greatswords, battleaxes and designed to keep their users away
warhammers. Heavy weapons deals from the enemy. They include
normal damage plus 1, but are weapons such as spears, halberds
cumbersome, decreasing Initiative or other pole-arms. They are often
by 1. Heavy weapons also do serious used by weaker Cryptdiggers to
damage to monsters, and will deal a help maintain distance from
Critical Hit and inflict an Injury to dangerous foes. They can attack

Weapon Types
Type Range Attack Stat Damage Modifier Initiative
Hand Melee Brawn 0 (+1 if two handed) 0
Heavy Melee Brawn +1 -1
Light Melee Wit -1 0
Long Short Brawn 0 (+1 if two handed) -1
Throwing Short Wit or Brawn 0 (-1 if used in melee) 0
Ranged Long Wit 0 0
14
enemies at short range and melee
range, but are cumbersome, Strange Weapons Types
decreasing the character’s initiative If your character uses some form of
by 1. If a long weapon is used in one exotic weapon, skin it as one of the
hand, it deals normal damage and other weapons. A whip might be
can be used with a shield or another approximated as a Wit based
item in your off hand. If a long throwing weapon. A main-gauche
weapon is used in two hands it deals might be approximated as a shield.
normal damage plus 1. A quarterstaff might be
Throwing: Throwing weapons are approximated as a hand weapon or
smaller weapons designed to be a long weapon. A poleaxe might be
used as projectiles. They include approximated as a heavy weapon
weapons such as daggers, throwing or a long weapon. If a weapon has
axes and javelins. They can be used multiple grips or different ways it
to attack enemies at short range to can be used, treat each grip as a
deal normal damage, or used in separate weapon that requires an
melee range to deal normal damage action to switch.
minus 1. Throwing weapons such as
axes or javelins will use Brawn, but Gunpowder Weapons
weapons such as darts or daggers
will use Wit. Determine with the Some Best Left Buried games
Doomsayer which stat the throwing include gunpowder weapons. If
weapon uses when you initially your Doomsayer allows them then
choose it. The ranged weapon they function as a subcategory of
always comes with 3 pieces of regular weapons and are chosen
ammunition. with a type. A Ranged Gunpowder
Ranged: Ranged weapons are used weapon may be a musket or
to attack enemies from afar. They are arquebus. A Throwing Gunpowder
always wielded with two hands. weapon may be a pistol. A Heavy
They include weapons such as Gunpowder weapon may be a
crossbows, shortbows and blunderbuss.
longbows. They can be used to Gunpowder weapons always attack
attack enemies at long range, doing with Wit. They have the range,
normal damage. If a ranged weapon damage and initiative modifier of
is used to attack an enemy in melee the normal weapon type. They
range, the attack is Against The ALWAYS attack with the Upper
Odds. The ranged weapon always Hand, whatever the target or
comes with 10 pieces of ammunition. situation. They require a full
minute to reload, which means
they can only usually be fired once
per combat.
15
Ammunition for gunpowder over the same materials as Basic
weapons is shot and powder. 10 Armour. It increases the target
attacks worth of the ammunition are score for attack rolls by 2. However,
provided when the weapon is the armour is heavy and
selected in character creation. If the cumbersome so requires at least 2
powder or weapon is spoiled by points in the Brawn stat to wear.
water, it is ruined and will not fire. If The character's Initiative also
the powder is subjected to flame or decreases by 1 when wearing plate
high levels of magic, it may explode. armour in combat. Like Basic
Gunpowder weapons are expensive Armour, Plate Armour does not
and, if purchased, will likely cost 5- impede spellcasting.
10 times as much as a normal Characters may only wear one kind
weapon of their type. of armour at a time.

Shields and Armour Advancements


Shield: Shields are boards made of The final step before starting play is
wood or metal worn on the off hand to choose an Advancement from
designed to defend the user against Chapter 3: Advancements.
enemy attacks. Shields increase the Remember, you can always choose
target score for weapon attacks by 1. Extra Brawn, Extra Wit or Extra
A shield can be used with either a Will, or go with one of the
Hand weapon, Finesse Weapon, suggested advancements for your
Throwing weapon or a Long weapon Archetype if you're short of ideas.
when the weapon is used one
handed.
Basic Armour: This set of basic
Starting Play
armour is standard distribution for Now you’ve finished your first
all Cryptdiggers and is worn by character, go back and make one or
many types of adventurers. It is two more. Your characters are
made of a mixture of heavy boiled probably going to die at some
leather with hard studs set into it. A point, so you’ll need a few back
chain shirt is usually worn over the ups. Try to make your characters as
torso and it often comes with a different as possible, so the game is
protective helmet. It does not varied and exciting. Never make
prevent characters from casting duplicates of the same adventurer
spells. It increases the target score for and throw them into the meat
attack rolls by 1. grinder until one levels up.
Plate Armour: Plate armour is made Most Cryptdiggers operate as part
up of solid, interlocking plates or of large companies. The attrition
scales of metal, traditionally worn rate is fairly high, so they tend to
16
make a large camp somewhere on shares of the treasure, but also
the surface near the Crypt’s entrance brings additional responsibilities,
and then send down small, such as the planning of expeditions,
disposable parties into the Crypt to the tactics of organising forays into
gather information and supplies. the crypt, as well as recruiting new
At the start of the campaign, your Cryptdiggers (who may even
PCs will likely be inexperienced become future characters).
Cryptdiggers. After a few sessions
those characters who survive will
become leaders of the company. This
means they are entitled to greater

17
"We entered the chamber guided by the light of Lillian's staff. Within the
cave was a murky pool of turgid water that smelled of rot and liquorice. Soon
after our arrival there was a great shudder of the earth, and we drew our
weapons ready for combat. Before we could act further, a Crypt-thing burst
out from beneath the surface. It was a great, gormless beast with pink flesh
that dripped with ichor.
As we retreated back to the entrance, a tentacle whipped towards Delton and
wrapped around her waist, dragging her into the shallows of the water. She
screamed maniacally as her sword clanged to the floor. The thief struggled
hopelessly, trying to somehow pry herself free from its merciless grip.
Lillian held forth her staff, beginning to summon some great spell of warding,
hoping to turn the beast away.
We looked on helplessly as the spearlike point of the tentacle pierced her chest.
With a final cry of pain, she slumped forward, dead."

18
Chapter 3: Advancements
Characters gather Experience Think outside of the box. There are
through play, through gaining many unorthodox choices that can
treasure, passing Grip Checks and be made.
through particularly cunning plans. It is also not infeasible that a
Every time they get 8 Experience, character from a traditional
they can reset this to zero and level archetype might bolster their
up. abilities with something from
Every time they level up, a character another “class”. A rogue who can see
can choose an Advancement to add the future with I See Truth in the
to their character sheet. They also Stars. A cleric who can call searing
gain 1 extra Vigour and Grip. This holy light with Fire and Lightning
also increases the max Vigour they Strange. A fighter who grabs some
can recover to through resting or additional damage with Radiant
healing. Blade. A tinkerer wizard who
Starting characters get one invests in Trap Breaker for some
Journeyman Advancement for free. extra utility.
These Advancements are available Some Advancements have a type
to all different kinds of characters after them, such as Arcane, Devious,
across various archetypes. Holy or Martial. Once a character
Each Advancement comes with has taken at least 4 advancements in
suggested flavour, contained in a total, including 2 Journeyman
short descriptive text. These are Advancements from one certain
guidelines, not rules. type, they gain access to a special list
of Advancements for that type. It is
For example, Battle Frenzy is a recommended that the first of these
martial ability, and this is reflected in Advancements you choose is Blood
its flavour text. However, the rage of the Magi, Blood of the Godsman,
might be holy or spiritual in origin, Blood of the Shadowjack or Blood
making sense for a character from a of the Conqueror, but this is not
religious background, such as a compulsory.
Crusader or Godsman. Arcane, Devious, Holy and Martial
The Holy Song Of War is advancements can be found in the
traditionally a Holy Advancement. Deluxe version of Best Left Buried.
However, this could also be the
rousing song of a devious bard or
the battle tactics of a martial
commander.
19
Journeyman Child of Prophecy
‘ They spoke great tales of Leo. He told
Advancements us a star fell in the village green the
day he was born. A hag-seer told him
he would grow to be a legend, known
Arcane Wards (Arcane)
across the Nine Duchies. ‘Twas a
shame he died in that ditch, rent by the
‘ Each time the Crypt-thing seemed to claws of the Shamblers. Such an ironic
strike him, Palavar would raise his hand destiny for so great a hero.’
and a spectral wall would form, Something great is forthcoming in
shielding him from its unholy grasp.’ the character’s destiny and luck
When the character is hit by an guides them to that point. The
enemy attack, they may spend a character rolls a D6 at the start of
point of Grip to reduce the damage the adventuring day. They may
taken by an amount equal to the choose to use this die to replace a
character's Will stat. single die rolled, regardless of who
Using Arcane Wards multiple times rolls it. The die is replaced after it
is straining. Each time the character has been rolled, but before the
uses this ability in a single combat, outcome is applied.
its Grip cost increases by 1. (1 the This advancement can only be
first time, 2 the second time, 3 the chosen during character creation
third time, etc). or, if the Doomsayer allows it,
following some weird or wonderful
Battle Frenzy (Martial) act of destiny that must have been
the Wheel of Fate in action.
‘ Lairys was ferocious, without a hint of
grace. She gave a wordless bellow that
screeched the ear, then charged in and
Concoctionist (Arcane)
cut the Beasts apart. She did not bleed, ‘ Erock was a tanner by trade, but was
for she was fury incarnate.’ also skilled in the brewing of chemics.
The character can spend 3 points of Each night he would take the flesh and
Grip to enter a Battle Frenzy. Until glands of the Beasts we had slain and
the end of the combat, they must brew them into hideous potions.’
move into melee against the nearest At the end of each adventuring
enemy and attack it. During this day, the character can brew a
state melee attacks they make have number of Potions up to half their
the Upper Hand and melee attacks Will score, at the cost of one point
made against them are Against The of Grip each.
Odds. The character can end the
Battle Frenzy early by spending
another point of Grip.
20
When taking this advancement,
choose two types of Potion that the
character can make: Amorphous,
Aquatic, Blinking, Flamewreathed,
Firebreathing, Hex-Proof, Nimble,
Shadowclad or Woundknitting.
Concoctionist can be taken multiple
times to gain the ability to make
different types of potion. Your
character can add 2 more types of
potion to their list each time they
take Concoctionist.
Drinking a Potion takes an action
and 3 points of Grip and will give
the benefits of an Adaptation for a
single combat (or five minutes if him just mad, as we all were in our
used out of combat). own ways. When we first saw the
Once you have drank the potion, it is Fiend he had made his deal with, we
gone and cannot be used again. knew him in a moment as little better
than the Crypt-things themselves.’
The Grip loss represents the The character makes a pact with a
negative effect of the potion's powerful Blackbeast, Herald or
chemistry ravaging your mind and Dreaming Ancient, granting them
body. world-bending power in exchange
for their service. The character may
Ears of the Owl immediately choose two additional
‘ The campfire whispers tell that Frannan Advancements from the normal list
was a thief and a fence before his time in as gifts from their patron.
the company, where they kept him as a However, touching the mind of
lookout. He could hear the penny as it such powerful beyonders has an
fell, ne’ermind when it dropped.’ adverse effect on a character’s
The character has the Upper Hand sanity. They immediately gain a
on hearing based Observation random Affliction.
Checks. These two new Advancements do
not count towards the sum of
Eldritch Pact advancements needed to unlock
other Advancement tiers, such as
‘ Quentyn was an odd fellow. Always Arcane, Devious, Holy or Martial
mumbling to himself. Always observing Advancements .
strange little rituals. We mostly thought

21
Eldritch Pacts always return to bite Eyes of the Hawk
characters who take them. Their
patrons may demand additional ‘ Rora was an archer and a huntsman
favours from their servants, which without compare. Just as she had once
may be confusing and difficult, but stalked deer through the arboreal
must always be met. If the character lowlands, she turned her sharp gaze to
refuses the demands of their patron, the dark tunnel and spotted the group
the consequences are dire. These of Crypt-things lurking amongst the
consequences include, but are not drooping vines.’
limited to, additional Consequences, The character has the Upper Hand
loss of Vigour or Grip, reduction in on sight based Observation
stats, removal of the Advancements Checks.
granted by the Pact or even death.
Extra Brawn Fire And Lightning Strange
Increase the character’s Brawn stat (Arcane)
by 1. Remember to recalculate the ‘ Helwys stared into demon’s eyes and
character’s Vigour after this spoke a cryptic incantation. Her hands
advancement is taken. shook and her pupils glowed in an
otherwordly light. She smote the beast
Extra Grip with a discharge of arcane force and it
Increase the character’s Grip by 3. fell to the ground, its flesh crisp and
smouldering.’

Extra Will When taking this advancement, the


character chooses one type of
Increase the character’s Will stat by element or magical substance, such
1. Remember to recalculate the as fire, ice, water, lightning, thorns,
character’s Grip after this gravity etc. The character can use
advancement is taken. magic as a weapon to strike down
their enemies with their chosen
Extra Wit element.
Increase the character’s Wit stat by 1. The character can spend an action
and up to 3 points of Grip to make
Extra Vigour a Will based attack against an
enemy within short range. The
The character immediately returns to attack ALWAYS has the Upper
their full Vigour. This pool is Hand and deals damage equal to
measured by 5 + Brawn + Number the damage die result multiplied by
of Advancements. the cost in Grip the character spent.

22
The damage counts as magical for
any relevant Advancements and I See Truth In The Stars
Adaptations. (Arcane/Holy)
Fire and Lightning Strange can be ‘ Each night, Doulan sat beneath the
taken multiple times to gain the
ability to attack with multiple types moon in communion. He gazed up,
of magical element. The character seeing the shimmering stars amidst the
may then choose which element to hungry void. The stars sang to him,
use each time they take an action to and he listened.’
use it. At the end of an adventuring day,
choose a number of Grip points to
The Holy Song of War (Holy) spend on receiving cryptic visions
from dreams, stargazing or bone
‘ As we fought, the Preacher Fedele sang throwing. Depending on the
the song of the Warrior-Saint Lean the number of points you spend, the
Martyr, hero of the Fallowed Fields. To Doomsayer should give a cryptic,
hear of such tales, to know of her but increasingly detailed gift of
heroism! It bolstered us. We felt as a foresight concerning the events of
single point of light in a great expanse of the next adventuring day.
black. We heard the preacher’s words
and, for once in our days, all was not
lost.’
Knife From The Shadows
The character can spend an action (Devious)
and a point of Grip to grant a ‘ The sorcerer looked at us head on, his
number of allies up to their Will the hands crackling with magical energies.
Song of War. Each ally can use the Before he could utter a single
Song of War once before the end of incantation, a dagger slipped in
the combat to apply the Upper Hand between his ribs and he slumped to the
to an Attack Roll or Stat Check. floor. Little did he know, Jaxar had
skulked behind him and ended him.’
Horde Killer (Martial) When the character makes an
‘ Angest stood proud and triumphant, attack on an enemy who is
even as the beasts tried to drag him unaware of them, the attack has the
down to the dirt by weight of number Upper Hand and deals double the
alone. Their teeth and claws dashed normal amount of damage.
harmlessly against his shield and his
sword slew two of them with each and
every blow.’
When enemies Gang Up on the
character, negate the first two
instances of the Upper Hand.
23
Non-magical weapon attacks made
against the character are Against
The Odds.
Master of Deceit (Devious)
‘ He had a silver tongue, that boy
Betram. He could talk anyone out of
anything, such was his blather and
guile. He wasn’t much use in a fight
though, divines bless him.’
The character has the Upper Hand
on Wit based Stat Checks when
lying to NPCs.
Nimble Dodge (Devious)
‘ Kyra was lithe as anything. She
ducked and dived through the melee
Lay On Hands (Holy) and nothing touched her as she went.’

‘ Caramon placed a hand over the gaping The character has the Upper Hand
when trying to Escape while in
hole in Mercer’s chest wound, blood
staining the sleeves of the Godsman’s combat.
robe. He said a line of prayer, and the
flow of blood began to slow then ceased Nose of the Dog
entirely.’ ‘ After years in her chemic filled lab,
The character can spend an action Deliah had a keen nose. She could tell a
and a point of Grip to restore an half-gram of sulphur from ammonia at
ally's Vigour by an amount equal to twenty paces and always smelt a
D3 + the character's Will. Crypt-thing before she saw it.’
The character has the Upper Hand
My Shining Armour Gleams on smell based Observation
Checks.
(Martial)
‘ Sir Durandel entered the Crypt with his Radiant Blade (Holy)
plate lustrous and polished like a mirror.
He returned covered in mud and
‘ Thaddeus spoke the name of his God
and his sword lit with cold licks of holy
excrement, and caked with blood that
flame. It swung with righteous force
was not his own.’
and took the head of the Crypt-thing
clean from its shoulders.’

24
The character can spend an action thus react inconsistently with
and a point of Grip to make a special the other senses. These
attack. The attack is made with the changes will last for the next
Upper Hand and deals D3 extra minute.
damage if it hits. The additional D3
damage counts as magical for any Spirits of the Beyond (Arcane/
relevant Advancements and
Adaptations. Holy)
‘ Krauss, who was a gravedigger by
Rallying Shout (Martial/Holy) trade, knelt over the corpse and put his
‘ The beasts were upon us, but Hallion hand down into the depths of its throat,
cried out in full voice the name of our reaching for some blackened thing. The
city, our homeland; sweet Lendal to cadaver convulsed, opened its pale eyes
which we would one day return. Our and pulled itself to its feet. That wasn’t
spirits strengthened, we pushed them the last time we saw him raise the
back and claimed the day.’ dead.’

The character can spend an action The character can spend an action
and a point of Grip to grant each ally and a point of Grip to reanimate a
who can hear them a point of corpse to serve them until the end
Vigour. of the combat with the below stats.
Shadow Glamours (Devious/
Corpse
Wit
Arcane) Brawn Will
‘ With a sly grin, the assassin gave a 1 1 0
wink, spoke a cursed word and melted Vigour Initiative Adaptations
into a cloud of shadow.’
6 -3 Undead
The character can spend an action
and a point of Grip to either:
- Gain the Upper Hand on a Wit Tough As Nails
check to hide. ‘ Dellius was always a stubborn man,
- Make all enemies Against The defined by his grim refusal to die.’
Odds on Observation Checks The character gains an additional
to spot them for one round. point of Vigour for each
- Alter visual aspects of the Advancement they have. When
character’s cosmetic Injured, spend a Grip point to roll
appearance, such as clothing, two dice on the Injury table and
facial detail or hair. These choose the result you prefer.
changes are visual only and will
25
Toxic Blade (Devious) Trap Breaker (Devious)
‘ Jacke was known to lace his blades in all ‘ Knowing something was wrong, Lorel
sorts of venoms. He made them with rapped her knuckles against the floor,
ingredients he harvested from the Crypt noting the vacant, hollow sound. She
and its inhabitants. Briarwine, Cyst- raised her fist, a signal for the party to
Taint, Liar’s Bane, Widowkiss, wait, and then pointed towards the
Milkweed, Cadaver, Gankleblood. That spot from where she reckoned the pit
man had a poison for everything.’ trap would trigger.’
At the end of each adventuring day, The character has the Upper Hand
the character can spend a point of on Stat Checks made to make,
Grip to prepare a dose of a type of modify or disable traps or secret
Poison. Poison is applied to a doors and Observation Checks to
weapon or kept as a dose to be put in detect them.
food or drink.
The first time a Poisoned weapon Weapons Master (Martial)
deals damage to a monster, or when ‘ Crellace was a dancer and fine
a monster consumes the poison, they swordsman. In all my years, I never
are affected by a negative knew a man his match for his
Adaptation or status condition for 5 darting silvered blade.’
minutes or until the end of the
combat. Once the Poison is used, it is When taking this advancement, the
gone. character chooses one type of
weapon. Once per combat, the
When taking this advancement, character can spend a point of
choose two types of Poison that the Grip. For the rest of the combat,
character can make: from the attacks they make with that type of
following , Brittleskinned, Dulling weapon have the Upper Hand.
(-1 Will), Hex-Addled, Maiming (-1
Brawn) , Paralysing (-1 Wit). Weapons Master can be taken
multiple times to gain it for
Toxic Blades can be taken multiple different types of weapon.
times to gain the ability to make
different types of Poison and make
an additional Poison each Arcane Advancements
adventuring day. The character can Once the character has taken 3
make an additional poison per Arcane Advancements and 4 total
adventuring day and add 2 more Journeyman Advancements, they
types of Poison to their list each time become a Titled Wizard and gain
they take Toxic Blades. access to the following additional
advancements.

26
Blood of the Magi
‘There are certain rules of nature that
govern the universe, and to be a true
wizard is to eschew these laws and
replace them with one's own will. Magic
is the greatest force of all, and it can
sunder nations, break the spirits of the
earth itself and render man supplicant
before its power. To earn a wizarding
title, one must be a true master of magic.
Whether a warlock, witch, sorcerer or
alchemist, they should be respected and
feared by all.’
In addition to their normal pool of
Grip, the character has an additional
pool of 3 Arcane Grip. These
function like normal Grip, except
they can only be used on Arcane
Advancements. Strange, and counts as magical for
This pool of Arcane Grip refreshes any relevant Advancements and
every time you roll Initiative. Adaptations.
Arcane Volley Elemental Affinity
‘The battle went on for hours through ‘There was a reason they called her the
the tunnels and catacombs of the Crypt. Cinderer: she liked fire. A lot.’
The Occultist slung bolt after surging
bolt of witch-flame at our enemies, When taking this advancement,
choose one of the elemental damage
dropping a hundred foes as the combat
types from Fire and Lightning
wore on.’
Strange, Manawrath or Spellcraft.
The character can spend 2 Grip to When attacking enemies while using
gain use of a repeatable magical spells with this damage type, your
attack. For the rest of the combat, attack rolls have the Upper Hand.
you may make Ranged attacks that When forcing enemies to make Stat
use Will instead of Wit as the attack Checks to resist the effects of the
stat. damage type, they are Against The
The damage from Arcane Volley is Odds. The character also has the
flavoured as the same type of Upper Hand on resisting the effects
damage used in Fire And Lightning of spells or environmental effects
relating to that element.
27
You also gain an insanity related to their corpses bubbled with the power of
the element you choose, possibly the arcane.’
The Glorious Blaze or some The character can spend 3 Grip
variation of Debilitating Dread. and an action to make a Will based
Unlike some other spell related attack against every creature in an
Advancements, this can only be adjacent zone.
taken once.
The damage from Manawrath is
Mageshape flavoured as the same type of
damage used in Fire And
'The Ravenclaimed took viscous,
Lightning Strange, and counts as
bleeding shape. The dark silhouette of a
magical for any relevant
bird imposed itself onto our eyes,
seeming to suck in the light of our Advancements and Adaptations.
torches. We couldn't tell if it was
glamour or transfiguration, but the
Spellcraft
shape nonetheless took flight and left us 'I am told there is a certain art of
behind.' scientific method to magic. I
When taking this advancement, wouldn't be able to tell. As far as I
choose three Adaptations from the can see wizards tend to just blow
list in Chapter 8. things up.'
The character can spend 2 Grip and True wizards live on the art of
an action to take monstrous form for experimentation. Building new and
1 minute or the rest of a combat. powerful spells is vital part of
While in this monstrous form, they attaining mastery of the craft.
gain the effect of one Adaptation When taking this advancement,
from their list. For a cost of 5 Grip build a spell by choosing one
and an action, they gain the effects of option from each of the following
2 of the Adaptations from your list lines:
for 1 minute or the rest of a combat. - A Stat: Brawn, Wit or Will..
Mageshape can be taken multiple - A Cost in Grip: 1, 2 or 3.
times to choose additional
Adaptations. The character can add - One spell effect to happen to the
two additional Adaptations to their target:
list each time they take Mageshape. - Lose D6 + Cost in Grip
Manawrath points in Vigour.
‘ The Arcanist threw her hands together - Be Blinded, Disorientated,
and bathed the corridor in a barrage of Grappled or Deafened for half
azurite lightning. The arcing bolts as many rounds/turns as the
scorched the Crypt-things' flesh, and Cost in Grip, rounding up.

28
- Lose D3 + Cost in Grip in
Grip. Devious Advancements
- Reduce the Stat tested by the Once the character has taken 3
Cost in Grip. Devious Advancements and 4 total
- Choose a damage type for the spell. Journeyman Advancements, they
This can be one used in Fire and become a Titled Rogue and gain
Lightning Strange, or a different access to the following additional
type entirely. advancements.
When casting the spell, the character Blood of the Shadowjack
spends an action and the Cost in ‘While magic or bone-shattering
Grip to force an enemy to make a violence will solve many problems
Stat Check again the Stat they in the crypt, the trickery of a
choose when they created the spell. shadowjack can be worth its
If the Cost in Grip is 1, the enemy weight in gold. Overwhelming
makes the check with the Upper force simply isn't necessary when a
Hand. If the Cost in Grip is 2, the cunning word, veiled threat or a
enemy makes the check normally. If subtle knife put in the right place at
the Cost in Grip is 3, the enemy the perfect time can see the deed
makes the check Against the Odds. done. Leverage is the name of the
If the enemy fails the Stat Check, the game, and the shadowjack sees the
effect occurs to them. fulcrum and applies pressure
where it is most effective.'
Spellcraft can be taken multiple In addition to their normal pool of
times. Each time they take the Grip, the character has an
advancement, construct a new spell additional pool of 3 Devious Grip.
as if they were taking this These function like normal Grip,
advancement for the first time. except they can only be used on
It is practical to name your different Devious Advancements.
versions of Spellcraft, so you can This pool of Devious Grit refreshes
distinguish between them at the every time you roll Initiative.
table.
Assassinate
'However terrifying the creature was,
the Kinkiller always found that subtle
place where his knives would bite the
deepest.'
The character can spend a point of
Grip and an action to make a
powerful attack against a creature
29
with a Ranged, Thrown or Light I Am The Night
weapon. The attack has to be made
either from behind the creature, ‘You learn one thing very quickly
while the creature is unaware of the while Cryptdigging: you will only ever
character’s presence or while the see a proper man-killer when they want
creature is otherwise distracted. you to.’

Do not roll the dice normally for the In a situation where they can
attack. Instead, the enemy reasonably hide and the character is
automatically rolls a result on the actively trying to be quiet and
Injury table, and this is applied to remain unnoticed, any Observation
them. Check made against a character
with I Am The Night is
Gambler's Joy Impossible.
‘The Thornman always was a quizzical Impossible
soul and his life had a certain ‘variance’
to it. Every morning, it was as if he ‘The Lady had a knack for doing things
would flip a coin and then either be a that couldn't be done, or at least
savant or a moron.’ shouldn't have been possible. As much
as she was skilled, smart, quick and
Every time the character makes a stubborn, the gist of it was that she was
Stat Check, Observation Check or just very, very fucking lucky.’
attack of any kind, you may flip a
coin. If heads, the character has the Shadowjacks have a knack for
Upper Hand. If tails, the character is conquering the odds and doing
Against The Odds. things that by all logic are
inconceivable.

30
Once per day, the character can If the character spends 3 points of
name a seemingly impossible action. Grip instead, they can also make
This might be breaking out of a set of an attack as part of the action.
adamantine manacles without a key,
vanishing in plain sight in a room of Viscous Black
guards, falling unharmed from a 'I'll never forget the first time he did it.
hundred foot height or having once Somehow the Stranger threw down a
saved the life of the headsman who great swathe of shadow and suddenly
is about to execute them. vanished. I don't know if it was
The only rule is that it has to be sorcery or alchemy, but the Crypt-
nearly impossible and very cool. things were buried and unseen at the
The Doomsayer then names a Cost far end of the corridor. He pulled out
In Grip, which the character can his knives, let out a mad and feral
choose to pay if they wish the laugh, and went to work.'
impossible task to be done. No dice The character can spend between 1
are required; if the price is paid, it and 3 Grip and an action to fill a
comes to pass. Accordingly, the price number of zones with impenetrable
should be steeper for actions that are darkness or mist that blocks all
daring, improbable or game sight. The numbers of zones
breaking. affected by this ability is 2 x the
You don't have to tell the rest of the Cost in Grip.
table exactly how they managed it, All characters in these zones are
but you probably will. Blinded and Deafened. Any
attacks made against creatures in
Umbral Dash these zones are Against the Odds.
‘The first time I ever saw the Grey One Torches or other forms of natural
blink I nearly died of shock. There wasn’t light will not pass this obstruction,
a comical pop, or a whipcrack, or a cloud as the darkness is magical and can
of smoke. She simply vanished where she only be pierced by sorcery.
was and reappeared where she wanted to
A character can take this
be.’
Advancement a second time to be
The character can spend 2 points of able to see and hear in the shadow
Grip and an action to move up to unimpeded. Their allies will not be
two Zones. This movement does so lucky.
require a Wit Check to Escape from
enemies. It can also pass through
Impassable Zones, although it
cannot end in them.

31
The character can spend 2 points of
Holy Advancements Grip and an action to grant a
Once the character has taken 3 Holy character a Blessing. The Blessing
Advancements and 4 total provides a 1+ bonus to their
Journeyman Advancements, they Brawn, Wit or Will until the end of
become a Titled Godsman and gain the combat or for the next minute.
access to the following additional It also grants the Upper Hand on
advancements. all Stat Checks (but not attack rolls)
with this same Stat.
Blood of the Godsman If the characters uses Blessing on
'It always gave me great security to themselves, they gain +2 to the
know there was a Godsman in our relevant stat, instead of +1.
ranks. Most common Cryptdiggers It is only possible to have one
are a mercurial lot without gripe or Blessing active at a time.
principal beyond riches, but holy
men always serve a cause, whether it There is something shattering
be fell or righteous. To have the ear about being blessed. The character
of the gods or the saints gave weight who receives the Blessing takes a
to a Godsman's word and a fervour Grip Check when effect wears off.
to their actions. Nothing makes a If they fail, they lose a point of
battle easier than a literal act of God Grip.
in your favour.'
Call of the Faithful
In addition to their normal pool of
Grip, the character has an additional 'The Martyr raised his holy sceptre
pool of 3 Holy Grip. These function to the sky and spoke the name of
like normal Grip, except they can the Boneless, a winged Herald of
only be used on Holy the Justicar. Divinity streamed from
Advancements. his eyes, and with a shaking of the
earth that was like thunder and a
This pool of Holy Grip refreshes roaring of ethereal trumpets, the
every time you roll Initiative. Herald came forth. It was shining
and faceless, seeming leagues tall
Blessing of the Ancients with robes of shining crimson. It
'The Scarlet Apostle placed her hand on brought light and steel and smote
Trevett's shoulder, and the man fell to the Crypt-things from the tunnel,
his knees. She leant over and whispered a before departing as swiftly as it had
blessing in his ear. He stood, rising with appeared.'
fury and a righteous fire lit in his eyes. I When taking this advancement,
wish I knew what she had said. I think choose a Cost In Grip and
we could all use some words like that.' determine the nature and stats of a
specific named servant of the
character's god.
32
The Cost In Grip determines the pacts. The character may also
stats of the monster. The monster has attempt to gain leverage over it,
5 Vigour and the initial stat array of perhaps with the discovery of the
+1 , 0, -1, arranged in an order of the creature's True Name.
character's choosing. For each Grip The creature will persist on the
spent, the monster gains one of the material plane for one minute or
following additional features: until the end of a combat, before
- 5 Vigour disappearing and departing to
- 2 Grip their home realm.
- One additional point of Brawn, Wit or The default flavour for this is the
Will. summoning of a Herald, or angel,
but this may alternatively summon
- An Advancement or Adaptation. a higher-order elemental, a
Each of these options may be Blackbeast (demon), undead, fae,
purchased multiple times. The Dreaming Ancient (abomination)
minimum Cost In Grip that can be or other monster. If particularly
expended if a question is asked is 4. powerful creatures are summoned,
or small creatures are summoned
The character can spend the Cost In repeatedly, the character's god
Grip in Grip and an action to may make additional demands.
summon this monster to the
battlefield. Flesh Made Anew
Upon summoning, the character 'The Arrogate looked upon the
must make a Will Check. If they screaming Crypt-digger, holding
pass, the creature will obey a single the stump of his leg and barely
command or answer a single stemming the flow of blood with
question to the best of their divine his cupped hands. With a sigh, the
knowledge. If they fail, the creature Arrogate leant down and cast holy
will act in its own interest or the water over the wound. The smell
interest of its god. of incense filled the cavern whole.
The first time the creature is The Godsman spoke a prayer in
summoned, the Will Check is made booming syllables of the Old
with the Upper Hand. Each time the Tongue, beseeching his God for
check is failed, an instance of aid. The wound was healed and
Against The Odds is added to the the stump had regrown, but there
Will Check. Eventually, this check was a price. There is always was a
will become Impossible. The only price for such acts of God.'
way to get the creature to comply The character can spend D6 Grip
with the character's requests will be and an action to heal an Injury
through bargaining, and the creature from an allied character. This
may demand gifts, sacrifices or advancement cannot be used to
33
restore characters who are Dead or Rousing Sermon
Unconscious. The character is no
longer subject to the effects of the 'Before we went into battle, the
Injury. If the Injury resulted in a Moontouched sang the song of Sir
loss of Vigour, this Vigour is Kelton the Yellowlance and his battles
restored, as long as this does not with the lycans of the Cradle Range. It
exceed their max Vigour. put steel in our hearts and fire in our
Being healed magically in this way is bellies. I loved that man. I would have
deeply unsettling, so the healed followed him anywhere.'
character also loses D6 Grip. Before a combat the character can
Roll a separate D6 when this ability spend a point of Grip and one
is used. If a 6 is rolled, the user of minute to deliver an inspirational
Flesh Made Anew suffers the healed speech or righteous sermon,
injury themselves, as their God granting 1 point of Grip to their
passes the Injury onto them. allies. This affects a number of
allies up to the character's Will.
This advancement can be taken a This point of Grip must be spent in
second time. It can now be used to the next 5 minutes, and is lost if not
restore life to recently dead used. Any creatures nearby will
characters as if they had awoken likely hear the sermon, and prepare
from Unconsciousness. for the character accordingly.

34
Sacred Gift All creatures in the Zone must
make a Grip check. If they fail,
'The gifts of the Gods are many. I they lose D3 Grip and are Blinded
have seen Holy Men who are for one turn. Creatures with no
soldiers, knights, witch-hunters, Grip are either immediately
man-killers or wizards, but they all Blinded or lose D6 Vigour at the
still act with highest faith.' Doomsayer's discretion.
Upon choosing this advancement,
the character can take a single
Arcane, Devious or Martial
Martial Advancements
Advancement and use it as if it was Once the character has taken 3
a Holy Advancement. Martial Advancements and 4 total
Journeyman Advancements, they
This might seem pretty bonkers and it is become a Titled Warrior and gain
meant to be. Your Godsman might be a access to the following additional
Witch-Hunter with Assassinate, use advancements.
Spellwrath to purge heretics, or a
knight or monk with Oath of Courage. Blood of the Conqueror
A classic here is taking Impossible and
using it to perform miracles. This will ‘Since the dawn of humanity, all
also allow you to take advancements wars and conflicts have been ended
from any “classes” created for Best Left by fierce men of action willing to
Buried in future publications, but the spill blood when the time comes.
Doomsayer can reserve the right to veto Steel bites, arrows fly and the
these choices. dying scream. Here the fates of
families and nations are decided.
Searing Radiance All folk might pretend to know
this, but it is a rare man who truly
'The Sunblind raised his symbol to understands it. When words are
the sky and spoke the name of his done and swords are drawn, these
God. Blistering light poured forth warriors walk the battlefield
and the Crypt-things screamed in willing to kill, and even die; ready
pain. We turned our eyes, but to face their foes with brutal,
somehow we were still blinded. The unadulterated violence.'
Sunblind's eyes had been burnt out
from their sockets many years ago, In addition to their normal pool of
and only scars remained.' Grip, the character has an
additional pool of 3 Martial Grip.
The character can spend 2 Grip and These function like normal Grip,
an action to fill a single Zone with except they can only be used on
holy light. Martial Advancements.
The pool of Martial Grip refreshes
every time you roll Initiative.
35
Ferocious Charge These enemies must pass a Will
check or be unable to take an action
'The Warsinger drew her blade, sang on their next turn.
the cry of her people, and charged
the ranks of the enemy with reckless Oath of Courage
abandon. They did not survive her.' ‘The Lionheart had sworn an oath:
The character can spend 2 points of never to back down, never to flee, never
Grip and an action to move a Zone to bend the knee to godless men! It
and make an attack with the Upper steeled him. It took his resolve and
Hand. This movement is in addition made him iron. His will could not be
to the zone of movement they can stayed.’
make automatically as part of their The character has the Upper Hand
turn. on all Will checks they are made to
Until the start of the character’s next take by enemy Advancements or
turn, all attacks made against them Adaptations. They also have Upper
are Against the Odds. Hand on all Grip checks, including
This ability may only be used once those related to Insanities.
per combat. However, the terms of the oath are
Maiming Strike strict. They must never back down
from a fight; if they wish to retreat
‘The Foereaver raised his wicked from a combat, they must spend 2
battleaxe high into the air and brought it points of Grip to do so.
down upon the Crypt-thing's knee with
After this happens, they lose the
crushing force. It screeched in pain,
benefits of Oath of Courage until
holding its severed joint in its claws, and
they spend a full day in solitude,
toppled to the ground.’
engaging in an appropriate act of
The character can spend a point of supplication, such prayer or self-
Grip and an action to make a special flagellation.
attack against an enemy. Do not roll Alternatively, they can regain use
the dice normally for the attack. of the Oath of Courage by dying
Instead, the enemy automatically valiantly.
rolls a result on the Injury table, and
this is applied to them. If you have some other kind of
They can instead spend 3 points of Oath your character might swear,
Grip and an action to make the same discuss its potential benefits and
attack and strike fear into their drawbacks with your Doomsayer.
enemy. The first enemy suffers the
Injury as normal. Additionally, the
ability intimidates a number of
enemies up to the character's Brawn
stat who are within short range.
36
Roar of Challenge After the character dies or is
knocked Unconscious following
‘Across the melee, the Baroness saw the being reduced to zero Vigour in a
Beast. She cried out to it, roared its combat, they gain one extra turn
name with a holy challenge. It turned, as when they are due in the next
if understanding the terms of the duel, round before the effect takes place.
and then came at her with all its might.’ They can move and take one last
The character can spend a point of action as normal, before
Grip to challenge an enemy monster succumbing to Death or
within short range. It is Against The Unconsciousness. If an attack
Odds when attacking any target against the character results in
apart from the character. When it damage being dealt, they must
attacks the character, the monster pass a Brawn Check or receive an
has the Upper Hand. Injury. This has no effect if the
character is taken out of action for
Swarm of Steel another reason (such as a
voluntary roll on the Injury table)
‘The Wanderer took her knives of cold or out of combat. No healing,
iron and waded into the combat. She magical or otherwise, can prevent
spun and darted amongst her foes, their final death.
cutting them apart with visceral energy
and terrifying efficiency.’
The character can spend 3 points of
Grip and an action to make an attack
against every creature in a Zone.
These attacks use whatever weapon
the character is holding.
Unfellable
‘He bled from a dozen wounds, his flesh
rent and torn with cuts and bruises. The
Northborn stood tall, his chest heaving
like the bellows of some great forge. He
would not die, not here, not today.‘
The first time each combat an
enemy's attack forces the character to
roll on the Injury table due to a
Critical Hit, ignore the
Consequence.

37
them. They then only continue to
Titles use their real names amongst trusted
When they reach a certain level of friends and allies. Some heroes
power, Cryptdiggers and other choose their own titles, others are
adventurers eschew their given gifted these names by seers and
names and choose titles. These titles prophets. To have received a title by
protect the characters from wizards a prophet marks the character's
or demons who would seek to learn death as a fixed event in the future,
their true name to gain power over known only to the Doomsayer and
particularly potent prophets.

Wizard Titles
Dice 1 2
1 The Fleshshaper The Occultist
2 The Ringsmith The Skyclaimer
3 The Namegiver The Three-Eyed
4 The Fellhanded The Mistweaver
5 The Alienist The Warlock
6 The Blackbent The Visionist

Shadowjack Titles
Dice 1 2
1 The Troubadour The Guide
2 The Pauper The Waghalter
3 The Jubilant The Deceiver
4 The Shadowbreath The Raconteur
5 The Outcast The Trickster
6 The Faenamed The Saint of Knives

38
Godsman Titles
Dice 1 2
1 The Aspirant The Rightmaker
2 The Friar The Defender
3 The Oracle The Flagellant
4 The Watcher The Heathen
5 The Faithful The Guardian
6 The Faithbringer The Chevalier

Conqueror Titles
Dice 1 2
1 The Bonebreaker The Shieldrender
2 The Hammermight The Taker
3 The Sunderer The Griefmaker
4 The Noblehearted The Butcher
5 The Talesung The Farlander
6 The Oathsworn The Chained
More powerful spells that target
A Note On Destructive entire Zones will also hit allies for
full damage.
Magicks In narrative terms, spells that miss
(or hit) will scar the landscape of
The use of magic as an offensive the battle field. Blasting magic
weapon always bears unleashes excessive force and
consequences. energy, such as heat, radiation or
Using Advancements like Fire cold. The equipment or spoils
And Lightning Strange is the carried by a target may be
equivalent of unleashing a hand rendered useless by these kinds of
grenade in a modern knife fight. magic, as may loose items in the
Zone targeted if the attack misses.
Remember, intelligent enemies
who see themselves at a While Doomsayers can use this to
disadvantage will flee. punish players who are careless,
clever players may use this to their
39 advantage.
Chapter 4: Demi­Human
Archetypes
Many of the worlds in Best Left to say that these interpretations of
Buried include just humans and the classical races, particularly the
monsters. Others include other near Afflictions, rely on the quirks of my
human races, known as Demi- own dark-horror-comedy-ish setting.
Humans. If this doesn't line up with the game
you want to run, cut out the
This chapter includes some weirdness and replace it with your
additional Archetypes the own flavour. Best Left Buried is your
Doomsayer may or may not allow game now, as much as mine, so do
during character creation, depending what you will.
on the setting and their own
personal preference. It would be fair
40
Demi-Humans are not just re- the decision paralysis of jumping
flavoured humans. They are not just from 9 to 12 options during
short humans or bearded Scottish character creation can slow down
humans or pretty immortal humans, the process, as new players often
they are species of an entirely immediately want to know how
different origin and genetic makeup. Elves work.
Mankind is no closer to these races That said, if you want to ignore this
than they are to dogs, cats or advice, do so.
chimpanzees. Whatever you
specifically make different about If you need to create new demi-
demi-humans, it has to be human races, use the Everyman
substantial. Their thought processes Archetype. If you want them to
should be distinct from stock fantasy have additional abilities, give them
humans, which are in turn different one Adaptation as a benefit and
to modern humans. Their culture, one Affliction as a consequence.
language, psychology and behaviour You can use the human Affliction
should be divorced entirely from table initially, but can make your
human cultural norms. The Elves are own table by adding 4 Afflictions
characterised by inescapable from the human table and making
arrogance, the Dwarves by their 2 bespoke ones of your own
utter stoicism and fixed place in design.
society, and the Small Folk by their
love of hearth and home.
Whatever makes these species
different in your game should be
profound. I always recommend
starting with an all human party and
introducing non-human NPCs so
your players can understand how
they exist in your world. Once this
knowledge is imparted, then the
player can choose a demi-human
character. This can be a great way to
lessen the blow of someone's
favourite character dying, by letting
them make an exciting new non-
human character.
This is also helpful from a rules
perspective. The demi-human
Archetypes are more complicated
from a rules perspective than the
ones included in the main rules, and
41
details relating to colour, but have
Dwarves the Upper Hand on Observation
Checks relating to seeing details
'They were short, of course – bearded
obscured by non-magical darkness.
too. Not too many women either. If they
Dwarves will debate whole-
were there, we had no clue which ones
heartedly amongst each other
they were. They lived underground, in
about their favourite shades of
huge cave cities beneath the earth. Every
Dwarf is a born worker. An entire
grey.
society honed towards a single task, Leadbelly: Dwarves' immune
digging ever deeper towards the centre of systems are the stuff of legend,
the earth on some mindless holy crusade developed through eating only
as they flee the moon. Every Dwarf you strange subterranean foods such as
meet away from their cities is an brack beer, oil liquor and cave
outcastsfrom Dwarven society, called the mushrooms stew. They have the
“Clanless” by their people. Most are Upper Hand when resisting the
exiles, radicals or criminals. They say effects of poison, spoiled food or
it's hard to spot the insane of another disease.
race. That's probably why so many of
Pack Mule: Despite their slightly
them end up with us, and so many of us
shorter stature, Dwarves have
end up with them.
spent generations carrying
As weird as they were, beneath all the everything they need for their life
grubs and the beard hair and the below ground on their backs.
constant lectures about the beautiful Dwarves can carry roughly double
shades of 'bonegrey' and the 'rivergrey', the equipment a human adventurer
there's no one I would rather have beside can carry.
me in a cave than one of those grudge-
Dwarven Psychology: When
born idiots. They're furious bastards in a
taking an Affliction, Dwarves roll
fight.'
on the following table:
Stronghearted: Most Dwarves have
lived below the earth all of their Dwarven Affliction
lives, and are used to the horrors
found in places like the Crypt. While 1 Bitter Grudge
underground, Dwarves have the
Upper Hand on Grip Checks. 2 Cog In The Machine
Tunnel-Vision: Dwarves are 3 Fear of the Moon
colourblind and see all colours in
shades of grey, and can only see 4 Frothing Rage
gems and gold in colour. They are
Against the Odds on all 5 Hoardlust
Observation Checks relating to 6 Solace In The Bottle
identifying colour or picking out
42
Dwarf Names Eighteen Shades of Grey in
There are dwarf men and women, the Common Tongue
but it would be a challenge to find
which are which without seeing D6 1 2 3
them naked. Their society appears to 1 Bloodgrey Halfgrey Sharpgrey
be made up entirely of men, but
these are only male looking by 2 Coldgrey Lightgrey Shimmergrey
human standards. Pronouns are
mostly viewed as a translation error 3 Dapplegrey Nogrey Skygrey
by the dwarves, and correcting 4 Dimgrey Partgrey Skullgrey
humans on them constantly would
be a waste of time. 5 Dullgrey Plaingrey Stipplegrey
However, Dwarves do lack the 6 Fullgrey Sandgrey Warmgrey
concept of masculinity in their
culture. They are just as likely to find
joy in gender roles assigned to either First Name
human men or women, as long as D6 1-3 4-6
their beards are long, groomed and
luscious. 1 Bendun Hrum
Like Elves, some dwarven women 2 Demrun Isondar
adopt gender when living amongst 3 Dwim Jutras
humans. They may even go as far as
voluntarily cutting their own beards. 4 Etun Khatrak
Most adventuring dwarves are 5 Gutrek Sarduk
Clanless, often due to exile, and bear
this dishonour in place of a surname, 6 Helrigg Torhjeim
concealing their former clan from
others. Clanned dwarves proudly Clan Name
display their clan name for all to
hear. Dice 1-3 4-6
1 Ashbirth Gemspark
2 Axebite Greenhall
3 Battlesung Ironhue
4 Brittlebeard Riverhome
5 Emberjaw Stoneheart
6 Foehammer Whitebrew
43
Exertion. These points of Grip
Elves refresh at the end of each
'There was an elf who joined us once, adventuring day.
Their-Prose-Be-The-Darting-Of-Blade. Shun the Decrepit: Elves adore
They always protested their beauty and worship its presence,
incompetence, claimed they were a and they despise the sights of evil
scholar and a poet, not a warrior, but in the Crypt. They are Against the
they were an artist with a blade Odds on all Grip Checks, and do
nonetheless. They could hold the wizards not gain experience for passing
in a debate, the fighters in a duel and them.
sing better than most of the bloody
No Sweat On Their Brow – When
bards. They said they were little more
resting, Elves recover Vigour and
than a child in the Elvish lands, but then
Grip at half the rate of other
they said they remembered hearing the
characters. They are assumed to
news of the Battle of Hamlet Hill, which
spend the time in typical Elven
couldn't have made them a day less than
activity: sitting around meditating,
150 years old. That's the thing with
writing poetry, singing or looking
Elves; you live for long enough and you
at things while commenting on
have enough time to learn to be good at
everything. Shame the bloody bastard
their astounding beauty.
never did any work or did a thing to get Elven Psychology: When taking an
their hands dirty. Affliction, Elves roll on the
'I've heard stories, though, of Elves that
following table:
went in to the pits and snapped. They're

Elven Affliction Table


aesthetes, the lot of them. They don't
just appreciate beauty; they crave it and
worship it. When they find something
down there that doesn't match with their 1 I Shall Be Clean
ideas of how the world should be, they
sometimes just break and don't come
2 Guided By The Gods
back.' 3 I Am The Fire
Eyes of Blessed Starlight: Elves are 4 Debilitating Dread
famously keen of sight. They have
the Upper Hand on sight-based 5 The Passing Of Time
Observation Checks. In case you're
wondering, this stacks with Eyes of 6 Partaker Of The Blessed Flesh
the Hawk.
Graceful Form: Elves are perfect.
They make everything they do look
easy. Elves gain 3 points of Elven
Grip that can only be used on
44
Elven Names
The names of Elves can be as long as
their lives. At their one hundredth
birthday, Elves become adults and
choose a name befitting of their
actions and personality. This is
usually a long poem in Elvish,
sections of which are translated into
human languages and used as names
in the below form. For ease of use for
humans, Elves often pick short, even
snappy excerpts for their everyday
names, like Cold, Leaves or Song.
Elves are not of human gender, and
most prefer they/them pronouns in
the common tongue. However, some
Elves who acclimatize to human
society assume genders or gender
roles, and might prefer she/her or
he/him pronouns.
Due to their lack of ageing and
resistance to human diseases, Elves
only tend to die violent deaths. Elves
become senile long before they
atrophy and after a few thousand
years most become mentally
vegetative.
Elven Names
D6 1 2
1 In-Solace-Is-Their-Knowing Soft-Falling-Leaves-By-Autumm
2 Knowing-Musk-Of-Olding-Vellum Solace-Waiting-At-Journey's-End
3 Last-Raindrop-Softly-Spun Their-Song-Is-The-Passing-Of-Joy
4 Last-Waning-Moon-Of-Spring Their-Will-Is-The-Crisp-Sheen-Of-
Morning
5 Lustre-Of-Shimmering-Stars-And- Their-Wit-Is-Sharp-And-Nimble
Bright-Moon
6 Soft-Blue-Of-Shadows-Black They-Who-Know-The-Cold
interaction with the environment
Small Folk or narration may circumvent this
'Our camp cook was one of the Small
rule.
Folk. I served with her for three years. Happy Go Lucky: Small Folk are
Her name was Mattoc, and she was a legendary for being jammy gits.
fierce fool. She was a dab hand with a Small Folk roll one die at the start
knife too, and had a keen nose that was of the adventuring day. This die
always welcome by our side in the may be used to replace a single die
Crypt. at any point in the day, whoever
rolls it and whenever it is rolled.
'We had to put her in charge of the food.
The die is replaced after it has been
She was always eating, they always are.
rolled, but before the outcome is
I don't know how they put it away.
Most small folk are less than three and a
applied.
bit feet tall, the size of children, but they In A Hole In The Ground – An
eat more than most grown men. Always army marches on its feet, but Small
carrying around sweetmeats and Folk march on their stomachs.
croissants and little chunks of cheese.’ When resting, Small Folk only
consider the quantity and quality
'They ain't too far away from Goblins
of food available when
either. Common ancestry, the scholars
determining the recovery of Grip
say. Personally, I think they're of the
and Vigour. This means resting
same stock. The differences are likely
does not take any other factors into
little more than nature against nurture.
account, like warmth, comfort or
Goblins being what happened when the
security. As a result, Small Folk
small folk get hungry and start eating
tend to constantly carry absurd
each other. That's pretty much what
quantities of food around with
Mattoc looked like after she went feral'.
them at all times.
Helpful for Some, Hindrance for Tiny Hands: Small Folk don't have
Others: Most Small Folk are around the build for using certain types of
3 feet tall. This has its benefits and its weapons. They cannot use Heavy
disadvantages. They have the Upper Weapons. They also must wield
Hand on Stat Checks where being Hand Weapons and Long
their size is an advantage, such as for Weapons two handed. Weapons
hiding, crawling into tight spaces wielded by other characters or
and avoiding notice. They are also monsters may be of a different
Against the Odds on Stat Checks weight class for one of the Small
that might require them to be more Folk.
than 3 feet tall, such as lifting things,
reaching things and other feats of
height and strength. Clever

46
Small Folk Psychology: When Small Folk Affliction
taking an Affliction, Small Folk roll
on the following table:
1 Silver Finger
2 Love Of The Dirt
3 Brittle Minded
4 Man-Eater
5 Second Breakfast
6 Long for the Road

First Names
D6 Male Female
1 Albert Aim
2 Henron Filber
3 Jermyn Horna
4 Ricard Oska
5 Tedwise Syri
6 Yohn Wilna

Small Folk Names


Small Folk are usually given first Family Names
names in the style of the local human D6 1-3 4-6
culture, which for the below list is
that of Gelde. 1 Allbroth Redspice
Small Folk surnames relate to their 2 Bitterbrew Ricewine
family's signature dish, a secret
recipe passed along family lines from 3 Butterbread Sandwich
mother to daughter, and never 4 Carrotstew Shortcake
innovated upon. Their families are
matrilineal, and surnames are passed 5 Hotsoup Sourmilk
down the female line alongside the
near sacred recipes. 6 Longleaf Sweettea
47
Weakness (to silver). The
Demi­Human Afflictions Doomsayer may take control of
their character when the
Cog in the Machine (Character transformation occurs. This is
obviously not a good thing.
Flaw)
Dwarves with Cog in the Machine Long for the Road (Character
slowly succumb to the cultural
norms of the Dwarven work ethic. Flaw)
They will spend more and more time Small Folk with Long for the Road
consumed in their work. They will develop a deep love for travel and
frequently forget about routine self- adventure. They spend so long
care, and refuse to rest or relax when adventuring that they lose their
the opportunity takes itself, care for the home life many Small
considering this to be a waste of Folk adore so much, and care
valuable time. This inevitably results instead for short, exciting lives of
in the character working themselves cheap thrills and quick fame.
to death. They may be characterised Mundane things no longer hold
by unhelpful selflessness, emotional any interest to them, and they often
indifference or a lack of empathy waste time thinking about the next
towards slackers or the infirm. adventure while on the current
one. They are characterised by
Fear the Moon (Growing short attention spans, skittishness
and daydreaming.
Affliction)
There is a reason Dwarves live The Passing of Time
underground. They fear the moon.
(Character Flaw)
Dwarves with Fear the Moon begin
to be subdued by their cultural fear Elves with The Passing of Time
of the moon. Whenever Fear the develop a deep disinterest with the
Moon is Triggered by the character affairs of “mortals”, likening their
standing beneath the moon, they brief existences to the wick of a
must pass a Growing Will check or candle. Initially, the actions of non-
be transfixed by the moon's song and Elves tend to bore them, and with
lose a point of Grip. time even the death and injury of
non-Elven characters will not affect
If this Growing Madness is taken a them emotionally. They are
third time, the character fully characterised by apathy,
succumbs to Lycanthropy. When melancholy and dismissiveness.
they fail the Growing Will check
they gain the following Adaptations:
Bloodscent, Devour, Fearsome and
48
the character consumes an
Partaker of the Blessed Flesh additional portion of rations per
(Growing Affliciton) day. If they do not eat the extra
food, their impatience and
Elves with Partaker of the Blessed skittishness causes them to be
Flesh develop deep cravings for Against the Odds on all Stat
warm humanoid blood. They must Checks and Observation Checks
consume blood at least once a week. until they sate their hunger. This
If they try to rest while not having does not affect the quality of their
drunk mammalian blood in the last rests, only increase the amount of
week, including non-Elven demi- food they require as a baseline.
humans, they must take a Growing
Will check. If they fail, they do not
regenerate Vigour or Grip after that
rest. They are also Against the Odds
on all Observation Checks until they
can next drink. If the character
drinks warm, fresh blood directly
from a human they can exchange
any number of Grip for the
equivalent amount of Vigour, as
long as this does not exceed their
max Vigour. This may be done as
part of an unarmed attack.
Vampirism is deeply frowned upon
by other Elves, who do all that they
can to suppress non-Elven
knowledge of the condition. They go
as far as to spread rumours about
undead creatures with similar
symptoms. Sadly, garlic, running
water and sunlight are ineffective
against Blood-Elves.
Second Breakfast (Special
Affliction)
Small Folk with Second Breakfast
develop a deep and bottomless
hunger for more and more food. For
each instance of Second Breakfast,
49
Chapter 5: Random
Character Creation
1. Roll or choose a name. 6. Roll 2 Weapons from any of the
2. Roll Stats. following tables. Remember ranged
3. Roll an Archetype. weapons come with 10 pieces of
4. Roll an Advancement. You can do ammunition and throwing
this based on your Archetype or weapons come with 3 instances.
using the full table. 7. Roll 3 pieces of equipment from
5. Everyone gets the following base any of the following tables.
equipment: 8. Roll a Failed Career
50 Ft Rope
3 Torches
Backpack
Bedroll
A week of Rations
Basic armour

Name
D6 1 2 3 4 5 6
1 Amaris Heinrich Petyr Claribel Idony Osanna
2 Albrecht Imrich Sarduk Constance Isolde Pleasant
3 Connagh Iain Slane Ethel Johnchild Tesslyn
4 Devoss Jeremiah Viktor Emmeline Lillian Winona
5 Dolan Luka Walt Gesine Matilda Wymarc
6 Hartin Otto Yarold Helewise Nathalie Zayna
50
Stats Archetype
D6 Brawn Wit Will D6 1-3 4-6
1 +2 +1 +0 1 Believer Freeblade
2 +2 +0 +1 2 Cabalist Outcast
3 +1 +2 +0 3 Cut-Throat Protagonist
4 +0 +2 +1 4 Dastard Scholar
5 +1 +0 +2 5 Dwarf Small Folk
6 +0 +1 +2 6 Elf Veteran

Advancements Full List


D6 1 2 3 4 5 6
1 Arcane Extra Grip Fire And My Shining Shadow Re-Roll
Wards Lightning Armour Glamours
Strange Gleams
2 Battle Extra Will The Holy Master of Spirits of Re-Roll
Frenzy Song of Deceit the
War Beyond
3 Child of Extra Wit Horde Nimble Tough As Re-Roll
Prophecy Killer Dodge Nails
4 Concoctionist Extra I See Nose of Toxic Re-Roll
Vigour Truth In the Dog Blade
The Stars
5 Ears of the Eldritch Knife From Radiant Trap Re-Roll
Owl Pact the Blade Breaker
Extra Shadows
6 Brawn Eyes of the Lay On Rallying Weapons Re-Roll
Hawk Hands Shout Master

51
Believer Advancements Dastard Advencements

1 Eldritch Pact 1 Ears of the Owl


2 The Holy Song of War 2 The Holy Song of War
3 Lay On Hands 3 Knife From the Shadows
4 My Shining Armour Gleams 4 Master of Deceit
5 Radiant Blade 5 Nimble Dodge
6 Spirits of the Beyond 6 Weapon Master

Cabalist Advancements Dwarf Advancements

1 Concoctionist 1 Battle Frenzy


2 Eldritch Pact 2 Concotionist
3 Fire and Lightning Strange 3 Horde Killer
4 Nose of the Dog 4 Tough As Nails
5 Toxic Blade 5 Trap Breaker
6 Tough as Nails 6 Weapon Master

Cut­Throat Advencements Elves Advancements


1 Eyes of the Hawk 1 Arcane Wards
2 Knife In The Shadow 2 Eyes of the Hawk
3 Nimble Dodge 3 I See Truth In The Stars
4 Shadow Glamours 4 Nimble Dodge
5 Toxic Blade 5 Shadow Glamours
6 Tough as Nails 6 Weapon Master
52
Freeblade Advancements Scholar Advancements

1 Arcane Wards 1 Arcane Wards


2 Fire And Lightning Strange 2 Eldritch Pact
3 Horde Killer 3 Fire And Lightning Strange
4 Nimble Dodge 4 Knife From the Shadows
5 Trap Breaker 5 Shadow Glamours
6 Weapons Master 6 Spirits of the Beyond

Outcast Advancements Small Folk Advancements

1 Battle Frenzy 1 Child of Prophecy


2 Concoctionist 2 Knife From the Shadows
3 Eyes of the Hawk 3 Nose of the Dog
4 I See Truth In The Stars 4 Rallying Shout
5 Spirits of the Beyond 5 Toxic Blade
6 Tough As Nails 6 Trap Breaker

Protagonist Advancements Veteran Advancements

1 Child of Prophecy 1 Eyes of the Hawk


2 The Holy Song of War 2 Horde Killer
3 Horde Killer 3 Nimble Dodge
4 Lay On Hands 4 Tough As Nails
5 My Shining Armour Gleams 5 Trap Breaker
6 Radiant Blade 6 Weapon Master
53
Brawn Weapons
D6 1 2 3
1 Greatsword (Great) Battleaxe (Great) Warhammer (Great)
2 Longsword (Hand) Handaxe (Hand) Maul (Hand)
3 Spear (Long) Halbard (Long) Pike (Long)
4 Kite Shield Heater Shield Scrutum (Shield)
5 Handaxe (Throwing) Shortsword (Hand) Morning Star (Hand)
6 Scimitar (Light) Boomerang (Throwing) Quarterstaff (Long)
Wit Weapons
D6 1 2
1 Rapier (Light) Scimitar (Light)
2 Dagger (Light) Hachet (Light)
3 Shortbow (Ranged) Longbow (Ranged)
4 Sling (Ranged) Crossbow (Ranged)
5 Throwing Knife (Throwing) Whip (Throwing)
6 Parrying Dagger (Shield) War Fan (Light)

Will Weapons
D6 1 2
1 Quarterstaff (Long) Sounding Staff (Long)
2 Spear (Long) Pike (Long)
3 Dagger (Light) Dueling Sword (Light)
4 Throwing Knife (Throwing) Darts (Throwing)
5 Sling (Ranged) Crossbow (Ranged)
6 Kite Shield Heater Shield
54
Brawn Equipment
D6 1 2
1 Crowbar Whetstone
2 Pickaxe Bear Trap
3 Shovel Bullseye Lantern
4 Hammer and Chisel Grappling Hook
5 Chain Grease
6 10 Foot Pole Manacles
Wit Equipment
D6 1 2
1 Lockpicks Dose of Poison
2 Bag of Marbles Flask of Acid
3 Set of Files Hooded Lantern
4 Mirror on a Handle Alchemist's Fire
5 Silk Rope Musical Instrument
6 Caltrops Lock and Key

Will Equipment
D6 1 2
1 Book of Alchemy Dose of Medicine
2 Book of Mythology Chalk
3 Book of Religion Writing Kit
4 Book of Magic Antitoxin
5 Book of History Holy Water
6 Book of Languages Compass
55
Failed Career (Part 1)

D6 D6 1 2 3

1-3 1 Alchemist Broom-squire Escaped Prisoner

1-3 2 Apothecary Burlak Farmer

1-3 3 Artist Carpenter Fence


1-3 4 Baliff Chandler Fisherman

1-3 5 Bandit Clipper Forger


1-3 6 Barber Surgeon Coach-man Foreinger

4-6 1 Bard Cook Furrier

4-6 2 Beggar Cooper Gambler

4-6 3 Black Sheep Corpse-Picker Gaolkeeper


4-6 4 Black-smith Cut-purse Guttersnipe

4-6 5 Bounty Hunter Debt Collector Hedge Wizard


4-6 6 Brewer Deserter Herbalist

56
Failed Career (Part 2)

4 5 6

Herder Pilgrim Soldier


Knight Poet Spice Trader

Librarian Preacher Storyteller


Mason Prostitute Street Performer
Mercenary Racketeer Student
Messenger Rake Tallyman
Miner Rat Catcher Tanner
Monk/Nun Roofer Town Guard

Mountebank Sage Trapper


Mudlark Scavenger Urchin
Murderer Scribe Vagrant

Peddler Smuggler Woodsman

57
60

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